[hlcoders] vtf2png tool

2015-09-25 Thread Harry Jeffery

Hello All,

I recently found myself in need of a way to view VTF files on Linux, but 
couldn't find a simple way to do that. As a result I've put together a 
quick&dirty tool for converting VTF files into PNG files. So far it only 
supports DXT1, DXT5, and DXT5 data (I've only actually tested DXT5), but 
adding all the RGB,BGR,RGBA formats should be trivial.


I'm sharing my work here in case it's of use to anyone else. Here's the 
repository: https://github.com/eXeC64/vtf2png


The only dependency is libPNG, so this should work on all platforms.

Regards,
Harry

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Re: [hlcoders] Source SDK 2013 Release

2015-09-12 Thread Harry Jeffery
A non-critical feature that it'd be nice to have is the ability to 
create impossible geometry by linking areas with invisible portals, as 
was done in Portal 2.


On 12/09/15 15:32, Tobias Kammersgaard wrote:

How about updating the particle system to match the one found in e.g.
Alien Swarm/Left 4 Dead 2 or CSGO?

The current one is somewhat limiting when creating certain type of effects.

On 11 September 2015 at 20:50, John Schoenick mailto:jo...@valvesoftware.com>> wrote:

I'll take a look. It's possible we broke the CModelInfo ABI in a way
that sourcetest doesn't hit.


*From:* hlcoders-boun...@list.valvesoftware.com

[hlcoders-boun...@list.valvesoftware.com
] on behalf of Rebel
Yell [rebel.y...@gmail.com ]
*Sent:* Friday, September 11, 2015 10:01 AM
*To:* hlcoders@list.valvesoftware.com

*Subject:* Re: [hlcoders] Source SDK 2013 Release

A crash issue here. After merging the code I get both Windows and
Linux server running, Windows client working fine too but Linux and
OSX clients will crash after map load, here's the trace:

0   engine.dylib0x0a87105f
CModelInfo::GetModelType(model_t const*) const + 31
1   client.dylib0x1d114ea9
CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t,
int) + 121
2   client.dylib0x1d115010
CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96
3   engine.dylib0x0a8f3529
CStaticPropMgr::LevelInitClient() + 169
4   engine.dylib0x0a763c31 CL_FullyConnected() + 49
5   engine.dylib0x0a73d067
CClientState::SetSignonState(int, int) + 823
6   engine.dylib0x0a7200bb
CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
7   engine.dylib0x0a8d4776
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
8   engine.dylib0x0a8d47ab non-virtual thunk to
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
9   engine.dylib0x0a68fc98
SVC_PacketEntities::Process() + 24
10  engine.dylib0x0a8914eb
CNetChan::ProcessMessages(bf_read&) + 843
11  engine.dylib0x0a891c6c
CNetChan::CheckReceivingList(int) + 380
12  engine.dylib0x0a8926ff
CNetChan::ProcessPacket(netpacket_s*, bool) + 751


I'm quite sure my SDK bin/ directory is up to date with the
beta_test branch files since my mod is  standalone (Fistful of
Frags), I triple checked that. So I don't see where the problem is,
maybe wrong engine (or other) library for Linux/OSX?

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Re: [hlcoders] SDK 2013 crashes on OSX Yosemite at launch

2015-03-07 Thread Harry Jeffery
Oh, yeah. I had to do that on windows and Linux. I forgot to try on OSX.
I'll give that a shot, thanks. If you don't hear anything further, assume
it worked.
On 7 Mar 2015 11:35, "Stephen Swires"  wrote:

> There are no branches or tags on the SDK's GitHub. I was talking about
> Steam. You have to use the upcoming branch even on Windows.
>
> On Sat, Mar 7, 2015 at 11:31 AM, Harry Jeffery  wrote:
>
>> Yes, it is. Is there a specific tag/commit you'd recommend?
>>
>> Thanks
>>
>> On 07/03/15 11:30, Stephen Swires wrote:
>>
>>> Is your code based on the latest code available from GitHub? If so I'm
>>> pretty sure you still have to the beta branch and it's been like that
>>> for months and months.
>>>
>>> On Sat, Mar 7, 2015 at 11:27 AM, Harry Jeffery >> <mailto:ha...@exec64.co.uk>> wrote:
>>>
>>> Hi,
>>>
>>> I'm trying to compile a singleplay source SDK 2013 mod on OSX
>>> yosemite,
>>> and I'm able to build client.dylib and server.dylib fine, but when
>>> the
>>> game attempts to connect to steam it crashes on a null pointer
>>> dereference.
>>>
>>> Crash log here: http://pastebin.com/71GSx334
>>>
>>> Is this a known issue? I found someone else with the same problem on
>>> the forums, but no solution:
>>> https://steamcommunity.com/__app/211/discussions/0/__
>>> 617321352108458825/
>>> <https://steamcommunity.com/app/211/discussions/0/
>>> 617321352108458825/>
>>>
>>> Any help in solving this would be greatly appreciated.
>>>
>>> This is made a little more difficult in that I don't have direct
>>> access
>>> to an OSX machine myself, and I'm building for OSX by having a friend
>>> run a bash script to generate the vpc project and compile.
>>>
>>> Regards,
>>> Harry
>>>
>>>
>>>
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>>>
>>>
>>>
>>>
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>>
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Re: [hlcoders] SDK 2013 crashes on OSX Yosemite at launch

2015-03-07 Thread Harry Jeffery

Yes, it is. Is there a specific tag/commit you'd recommend?

Thanks

On 07/03/15 11:30, Stephen Swires wrote:

Is your code based on the latest code available from GitHub? If so I'm
pretty sure you still have to the beta branch and it's been like that
for months and months.

On Sat, Mar 7, 2015 at 11:27 AM, Harry Jeffery mailto:ha...@exec64.co.uk>> wrote:

Hi,

I'm trying to compile a singleplay source SDK 2013 mod on OSX yosemite,
and I'm able to build client.dylib and server.dylib fine, but when the
game attempts to connect to steam it crashes on a null pointer
dereference.

Crash log here: http://pastebin.com/71GSx334

Is this a known issue? I found someone else with the same problem on
the forums, but no solution:
https://steamcommunity.com/__app/211/discussions/0/__617321352108458825/
<https://steamcommunity.com/app/211/discussions/0/617321352108458825/>

Any help in solving this would be greatly appreciated.

This is made a little more difficult in that I don't have direct access
to an OSX machine myself, and I'm building for OSX by having a friend
run a bash script to generate the vpc project and compile.

Regards,
Harry



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[hlcoders] SDK 2013 crashes on OSX Yosemite at launch

2015-03-07 Thread Harry Jeffery

Hi,

I'm trying to compile a singleplay source SDK 2013 mod on OSX yosemite,
and I'm able to build client.dylib and server.dylib fine, but when the
game attempts to connect to steam it crashes on a null pointer dereference.

Crash log here: http://pastebin.com/71GSx334

Is this a known issue? I found someone else with the same problem on the 
forums, but no solution:

https://steamcommunity.com/app/211/discussions/0/617321352108458825/

Any help in solving this would be greatly appreciated.

This is made a little more difficult in that I don't have direct access
to an OSX machine myself, and I'm building for OSX by having a friend
run a bash script to generate the vpc project and compile.

Regards,
Harry



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Re: [hlcoders] Source SDK Skeleton

2010-11-08 Thread Harry Jeffery
Is this Source2007 or alien swarm?

On 8 November 2010 16:04, Jeffrey "botman" Broome
 wrote:
> That's what she said.  :)
>
> On 11/8/2010 9:38 AM, Tom Edwards wrote:
>>
>> Precisely. It's what it doesn't provide that matters. :-)
>>
>>
>
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Re: [hlcoders] "Shared" GCFs can be downloaded even if the game is not owned

2010-11-06 Thread Harry Jeffery
srcds doesn't require steam accounts anymore, it's inevitable that
ownership wouldn't be checked for the server-side stuff.

On 6 November 2010 22:38, Tom Edwards  wrote:
> I've been experimenting with the filesystem today, and I decided to see what
> would happen if I tried to mount L4D2, which I don't own. Would it error?
> Would it crash?
>
> No. It made Steam download the map I requested. I've now also downloaded one
> of the VPKs.
>
> Only left 4 dead 2 common.ncf appears to be accessible, which is what
> dedicated servers get and doesn't contain the client library. That gives me
> some hope that this isn't an oversight and is in fact something intentional
> that mods can rely on...is that the case?
>
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Re: [hlcoders] (no subject)

2010-11-06 Thread Harry Jeffery
£10 = 10 pounds.

Unless he meant 10lbs

On 6 November 2010 20:54, AndreaZzZ  wrote:
> Lol! How much did you pay?
>
> 2010/11/6 Dexter Haslem 
>
>> I just bought 10 POUNDS OF VIAGRA!
>>
>> On Sat, Nov 6, 2010 at 12:44 PM, Harry Jeffery <
>> harry101jeff...@googlemail.com> wrote:
>>
>> > Don't bother with the link. It redirects to some cheap medicine site
>> > with a referrer code. Just some scam by the looks of things.
>> >
>> > On 6 November 2010 17:27,   wrote:
>> > > http://granovskiyifalaq.blogspot.com
>> > >
>> > >
>> > >
>> > > ___
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>> > >
>> >
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Re: [hlcoders] (no subject)

2010-11-06 Thread Harry Jeffery
Don't bother with the link. It redirects to some cheap medicine site
with a referrer code. Just some scam by the looks of things.

On 6 November 2010 17:27,   wrote:
> http://granovskiyifalaq.blogspot.com
>
>
>
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Re: [hlcoders] Hmm

2010-11-01 Thread Harry Jeffery
You can't mod CSS. You can do server-side plugins or use the css
content in a mod you make from scratch.

You won't get any of the CSS code.

On 1 November 2010 18:53, Paulius Hermanas  wrote:
>
> I am really upset that your 2009 SDK is broken. This leaves me with 2006 
> version to work with. I would like to make a mod for 2009 version CSS, if not 
> I would have to steal its models and texture and cliam it as mine. That would 
> break the policy of yours. Either way I would still need 2009 engine for 
> things like multicore support and so on. The big question is when is Valve 
> are going to update thair SDK? It still has that old fashioned UI which 
> reminds me of HL1. Please sort your tools out because it is unbearable.
>
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Re: [hlcoders] Remember June 2006?

2010-10-31 Thread Harry Jeffery
Thanks, that'll be really useful.

On 31 October 2010 04:43, Tony "omega" Sergi  wrote:
> Yeah, I'm in Korea.
>
> Anyway, I was messing around with the Alien Swarm stuff today and I've
> gotten most of the template ported over and working. Before it's easily
> useable I have to convert the VGUI panels though.
> http://www.omegaowns.us/omega/swarm/sdk_teams_hdr0002.jpg
> When I have more time, i'll see about finishing it up if anyone is
> interested. Since I'm just doing it for fun, I may not actually finish it ;)
> The main issues that I have to deal with before it's complete is the vgui
> panels, and getting around the overriding of scripts via vpks (as
> override_vpk doesn't stop the overriding of resources completely..)
> and a few misc things like the lack of hl2 content, so I'll need to replace
> things with alien swarm stuff to make it work properly.
> also of note is that my projects use vs2008 not 2005.
>
> -Tony
>
>
>
> On Fri, Oct 29, 2010 at 1:50 PM, Psy_Commando  wrote:
>
>> I had the same issue with Alien Swarm. But not only is the Alien Swarm
>> source code a hard coded mess, it constantly tries to get games statistics
>> or authorisations from the steam server!!! What's the point of leaving that
>> in? I could put up with that, but there is no documentation, even if its
>> based on the same engine as the source sdk, lots of things differ. However,
>> I must say ASw was an improvement, in the sense that there is only one
>> codebase(unlike source 2006-2007-2009) and it's easy to keep it up to date.
>>
>> -Original Message- From: Harry Jeffery
>> Sent: Friday, October 29, 2010 3:05 PM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] Remember June 2006?
>>
>>
>> A scratch sdk option for the Alien Swarm code would be nice. I looked
>> through the code with an intent to mod it but the alienswarm specific
>> stuff got in the way so much. I just gave up on it as there was no
>> easy way to remove the alienswarm stuff without going through
>> thousands of inter-dependencies.
>>
>> On 29 October 2010 19:52, Dan L  wrote:
>>
>>> The thing i am most upset about is there is still no create a mod option
>>> for
>>> source 2009 based games.  I wish valve would include full hl2:dm code and
>>> update it as it patches like alien swarm.  Can we at least get an ETA for
>>> 2009 sdk?
>>>
>>> On Fri, Oct 29, 2010 at 4:41 AM, Jed  wrote:
>>>
>>>  I like Valve but yeah, I've been vocal about my growing dislike of the
>>>> SDK for a while. Heck some numpty quotes me on the wiki page... :(
>>>>
>>>> As a third-party SDK tool developer I've been smacking my head into
>>>> the desk with all the different versions for a while and it's a
>>>> nightmare keeping up with it. I'm getting to the point where I might
>>>> just stop because it feels like a colossal waste of my free time that
>>>> I could be using for something more rewarding.
>>>>
>>>> As for the mod I'm working on - if I'd know using the Source SDK would
>>>> of been this much of a pain I'd of chosen something else from the
>>>> beginning. I reckon trying to keep up with SDK changes has put at
>>>> least 2 years onto our development time. So much for the "release soon
>>>> and release often" advice Valve pushed.
>>>>
>>>> - Jed
>>>>
>>>
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Re: [hlcoders] Remember June 2006?

2010-10-29 Thread Harry Jeffery
A scratch sdk option for the Alien Swarm code would be nice. I looked
through the code with an intent to mod it but the alienswarm specific
stuff got in the way so much. I just gave up on it as there was no
easy way to remove the alienswarm stuff without going through
thousands of inter-dependencies.

On 29 October 2010 19:52, Dan L  wrote:
> The thing i am most upset about is there is still no create a mod option for
> source 2009 based games.  I wish valve would include full hl2:dm code and
> update it as it patches like alien swarm.  Can we at least get an ETA for
> 2009 sdk?
>
> On Fri, Oct 29, 2010 at 4:41 AM, Jed  wrote:
>
>> I like Valve but yeah, I've been vocal about my growing dislike of the
>> SDK for a while. Heck some numpty quotes me on the wiki page... :(
>>
>> As a third-party SDK tool developer I've been smacking my head into
>> the desk with all the different versions for a while and it's a
>> nightmare keeping up with it. I'm getting to the point where I might
>> just stop because it feels like a colossal waste of my free time that
>> I could be using for something more rewarding.
>>
>> As for the mod I'm working on - if I'd know using the Source SDK would
>> of been this much of a pain I'd of chosen something else from the
>> beginning. I reckon trying to keep up with SDK changes has put at
>> least 2 years onto our development time. So much for the "release soon
>> and release often" advice Valve pushed.
>>
>> - Jed
>>
>>
>> On 28 October 2010 21:14, 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

[hlcoders] Alien Swarm code

2010-10-19 Thread Harry Jeffery
I'm starting to prototype a near total conversion for Alien Swarm but
I'm having trouble with all of the inter-dependencies in the Alien
Swarm code. Marines/Players, Gamerules, Menu's, it's like spaghetti.
Is there a way that you can recommend since I'd like to start using my
own player class and my own gamerules. I've been reading through the
code for a while but there doesn't seem to be a simple way to actually
go about ripping out the ASW specific stuff and use the engine for a
mod.

I suspect this could also be turning off many other modders.

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Re: [hlcoders] (no subject)

2010-09-11 Thread Harry Jeffery
He's trying to confirm membership on hlcoders or something I think.

On 11 September 2010 22:25, Sam  wrote:
> What just happened in here?
>
> On Sat, Sep 11, 2010 at 6:13 PM, Marc DiMillo <
> crysisking_ownage...@hotmail.com> wrote:
>
>>
>> lol
>>
>> > Date: Sun, 12 Sep 2010 00:09:21 +0300
>> > From: izume...@abv.bg
>> > To: hlcoders@list.valvesoftware.com
>> > Subject: [hlcoders] (no subject)
>> >
>> >
>> > cc1af1033818142c8fbc8209cdfd4edcd39a. How to confirm?!
>> > ___
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[hlcoders] Brush Plane data in VMF

2010-08-28 Thread Harry Jeffery
I'm trying to parse VMF files and load some brush geometry from them
but I'm having trouble with the way the brush geometry is actually
saved:

side
{
"id" "24"
"plane" "(512 512 0) (1024 512 0) (1024 0 0)"
"material" "DEV/DEV_MEASUREGENERIC01"
"uaxis" "[1 0 0 0] 0.25"
"vaxis" "[0 -1 0 0] 0.25"
"rotation" "0"
"lightmapscale" "16"
"smoothing_groups" "0"
}

Each side of the brush is stored as a plane using 3 vertices. The
actual vertices that make up the side aren' stored, just a triangle
that is in the same orientation and position of the plane.
I've no idea on how to take all the sides of the brushes and convert
it to a set of vertices that can be rendered. I've had a look around
but I can't find any information on the net on how to do this.

Any help on how to do this would be greatly appreciated.

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Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-25 Thread Harry Jeffery
I pay for things that are fairly priced. That means all valve games,
indie games and games that are on sale in steam.

On 26 July 2010 00:14, Katrina Payne  wrote:
> Yeah--I really do not agree with software piracy. I tend to be very anal
> myself with any agreements and contracts are signed. People who have credit
> due get it and all.
>
> This was why I listed a few hypothetical situations where a cracked game may
> be needed to work without it being for the wrong reasons--and one that has
> appeared a few times (the LAN one).
>
> Though, the only way most of those would work, is if Activision bought Valve--
> or some other similar occurrence that best fits in a pulp horror novelette 
> than
> this mailing list.
>
> And like I said: even if he did get to a point where he could start work... it
> would never get in any real direction. Would not work quite as effectively and
> be a lot harder to arrange than if he just simply did one that could (for the
> current moment) do stuff with the Steam Halflife.
>
> Oh and seeing as how I am looking to join the Pirate Party of Canada, it would
> be best to note, that I, and most other people involved, frown on people
> going, "Pirates?! OMG! FREE CRAP!"
>
> No, I tend to spend more on movies, music and games than most people who do
> not follow these ideas. If anything, since looking into Piracy, I tend to be
> MORE anal about making certain developers, artists and the people responsible
> for their works gets what they are owed.
>
> I just do not like really invasive copy protection schemes and the unnecessary
> control of the exchange of cultural and information.
>
> I however think that the people who worked hard on this stuff should get paid
> for it, and should be able to eat, have shelter and all that other fine stuff
> that paying them is suppose to give them.
>
> And I am not alone in my views of how this stuff works.
>
> ~Katrina
>
> On Sunday, July 25, 2010 04:47:17 pm Jonathan Murphy wrote:
>> Cracked versions of Half-Life/Source games used to (are still?) be
>> called Non-Steam distributions because you didn't need to have Steam
>> installed to play them, they instead were distributed with hacked
>> binaries that tricked the game into thinking it was being launched
>> with Steam.
>>
>> The only limitation to making a mod that works with Non-Steam distros
>> would be having the correct version of the source to build your hl.dll/
>> server.dll. Which might be fairly difficult to find.
>>
>> And as encouragement of piracy is not condoned on this list I'd
>> imagine you won't find a lot of help here anyway.
>>
>>
>>
>> On 25/07/2010, at 1:16 PM, Katrina Payne
>>  wrote:
>>
>> > On Saturday, July 24, 2010 04:44:19 pm Jonas 'Sortie' Termansen wrote:
>> >>
>> >>> I find it ammusing that you follow the trend and use a more
>> >>> complicated vocabulary as well which will probably leave the op
>> >>> quite
>> >>> confused when he runs this through google translate.
>> >>>
>> >>>
>> >>
>> >> #ifdef __INTELLIGENCE__
>> >>
>> >> I just wrap my posts in ifdefs if I don't want some people to read
>> >> them.
>> >> And when I don't want anybody to read them at all, I encode them in
>> >> EBCDIC.
>> >>
>> >> #endif
>> >>
>> >> I don't think this guy even has a codebase, at least that's how I
>> >> understand his post, that he is looking for a Non-Steam Half-Life
>> >> SDK.
>> >> He sounds like he is able to make Steam-based Half-Life mods and has
>> >> found some Non-Steam mods, and that he is now confused how to do it.
>> >> Though, this HL.dll thing sounds weird to me. Do we have the source
>> >> code
>> >> for that?
>> >>
>> >> ___
>> >> To unsubscribe, edit your list preferences, or view the list
>> >> archives,
>> > please visit:
>> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >>
>> >>
>> >
>> > #ifdef __INTELLIGENCE__
>> >
>> > extern "Geek Humour" {
>> >
>> > Well you can always encode them in preISO ASCII-7. Maybe also have
>> > them
>> > translated to 1337 speak based Aremaic, with a few items demostrated
>> > only via
>> > Perl 4 base Jephs (that is, "pretty" code, sometimes ASCII Art that
>> > essentially does nothing when ran), then encrypted using Megatoyko's
>> > update
>> > schedule for your key.
>> >
>> > };
>> >
>> > #endif
>> >
>> > To be fair. Half Life DOES kind of predate Steam. He may have found
>> > a few
>> > items and elements that were done with Half Life prior to Steam's
>> > creation.
>> >
>> > This means he does not have to worry about quite as strict of a copy
>> > protection scheme. Which has been one of Steam's biggest complaints.
>> > Mostly
>> > for games, that lock out, if they cannot talk with a Steam server to
>> > confirm
>> > they are okay for it. Which does kind of suck, if you are not able
>> > to talk to
>> > Steam on the current computer you are on. Be it for Valve going
>> > under, or
>> > Valve shutting down Steam--but not continuing certain loved games
>> > that 

Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-24 Thread Harry Jeffery
I find it ammusing that you follow the trend and use a more
complicated vocabulary as well which will probably leave the op quite
confused when he runs this through google translate.

On 24 July 2010 22:57, Matt Hoffman  wrote:
> I like how you point out the fact that english may not be his primary
> language, and then proceed to use a higher level lexicon that would require
> a lot of word lookups to fully understand.
>
> On Sat, Jul 24, 2010 at 2:53 PM, Katrina Payne > wrote:
>
>> In the very unlikely occurrence that the OP is not a troll--but from the
>> looks
>> of things, not speaking english as a first language. (Is there really a
>> "nonexistant/zero/undefined hotmail" for Spanish people? I mean--his
>> provider's
>> signature seems odd.)
>>
>> Well, first let us understand:
>> Visual Studio is not a language. It is a concept known as an Integrated
>> Development Environment.
>>
>> Typically Visual Studio could be used to work on stuff in any language.
>> Heck if
>> Microsoft released and Intercal Visual Studios--you could do stuff in
>> Visual
>> Studios in Intercal if need be (Though, that is more stuff the more
>> masochistic
>> people in Linux communities do when they want to joke around and amuse
>> themselves--the Visual Studio equivalent would probably use the drastically
>> less masochistic COBOL).
>>
>> Now, in the IDE of your choice, in this case Visual Studio, you can
>> typically
>> make use of any language that is compatible with C++ based DLLs and header
>> files. For simplicity purposes I am going to suggest just sticking with C++
>> for
>> now.
>>
>> Next, we can move on:
>>
>> You were seemingly purportedly vague in what your error was.
>>
>> Perhaps if you can post what the first few lines of errors was that Visual
>> Studio is coming up to, when you try to build it.
>>
>> Or, if it successfully builds--what is the first few lines of errors of
>> errors
>> when you run it.
>>
>> It may possibly be a linking error. As while you may have the library on
>> your
>> computer--you still need to tell the program to link against it. Typically
>> this is done in the linking stage of compilation.
>>
>> Hope your issues get solved soon.
>>
>> Be if legit programming issues, or the ensuing lulz from trolling a mailing
>> list (whatever the case may be).
>>
>> ~Katrina
>>
>> On Saturday, July 24, 2010 12:26:07 pm Dexter wrote:
>> > I will plase halp him I guess.
>> >
>> > http://metamod.sourceforge.net/files/sdk/hl_sdk_v23_source.exe
>> >
>> > Compile it wid da visul C++ compiler, try converting to visual C++
>> > 2005 express edition
>> >
>> >  Maybe an expert troll
>> >
>> > On Sat, Jul 24, 2010 at 10:26 AM, Simon Rapilly 
>> wrote:
>> > > Nope I don't think he is
>> > >
>> > > 2010/7/24 AnAkIn . 
>> > >
>> > >> Are you kidding?
>> > >>
>> > >> 2010/7/24 joel olgado 
>> > >>
>> > >> >
>> > >> > a question im creating a mod for HALF-LIFE called Sector B-12
>> > >> >
>> > >> > and I want to work in non steam hl version , and the hl won version
>> .
>> > >> > I need to create a new hl.dll ? I do not know what to
>> > >> > do?
>> > >> > i install a WON HL MOD (normal mod with the HL original dll) in NON
>> STEAM
>> > >> > HL  and does not work and i saw several mods with compatibility with
>> non
>> > >> > steam and WON...
>> > >> > and a ultimate question :
>> > >> >
>> > >> > and that language use hl non steam
>> > >> >
>> > >> > VISUAL C++  or visual situdio 2008  (or other)
>> > >> > Thanks
>> > >> >
>> > >> >
>> > >> > help me plase
>> > >> >
>> > >> >
>> > >> >
>> > >> >
>> > >> > _
>> > >> > Pronto descubrirás un nuevo Hotmail. Nos estamos reinventando.
>> Preparate
>> > >> > para lo que se viene.
>> > >> > http://www.nuevohotmail.com
>> > >> > ___
>> > >> > To unsubscribe, edit your list preferences, or view the list
>> archives,
>> > >> > please visit:
>> > >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >> >
>> > >> >
>> > >>
>> > >>
>> > >> --
>> > >> Best regards,
>> > >> AnAkIn,
>> > >> -
>> > >> ESL EU TF2 Admin
>> > >> http://www.esl.eu/eu/tf2
>> > >> ___
>> > >> 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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Re: [hlcoders] Playing bik files mid level

2010-07-20 Thread Harry Jeffery
Yes, that is whay I am going to do. Thanks.

On 20 July 2010 01:09, Tony "omega" Sergi  wrote:
> Again, I refer back to what I said in the first place.
> Make a hud element that you can turn on and play a video on with surface()
> calls.
> make a bik handle, create a texture id for it, and paint that texture and
> tell it to play.
> it's really simple.
>
>
> On Tue, Jul 20, 2010 at 5:18 AM, Harry Jeffery <
> harry101jeff...@googlemail.com> wrote:
>
>> I've tried AVI materials already, I was unable to make them work in
>> the orangebox engine and others have been unsuccessful before me, see
>> the discussion page of the wiki article.
>>
>> On 19 July 2010 20:17, Adam "amckern" McKern  wrote:
>> > http://developer.valvesoftware.com/wiki/AVI_Materials
>> >
>> > 
>> > Owner Nigredo Studios http://www.nigredostudios.com
>> >
>> > --- On Tue, 20/7/10, Jonas 'Sortie' Termansen  wrote:
>> >
>> > From: Jonas 'Sortie' Termansen 
>> > Subject: Re: [hlcoders] Playing bik files mid level
>> > To: "Discussion of Half-Life Programming" <
>> hlcoders@list.valvesoftware.com>
>> > Received: Tuesday, 20 July, 2010, 2:12 AM
>> >
>> > You should find the vgui code that the bik system is based upon. It
>> creates a panel with a special bik material. Though, bik support in the
>> source engine is horribly hacked together, and has lots of limitations.
>> >
>> > Sent from my endlessly awesome Nokia N900, take that damn iPhone owners
>> on this list!
>> > ___
>> > 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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>>
>>
>
>
> --
> -Tony
> ___
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Re: [hlcoders] Playing bik files mid level

2010-07-19 Thread Harry Jeffery
I've tried AVI materials already, I was unable to make them work in
the orangebox engine and others have been unsuccessful before me, see
the discussion page of the wiki article.

On 19 July 2010 20:17, Adam "amckern" McKern  wrote:
> http://developer.valvesoftware.com/wiki/AVI_Materials
>
> 
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On Tue, 20/7/10, Jonas 'Sortie' Termansen  wrote:
>
> From: Jonas 'Sortie' Termansen 
> Subject: Re: [hlcoders] Playing bik files mid level
> To: "Discussion of Half-Life Programming" 
> Received: Tuesday, 20 July, 2010, 2:12 AM
>
> You should find the vgui code that the bik system is based upon. It creates a 
> panel with a special bik material. Though, bik support in the source engine 
> is horribly hacked together, and has lots of limitations.
>
> Sent from my endlessly awesome Nokia N900, take that damn iPhone owners on 
> this list!
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
>
>
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[hlcoders] Playing bik files mid level

2010-07-19 Thread Harry Jeffery
We're trying to play pre-rendered videos halfway through the level but
when we trigger "playmovie " the video does not play until
the escape key is pressed and then when the video is over we are at
the pause menu because we pressed esc.

Does anyone know of a quick and easy way to get this to work? We've
tried using point_clientcommand to do "+escape and -escape" We just
want to play a .bik fullscreen for a few seconds, nothing too complex.

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Re: [hlcoders] Alien Swarm

2010-07-16 Thread Harry Jeffery
Really? The closest thing I knew valve had to a depth buffer was using
black fog and rendering in fullbright white.

On 17 July 2010 01:28, Cory de La Torre  wrote:
> Thats because there is an actual working depth buffer. OH MY!
>
> On Fri, Jul 16, 2010 at 5:21 PM, [|NoFaTe|]  wrote:
>
>>  Did they? o.O
>>
>>
>> .No
>>
>> Cory de La Torre wrote:
>>
>>> They said Codebase homie.
>>>
>>> On Fri, Jul 16, 2010 at 5:00 PM, [|NoFaTe|]
>>>  wrote:
>>>
>>>
>> ___
>> 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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> visit:
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>

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Re: [hlcoders] Compiling for mac

2010-07-13 Thread Harry Jeffery
I asked a while back how they were doing cross platform. This is the
response from Alfred:

--
Hey Harry, we actually have our own internal tool we developed that
uses a custom project definition format that is processed into the
appropriate output files for each platform (so vcproj's under Windows,
Xcode projects under OSX).


- Alfred

On 13 July 2010 22:41, Dexter  wrote:
> valve time joke here
>
> On Tue, Jul 13, 2010 at 3:37 PM, Michael Corsaro  wrote:
>
>> I'm sure we will get it when Source Filmmaker is released
>>
>> On Tue, Jul 13, 2010 at 1:24 PM, Adam Buckland > >wrote:
>>
>> > From a post I saw on Garry Newmans blog, it appears they use make
>> > files (as he was compiling on Windows). If you look at the
>> > Portal/Steam for Mac release photo, however, Xcode is clearly visible
>> > in the dock. My guess is that Valve uses a system similar to the
>> > chromium project utilising scripts to generate .vsproj .xcproj and
>> > make files automatically. This would allow them to use Xcode, but
>> > still compile on non-Mac servers. As we already know that each
>> > check-in triggers an automatic build for all platforms, this sounds
>> > reasonable.
>> >
>> > Sent from my iPhone
>> >
>> > On 13 Jul 2010, at 18:11, Ryan Sheffer  wrote:
>> >
>> > > I recently ported my own engine over to Mac and since it just uses gnu
>> > compiler and gcc or g++, really if your code compiles on a Linux distro
>> it
>> > will work fine on the Mac. Not sure if valve use Xcode IDE or make
>> files...
>> > Hope they use Xcode since it's very simple.
>> > >
>> > > On another note, if anyone is interested in making a hammer clone for
>> Mac
>> > / Linux I would be interested in helping out.
>> > >
>> > > ~Ryan
>> > >
>> > > On Jul 12, 2010, at 4:33 PM, Harry Jeffery <
>> > harry101jeff...@googlemail.com> wrote:
>> > >
>> > >> I don't actually own a mac tbh. One of our voice actors wants to
>> > >> compile for Mac as he owns one and wants to support the mac community
>> > >> when we release. I only use Windows 7 and Linux. The moment they port
>> > >> steam + the source engine to linux I'm nuking win7.
>> > >>
>> > >> A nice optimized install of arch linux will do me just fine. All I
>> > >> want is steam and TF2. CSS can come too.
>> > >>
>> > >> On 12 July 2010 20:37, Ryan Sheffer  wrote:
>> > >>> You can't link enough to have MFC on the Mac though right? And it
>> > relies on windows stuff I would think. Who doesn't have at least windows
>> xp
>> > these days. :p
>> > >>>
>> > >>> ~Ryan
>> > >>>
>> > >>> On Jul 10, 2010, at 7:44 PM, "Rodrigo 'r2d2rigo' Diaz" <
>> > r2d2r...@gmail.com> wrote:
>> > >>>
>> > >>>> Actually, it's still useful when your target is a machine that
>> doesn't
>> > have
>> > >>>> .NET Framework installed. And you can statically link the MFC
>> > libraries to
>> > >>>> your executable.
>> > >>>>
>> > >>>> 2010/7/11 Ryan Sheffer 
>> > >>>>
>> > >>>>> Hammer is very old and back in those days MFC was actually...
>> decent?
>> > I
>> > >>>>> cant
>> > >>>>> imagine using it these days. :p
>> > >>>>>
>> > >>>>> On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy <
>> > silverpowe...@gmail.com
>> > >>>>>> wrote:
>> > >>>>>
>> > >>>>>> On 7/9/2010 7:08 PM, Harry Jeffery wrote:
>> > >>>>>>> Has valve released the code update so a mod can be compiled on
>> mac?
>> > >>>>>>> The mod I work for is nearing release and we're looking into
>> > releasing
>> > >>>>>>> for windows and mac, prehaps at the same time.
>> > >>>>>>>
>> > >>>>>>> Do I have to port the mod to source 2009 though or can I just
>> keep
>> > the
>> > >>>>>>> source 2007 code base?
>> > >>>>>>
>> > >>>>>> No. From what I u

Re: [hlcoders] Compiling for mac

2010-07-12 Thread Harry Jeffery
I don't actually own a mac tbh. One of our voice actors wants to
compile for Mac as he owns one and wants to support the mac community
when we release. I only use Windows 7 and Linux. The moment they port
steam + the source engine to linux I'm nuking win7.

A nice optimized install of arch linux will do me just fine. All I
want is steam and TF2. CSS can come too.

On 12 July 2010 20:37, Ryan Sheffer  wrote:
> You can't link enough to have MFC on the Mac though right? And it relies on 
> windows stuff I would think. Who doesn't have at least windows xp these days. 
> :p
>
> ~Ryan
>
> On Jul 10, 2010, at 7:44 PM, "Rodrigo 'r2d2rigo' Diaz"  
> wrote:
>
>> Actually, it's still useful when your target is a machine that doesn't have
>> .NET Framework installed. And you can statically link the MFC libraries to
>> your executable.
>>
>> 2010/7/11 Ryan Sheffer 
>>
>>> Hammer is very old and back in those days MFC was actually... decent? I
>>> cant
>>> imagine using it these days. :p
>>>
>>> On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy >>> wrote:
>>>
>>>> On 7/9/2010 7:08 PM, Harry Jeffery wrote:
>>>>> Has valve released the code update so a mod can be compiled on mac?
>>>>> The mod I work for is nearing release and we're looking into releasing
>>>>> for windows and mac, prehaps at the same time.
>>>>>
>>>>> Do I have to port the mod to source 2009 though or can I just keep the
>>>>> source 2007 code base?
>>>>
>>>> No. From what I understand, it's on Valve time at the moment, so it's
>>>> effectively in limbo.
>>>>
>>>> And yes, you will have to port your mod to SE2009. The only Source
>>>> engine they ported and plan to port to Mac (and eventually Linux?) is
>>>> SE2009. Not SE2007, SE2006, or SE2004. Maybe we'll see the L4D engine
>>>> branch ported too, but that's the only mainline engine we're likely
>>>> going to get. I seriously doubt they want to port the older engines over
>>>> to Mac/Linux, when they've outright refused to rewrite their SDK tools
>>>> for portability (apparently they're nasty MFC-based monstrosities).
>>>>
>>>> It's a shame, because it'd mean I wouldn't be tied to Windows nearly as
>>>> much as I am now. I really miss Unix-based OSes and tools.
>>>>
>>>> --michi
>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>
>>>>
>>>
>>>
>>> --
>>> ~Ryan ( skidz )
>>> ___
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>>> please visit:
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>>>
>>>
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[hlcoders] Compiling for mac

2010-07-09 Thread Harry Jeffery
Has valve released the code update so a mod can be compiled on mac?
The mod I work for is nearing release and we're looking into releasing
for windows and mac, prehaps at the same time.

Do I have to port the mod to source 2009 though or can I just keep the
source 2007 code base?

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[hlcoders] Hud texture alpha

2010-07-06 Thread Harry Jeffery
Hi, I'm working on a hud for my mod and I am having a lot of trouble
trying to get the elements to fade out. I am using textures to create
the hud which is working very well. They the alpha masks in their
textures just fine, what they refuse to do is allow me to change the
overall alpha in code.

This is how I am using the textures.

///

//Initialisation
int m_nTexture;
m_nTexture = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile(m_nTexture,
"vgui/hud/texturename", true, false );


//Paint()
vgui::surface()->DrawSetColor(GetFgColor());
vgui::surface()->DrawSetTexture( m_nTexture );
vgui::surface()->DrawTexturedRect( x, y, x2, y2 );

/// 

I have tried the following methods to fade the textures out with no luck:
SetAlpha( alpha );
vgui::surface()->DrawSetAlphaMultiplier( alpha_multiplier );
vgui::surface()->DrawSetColor( 255, 255, 255, alpha );



Does anyone here have a suggestion on how I can get the textures to
fade out properly? All that I've been able to do is get the text to
fade out with no effect on the textures.

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Re: [hlcoders] Taking high resolution screenshots?

2010-06-23 Thread Harry Jeffery
Valve said it would be released once they had done all the "meet the
team" videos.

On 23 June 2010 16:47, Sam  wrote:
> It is possible with the upcoming Source Filmmaker feature used in pretty
> much all VALVe trailers since Day of Defeat Source, even though there's no
> chance that they'll actually release it, but, you can use 1nsane's
> parameters
>
> On Wed, Jun 23, 2010 at 12:01 PM, 1nsane <1nsane...@gmail.com> wrote:
>
>> You might try defining the resolution via the launch parameters and running
>> it in windowed mode (-width -height -sw)
>>
>> On Wed, Jun 23, 2010 at 10:47 AM, Darth.Hunter > >wrote:
>>
>> > Hey folks!
>> >
>> > I guess I'll find out most about this topic here - you guys probably know
>> > console options best.
>> >
>> >
>> >
>> > In CryEngine and UnrealEngine, there are very simple ways to take high
>> > resolution screenshots. I searched the Valve Developer wiki and Google -
>> > and
>> > found nothing about the Source Engine. Is it even possible? I'd really
>> need
>> > to print some large-scale banners and would need a respective resolution
>> to
>> > do so.
>> >
>> >
>> >
>> > Thanks for any help!
>> >
>> > Sebastian
>> >
>> > ___
>> > 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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> visit:
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>

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Re: [hlcoders] Source Engine 2!!!

2010-06-18 Thread Harry Jeffery
Platforms a source engine game (ported by valve themselves) run on:
Windows, Mac OS X, Xbox 360, Playstation 3.

I can only see one thing missing; linux.

On 18 June 2010 22:13, Allan Button  wrote:
> We are all missing a huge part of the picture here.
>
> Yes, driver support is bad in Linux. We can all agree on that. But there are 
> people right now, I mean right this very second! Playing TF2 in 
> Wine/Crossover. Meaning they already have done the work to get the drivers 
> running on Linux. Would it not be better to support these players with a 
> native build?
>
> I am a programmer, I have done coding for Linux, Windows and Mac. I think 
> they should port over 1 game to Linux, see if anybody even uses it. Say HL2 
> for example.
>
> They have Linux bins of SRCDS, so they already know how to bring an engine 
> over, and they understand fully Linux networking and file system.
>
> My 2 cents. If nobody is interested in them, I'll take them back. Economic 
> recession you know.
>
> Allan
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com 
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Justin Krenz
> Sent: Friday, June 18, 2010 4:49 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Source Engine 2!!!
>
> I believe he was referring to your claim about voxels being the first thing 
> used in 3d.  Vector graphics (lines/edges) were the first things used in 3d 
> with games like Battlezone and Star Wars at the arcades..
>
> If you think voxels are so great, what did you think about Kevin Silverman's 
> voxlap engine?  http://voxelstein3d.sourceforge.net/
>
> On Fri, Jun 18, 2010 at 2:23 PM, Joel R.  wrote:
>> Please enlighten me then, Marek.  Voxels can be better the smaller
>> they are, and in a few years will be better suited when we have more
>> powerful computers.  Many are still struggling to even play TF2 with
>> their current machines.  So yes, I'm retarded because I thought ahead of 
>> your small mind.
>>
>> On Fri, Jun 18, 2010 at 2:06 PM, Adam Buckland 
>> wrote:
>>
>>> That's the plan. He's hoping to do something similar to id tech 5's
>>> megatexture technology for geometry. It's called sparse voxel octree
>>> technology
>>>
>>> Basically(from what I understand), the idea is to make the voxels
>>> very very small to allow for high fidelity, but to only load the
>>> depth of the octree that could be seen at the current resolution,
>>> therefore allowing for incredibly detailed models, that only stream
>>> the small details if they could be seen at the current resolution.
>>> This is a big step up from LOD where the programmer basically has to
>>> guess where to swap the models out (and they need to be separate
>>> models)
>>>
>>> On 18 June 2010 18:42, Harry Jeffery 
>>> wrote:
>>> > I believe John Carmack is hoping to use voxels in id Tech 6. That
>>> > engine's only 10 years away so who knows, this could be the future
>>> > but we wont find out until we get there.
>>> >
>>> > On 18 June 2010 17:26, Harry Pidcock  wrote:
>>> >> Ray traced polygon rendering is quite an expensive task on a CPU.
>>> >>
>>> >> But real time point cloud rendering can be done on it quite well.
>>> >>
>>> >> http://www.youtube.com/watch?v=Q-ATtrImCx4
>>> >>
>>> >> Yes its a bit cheesy, but that's because Bruce Dell doesn't have a
>>> marketing
>>> >> budget.
>>> >>
>>> >>
>>> >> This video is rendered in real time on a single core CPU, although
>>> >> it is only rendering at like 800x600, if the algorithm had some
>>> >> parallelism, maybe even have it developed for GPUs/hardware
>>> >> specialization. Then it would certainly be able to render large
>>> >> amounts of detail at a higher resolution.
>>> >>
>>> >> Although it doesn't have any advanced shading, it is still quite
>>> interesting
>>> >> to see such a complex static environment drawn with a single CPU thread.
>>> >>
>>> >> Of course there are huge computational and memory issues with bone
>>> >> animation, shading, transparency etc. So don't think you will see
>>> >> this
>>> in
>>> >> the next 5 - 10years.
>>> >>
>>> >> --
>>> >> F

Re: [hlcoders] Source Engine 2!!!

2010-06-18 Thread Harry Jeffery
Cant wait to see the minimum memory requirements. 24GB's of ram anyone?

On 18 June 2010 20:06, Adam Buckland  wrote:
> That's the plan. He's hoping to do something similar to id tech 5's
> megatexture technology for geometry. It's called sparse voxel octree
> technology
>
> Basically(from what I understand), the idea is to make the voxels very
> very small to allow for high fidelity, but to only load the depth of
> the octree that could be seen at the current resolution, therefore
> allowing for incredibly detailed models, that only stream the small
> details if they could be seen at the current resolution. This is a big
> step up from LOD where the programmer basically has to guess where to
> swap the models out (and they need to be separate models)
>
> On 18 June 2010 18:42, Harry Jeffery  wrote:
>> I believe John Carmack is hoping to use voxels in id Tech 6. That
>> engine's only 10 years away so who knows, this could be the future but
>> we wont find out until we get there.
>>
>> On 18 June 2010 17:26, Harry Pidcock  wrote:
>>> Ray traced polygon rendering is quite an expensive task on a CPU.
>>>
>>> But real time point cloud rendering can be done on it quite well.
>>>
>>> http://www.youtube.com/watch?v=Q-ATtrImCx4
>>>
>>> Yes its a bit cheesy, but that's because Bruce Dell doesn't have a marketing
>>> budget.
>>>
>>>
>>> This video is rendered in real time on a single core CPU, although it is
>>> only rendering at like 800x600,
>>> if the algorithm had some parallelism, maybe even have it developed for
>>> GPUs/hardware specialization. Then it would certainly be
>>> able to render large amounts of detail at a higher resolution.
>>>
>>> Although it doesn't have any advanced shading, it is still quite interesting
>>> to see such a complex static environment drawn with a single CPU thread.
>>>
>>> Of course there are huge computational and memory issues with bone
>>> animation, shading, transparency etc. So don't think you will see this in
>>> the next 5 - 10years.
>>>
>>> --
>>> From: "Jonathan Murphy" 
>>> Sent: Saturday, June 19, 2010 12:31 AM
>>> To: "Discussion of Half-Life Programming" 
>>> Subject: Re: [hlcoders] Source Engine 2!!!
>>>
>>>> Katrina, you might be interested in reading up on Real Time
>>>> Raytracing, which is an alternative to rasterisation (GPU) based
>>>> rendering and is/has been extensively researched and even implemented.
>>>>
>>>> http://en.m.wikipedia.org/wiki/Ray_tracing_(graphics)
>>>> http://en.m.wikipedia.org/wiki/Quake_Wars:_Ray_Traced
>>>>
>>>> At the moment though it seems GPUs are going to stay very mainstream.
>>>>
>>>> On Saturday, June 19, 2010, joshua simmons  wrote:
>>>>> Oh yeah I understand. There is only very rudmentry 3d support, in no way
>>>>> capable of supporting any game. My point was more on the radical rate at
>>>>> which they are evolving in comparison. Even the purely reverse engineered
>>>>> open source NVIDIA driver is out doing the proprietary one in terms of
>>>>> 2d.
>>>>> Now I of course realise there is a big jump from that to capable 3d, but
>>>>> considering (iirc) amd have developers working on the open source driver,
>>>>> I
>>>>> see it as mainly a matter of time before it becomes a viable alternative.
>>>>>
>>>>> On 18 Jun 2010 22:01, "Bob Somers"  wrote:
>>>>>
>>>>> Katrina, I'm not giving lectures on computer graphics here. Google has
>>>>> all the information you asked for. If you'd like, I can also recommend
>>>>> some graphics textbooks which would clear things up. Also, saying a
>>>>> Linux system running on a 100 MHz machine is comparable to Windows
>>>>> running on a 2 GHz machine is a ridiculous overstatement. They are not
>>>>> that radically different. If you're so convinced you can make the
>>>>> words best software renderer, by all means go do it. I'm sure at the
>>>>> very least you can wave your SIGGRAPH paper in our faces when you're
>>>>> done.
>>>>>
>>>>> Josh, I'm not sure you can call it better Linux support if their 3D
>>>>> support is... well... really bad. They

Re: [hlcoders] Source Engine 2!!!

2010-06-18 Thread Harry Jeffery
I believe John Carmack is hoping to use voxels in id Tech 6. That
engine's only 10 years away so who knows, this could be the future but
we wont find out until we get there.

On 18 June 2010 17:26, Harry Pidcock  wrote:
> Ray traced polygon rendering is quite an expensive task on a CPU.
>
> But real time point cloud rendering can be done on it quite well.
>
> http://www.youtube.com/watch?v=Q-ATtrImCx4
>
> Yes its a bit cheesy, but that's because Bruce Dell doesn't have a marketing
> budget.
>
>
> This video is rendered in real time on a single core CPU, although it is
> only rendering at like 800x600,
> if the algorithm had some parallelism, maybe even have it developed for
> GPUs/hardware specialization. Then it would certainly be
> able to render large amounts of detail at a higher resolution.
>
> Although it doesn't have any advanced shading, it is still quite interesting
> to see such a complex static environment drawn with a single CPU thread.
>
> Of course there are huge computational and memory issues with bone
> animation, shading, transparency etc. So don't think you will see this in
> the next 5 - 10years.
>
> --
> From: "Jonathan Murphy" 
> Sent: Saturday, June 19, 2010 12:31 AM
> To: "Discussion of Half-Life Programming" 
> Subject: Re: [hlcoders] Source Engine 2!!!
>
>> Katrina, you might be interested in reading up on Real Time
>> Raytracing, which is an alternative to rasterisation (GPU) based
>> rendering and is/has been extensively researched and even implemented.
>>
>> http://en.m.wikipedia.org/wiki/Ray_tracing_(graphics)
>> http://en.m.wikipedia.org/wiki/Quake_Wars:_Ray_Traced
>>
>> At the moment though it seems GPUs are going to stay very mainstream.
>>
>> On Saturday, June 19, 2010, joshua simmons  wrote:
>>> Oh yeah I understand. There is only very rudmentry 3d support, in no way
>>> capable of supporting any game. My point was more on the radical rate at
>>> which they are evolving in comparison. Even the purely reverse engineered
>>> open source NVIDIA driver is out doing the proprietary one in terms of
>>> 2d.
>>> Now I of course realise there is a big jump from that to capable 3d, but
>>> considering (iirc) amd have developers working on the open source driver,
>>> I
>>> see it as mainly a matter of time before it becomes a viable alternative.
>>>
>>> On 18 Jun 2010 22:01, "Bob Somers"  wrote:
>>>
>>> Katrina, I'm not giving lectures on computer graphics here. Google has
>>> all the information you asked for. If you'd like, I can also recommend
>>> some graphics textbooks which would clear things up. Also, saying a
>>> Linux system running on a 100 MHz machine is comparable to Windows
>>> running on a 2 GHz machine is a ridiculous overstatement. They are not
>>> that radically different. If you're so convinced you can make the
>>> words best software renderer, by all means go do it. I'm sure at the
>>> very least you can wave your SIGGRAPH paper in our faces when you're
>>> done.
>>>
>>> Josh, I'm not sure you can call it better Linux support if their 3D
>>> support is... well... really bad. They may have opened up their
>>> hardware spec so that the free drivers can get rolling (I have tried
>>> the new drivers in Fedora 13 and they are quite good so far), but the
>>> free drivers are at least a year behind their Windows counterpart in
>>> terms of supporting the full features of the cards. There is virtually
>>> zero shader support in the free drivers at this point. nVidia's
>>> drivers, on the other hand, may be proprietary, but at least you can
>>> get decent 3D performance out of the machine on a current distro. The
>>> proprietary ATI driver has decent support and performance, but it
>>> won't run on anything newer than Fedora 11. (Sorry if I keep
>>> referencing things in terms of Fedora versions, it's my distro of
>>> choice.)
>>>
>>> I'm all for free software, don't get me wrong. I would love for
>>> nothing more than to have free alternative drivers for ATI and nVidia
>>> cards, but if gaming is really going to be commercially viable on the
>>> Linux desktop it's the performance that matters. No publisher is going
>>> to bother trying to ship a game for Linux where the poor driver
>>> support is going to cause them support headaches all day long.
>>>
>>> --Bob
>>>
>>>
>>>
>>>
>>>
>>> On Fri, Jun 18, 2010 at 4:38 AM, joshua simmons 
>>> wrote:
 Actually to be h...
>>>
 To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
 http://list...
>>> ___
>>> 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
>>
>>
>
>
>
>>
>> No virus found

Re: [hlcoders] Source Engine 2!!!

2010-06-17 Thread Harry Jeffery
I was referring to dynamic lights specifically.

On 17 June 2010 15:24, Adam Buckland  wrote:
> You say that, I'm not sure it's that the lighting 'sucks', but more
> that it's a pain in the arse for modders because they don't have
> server farms to compile lightmaps unlike Valve.
>
> On 17 June 2010 15:20, Harry Jeffery  wrote:
>> I noticed that too, lighting is one of the major things the source
>> engine sucks at. Hopefully Source 2011 will make the life of modders
>> 10x easier.
>>
>> On 17 June 2010 15:11, Adam Buckland  wrote:
>>> Also, after looking at the Portal 2 gameplay footage from IGN:
>>> http://www.youtube.com/watch?v=5THiN8szSKM (there's 3 parts) am I the
>>> only one that thinks that the lighting system has had to have a large
>>> overhaul to support how the levels change dynamically? (particularly
>>> obvious in the part 1)
>>>
>>> On 17 June 2010 14:58, Alexander Hirsch <1ze...@googlemail.com> wrote:
>>>> Mesa3D?
>>>>
>>>> On Tue, Jun 15, 2010 at 5:20 AM, Katrina Payne 
>>>> >>>> wrote:
>>>>
>>>>> This also adds a rather odd burden here, that allows Linux to get a better
>>>>> standing for gaming.
>>>>>
>>>>> It is not that unknown that without mixing, Linux generally does not
>>>>> require
>>>>> anywhere near as much over head to run as windows.
>>>>>
>>>>> The minimum requirements to run a GUI on Linux is about 256MiB of RAM. 
>>>>> This
>>>>> even includes GUIs like KDE and Gnome. Though XFCE and LXCE would be 
>>>>> better
>>>>> if
>>>>> you really did only have 256MiB of RAM (well if you were using a DE... and
>>>>> not
>>>>> a slimmed down WM with only a few programs loaded into it)
>>>>>
>>>>> You can do just fine win 1GiB of RAM.
>>>>>
>>>>> Linux also, as an OS can run on some old Intel boards--that running an OS
>>>>> on
>>>>> would other wise be insane today. a Pentium 1 can still get (some) use 
>>>>> with
>>>>> Linux.
>>>>>
>>>>> Not enough to really be noteworthy as a desktop PC... but, this is a lot
>>>>> less
>>>>> than the least you will get Windows 7 onto.
>>>>>
>>>>> So we have a nice toss up here:
>>>>>
>>>>> 1: Linux requires Software Rendering in place. IE: how rendering was done,
>>>>> before we got silly things like TNT and Voodoo on the market.
>>>>>
>>>>> 2: Linux requires significantly less overhead to run, as far as OS goes.
>>>>>
>>>>> If we can get it so that we can show Steam running on Linux, using mostly
>>>>> Software Rendering, and getting it to run as fast as the same game on
>>>>> Windows,
>>>>> on comparable hardware...
>>>>>
>>>>> This will definitely sell Linux as an OS...
>>>>>
>>>>> Which in turn will get various Graphics Card makers on board to add their
>>>>> support.
>>>>>
>>>>> You know--I kind of want to see somebody work on that goal then. I am
>>>>> almost
>>>>> ready to dig up some old books that go over the theory of 3d programming,
>>>>> just
>>>>> to pull make a software rendering engine for this idea.
>>>>>
>>>>> On Monday, June 14, 2010 07:59:45 pm Darren VanBuren wrote:
>>>>> > Yes, 3D drivers are definitely quite lacking on the GNU/Linux front,
>>>>> > but if Valve shows support for the development of these drivers, this
>>>>> > may prompt certain GPU manufacturers to step up their GNU/Linux driver
>>>>> > development.
>>>>> >
>>>>> > Darren L. VanBuren
>>>>> > =
>>>>> > http://theoks.net/
>>>>> > On Mon, Jun 14, 2010 at 18:35, Bob Somers  wrote:
>>>>> > > Something to consider, though, is that the 3D driver support is years
>>>>> > > behind from *ahem* a particular GPU manufacturer. I won't embarrass
>>>>> > > them by saying their name, so I'll just say their initials: ATI.
>>>>> > >
>>>>> > > Their driver support for Linux is, frankly, pa

Re: [hlcoders] Source Engine 2!!!

2010-06-17 Thread Harry Jeffery
I noticed that too, lighting is one of the major things the source
engine sucks at. Hopefully Source 2011 will make the life of modders
10x easier.

On 17 June 2010 15:11, Adam Buckland  wrote:
> Also, after looking at the Portal 2 gameplay footage from IGN:
> http://www.youtube.com/watch?v=5THiN8szSKM (there's 3 parts) am I the
> only one that thinks that the lighting system has had to have a large
> overhaul to support how the levels change dynamically? (particularly
> obvious in the part 1)
>
> On 17 June 2010 14:58, Alexander Hirsch <1ze...@googlemail.com> wrote:
>> Mesa3D?
>>
>> On Tue, Jun 15, 2010 at 5:20 AM, Katrina Payne >> wrote:
>>
>>> This also adds a rather odd burden here, that allows Linux to get a better
>>> standing for gaming.
>>>
>>> It is not that unknown that without mixing, Linux generally does not
>>> require
>>> anywhere near as much over head to run as windows.
>>>
>>> The minimum requirements to run a GUI on Linux is about 256MiB of RAM. This
>>> even includes GUIs like KDE and Gnome. Though XFCE and LXCE would be better
>>> if
>>> you really did only have 256MiB of RAM (well if you were using a DE... and
>>> not
>>> a slimmed down WM with only a few programs loaded into it)
>>>
>>> You can do just fine win 1GiB of RAM.
>>>
>>> Linux also, as an OS can run on some old Intel boards--that running an OS
>>> on
>>> would other wise be insane today. a Pentium 1 can still get (some) use with
>>> Linux.
>>>
>>> Not enough to really be noteworthy as a desktop PC... but, this is a lot
>>> less
>>> than the least you will get Windows 7 onto.
>>>
>>> So we have a nice toss up here:
>>>
>>> 1: Linux requires Software Rendering in place. IE: how rendering was done,
>>> before we got silly things like TNT and Voodoo on the market.
>>>
>>> 2: Linux requires significantly less overhead to run, as far as OS goes.
>>>
>>> If we can get it so that we can show Steam running on Linux, using mostly
>>> Software Rendering, and getting it to run as fast as the same game on
>>> Windows,
>>> on comparable hardware...
>>>
>>> This will definitely sell Linux as an OS...
>>>
>>> Which in turn will get various Graphics Card makers on board to add their
>>> support.
>>>
>>> You know--I kind of want to see somebody work on that goal then. I am
>>> almost
>>> ready to dig up some old books that go over the theory of 3d programming,
>>> just
>>> to pull make a software rendering engine for this idea.
>>>
>>> On Monday, June 14, 2010 07:59:45 pm Darren VanBuren wrote:
>>> > Yes, 3D drivers are definitely quite lacking on the GNU/Linux front,
>>> > but if Valve shows support for the development of these drivers, this
>>> > may prompt certain GPU manufacturers to step up their GNU/Linux driver
>>> > development.
>>> >
>>> > Darren L. VanBuren
>>> > =
>>> > http://theoks.net/
>>> > On Mon, Jun 14, 2010 at 18:35, Bob Somers  wrote:
>>> > > Something to consider, though, is that the 3D driver support is years
>>> > > behind from *ahem* a particular GPU manufacturer. I won't embarrass
>>> > > them by saying their name, so I'll just say their initials: ATI.
>>> > >
>>> > > Their driver support for Linux is, frankly, pathetic at best. The
>>> > > Fedora team is trying to solve this with their new free drivers in
>>> > > Fedora 13 (which, I'll admit, are quite good), but it's still not up
>>> > > to par with what you need to run a game. For example, the new free
>>> > > drivers have very little (read: practically none) support for basic
>>> > > vertex and fragment shaders. It will be at least another year before
>>> > > the free drivers are up to what ATI's crappy proprietary drivers are
>>> > > now. Even worse, right now you can get the proprietary drivers running
>>> > > on Fedora 11 alright, sort-of on Fedora 12 with some ugly hackery, and
>>> > > not at all on Fedora 13. Literally, ATI's Linux drivers are at least
>>> > > 12 months behind, and the free ones are 12 months behind that.
>>> > >
>>> > > Unless somebody gives ATI a swift kick in the nuts the situation does
>>> > > not look good.
>>> 

Re: [hlcoders] Source Engine 2!!!

2010-06-14 Thread Harry Jeffery
It's all down to personal opinion, as long as it does what you need
quickly and effectively then it's fine. I've yet to see the dark side
in cannonical so I honestly can't say much about their ethics.

Either way, I <3 Linux and so should Valve.

On 15 June 2010 00:19, Katrina Payne  wrote:
> Well a few points:
>
> The commands in the Linux Commandline... and well those on any UNIX or UNIX
> Workalike have not really changed since the 1970s. You could pick up a book on
> BASH or TCSH from the 1970s, and still have most of what you should do.
>
> This kind of has allowed for tools to be put around these base functions, such
> as autocomplete, history and well--quite a few other really handy tools, to be
> added into the Linux CLI, to make its functionality go above and beyond
> anything cmd.exe is capable of.
>
> I still have yet to look into Microsoft's PowerShell though.
>
> This is why most Linux users use the CLI. It has developed into an experience
> that is completely unlike the root canal that is cmd.exe. You can actually go
> in, and get some functionality from it. A lot of functionality too. It also
> gives the feeling that the user has more direct control--without that Pesky
> GUI in the way (though, technically, this just has a bunch of other items
> typically in the way, such as init.d, bash, various bash extensions--maybe
> screen... you are just trading one thing in the way, that is, a GUI, for
> another thing, that is a CLI).
>
> Now, that said--there are plenty of Desktop Environments ('DE') that Linux can
> make use of, that pretty much make requirement of CLI use unnecessary. That
> is, between KDE4, LXDE, XFCE, E17 and GNOME2/GTK, the average Linux user
> nearly never has to do anything on the CLI. Unless something has gone horribly
> wrong. In which case, he should be able to get the local Linux Admin to fix 
> it.
>
> As that technically is what he'd do if something went horribly wrong on
> Windows. He'd get his local Windows Expert to fix it.
>
> The "required" use of the CLI rather than GUI to properly use Linux, is much
> like how using Vi is "required" rather than EMACS for the proper use of Linux.
>
> Also, I use Fedora, and typically find it a LOT easier to work with than
> Ubuntu. This maybe, because Fedora tries not to be a bunch of asshats to the
> people upstream. The same cannot be said about Canonical, the owners of
> Ubuntu. Where, from what I have seen on their policies by past actions...
> their MAIN desire is to be asshats to the upstream.
>
> I have a long winded rant on why I do not like Ubuntu... I mostly just state
> that nobody uses Ubuntu Linux. Typically most people go over to another Linux
> Distro afterwards, generally agreeing that no matter what Linux Distro they go
> to, be it Fedora, Puppy (well, prior to being based on Ubuntu), Arch, Slack,
> Gentoo, Knoppix, CentOS, LFS, etc., is better than Ubuntu... either that, or
> they return to Windows--only using Ubuntu as a rescue disk setup.
>
> Right, now then. Back to your regular discussion
>
> ~Katrina
>
> On Sunday, June 13, 2010 07:20:08 am Harry Jeffery wrote:
>> People like the command line because it's very fast to do what you
>> want if you know what you are doing. So far ubuntu seems to be the
>> most user friendly linux distro and what a majority of linux gamers
>> might use.
>>
>> Personally I'd just use arch-linux and optimize my system...a lot. As
>> long as nVidia release decent linux drivers it's all good.
>>
>> On 13 June 2010 14:01, Adam Buckland  wrote:
>> > A couple of things:
>> >
>> > Elan Ruskin gave a good talk on porting to consoles at GDC08. The
>> > slides are on Valve's website. There's something in there that may
>> > help you here:
>> >
>> > #ifdef __GNUC__
>> > #define MAXSI_THREADED_VARIABLE __thread
>> > #else
>> > #define MAXSI_THREADED_VARIABLE __declspec( thread )
>> > #endif
>> >
>> > You may wish to use another define for windows rather than an else
>> > statement in case you wish to port it somewhere else in the future.
>> >
>> > Also I agree, the Mac and Linux ports are incredibly similar. In fact,
>> > on the Mac port a shell script is executed first to determine whether
>> > it's running on OS X or Linux.
>> >
>> > Finally Linux could be a great consumer platform. Before it can become
>> > this, it needs to learn that not everyone is a power user, and make
>> > things simple. Learn from the Mac app bundles, and remove reliance on
>> > the command line (for exampl

Re: [hlcoders] A2S_RULES just getting another challenge

2010-06-14 Thread Harry Jeffery
I am not sure what you are doing wrong but this library may be of
interest to you:
http://developer.valvesoftware.com/wiki/Steam_Condenser

On 14 June 2010 12:37, C-F Strid  wrote:
> Heyo.
>
> This is perhaps not entirely related to the subjects of this list, but
> I'll give it a go.
>
> I'm trying to query a server for ConVars using a C# application (code
> snippet here: http://csharp.pastebin.com/PW8Hfajm).
>
> I've followed the instructions on this page
> http://developer.valvesoftware.com/wiki/Server_queries#A2S_RULES
>
> ... but instead of returning rules, I get another challenge number.
> The packets seem to be in perfect order:
> http://data.fuskbugg.se/skalman01/packets.jpg
>
> The server is fully functional and is listed on Game-Monitor and the
> like, so I'm obviously doing something wrong here. Any input would be
> appreciated.
>
> Cheers,
>
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Re: [hlcoders] Source Engine 2!!!

2010-06-13 Thread Harry Jeffery
I asked about how they were developing for both platforms a while
back, Alfred Reynold's answer:

>Hey Harry, we actually have our own internal tool we developed that uses a 
>custom project definition format that is processed into the appropriate output 
>files for each platform (so vcproj's under >Windows, Xcode projects under OSX).
>
>
>
>- Alfred

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Re: [hlcoders] Source Engine 2!!!

2010-06-13 Thread Harry Jeffery
People like the command line because it's very fast to do what you
want if you know what you are doing. So far ubuntu seems to be the
most user friendly linux distro and what a majority of linux gamers
might use.

Personally I'd just use arch-linux and optimize my system...a lot. As
long as nVidia release decent linux drivers it's all good.

On 13 June 2010 14:01, Adam Buckland  wrote:
> A couple of things:
>
> Elan Ruskin gave a good talk on porting to consoles at GDC08. The
> slides are on Valve's website. There's something in there that may
> help you here:
>
> #ifdef __GNUC__
> #define MAXSI_THREADED_VARIABLE __thread
> #else
> #define MAXSI_THREADED_VARIABLE __declspec( thread )
> #endif
>
> You may wish to use another define for windows rather than an else
> statement in case you wish to port it somewhere else in the future.
>
> Also I agree, the Mac and Linux ports are incredibly similar. In fact,
> on the Mac port a shell script is executed first to determine whether
> it's running on OS X or Linux.
>
> Finally Linux could be a great consumer platform. Before it can become
> this, it needs to learn that not everyone is a power user, and make
> things simple. Learn from the Mac app bundles, and remove reliance on
> the command line (for example the output is shown on the update
> software). It scares normal users. That, and a lot of power users
> (like myself), don't want to have to rely on the command line for
> everything.
>
> On 13 June 2010 13:28, Jonas 'Sortie' Termansen  wrote:
>> I'd like to share a few experiences about porting code and writing
>> portable code. Scroll down, if you just want my thoughts on how portable
>> the Source Engine is.
>>
>> Recently I've been porting my in-development digital distribution
>> platform to GNU/Linux for the fun of it. Naturally, most of my code
>> didn't work right out of the box. But it is worth that several
>> subsystems actually worked at the first attempt, or with an edit or two.
>> For instance, my string system and parser classes/functions compiled
>> right away.
>>
>> However, stuff like accessing the filesystem, multithreading, user
>> interfaces, networking, and so on didn't work because it relied on the
>> Windows API. The interesting part here is that POSIX does things
>> differently; but almost in the same manner as Windows. That means for
>> each Windows API call you use, there is often one or more POSIX calls
>> that does the same thing (if you add a little abstraction, that is).
>>
>> Now, some of you heavily suggested the use of #ifdefs all around the
>> code. You should not use #ifdefs each time you rely on platform specific
>> behavior, but only in shared function calls or in headers. For instance,
>> if you have to open a file. On Windows you can call the CreateFile
>> function, while POSIX supports the open function. That means for each
>> file opening, you need to write something like.
>>
>> #ifdef linux
>> int FileHandle = open(Path, Flags);
>> #elif defined(WIN32)
>> HANDLE FileName = CreateFile(...)
>> #endif
>>
>> Naturally, this isn't very pretty. And if this was used all over the
>> Source Engine you would spend a lot of time writing #ifdefs and checking
>> platform specific documentation. However, I am not saying #ifdefs are a
>> bad idea. But instead of using them all over your code, you should move
>> them to a shared class or function that simply implements all this once.
>> In my code, I declared an abstract baseclass called MaxsiFileSystem that
>> implements all the common functions to access the local filesystem. So
>> now when I wish to open a file for reading, I would call:
>>
>> MaxsiHandle FileHandle = FileSystem()->OpenFile(Path, MAXSI_FILE_READ |
>> MAXSI_FILE_SEQUENTIAL);
>>
>> This additional layer of abstraction makes it very easy to add support
>> for new platforms as you just have to define a new child of the abstract
>> baseclass. I have also added such a layer for my Window System. This
>> means I call my own APIs in my actual code, and then it redirects it to
>> the Windows API or GTK+ depending on your platform.
>>
>> You might also have noticed I implemented a FileSystem() function, in
>> the same manner I have implemented a WindowSystem() function that
>> returns the window system in use by the current function/class. This
>> makes it easy to simply swap the window system on the fly. For instance,
>> my source mod links against my distribution platform (LGPL) and my mod
>> then implements some of these interfaces. It could implement the
>> MaxsiWindowSystem class using VGUI and then my programs could be
>> natively drawn ingame with mininal work.
>>
>> Other porting issues includes how the VS compiler breaks a lot of the
>> C99 standard. To counter this, I have simply declared a lot of macros in
>> my header files that replaces platform specific behavior. #defines are
>> very powerful for this. For example, to declare a thread-specific
>> variable, I would use this header define:
>>
>> #ifdef __GNUC__

Re: [hlcoders] Source Engine 2!!!

2010-06-12 Thread Harry Jeffery
http://www.wolfire.com/humble

Statistics speak for themselves. Supporting linux once the mac stuff
is all done could increase revenue by 30% which is quite a lot. I just
want to wipe my windows partition so I can spend my money on games
instead of upgrading to the latest version of directx.


Yeah, back on topic now.

Source engine 2 is unlikely, Portal2 on wii is unlikely, Something
else that is awesome: very likely. I have faith in valve, I just hope
that the e3 surprise will be something I care about, not a marketing
ploy/fad.

On 12 June 2010 13:00, Katrina Payne  wrote:
> Reply follows inline
>
> On Saturday, June 12, 2010 05:40:08 am Harry Jeffery wrote:
>> Apple products aren't bad in their own nature. I just hate them
>> because of how much apple charge for their computers. Also the whole
>> business plan of shutting out ANYTHING and EVERYTHING that apple
>> deicdes to compete with is ridiculously stupid. Developing for
>> iPad,iPod Touch, iPhone is worse than developing for consoles.
>
> The iMacs tend to be a lot less choosy for what gets install on them.
>
> But yeah, they tend to be choosy about who makes stuff for the iTouch, iPhone
> and iPad--so does every console maker since the great crash of 1983, except
> for Microsoft.
>
> Nintendo requires that you have been making games for 2 years, have an
> employee payroll, an office locations, various games you have made for 
> Nintendo
> Systems and about 5000$USD just to make games for a their current console. To
> make something for their current handheld, just simply drop that price tag to
> 3000$USD--the rest applies.
>
> This will then make you a licensed developer... does not guarantee your game
> will get out. No, they need to run it through a set of stress tests to
> "ensure" it is a quality product.
>
> Shelf space, magazine spreads and advertising? Hah! Get that yourself.
>
> The thing is, in the case of iPad, iTouch and iPhone, I would say they are on
> par with how unfriendly they are to developers as the various console and hand
> held companies.
>
> With the only exception of Microsoft... and Google if you count the HTC.
>
>> If apple want people to switch they need to price their products
>> according to their value, not 3x their value. $800 for an iPad? My
>> $400 netbook can do way more than that thing. A guy built a tablet of
>> his own recently, it's running windows 7 and is so much more powerful
>> than the iPad in every single way. Oh, and it only cost him $670 for
>> all the parts, he didn't buy in bulk either. Cheaper than the iPad,
>> and more functional.
>
> Right, right, right--the iPad sucks. Everybody knows this. Most Apple Fanboys
> will even complain about how bad it is. Generally getting ticked off because
> the Kindle is better (I mean, Steve Jobs, what are you doing?).
>
> Now then, the real Apple Computers, such as the iMacs, iTouch and iPhone have
> quite a bit less fail to how they are done.
>
> Saying the iPad sucks, is pretty akin to saying everything Microsoft does
> sucks, back when Windows XP was out... because Windows ME just sucked that
> badly.
>
> Yeah, the iPad, is the Windows ME of the Apple world. I do not think anybody
> is prepared to argue differently.
>
>> Linux is a far greater platform than OSX, the price, customizabilty
>> and the community is amazing. You're not going to get bitched at by
>> the community because your program doesn't look the same as all their
>> other ones. Source and Steam for Linux, make that the E3 surprise.
>
> Yeah, that is what I am hoping the E3 surprise is... though, I really do not
> think it is likely. It would be awesome--but, generally marketing companies
> tend to have stigmas with Linux. Something about Linux users not wanting to
> pay for stuff (Like I said earlier, Linux users tend to be more anal about
> paying for anything that should get paid for).
>
> This topic kind of came about as an Off Topic tangent, based on me pointing 
> out
> that the hlcoders mailing list should probably get a leak into whatever the
> API changes will be, based on the E3 Surprise, so as to allow for early
> adoption.
>
> Yeah--some of it got tidied out, it appears
>
> ~Katrina
>
>> On 12 June 2010 05:44, Katrina Payne  wrote:
>> > Well--Apples are not that unfriendly to developers. They are not all the
>> > friendly though either.
>> >
>> > On Apple, they have access to Obj-C, Mono, C and C++.
>> >
>> > OSX also is a fork of FreeBSD... however a friend of mine is quote as say
> "OSX
>> > was once BSD, like the Orcs were once Elves."
>> >
>> > Apple Computers is one

Re: [hlcoders] Source Engine 2!!!

2010-06-12 Thread Harry Jeffery
Apple products aren't bad in their own nature. I just hate them
because of how much apple charge for their computers. Also the whole
business plan of shutting out ANYTHING and EVERYTHING that apple
deicdes to compete with is ridiculously stupid. Developing for
iPad,iPod Touch, iPhone is worse than developing for consoles.

If apple want people to switch they need to price their products
according to their value, not 3x their value. $800 for an iPad? My
$400 netbook can do way more than that thing. A guy built a tablet of
his own recently, it's running windows 7 and is so much more powerful
than the iPad in every single way. Oh, and it only cost him $670 for
all the parts, he didn't buy in bulk either. Cheaper than the iPad,
and more functional.

Linux is a far greater platform than OSX, the price, customizabilty
and the community is amazing. You're not going to get bitched at by
the community because your program doesn't look the same as all their
other ones. Source and Steam for Linux, make that the E3 surprise.



On 12 June 2010 05:44, Katrina Payne  wrote:
> Well--Apples are not that unfriendly to developers. They are not all the
> friendly though either.
>
> On Apple, they have access to Obj-C, Mono, C and C++.
>
> OSX also is a fork of FreeBSD... however a friend of mine is quote as say "OSX
> was once BSD, like the Orcs were once Elves."
>
> Apple Computers is one of the main pushers of WebKit which is one of the most
> highly supportive web renders for the current standard set.
>
> Apple has also been known to interact and deal with the KDE product--as well
> as a few other FlOSS projects. As tenchically, Webkit is a KDE project.
>
> Add to that, OSX is the choice OS to talk with IPhone, iTouch, iPad and the
> iPod.
>
> We also have the graphics, design and film users mostly using Apples.
>
> The only reason that you do not get as many of the developers as say on
> Linux/BSD is because Apple Hardware is insanely expensive. Myself, if I could
> afford it, I would be buying Apples like nothing else.
>
> You also get the REALLY insane people talking about Hackintoshes.
>
> Never mind the constant rumours for the past few years on the idea of the
> iConsole. That is, possibly Apple Computers entering into the gaming console
> market.
>
> Now--we have Steam and a Mac Source API.
>
> *looks around*
>
> Oh right, now to add something else just as crazy as the rest of this: "there
> is a fork in MAH EAR!"
>
> Meh--I wish I could get my head out of the clouds and back into reality.
>
> ~Katrina
>
> On Friday, June 11, 2010 08:16:02 pm Keeper wrote:
>> Thinking about this ... how much development do people think will happen on
>> macs?  In the school/academic world, it makes sense because of the
>> availability to larger groups of macs.  In the real world, however, most
>> people who code don't use macs.  Is that trend changing?  I'm not a mac
>> hater, I just know in the business world they aren't generally used for
>> this.
>>
>> As far as moving the steam platform to mac, that makes total sense.  Outside
>> of advertising/art departments macs are known as being home computers.
>>
>> Just wondering if it makes sense from a developers standpoint.
>>
>> Keeper
>>
>> -Original Message-
>> From: Byron Mallett [mailto:byrona...@gmail.com]
>> Sent: Friday, June 11, 2010 9:23 PM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] Source Engine 2!!!
>>
>> I've managed to get my course coordinator for my Digital media course quite
>> interested in the possibilities of Source modding as something to add to our
>> Mac lab. Now all we need is an SDK to play around with. :D
>
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Re: [hlcoders] Source Engine 2!!!

2010-06-11 Thread Harry Jeffery
Swiftly going back on topic (see what I did there?)...

I think as subscribers to the hlcoders mailing list we deserve a sneak
peak. We promise not to leak it, if we do you can always punish us by
breaking the SDK (again).

:P

On 11 June 2010 21:16, Katrina Payne  wrote:
> Nonsense.
>
> The institution reminds us that the companion cube does nothing to threaten
> our personal comfort and desires.
>
> In fact, the whole institute building the portal gun only has our greatest
> safety and peace of mind, when dealing with its associates.
>
> And! They have cake.
>
> Clearly, she was disfigured before she got to the institute--where they are
> giving her the best care.
>
> ~Katrina
>
> On Friday, June 11, 2010 10:56:40 am Spencer 'voogru' MacDonald wrote:
>> She got disfigured in a portal mishap.
>>
>> -Original Message-
>> From: hlcoders-boun...@list.valvesoftware.com
>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of 1nsane
>> Sent: Friday, June 11, 2010 11:45 AM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] Source Engine 2!!!
>>
>> That was a girl? It seemed quite ugly. Very much so compared to the person
>> they based it on.
>>
>> On Fri, Jun 11, 2010 at 11:07 AM, Colm Sloan  wrote:
>>
>> > I'd like to see the girl from Portal as a new character in TF2.
>
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Re: [hlcoders] Source Engine 2!!!

2010-06-10 Thread Harry Jeffery
I'd just lve valve if Source 2010 supported linux and so did steam.

On 11 June 2010 04:06, Katrina Payne  wrote:
> Yeah--it is kind of irritating that before they moved to Mac OS X people kind
> of were all about the whole "it is hard to port from windows"
>
> Now people are doing the whole "well, just because it was on Win and OSX does
> not mean any other system is an option"
>
> I dunno--I hope that the new Source engine takes a hint from some of John
> Carmack's work... and is rather insanely platform independant (well, the C/C++
> code anyways) and on top of that: insanely platform aware. That is, if certain
> optimization are on a platform, make use of those (such as rendering hardware,
> systems that can thread (so to not need to use forks), FPU, etc., etc.).
>
> Remember when the head of Squeenix mentioned that specific platforms were not
> the future?
>
> If we got this set up with Source and Steam--there would be no stopping this
> delivery method and engine.
>
> I mean, all it really takes is a few of the follow in key places:
>
> #ifdef USE_WINDOWS
>
> #endif
>
> #ifdef USE_OSX
>
> #endif
>
> #ifdef USE_Wii
>
> #endif
>
> #ifdef USE_PS3
>
> #endif
>
> #ifdef USE_AMIGA
>
> #endif
>
> #ifdef USE_LINUX
>
> #end
>
> (then have a define passed into your compiler at compile time)
>
> And, it really is not that hard to find (or create) tool chains, to target a
> different platform. Like say compiling something that will run on an ARM based
> linux from AMD64 Windows.. or from something exotic, like say SPARC Linux to
> MIPS based AMIGA (however, this DOES require that any libraries you will be
> compiling against, be available for what your target platform will be, on the
> system compiling it).
>
> Though--I REALLY doubt, that this would be part of the announcement.
>
> I mean, Source and Steam designed in a rather comprehensive manner, to allow
> multiple hardware targets (which, BTW, was why the languages C and C++ were
> created: to target multiple hardware platforms)--I dunno... from what I have
> ranted about here, I may as well put on a tin foil boony hat, and yell on the
> street corner about how they put fluoride in the water. My suggests sound just
> as crazy.
>
> Here is hoping,
> Katrina Payne
>
> PS Crosses fingers.
>
> On Thursday, June 10, 2010 01:07:41 pm Joel R. wrote:
>> Is this the big surprise for E3?!  I hope it is, that would so rock!
>
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Re: [hlcoders] Source Engine 2!!!

2010-06-10 Thread Harry Jeffery
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 >> > >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
>>> >
>>> >
>>> ___
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>>> please visit:
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>>>
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>>
>
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Re: [hlcoders] Source Engine 2!!!

2010-06-10 Thread Harry Jeffery
I spent 2 hours today looking for some code on a computer before I
wiped it. Finally found it in the most obscure folder. >_> Stupid
subversion settings.

Anyway, I doubt Source Engine 2 is the surprise, Valve would call it
Source 2010 anyways.

I personally hope the surprise is a new SDK that's not painful to use :<

On 10 June 2010 20:51, Saul Rennison  wrote:
> Lmao "lost their code". That is CLASSIC
>
> Thanks,
> - Saul.
>
>
> On 10 June 2010 20:38, Joel R.  wrote:
>
>> Portal 2 isn't due to be released until 2011.  There are 2 reasons this
>> could be.  First reason, this is one of the first mods their testing on
>> Source Engine 2.  Second reason, they lost their code and have to redo
>> everything.
>>
>> On Thu, Jun 10, 2010 at 2:20 PM, Shawn P. Zipay > >wrote:
>>
>> > They already said the surprise is Portal 2 related.  They made that very
>> > painfully clear in the last press release sent out about the Portal 2
>> > delay.
>> >
>> > Shawn P. Zipay
>> > Community Manager
>> >
>> > MyInternetServices -- http://www.myinternetservices.com
>> > CS-Nation -- http://www.csnation.net
>> > Total Gaming Network -- http://www.totalgamingnetwork.com
>> >
>> >
>> > On Thu, Jun 10, 2010 at 3:16 PM, Tom Edwards > > >wrote:
>> >
>> > > We're on Source 15 already, keep up!
>> > >
>> > > On 10/06/2010 8:07, 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
>> > > >
>> > > >
>> > > >
>> > >
>> > > ___
>> > > 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
>> >
>> >
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>>
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Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)' is at index zero.

2010-05-27 Thread Harry Jeffery
That's not very useful for mods using 2007 codebase that were on the
verge of release. I don't feel like recoding everything because of one
update that breaks everything...again.

On 27 May 2010 20:35, Cory de La Torre  wrote:
> On the note of additional content, I hope this isn't a a "real" fix, rather
> than a work around.No EP2 content shows up in 07's Hammer, unless you guys
> are porting all of it over to 2009 now?
>
> On Thu, May 27, 2010 at 11:17 AM, Jeffrey "botman" Broome <
> botman.hlcod...@gmail.com> wrote:
>
>> Soon you won't need a Mac to do Mac development...
>>
>> http://www.bizjournals.com/sanjose/stories/2010/05/24/daily79.html
>>
>> "Microsoft (NASDAQ:MSFT) has been given seven minutes during Jobs'
>> keynote to talk about Visual Studio 2010. Chowdrey said that a new
>> version of the development tools software will support native
>> applications for the iPhone, iPad and Mac OS."
>>
>> Sweet!  :)
>>
>> On 5/26/2010 6:45 PM, Alfred Reynolds wrote:
>> > Mac builds will require a Mac to do them on, you need to use the Mac
>> compiler (a GCC 4.2 with apple patches). We will be releasing appropriate
>> makefile skeletons to get you guys up and running.
>> >
>> >
>> >> -Original Message-
>> >> From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
>> >> boun...@list.valvesoftware.com] On Behalf Of Jeffrey "botman" Broome
>> >> Sent: Wednesday, May 26, 2010 4:20 PM
>> >> To: Discussion of Half-Life Programming
>> >> Subject: Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)'
>> >> is at index zero.
>> >>
>> >> Does Mac builds of a mod require a Mac to build them on?
>> >>
>> >>
>> >> On 5/26/2010 6:06 PM, Alfred Reynolds wrote:
>> >>
>> >>> Right, if you have a mod based on the 2007 engine you need these
>> >>>
>> >> lines in your gameinfo.txt now:
>> >>
>> >>> SteamAppId 218
>> >>> ToolsAppId 211
>> >>> AdditionalContentID 420
>> >>>
>> >>>
>> >>> You cannot have SteamAppId 420 in there.
>> >>>
>> >>> We are working on an SDK update for this new engine, adding support
>> >>>
>> >> for you guys to do Mac builds of your mods if you wish.
>> >>
>> >>> - Alfred
>> >>>
>> >>>
>> >>>
>>  -Original Message-
>>  From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
>>  boun...@list.valvesoftware.com] On Behalf Of Cory de La Torre
>>  Sent: Wednesday, May 26, 2010 4:02 PM
>>  To: Discussion of Half-Life Programming
>>  Subject: Re: [hlcoders] Error: SetupArrayProps_R: array prop
>> 
>> >> '(null)'
>> >>
>>  is at index zero.
>> 
>>  Be sure to restart steam after editing the gameinfo file.
>> 
>>  On Wed, May 26, 2010 at 4:00 PM, Dexter Haslem
>>  wrote:
>> 
>> 
>> 
>> > I updated my mod AppIds and am still getting the error like crazy!
>> >
>> > On Wed, May 26, 2010 at 4:55 PM, Sam   wrote:
>> >
>> >
>> >
>> >> The new engine update to the HL2 games broke *everything* again,
>> >>
>> >>
>>  there's
>> 
>> 
>> > a
>> >
>> >
>> >> hotfix that should fix your problem by using this in your
>> >>
>> >> gameinfo:
>> >>
>> >> SteamAppId 218
>> >> ToolsAppId 211
>> >> AdditionalContentID 420
>> >>
>> >> On Wed, May 26, 2010 at 7:47 PM, Tobias Kammersgaard<
>> >> tobias.kammersga...@gmail.com>   wrote:
>> >>
>> >>
>> >>
>> >>> Am I the only one that gets this error when I want to run my mod?
>> >>>
>> >>>
>>  I'm
>> 
>> 
>> >>> pretty
>> >>> sure its caused by the new update :o
>> >>> Its happening even though my mod uses the Source SDK Base 2007 as
>> >>>
>> >>>
>>  its
>> 
>> 
>> >> base.
>> >>
>> >>
>> >>> - ScarT
>> >>> ___
>> >>> 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
>> >
>> >
>> >
>> >
>>  --
>>  Gear Dev
>>  ___
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>> 
>> >> archives,
>> >>
>>  please visit:
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>> 
>> 
>> >>> ___

Re: [hlcoders] SDK Update 5/11/2009

2010-05-11 Thread Harry Jeffery
You have Episode 1 listed twice. Is the entry in 2007 supposed to be Episode 2?

Also, thanks for the news and the update.

On 11 May 2010 22:56, Saul Rennison  wrote:
> Thanks for the clarification Mike, I understand you're going through a tough
> time with all the Mac updates :)
>
> Thanks,
> - Saul.
>
>
> On 11 May 2010 22:52, Mike Durand  wrote:
>
>> Hi All-
>>
>> We are updating the SDK later today to address the issues with using Hammer
>> and Model Viewer with games built with the 2007 release of Source. Here are
>> the release notes:
>>
>> ==Source SDK Update==
>>
>> The Source SDK was updated today to fix tool problems for some games and
>> mods. We are sorry for the disruption to your work that the SDK issues may
>> have caused for the past week. Thanks very much for your patience.
>>
>> =SDK Launcher=
>>
>> The terminology for Engine Version has changed and now maps to the year of
>> release rather than to particular products. Here are the options now present
>> in the list of engine versions along with the games which utilize them:
>>
>> Source Engine 2006
>>        Half-Life 2
>>        Counter-Strike: Source
>>        Half-Life 2: Deathmatch
>>        Half-Life 2: Episode 1
>>
>> Source Engine 2007
>>        Half-Life 2: Episode 1
>>
>> Source Engine 2009
>>        Day of Defeat:Source
>>        Portal
>>        Team Fortress 2
>>
>> Please note that you may need to re-create the game configurations for
>> total conversion mods that were built using 'Source Engine 2007'. Simply run
>> the 'Edit Game Configurations' utility to do this.
>>
>> Valve games should show up under the appropriate engine version. If they do
>> not correspond to the list given above then you can either manually edit the
>> configurations or run the [I]Reset Game Configurations[/I] utility.
>>
>> =SDK Tools=
>>
>> There are now tools supporting three versions of Source in the SDK
>> distribution. If you are creating content for a game or total conversion
>> based on 'Source Engine 2007' you may need to run some of the command-line
>> tools now located at:
>>
>>        sourcesdk\bin\source2007\bin
>>
>> The command-line tools needed for 'Source Engine 2006' and 'Source Engine
>> 2009' are still located at:
>>
>>        sourcesdk\bin\ep1\bin
>> and
>>        sourcesdk\bin\orangebox\bin
>>
>>
>> ___
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Re: [hlcoders] Dugs in sdk update

2010-05-11 Thread Harry Jeffery
I'm slowly coding an engine of my own too. That's more of a long term
back burner project though. In the mean time I'll be using the UDK.

On 11 May 2010 20:26, Ryan Sheffer  wrote:
> I was looking into ogre until I noticed it was just a renderer.
> Everything else is out to make money, and I could have sworn fmod was
> open for free use with even commercial products, guess not. Writting
> my own engine now anyway.
> It's actually a lot of fun though, learning how everything works
> through reseach, and writting your own interesting systems. There is a
> lot of info out there, even the valve guys have written many articles.
>
> ~Ryan
>
> On May 11, 2010, at 10:46 AM, David Kraeutmann 
> wrote:
>
>> It isn't, sadly. I thought about licensing C4 engine for Cold Trap,
>> but it requires one license per coder, and it's a bit over my budget
>> too... ($350/seat)
>>
>> On Tue, May 11, 2010 at 3:47 AM, Ryan Sheffer 
>> wrote:
>>> Oh cmon, I hear the engine is open source. ;)
>>>
>>> On Mon, May 10, 2010 at 5:37 PM, Spencer 'voogru' MacDonald <
>>> voo...@voogru.com> wrote:
>>>
>>>> "Besides that scripts are ugly as hell from a C++ coder's point of
>>>> view."
>>>>
>>>> Fixed.
>>>>
>>>> -Original Message-
>>>> From: hlcoders-boun...@list.valvesoftware.com
>>>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David
>>>> Kraeutmann
>>>> Sent: Monday, May 10, 2010 4:50 PM
>>>> To: Discussion of Half-Life Programming
>>>> Subject: Re: [hlcoders] Dugs in sdk update
>>>>
>>>> Besides that Uscript is ugly as hell from a C++ coder's point of
>>>> view.
>>>>
>>>> On Mon, May 10, 2010 at 10:28 PM, Dexter  wrote:
>>>>> Sure, let me just port all this C++ code to Uscript really
>>>>> quick .. :)
>>>>>
>>>>> On Mon, May 10, 2010 at 1:27 PM, Ryan Sheffer 
>>>> wrote:
>>>>>
>>>>>> Download the UDK today!
>>>>>>
>>>>>> ~Ryan
>>>>>>
>>>>>> On May 10, 2010, at 10:30 AM, "Jeffrey \"botman\" Broome" <
>>>>>> botman.hlcod...@gmail.com
>>>>>>  > wrote:
>>>>>>
>>>>>>> "Coming Soon"
>>>>>>>
>>>>>>> http://developer.valvesoftware.com/wiki/Valve_Time  :)
>>>>>>>
>>>>>>>
>>>>>>> On 5/10/2010 12:22 PM, Sam wrote:
>>>>>>>> So does anyone know an ETA of when this is going to be fixed?
>>>>>>>> I'm
>>>>>>>> tired of
>>>>>>>> changing the appID every time I open Source SDK.
>>>>>>>>
>>>>>>>> On Mon, May 3, 2010 at 4:55 PM, JumpCore Productions<
>>>>>> onl...@jumpcore.com
>>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>
>>>>>>>>> We're a bit off topic here, I know, but here's a work around
>>>>>>>>> from
>>>>>>>>> the
>>>>>>>>> forums. It seems to do the job, as far as I can tell. Good
>>>>>>>>> luck with
>>>>>>>>> finishing up your mod!
>>>>>>>>>
>>>>>>>>> ***
>>>>>>>>>
>>>>>>>>> Originally Posted by IcarusNine:
>>>>>>>>> Changing a mod's gameinfo.txt appID from 218 (SDK Base 2007) to
>>>>>>>>> 440 (Team
>>>>>>>>> Fortress 2) seems to work around it. I'm not sure what Hammer
>>>>>>>>> is
>>>>>>>>> using/associating with the appID, but the lack of it is what's
>>>>>>>>> causing at
>>>>>>>>> least some of the problem.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> -Original Message-
>>>>>>>>> Date: Mon, 3 May 2010 17:32:19 +0100
>>>>>>>>> From: Harry Jeffery
>>>>>>>>> Subject: Re: [hlcoders] Dugs in sdk update
>>>>>>>>> To: Discussion of Half-Life Programming
>>

Re: [hlcoders] Dugs in sdk update

2010-05-03 Thread Harry Jeffery
It'd be nice if valve could fix this soon. Our mod can't progress at
all, we only really need to fix up the maps at the moment.

On 3 May 2010 14:21, Jeffrey "botman" Broome  wrote:
> On 5/1/2010 5:09 PM, Tom Edwards wrote:
>> It does stop it: the mods themselves are unaffected. Pity the SDK
>> doesn't have the same protection. :-/
>>
>>
>
> http://www.botman2.com/images/HAHA.jpg
>
> :)
>
>
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Harry Jeffery
Yeah, it 404'd before I grabbed a copy. Somewhere there is a Valve
employee laughing at us.

On 24 April 2010 19:57, Saul Rennison  wrote:
> The steam_client_linux is now officially 404.
>
> :(
>
> Thanks,
> - Saul.
>
>
> On 24 April 2010 19:43, Harry Jeffery wrote:
>
>> Awesome, thanks for posting. Evil valve for not telling.
>>
>> On 24 April 2010 17:52, Tom Edwards  wrote:
>> > This is the first hard evidence I've seen. Everything else so far
>> > (including the L4D Linux binaries) has been either definitely or
>> > potentially related to the dedicated server, but I don't see why you'd
>> > needt the graphics, friends or skins folders for that.
>> >
>> > On 24/04/2010 5:05, 1nsane wrote:
>> >> Also this, apparently:
>> >>
>> http://www.reddit.com/r/linux/comments/butl8/steam_for_linux_testapp_thingy/
>> >>
>> >> On Sat, Apr 24, 2010 at 11:37 AM, Jonas 'Sortie' Termansen<
>> >> hlcod...@maxsi.dk>  wrote:
>> >>
>> >>
>> >>>    From what I heard at
>> >>> <
>> >>>
>> http://www.phoronix.com/scan.php?page=article&item=steam_linux_script&num=1
>> >>>
>> >>>> ,
>> >>>>
>> >>> they have found a bash script in the mac beta that adds future support
>> >>> for Linux. And they have also released .so files for Linux in Left 4
>> >>> Dead once, and so on. There is some evidence but nothing I would
>> >>> consider valid proof of a Linux client coming in the near future.
>> >>>
>> >>> ___
>> >>> 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:
>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >
>> >
>>
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Harry Jeffery
Awesome, thanks for posting. Evil valve for not telling.

On 24 April 2010 17:52, Tom Edwards  wrote:
> This is the first hard evidence I've seen. Everything else so far
> (including the L4D Linux binaries) has been either definitely or
> potentially related to the dedicated server, but I don't see why you'd
> needt the graphics, friends or skins folders for that.
>
> On 24/04/2010 5:05, 1nsane wrote:
>> Also this, apparently:
>> http://www.reddit.com/r/linux/comments/butl8/steam_for_linux_testapp_thingy/
>>
>> On Sat, Apr 24, 2010 at 11:37 AM, Jonas 'Sortie' Termansen<
>> hlcod...@maxsi.dk>  wrote:
>>
>>
>>>    From what I heard at
>>> <
>>> http://www.phoronix.com/scan.php?page=article&item=steam_linux_script&num=1
>>>
 ,

>>> they have found a bash script in the mac beta that adds future support
>>> for Linux. And they have also released .so files for Linux in Left 4
>>> Dead once, and so on. There is some evidence but nothing I would
>>> consider valid proof of a Linux client coming in the near future.
>>>
>>> ___
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>>> please visit:
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>>>
>>>
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Re: [hlcoders] A more detailed picture of the Potentially Visible Set (PVS)

2010-04-22 Thread Harry Jeffery
Out of curiosity which library are you coding the graphics in?
DirectX, OpenGL or something like Ogre?

On 22 April 2010 20:07, Ryan Sheffer  wrote:
> Thanks for the link, I am writing my own engine atm and am  at the map
> editor point and reading how the pros do it is always nice. Not using
> bsp because my game is chunk based with random layouts, but still.
> Great link since learning about binary space partition trees is always
> useful. There is another article as well I'll try to find, which was
> written by some Id guys and other randoms.
>
> ~Ryan
>
> On Apr 20, 2010, at 4:43 PM, "Adam \"amckern\" McKern"   > wrote:
>
>> If you want an understanding of the BSP PVS (CSG), i would recommend
>> that you read 'the master of doom - it has a fair amount of a
>> chapter discussing how the BSP format was chosen for FPS, and how
>> PVS works with-in it.
>>
>> There is also a MASSIVE discussion of BSP at the VMEX website - 
>> http://www.bagthorpe.org/bob/cofrdrbob/bspformat.html
>>
>> 
>> Owner Nigredo Studios http://www.nigredostudios.com
>>
>> --- On Wed, 21/4/10, Colm Sloan  wrote:
>>
>> From: Colm Sloan 
>> Subject: [hlcoders] A more detailed picture of the Potentially
>> Visible Set (PVS)
>> To: "Discussion of Half-Life Programming" > >
>> Received: Wednesday, 21 April, 2010, 5:29 AM
>>
>> I'm doing some research on virtual visual environments. I believe
>> that the
>> PVS contains the estimated set of objects (geometry) that may be
>> visible to
>> the player. I was wondering if there was an Actual Visible Set that
>> contains
>> only the objects that the player really can see. If there isn't,
>> would it be
>> difficult to create such a set? Hopefully, I wouldn't have to do any
>> ray-tracing or anything. Also, is there a short way of getting the
>> number of
>> objects visible on the screen? I think I've seen this before in some
>> area
>> portal tutorial where the guy had objects shown as wire meshes.
>>
>> Thanks
>> ___
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>>
>>
>>
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Re: [hlcoders] VS2010

2010-04-13 Thread Harry Jeffery
To be honest my IDE of choice is Code::Blocks, it's not perfect but
it's cross-platform and it works.

On 13 April 2010 21:37, ZuM  wrote:
> Well, because it works fine in one system doesn't mean it's the best choice,
> specially if you consider that there're quite some improvements in VS2010.
>
> 2010/4/13 Christopher Harris 
>
>> Plus VS2005 works perfectly fine in XP, Vista, and 7 with the service
>> pack so not really sure why you HAVE to use VS2010.
>>
>> Christopher Harris
>> Software Engineer
>> Research Network Incorporated
>> 770-235-8190
>>
>> On Apr 13, 2010, at 4:27 PM, Spencer 'voogru' MacDonald >  > wrote:
>>
>> > But it can be fixed, which is probably a good intelligence barrier.
>> >
>> > If someone can't figure out how to make it work, it's one less person
>> > posting on this list "how do i nake rawkit launcher multiplay"
>> >
>> > - voogru.
>> >
>> > -Original Message-
>> > From: hlcoders-boun...@list.valvesoftware.com
>> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jarno
>> > Veuger
>> > Sent: Tuesday, April 13, 2010 4:18 PM
>> > To: Discussion of Half-Life Programming
>> > Subject: Re: [hlcoders] VS2010
>> >
>> > But it doesn't work, since it doesn't compile in VS2008 (and VS2010)
>> > out
>> > of the box.
>> >
>> > - Ywa
>> >
>> > Op 13-Apr-10 19:40, Harry Jeffery schreef:
>> >> If it works, dont break it.
>> >>
>> >> On 13 April 2010 18:33, Jarno Veuger  wrote:
>> >>
>> >>> Because no one in Valve maintains the mod SDK anymore.
>> >>>
>> >>> - Ywa
>> >>>
>> >>> Op 13-Apr-10 14:00, Casey Doran schreef:
>> >>>
>> >>>> Been using it for a while now. While the stock SDK code does not
>> > compille,
>> >>>> making the changes listed on the wiki to get it running for 2008
>> >>>> work
>> > fine.
>> >>>> (Why isn't valve shipping SDK code that works on current-gen IDEs?)
>> >>>> Honestly, I haven't had a single issue that the people above have
>> >>>> had.
>> > Been
>> >>>> using RC Ultimate from dreamspark, installed release professional
>> >>>> from
>> >>>> dreamspark last night and did a test compile. Everything looks
>> > beautiful. :)
>>
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Re: [hlcoders] VS2010

2010-04-13 Thread Harry Jeffery
If it works, dont break it.

On 13 April 2010 18:33, Jarno Veuger  wrote:
> Because no one in Valve maintains the mod SDK anymore.
>
> - Ywa
>
> Op 13-Apr-10 14:00, Casey Doran schreef:
>> Been using it for a while now. While the stock SDK code does not compille,
>> making the changes listed on the wiki to get it running for 2008 work fine.
>> (Why isn't valve shipping SDK code that works on current-gen IDEs?)
>> Honestly, I haven't had a single issue that the people above have had. Been
>> using RC Ultimate from dreamspark, installed release professional from
>> dreamspark last night and did a test compile. Everything looks beautiful. :)
>>
>> On Tue, Apr 13, 2010 at 7:16 AM, Tom Edwardswrote:
>>
>>
>>> It also does highlighting and intellisense in preprocessor-disabled
>>> areas, which makes which makes working with shared code much easier.
>>>
>>> On 13/04/2010 9:58, Tom Edwards wrote:
>>>
 I've used it since Beta 2 and it's great for Source. If your projects
 work in 2008 there shouldn't be any manual changes needed after you move
 to 2010.

 It's 100% worth upgrading for the new Intellisense. It's way faster and
 doesn't need to be rebuilt every time the IDE starts, and also does the
 inline error checking thing for Win32 C++ now.

 On 13/04/2010 6:29, Bob Somers wrote:


> 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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>
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Re: [hlcoders] VS2010

2010-04-13 Thread Harry Jeffery
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.  :)
>>
>>
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Re: [hlcoders] VS2010

2010-04-13 Thread Harry Jeffery
Does gmod not have linux server binaries? Wow, Get yourself a copy of
linux and build the binaries.

On 13 April 2010 14:08, 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.  :)
>
>
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[hlcoders] survival_gamerules.cpp

2010-04-08 Thread Harry Jeffery
I'm working on an ep2 singleplayer mod and I was about to create a new
gamerules class when I discovered survival_gamerules.cpp

Looking through the code it looks like it has a good basic setup but
I've no idea how the maps are supposed to be setup and how to format
the "maps/%s_survival.txt" files for the script parser. Does anyone
have an example of a script file with an acompanying vmf? It would be
really useful for me.

Thanks,

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Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread Harry Jeffery
Thanks, any chance of the source in a more linux friendly archive?
Both .zip or .rar would work.

On 22 March 2010 21:25, AzuiSleet  wrote:
> Their OpenID provider works just fine, I promise! Here's my page to test it:
> http://heronforce2.heronirc.net/
>
> And the source.. http://heronforce2.heronirc.net/src.7z
>
> If you want to get it to work you need: Pear base, Pear DB, Curl,
> php_pdo, php_pdo_sqlite, php_curl. Their server doesn't have any
> particular extensions to the specification so you're stuck parsing the
> public profile.
>
> On Mon, Mar 22, 2010 at 1:26 PM, Harry Jeffery
>  wrote:
>> It would have to be a callback validation approach from an official
>> valve website. Like how paypal is used as a payment gateway on many
>> commercial websites.
>>
>> On 22 March 2010 13:42, Jonas 'Sortie' Termansen  wrote:
>>> I am very interested in this.
>>>
>>> In theory the users of my (alpha-state) digital distribution platform would 
>>> be able to validate their accounts, which would make it more secure for my 
>>> systems (previously I just scanned the working dir for the username). But 
>>> would it be more secure for the users? Say I have a website where people 
>>> have to login with their account, how can they be sure I do not receive the 
>>> password, but only Valve does? If Valve makes this system public, wouldn't 
>>> that mean more people would enter their password on fake websites? Or 
>>> perhaps the user is required yo enter the password on a valve site, which 
>>> is more secure.
>>>
>>> If anyone has more information on this, I would like to know. :-)
>>>
>>> - Original meddelelse -
>>>> 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
&

Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread Harry Jeffery
It would have to be a callback validation approach from an official
valve website. Like how paypal is used as a payment gateway on many
commercial websites.

On 22 March 2010 13:42, Jonas 'Sortie' Termansen  wrote:
> I am very interested in this.
>
> In theory the users of my (alpha-state) digital distribution platform would 
> be able to validate their accounts, which would make it more secure for my 
> systems (previously I just scanned the working dir for the username). But 
> would it be more secure for the users? Say I have a website where people have 
> to login with their account, how can they be sure I do not receive the 
> password, but only Valve does? If Valve makes this system public, wouldn't 
> that mean more people would enter their password on fake websites? Or perhaps 
> the user is required yo enter the password on a valve site, which is more 
> secure.
>
> If anyone has more information on this, I would like to know. :-)
>
> - Original meddelelse -
>> 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 us

Re: [hlcoders] Mails being denied from Naver.com

2010-03-21 Thread Harry Jeffery
I haven't been getting that, prehaps my spam filter is stopping it.

On 21 March 2010 22:31, Jonas 'Sortie' Termansen  wrote:
> Uh, lately when I have been responding to this list, I get a bounce
> email from Naver.com in Korean/English saying my mail was rejected for
> no reason. Do anyone else get this? The offending email is
> jsw1...@naver.com  - I suspect his email
> service thinks of hlcoders as spam. Can anyone remove him from the list
> if other people get this?
>
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Re: [hlcoders] Steam 'Connect'

2010-03-21 Thread Harry Jeffery
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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Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-19 Thread Harry Jeffery
Oh, Thanks. I should probably RTFM more.

On 19 March 2010 15:53, Tobias Kammersgaard
 wrote:
> Both VRad and VVis are multi-threaded.
>
> -threads # on the commandline to specific the number of threads.
>
> - ScarT
>
>
> On 19 March 2010 16:49, Harry Jeffery wrote:
>
>> Hammer works fine for me to be honest. I'm not sure if vrad is
>> multi-threaded but if it isn't, t should be. An opensource
>> multi-threaded vrad would really speed up compile times for i7 users
>> like myself. I spend a lot more time compiling the map than setting up
>> the compile.
>>
>> On 18 March 2010 21:54, Tobias Kammersgaard
>>  wrote:
>> > 30 replies of bashing and license discussion. Effectiving working here
>> bros!
>> > The tools aren't really the problem, Hammer is to be honest.
>> >
>> > - ScarT
>> >
>> >
>> > On 18 March 2010 22:50, Jonas 'Sortie' Termansen 
>> wrote:
>> >
>> >> David Kraeutmann wrote:
>> >> > LGPL is useless for standalone apps. BSD-style licenses are good tho'.
>> >> >
>> >> That is not true. What if I wanted to copy code from my GPL'd program to
>> >> my LGPL library and the code is commited by others?
>> >>
>> >> If I released my Maxsi Compile tool under the GNU LGPLv3, then you are
>> >> allowed to copy its code to GNU LGPLv3 libraries. This would not be
>> >> permitted if I released it under GNU GPLv3. All my programs are
>> >> currently under GNU LGPLv3 (because of licensing issues with
>> >> implementing them in Source, just to be safe) and I frequently move code
>> >> between the actual .exe files and my shared library Maxsi Engine. I
>> >> would not be able to do that with code commited by others if I released
>> >> it under GNU GPLv3 - so that's a bit of a problem. If I am wrong about
>> >> any of this, feel free to correct me with properly sourced material.
>> >>
>> >> Whether to use GPL or LGPL is a matter of strategy and I am leaning
>> >> towards GPL here.
>> >>
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>> >>
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Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-19 Thread Harry Jeffery
Hammer works fine for me to be honest. I'm not sure if vrad is
multi-threaded but if it isn't, t should be. An opensource
multi-threaded vrad would really speed up compile times for i7 users
like myself. I spend a lot more time compiling the map than setting up
the compile.

On 18 March 2010 21:54, Tobias Kammersgaard
 wrote:
> 30 replies of bashing and license discussion. Effectiving working here bros!
> The tools aren't really the problem, Hammer is to be honest.
>
> - ScarT
>
>
> On 18 March 2010 22:50, Jonas 'Sortie' Termansen  wrote:
>
>> David Kraeutmann wrote:
>> > LGPL is useless for standalone apps. BSD-style licenses are good tho'.
>> >
>> That is not true. What if I wanted to copy code from my GPL'd program to
>> my LGPL library and the code is commited by others?
>>
>> If I released my Maxsi Compile tool under the GNU LGPLv3, then you are
>> allowed to copy its code to GNU LGPLv3 libraries. This would not be
>> permitted if I released it under GNU GPLv3. All my programs are
>> currently under GNU LGPLv3 (because of licensing issues with
>> implementing them in Source, just to be safe) and I frequently move code
>> between the actual .exe files and my shared library Maxsi Engine. I
>> would not be able to do that with code commited by others if I released
>> it under GNU GPLv3 - so that's a bit of a problem. If I am wrong about
>> any of this, feel free to correct me with properly sourced material.
>>
>> Whether to use GPL or LGPL is a matter of strategy and I am leaning
>> towards GPL here.
>>
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Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-18 Thread Harry Jeffery
Yeah, that's what I've been doing with some personal projects I have
been working on and it works pretty well.

On 18 March 2010 18:43, Alexander Hirsch <1ze...@googlemail.com> wrote:
> You can really have both.
> Use the preprocessor to have stuff like
> #if PLATFORM == WINDOWS
>  //Windows-specific code
> #elif PLATFORM == POSIX
>  //POSIX code
> #elif PLATFORM == LOL_OS
>  //lol code
> #endif
>
> On Thu, Mar 18, 2010 at 7:37 PM, Harry Jeffery
>  wrote:
>> As Steam + Source engine is moving to mac and possibly/hopefully linux
>> in the near future I'd recommend keeping this as cross-platform as
>> possible. Advanced Windows 7 features such as the task-bar
>> progress-bar aren't that important to be honest.
>>
>> On 18 March 2010 08:53, Jonas 'Sortie' Termansen  wrote:
>>> Thanks Cory for your suggestions, they are quite useful!
>>>
>>> I have been thinking the UI through and done some concept art in paint. I 
>>> realized you never use/need to change most settings in VBCT. Instead I have 
>>> been focusing on those that you really do need and designed them to be 
>>> useful. None of this is implemented yet but I managed to get the batch 
>>> compiling working perfectly yesterday. What I propose is this:
>>>
>>> - To make things simpler I will make the main screen only contain this: 1) 
>>> a dropdown list of all mods in gameconfig.txt for both ep1 and orangebox, 
>>> 2) a dropdown list of all .vmf files in mapsrc for the mod, 3) a dropdown 
>>> list of all configuration, 4) a big Compile Map button and Cancel Compile, 
>>> 5) a progress bar and the option to watch the compile output, and 6) 
>>> various buttons to show the user friendly advanced buttons.
>>> - Most of the time you just want to compile a single map for instant 
>>> testing ingame. So instead of having to browse for a map manually, I will 
>>> make the program scan all mapsrc\ folders and make it default to the most 
>>> recently saved .vmf file, as this is most likely the one you want to 
>>> compile.
>>> - I will also show all recent .vmf files newer than their .bsp counterpart 
>>> under the title "You probably want to compile these:"
>>> - The user is also likely to the same compile flags for most compiles. So I 
>>> will use configurations such as Debug (HDR only), Release (LDR+HDR), Final 
>>> Release (Both -final) and so on. The user will be able to edit this list.
>>> - The program will assume all the default values for which mod to use, what 
>>> map to compile, and with what configuration. This will allow the mapper a 
>>> one click compile in most cases, as well as allowing him to easily change 
>>> it.
>>> - The user will be able to add maps to the compile queue while compiling 
>>> other maps and be able to watch the progress for them seperately.
>>> - It will be possible to change what tools will be called and add new ones.
>>> - And there will be a progress bar showing how the compile comes along in 
>>> the Win7 superbar.
>>>
>>> And more, there are just some of my ideas for the ideal interface, and it 
>>> isn't hard to make.
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>>> please visit:
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>>>
>>
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Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-18 Thread Harry Jeffery
As Steam + Source engine is moving to mac and possibly/hopefully linux
in the near future I'd recommend keeping this as cross-platform as
possible. Advanced Windows 7 features such as the task-bar
progress-bar aren't that important to be honest.

On 18 March 2010 08:53, Jonas 'Sortie' Termansen  wrote:
> Thanks Cory for your suggestions, they are quite useful!
>
> I have been thinking the UI through and done some concept art in paint. I 
> realized you never use/need to change most settings in VBCT. Instead I have 
> been focusing on those that you really do need and designed them to be 
> useful. None of this is implemented yet but I managed to get the batch 
> compiling working perfectly yesterday. What I propose is this:
>
> - To make things simpler I will make the main screen only contain this: 1) a 
> dropdown list of all mods in gameconfig.txt for both ep1 and orangebox, 2) a 
> dropdown list of all .vmf files in mapsrc for the mod, 3) a dropdown list of 
> all configuration, 4) a big Compile Map button and Cancel Compile, 5) a 
> progress bar and the option to watch the compile output, and 6) various 
> buttons to show the user friendly advanced buttons.
> - Most of the time you just want to compile a single map for instant testing 
> ingame. So instead of having to browse for a map manually, I will make the 
> program scan all mapsrc\ folders and make it default to the most recently 
> saved .vmf file, as this is most likely the one you want to compile.
> - I will also show all recent .vmf files newer than their .bsp counterpart 
> under the title "You probably want to compile these:"
> - The user is also likely to the same compile flags for most compiles. So I 
> will use configurations such as Debug (HDR only), Release (LDR+HDR), Final 
> Release (Both -final) and so on. The user will be able to edit this list.
> - The program will assume all the default values for which mod to use, what 
> map to compile, and with what configuration. This will allow the mapper a one 
> click compile in most cases, as well as allowing him to easily change it.
> - The user will be able to add maps to the compile queue while compiling 
> other maps and be able to watch the progress for them seperately.
> - It will be possible to change what tools will be called and add new ones.
> - And there will be a progress bar showing how the compile comes along in the 
> Win7 superbar.
>
> And more, there are just some of my ideas for the ideal interface, and it 
> isn't hard to make.
> ___
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> visit:
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Harry Jeffery
I need to read google news less. >_>

On 15 March 2010 19:20, Adam Buckland  wrote:
> Oh dear. How many people read that article? Elan Ruskin and Alex
> Vlachos have been at Valve since 2006. That writer doesn't have a clue
>
> On 15 Mar 2010, at 18:25, Harry Jeffery
>  wrote:
>
>> It doesn't help that Sony is run by a megalomaniac who insists on
>> giving the PS3 8 cores even though the designers believed having only
>> 6 would be more practical/efficient.
>>
>> To get something done right it generally needs to be collaborative.
>> Take open source software and Valve as examples. Anyways, I'm sure
>> there are some real PS3 developers reading this mailing list now that
>> valve have stolen some PS3 devs from Naughty Dog.
>>
>> On 15 March 2010 14:07, Marek Sieradzki 
>> wrote:
>>> And PS3 game devs I use bare driver and not OpenGL from what I've
>>> heard. Porting to PS3 is totally different thing than porting to Mac.
>>>
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Harry Jeffery
It doesn't help that Sony is run by a megalomaniac who insists on
giving the PS3 8 cores even though the designers believed having only
6 would be more practical/efficient.

To get something done right it generally needs to be collaborative.
Take open source software and Valve as examples. Anyways, I'm sure
there are some real PS3 developers reading this mailing list now that
valve have stolen some PS3 devs from Naughty Dog.

On 15 March 2010 14:07, Marek Sieradzki  wrote:
> And PS3 game devs I use bare driver and not OpenGL from what I've
> heard. Porting to PS3 is totally different thing than porting to Mac.
>
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-11 Thread Harry Jeffery
It also re-asserts Steams position as the best digital distribution
system available. Stopping other new platforms such as impulse that
support mac from taking control is a wise move.

On 11 March 2010 19:08, Kerry Dorsey  wrote:
> Adam, you're absolutely right...as I see it. This is much less about platform 
> game support than it is about platform distribution support. But the latter 
> is useless without the former. You accurately described the Mac dev 
> food-chain so I won't be redundant, but the other key aspect of current ports 
> to the Mac involves the code itself...native versus virtualization. The 
> latest Sims 3 port for Mac is emulated. It's PC code thrown on top of a 
> resource hungry virt environment (that's an over simplification, so don't get 
> too upset) that runs horribly on all but the latest and strongest machines. 
> So while some see "support for the Mac" means that it will run on all Macs, 
> that ain't so. In fact, I'm venturing a guess that EA's support costs for the 
> average Mac release is INSANE, all because of performance issues. If said 
> code were native, most of the problems probably wouldn't exist. So I see 
> Valve's decision to port, natively, their OB engine product to the Mac to be 
> an effort to a.) throw more sand in Activision's distribution eyes, (go 
> Steam!!) , develop a previously untapped market segment (Mac), and head off 
> support nightmares with a little preventative research and development.
>
> It shows how Valve's business model and management have matured in a very 
> short time. Good job!
>
> -Kerry
>
>
> On 3/11/10 10:43 AM, "Adam Buckland"  wrote:
>
> My $0.02:
>
> I think a lot of people are missing the point here. Valve only ported
> the games because they had to. The real motive here is Steam.
>
> Selling Mac software is very different to selling PC software. For PC
> games, it makes perfect sense to put a boxed copy on a shelf where
> people can go to a shop and buy it.
> For the Mac, however, their users are much more spread out, and
> therefore putting a boxed copy on a shelf isn't such a good idea. Most
> Mac software houses realised this a long time ago and sell their
> software via digital distribution instead. Most don't even make boxed
> copies. Mac games however have never quite got there and still sell
> mainly boxed copies.
>
> The current state of Mac ports of games (with a few exceptions) is
> that a developer will develop a game for Windows, release it, and then
> pass their code to a third-party developer (Aspyr is an example), who
> will then port the game to OS X and sell it. The problem here is that
> it can take a team such as the one at Aspyr a year to port a game to
> OS X, by which time the game's hype is almost non-existant, and
> because the porter, the original developer, and the publisher all need
> to make a profit, the game is sold at full-price, while the prices of
> the other platforms is significantly reduced, making the OS X port
> very unattractive.
>
> While it make take a third-party porting company a year to port the
> game to another platform, the original developer could port the game
> much faster and for a much lower cost, especially if the Mac is a
> release platform. Problem is, they don't bother because they don't
> want to have to deal with trying desperately to distribute it
> digitally themselves.
>
> Valve have spotted an opportunity here. What they're doing is they're
> bringing a digital distribution platform that is mature and one that
> many developers already have experience using to the Mac. By doing
> this, they will (hopefully) entice many other developers to move their
> games to the Mac themselves because a distribution method that still
> gives them a higher-than-normal (compared to boxed copies) profit
> margin is available.
>
> So, why have Valve moved their games to OS X and not just Steam?
> Well, there's a number of reasons
> 1) They need something to launch Steam on the Mac with!!
> 2) If they didn't, other developers would have no reason to have any
> confidence in Steam for Mac.
> 3) Valve now have some valuable knowledge and experience in porting to
> OS X that they can use to help other developers in porting their games
> to OS X. This is useful because while Valve are giving away techniques
> that they've spent considerable money trying to develop, more Mac
> games on Steam = more profit!
>
> So, to sum up, the people who are looking at existing market figures
> shouldn't be. Valve aren't trying to move in on the existing market.
> They're trying to create one.
>
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Harry Jeffery
I'd love valve to support linux tbh. Most linux users are tech savvy
and as many of them are or have been programmers they all respect
software licenses. On windows most people are sick of paying for games
and pirate games loads. Either way, thanks for the info about the Mac
port, even though I do not think very much of Apple.

On 10 March 2010 19:55, Adam Buckland  wrote:
> Is OpenGL being brought to the PC as an option/as standard? Or is it
> just on the Mac
>
> The only reason I ask is due to shaders, which are currently written
> in HLSL for DirectX
>
> On 10 March 2010 19:50, Alfred Reynolds  wrote:
>> The Orange Box era engine will be supported for mods on OSX.
>>
>>> -Original Message-
>>> From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
>>> boun...@list.valvesoftware.com] On Behalf Of Jorge Rodriguez
>>> Sent: Wednesday, March 10, 2010 11:38 AM
>>> To: Discussion of Half-Life Programming
>>> Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac
>>>
>>> It's not a question of how easy it is to port to Linux, it's a question
>>> of
>>> what kind of market there is for video games on Linux, and the answer
>>> to
>>> that is "not big."
>>>
>>> Alfred, what engine would that be available on? Will the OSX support be
>>> backported to Orange Box or would it require an update to whatever
>>> engine
>>> Portal 2 is being developed on (which I presume is based on the L4D2
>>> engine?)
>>>
>>> --
>>> Jorge "Vino" Rodriguez
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>
>
>
> --
>
> Bucky
>
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Re: [hlcoders] How to start?

2010-02-20 Thread Harry Jeffery
I agree, the best way to get good with the source engine is just to
keep experiementing. No need to release anything, announce and
ambitious project or join a mod team until you are adept at the source
engine. Thats how I learnt. Just experimenting and trying new things
every day.

On 20 February 2010 19:52, Justin Krenz  wrote:
> Set a small goal for yourself and stick to it.  I'd recommend creating
> a new entity and familiarize yourself with how to basic entities.
> Then make the entity an area that can be captured by players standing
> in it, and then make multiple ones in a map and have the game end when
> a team captures all of the areas, ie capture the flag.  That's how I
> got started.
>
> On Sat, Feb 20, 2010 at 12:47 PM, kielor  wrote:
>> Hi, I'm kinda newbie to game coding, but I have good experience in
>> Pawn/C++/PHP coding...
>> The problem is that I don't know where to start exploring Source SDK..
>> The Valve Developer Community is very good site, but there's not so much
>> info "in general", but mostly some specific tutorials..
>>
>> I'd like some help or advices on how to start?
>> I'm planning to port a GoldSrc Counter-Strike modification to Source game, I
>> know what I want to do and if it's necessary I can tell it.
>> + Also I had some experience in HLSDK(movement only). There I was looking
>> for some movement formulas.
>>
>> - Cheers, Alexandr.
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Re: [hlcoders] source SDK

2010-01-17 Thread Harry Jeffery
Just a quick recomendation: Don't use usernames, use steamid's.

2010/1/17 Richar P. :
> Dear Source developers.
>
> I would like to create a mod with Source SDK that allows to connect users 
> only with an individual password and username to my server. This data 
> (u_name; password) are stored in an SQL database. Can this be done, and if it 
> can, could you please point me to the right direction on how to go about 
> doing so?
>
> Thank you
>
> Richrard
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Re: [hlcoders] How to find SteamID

2010-01-04 Thread Harry Jeffery
That could work, using the steam API in a seperate .exe should be able
to return accurate results.

2010/1/4 Alexander Hirsch <1ze...@googlemail.com>:
> First do SteamAPI_Init(), then SteamUser() and with that object you
> can call ISteamUser::GetSteamID().
> Don't forget to clean up via SteamAPI_Shutdown() :)
> The user must be logged into Steam though.
>
> On Mon, Jan 4, 2010 at 2:23 PM, Michael Bang  
> wrote:
>>
>> I'm sorry - I read it through again, and I can see that it's not properly 
>> explained :-)
>>
>> I'm trying to read a users current SteamID, without any game being open.
>>
>> Earlier, I used the Steam.log file in the steam folder, to read the ID from, 
>> but that was not reliable, since it does not update everytime the user logs 
>> into a new Steam account.
>>
>> So I'm asking if there is a way to get the users SteamID, from the reg. 
>> database, from another log, or if there is a way to force steam to update 
>> the Steam.log-file.
>>
>>> Date: Mon, 4 Jan 2010 14:15:12 +0100
>>> From: 1ze...@googlemail.com
>>> To: hlcoders@list.valvesoftware.com
>>> Subject: Re: [hlcoders] How to find SteamID
>>>
>>> What?
>>>
>>> Anyways, you can obtain it via
>>> CSteamID ID;
>>> ToBaseMultiplayerPlayer( pPlayer )->GetSteamID( &ID );
>>> I'm not sure how to parse it correctly, but you can obtain the
>>> Community ID via ID.ConvertToUint64();
>>>
>>> On Mon, Jan 4, 2010 at 12:57 PM, Adem Sadiku  wrote:
>>> > stop fucking begging me aight
>>> >
>>> > --
>>> > From: "Michael Bang" 
>>> > Sent: Monday, January 04, 2010 12:47
>>> > To: 
>>> > Subject: [hlcoders] How to find SteamID
>>> >
>>> >>
>>> >>
>>> >>
>>> >>
>>> >>
>>> >>
>>> >> Hi there,
>>> >>
>>> >> I'm wondering if there is a reliable way to find a users current SteamID,
>>> >> without having to type status in the console, while being connected to an
>>> >> online game?
>>> >>
>>> >> So
>>> >> far I've been reading the Steam.log-file, to find the SteamID, but I
>>> >> found out that it's not very reliable. It doesn't update everytime I
>>> >> log on to a new account.
>>> >> Is there any way to force steam to update the file, or even better -
>>> >> another place to find the ID?
>>> >>
>>> >> Thanks
>>> >>
>>> >> _
>>> >> Word Up! Få opdateringer fra Facebook og Arto i din Messenger. Gør det
>>> >> her!
>>> >> http://www.microsoft.com/danmark/windows/windowslive/import-friends/
>>> >> ___
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>>> >>
>>> >>
>>> >
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>>
>> _
>> NY Windows Live Messenger med nye fede funktioner. Hent den her!
>> http://download.live.com/messenger
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[hlcoders] CBaseViewport::RemoveAllPanels crash

2009-12-22 Thread Harry Jeffery
I'm trying to run an ep2 scratch sdk multiplayer mod but whenever a
map loads the game crashes here:


baseviewport.cpp
---
void CBaseViewport::RemoveAllPanels( void)
{
for ( int i=0; i < m_Panels.Count(); i++ )
{
vgui::VPANEL vPanel = m_Panels[i]->GetVPanel();
vgui::ipanel()->DeletePanel( vPanel );  // CRASH HERE
}
---

Unhandled exception at 0x0e44b609 in hl2.exe: 0xC005: Access
violation reading location 0x0e44b609.



I've done a full rebuild and added some null pointer checks but
nothing seems to help. Some searches revealed people having this
problem back in '05 but as always they fail to mention how they
managed to fix it leaving me frustrated without a solution. Any ideas?

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Re: [hlcoders] DoS Attack Fixer

2009-12-15 Thread Harry Jeffery
I have an app that can bring down a server on a home connection. I
logged the packets and all it seems to do is send a few server
queries. When I replicated the queries it didn't work. No idea how the
program manages to kill the server with barely 2 queries a second but
it did.

2009/12/16 Olly :
> You'd need a better than residential connection to bring down a server.
> Unless the guy is playing though remote desktop to his server, I don't think
> its gonna work ;o
>
> 2009/12/16 bl4nk 
>
>> That's why he said he wants to use a database to figure out which
>> SteamID was being used. If you log connections to your server, you could
>> easily connect an IP address to a SteamID (unless of course a proxy was
>> used, which is the case most of the time).
>>
>> Harry Jeffery wrote:
>> > DoS attacks generally use server queries. SteamID's are not sent. Only
>> > IP's can be detected and they cannot be connected to a specific steam
>> > account. All you can do is block the IP.
>> >
>> > 2009/12/15 Busy orange :
>> >
>> >> i want write same plugin for me. with one feature check db for match (to
>> >> detect steamid player who attacks server)
>> >>
>> >> P.S. i hope D.F can help me :)
>> >> ___
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>> >>
>> >>
>> >
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Re: [hlcoders] DoS Attack Fixer

2009-12-15 Thread Harry Jeffery
DoS attacks generally use server queries. SteamID's are not sent. Only
IP's can be detected and they cannot be connected to a specific steam
account. All you can do is block the IP.

2009/12/15 Busy orange :
> i want write same plugin for me. with one feature check db for match (to
> detect steamid player who attacks server)
>
> P.S. i hope D.F can help me :)
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Re: [hlcoders] Quake Style Movement

2009-11-14 Thread Harry Jeffery
That's what I've been doing. It's similar in some parts but completely
different in others. My changes have made circle jumps entirely
possible but sustaining and building speed is impossible. Lowering
friction + removing speed clamps + tweaking accelerate values hasn't
worked so far. I've tried porting more movement code with no effect.

2009/11/14 Tom Edwards :
> Why not take a look at the Quake 3 source code?
>
> Harry Jeffery wrote:
>> Reducing friction didn't really work at all. Just made me slide all
>> over the place.
>>
>> 2009/11/14 Matt Hoffman :
>>
>>> Remove friction.
>>>
>>> On Sat, Nov 14, 2009 at 10:45 AM, Harry Jeffery <
>>> harry101jeff...@googlemail.com> wrote:
>>>
>>>
>>>> Has anyone here got any experience with the quake 3 movement physics?
>>>> I'm trying to swap out the bhopping in source engine with strafe
>>>> jumping from the quake series but the two codebases deviate quite a
>>>> lot.
>>>>
>>>> I've tried adding checks here and there, removing all speed clamps,
>>>> changing gravity, changing movement vars etc. but nothing I do gets me
>>>> anywhere near the desired result.
>>>>
>>>> So, could anyone here help me out with this problem?
>>>>
>>>>
>>>> Cheers,
>>>>
>>>>
>>>> Harry
>>>>
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>>>>
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>>>
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Re: [hlcoders] Quake Style Movement

2009-11-14 Thread Harry Jeffery
Reducing friction didn't really work at all. Just made me slide all
over the place.

2009/11/14 Matt Hoffman :
> Remove friction.
>
> On Sat, Nov 14, 2009 at 10:45 AM, Harry Jeffery <
> harry101jeff...@googlemail.com> wrote:
>
>> Has anyone here got any experience with the quake 3 movement physics?
>> I'm trying to swap out the bhopping in source engine with strafe
>> jumping from the quake series but the two codebases deviate quite a
>> lot.
>>
>> I've tried adding checks here and there, removing all speed clamps,
>> changing gravity, changing movement vars etc. but nothing I do gets me
>> anywhere near the desired result.
>>
>> So, could anyone here help me out with this problem?
>>
>>
>> Cheers,
>>
>>
>> Harry
>>
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[hlcoders] Quake Style Movement

2009-11-14 Thread Harry Jeffery
Has anyone here got any experience with the quake 3 movement physics?
I'm trying to swap out the bhopping in source engine with strafe
jumping from the quake series but the two codebases deviate quite a
lot.

I've tried adding checks here and there, removing all speed clamps,
changing gravity, changing movement vars etc. but nothing I do gets me
anywhere near the desired result.

So, could anyone here help me out with this problem?


Cheers,


Harry

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Re: [hlcoders] Missing gamerules class on the client

2009-11-07 Thread Harry Jeffery
Oh. My. God.

I am such an idiot.

The damn sln had only been copying server.dll and server.pdb to the folder.

There's my problem. xD

2009/11/7 Alexander Hirsch <1ze...@googlemail.com>:
> I had this once when using the Debug-feature of VS; sadly I can't remember
> how or if I fixed it.
> So, if you launched the mod through your IDE, try it through Steam. And also
> make sure that you have the two dlls in your mods bin-folder.
>
> On Sat, Nov 7, 2009 at 8:36 PM, Harry Jeffery <
> harry101jeff...@googlemail.com> wrote:
>
>> There is a chance that these are related as a possible cause of my
>> problem is client.dll isn't being loaded, instead the source sdk base
>> dll is loading.
>>
>> 2009/11/7 Michael Corsaro :
>> > I'm not sure if this is related, but I can't load my mod anymore. I keep
>> > getting an error telling me I'm missing the Receive Data for
>> > CHL2SurvivalProxy. I didn't recompile nor did I change my gameinfo. It
>> seems
>> > that my server.dll is not loading, but HL2's server.dll is loading in
>> place
>> > of it.
>> >
>> > On Sat, Nov 7, 2009 at 12:16 PM, Harry Jeffery <
>> > harry101jeff...@googlemail.com> wrote:
>> >
>> >> I just tried to build a brand new scratch SDK MP. It all compiles fine
>> >> but when I try to load a map I get this error:
>> >>
>> >> OnGameRulesCreationStringChanged: missing gamerules class on the client
>> >>
>> >>
>> >> This article hasn't helped at all so far :/
>> >>
>> >>
>> >>
>> http://developer.valvesoftware.com/wiki/OnGameRulesCreationStringChanged:_missing_gamerules_class_on_the_client
>> >>
>> >> All files seem to be included.
>> >>
>> >> Anyone know what might be wrong?
>> >>
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Re: [hlcoders] Missing gamerules class on the client

2009-11-07 Thread Harry Jeffery
There is a chance that these are related as a possible cause of my
problem is client.dll isn't being loaded, instead the source sdk base
dll is loading.

2009/11/7 Michael Corsaro :
> I'm not sure if this is related, but I can't load my mod anymore. I keep
> getting an error telling me I'm missing the Receive Data for
> CHL2SurvivalProxy. I didn't recompile nor did I change my gameinfo. It seems
> that my server.dll is not loading, but HL2's server.dll is loading in place
> of it.
>
> On Sat, Nov 7, 2009 at 12:16 PM, Harry Jeffery <
> harry101jeff...@googlemail.com> wrote:
>
>> I just tried to build a brand new scratch SDK MP. It all compiles fine
>> but when I try to load a map I get this error:
>>
>> OnGameRulesCreationStringChanged: missing gamerules class on the client
>>
>>
>> This article hasn't helped at all so far :/
>>
>>
>> http://developer.valvesoftware.com/wiki/OnGameRulesCreationStringChanged:_missing_gamerules_class_on_the_client
>>
>> All files seem to be included.
>>
>> Anyone know what might be wrong?
>>
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[hlcoders] Missing gamerules class on the client

2009-11-07 Thread Harry Jeffery
I just tried to build a brand new scratch SDK MP. It all compiles fine
but when I try to load a map I get this error:

OnGameRulesCreationStringChanged: missing gamerules class on the client


This article hasn't helped at all so far :/

http://developer.valvesoftware.com/wiki/OnGameRulesCreationStringChanged:_missing_gamerules_class_on_the_client

All files seem to be included.

Anyone know what might be wrong?

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Re: [hlcoders] BSP V21

2009-10-28 Thread Harry Jeffery
The bsp files are encrypted. The game isn't released yet. And anyway
they wouldn't have replied yet. It's like 2am where they are atm.

2009/10/28 botman :
> I'm sure the Valve guys really appreciate you sending them unsolicited
> email.  I bet they'll get right on that.  :)
>
>
> On 10/28/2009 8:43 AM, Saul Rennison wrote:
>> That line was directed at VALVe, I sent that email to Mike Durand and Erik
>> Johnson. I was wondering if anyone else has tried messing with L4D2 BSPs?
>>
>> Thanks,
>> - Saul.
>>
>>
>> 2009/10/28 Olly Ginger
>>
>>> You want a file from the sdk a game that the demo hasn't even been
>>> relesed for yet?
>>>
>>> Sent from my iPhone
>>>
>>> On 28 Oct 2009, at 11:57, Saul Rennison  wrote:
>>>
 Hey,

 I've just tried decompiling *c5m1_waterfront*, to find that the BSP
 version
 has changed to 21. After putting it through my BSP lump
 introspector, I've
 found that the BSP format has changed slightly (an integer has been
 placed
 somewhere, I think in each lump header).

 Are VALVe willing to elaborate on this new BSP format, possibly with
 just
 the *bspfile.h* in the L4D2 SDK?

 Much appreciated,
 - Saul.
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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Harry Jeffery
Cloverfield had great viral marketing. Very good film too.

2009/10/8 Joshua Scarsbrook :
> Releasing a Game in secret is also known as viral marketing, but with
> steam the second it gets out the whole would will know and it will make
> the g mod sale look tiny
>
> On 9/10/2009 11:52 a.m., Adam Buckland wrote:
>> Only the chosen few who believe will be able to play it...
>>
>>
>> On 8 Oct 2009, at 22:48, Garry Newman wrote:
>>
>>
>>> 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] whats happening with this engine

2009-10-08 Thread Harry Jeffery
What I would give for a sneak peek at Ep3.

Hell, I'd even sign an NDA.

2009/10/8 Adam Buckland :
> Only the chosen few who believe will be able to play it...
>
>
> On 8 Oct 2009, at 22:48, Garry Newman wrote:
>
>> 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] whats happening with this engine

2009-10-08 Thread Harry Jeffery
They told us that L4D2 was coming.

Next year had better have a better announcement then "we're working on
it" and a leaked vid of deaf people. =[

2009/10/8 Joshua Scarsbrook :
>
> 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] whats happening with this engine

2009-10-08 Thread Harry Jeffery
And I just pre-ordered L4D2 too :(

The source engine does it's job well, valve don't have the time or
manpower to make it as commercially feasible as UE3 is. Anyway, valve
are making plenty of cash with their own games on their own engine.

I'm moving onto XNA after I've finished working on the mods I
currently code for =]

XBL Marketplace should get me a bit of cash on the side as source
modding certainly wont without betraying valve or buying a license.

2009/10/8 Richard Slaughter :
> Don't be silly, they're off in the bahamas relaxing in hammocks and
> sipping mojitos...
>
> Rich
>
> Jonathan Murphy wrote:
>> Hahaha..
>>
>> I'm pretty sure most of Valve is busy finishing up what they can on L4D2.
>>
>> On Friday, October 9, 2009, botman  wrote:
>>
>>> I called 911.  The wambulance is on the way.
>>>
>>> On 10/7/2009 9:15 PM, Nick wrote:
>>>
>>>> still no reply, im not surprised though
>>>>
>>>> On Thu, Aug 6, 2009 at 2:57 PM, Harry Jeffery
>>>>   wrote:
>>>>
>>>>> Yeah, I guess it makes much more sense if I treat it as sarcasm.
>>>>> Meh.
>>>>>
>>>>> 2009/8/6 Tony Paloma:
>>>>>
>>>>>> I think you missed the sarcasm.
>>>>>>
>>>>>> -Original Message-
>>>>>> From: hlcoders-boun...@list.valvesoftware.com
>>>>>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry 
>>>>>> Jeffery
>>>>>> Sent: Thursday, August 06, 2009 2:53 AM
>>>>>> To: Discussion of Half-Life Programming
>>>>>> Subject: Re: [hlcoders] whats happening with this engine
>>>>>>
>>>>>> They use their tools to make their games to make lots of money and
>>>>>> game of the year... again.
>>>>>>
>>>>>> 2009/8/6 botman:
>>>>>>
>>>>>>> How else is VAVLe going to be successful unless they listen to our
>>>>>>> helpful comments?  It's obvious they don't know what they are doing and
>>>>>>> need our help.
>>>>>>>
>>>>>>> On 8/5/2009 5:47 PM, Garry Newman wrote:
>>>>>>>
>>>>>>>> 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: --
>>>>>>>>>>>>
>>> Jeffrey "botman" Broome
>>>
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Re: [hlcoders] terrains...finally its here:)

2009-10-02 Thread Harry Jeffery
Woah, nice work.

It's not really right for the source engine anyways, valve uses
smaller levels in BSP. Not the 100% prefab based stuff you see in the
mainstream.

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Re: [hlcoders] Glados / TF Announcer voice scenes

2009-09-30 Thread Harry Jeffery
Ah yes, I forgot to mention this:

We'd like to keep with the VCD's and retain the closed-captions for
the dialogue.

EmitSound() on it's own is inadequete for our needs.

2009/9/30 Jorge Rodriguez :
> If it's just a regular sound, maybe you can just use EmitSound() on the
> client?
>
> --
> Jorge "Vino" Rodriguez
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[hlcoders] Glados / TF Announcer voice scenes

2009-09-30 Thread Harry Jeffery
I'm just forwarding this from the mapper becaus the steam forums
didn't help at all:


Hey, I have a few vcd scenes in my mod and I'm trying to make them
hear-able everywhere around the map, like how ambient_generic have the
"play everywhere" flag.
I remember that in portal for example Glados normal speech was heard
everywhere, while the "escape speech" didn't and used env_microphone.
Any info is welcome, thank you.



Do you guys know if this is already implemented as a flag somewhere in
faceposer or does this need to be added with code? If so, how do you
guys reccomend I go about doing this?

Information from the mouth of valve would be especially welcomed :)

Cheers

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Re: [hlcoders] How safe is it to travel into "The Void"

2009-09-20 Thread Harry Jeffery
You'd be better off making a room as large as you can using the
tools/toolsblack texture.

It looks the same but is more engine friendly.

2009/9/20 Joshua Scarsbrook :
> Well for one going into the leak is exploring the source engine and it
> is fun, for 2 the door will stop the leak from rendering. also i have
> found render target cameras do not have the rendering problem
>
> Matt Hoffman wrote:
>> Erm. Can you explain to me... WHY you want to go into the void? And how do
>> you have "a semi-sealable" leak? The door won't stop the leak as it's a
>> brush entity... So it's a leak
>>
>>
>>
>> On Sat, Sep 19, 2009 at 10:27 PM, Joshua Scarsbrook
>> wrote:
>>
>>
>>> Hi
>>>
>>> Using Garrysmod and Entiry Infomation Outputs i was able to send a
>>> normal prop down to a z of - 16000 aprox without a crash, the map i made
>>> is designed to work well with the void, it has a semi sealable leek that
>>> is a large door and a area out into the void. All of this has been done
>>> in hl2ep2 engine and has worked without a sign of abnormalty, no console
>>> spam, so i am asking here, how safe is the Void? i have already found
>>> that the crashing that is normal is caused by a complex map, so i do not
>>> know alot about the void and i want to know what problems i will
>>> encounter, i am thinking that if i travel down to about -10
>>> there could be a buffer overflow and a engine crash but aside from that,
>>> what problems will i encounter.
>>>
>>> Thanks,
>>> Vbitz
>>>
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Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Harry Jeffery
The FOV in CoD4 is 65. You can imagine what kind of advantage you can
gain from raising it to 100.
That's nearly double the area you can see.

2009/9/15 Jorge Rodriguez :
> Jay,
>
> I'm not sure if this is even a coding question, which is why you probably
> got all of the snarky replies.
>
> I'm not a Valve employee, but it think I would be accurate if I said that
> the reason fov is considered a cheat is because players used to set it to
> ridiculously large values to be able to see other players who were directly
> behind them, or zoom in to be able to see players far away, even without a
> scope or binoculars.
>
> It shouldn't be restricted entirely, but rather capped to a certain value
> range, like 80 to 120 or so. Can we stop bickering now?
>
> --
> Jorge "Vino" Rodriguez
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Re: [hlcoders] CSS FOV since last update?

2009-09-14 Thread Harry Jeffery
I hope this is some kind of joke.

2009/9/15 Y Smith :
> Fail.
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Nick
> Sent: Tuesday, 15 September 2009 11:28 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] CSS FOV since last update?
>
> I need some good cheats, the last ones I used had some sort of bug and
> they got me banned from some servers. Can someone please send me links
> to good ones?
>
> On Mon, Sep 14, 2009 at 6:01 PM, Saul Rennison 
> wrote:
>> Seeing as you're referencing a command that's only available with
>> cheats on I'm presuming that this is some kind of server-side mod...
>>
>> Thanks,
>> - Saul.
>>
>> On 14 Sep 2009, at 23:16, Jay Croghan  wrote:
>>
>>> Saul,
>>>
>>> Thanks for on topic reply. It really answered me question. /sarcasm
>>>
>>> - Jay
>>>
>>> Quoting Saul Rennison :
>>>
 CBasePlayer.m_iFOV?

 I, and plugins, never used the *fov* command to modify the FOV of
>>> players.

 Thanks,
 - Saul.


 2009/9/14 Jay Croghan 

> Howdy,
>
> Since the last update, the fov client command doesn't seem to be
> working with sv_cheats enabled on CS:S servers, was this on
>>> purpose?
>
> Thanks,
> Jay
>
>
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Re: [hlcoders] In game map editing

2009-09-12 Thread Harry Jeffery
Or go fullbright and apply a drawdistance of 1024 units to keep the
fps friendly.

2009/9/12 Andrew Ritchie :
> VMF != BSP
>
> You CAN reference brushes and things back to the VMF from a BSP but I'd
> suggest you go and do a little more reading and file browsing to see why
> what you are suggesting would require the elimination of seperate file
> formats and if you want it in real time either an massive overhaul of the
> RAD calculation or full transition to dynamic lighting.
>
> On Sat, Sep 12, 2009 at 11:07 PM, Joshua Scarsbrook
> wrote:
>
>> Well the vmf file contains alot of data and it is easy to draw the
>> brushs but you can still not do lighting without alot of extra work on
>> valves part. from what i know we can have a map load draw brushs and put
>> colsision physics on it, is that not something that can be doen with the
>> sdk, anyway the uses of this are opening map editing to more less
>> knolageable players wanting to make a map.
>> Andrew Ritchie wrote:
>> > What would the difference between this and normal hammer be?  The only
>> thing
>> > you could do was "run" game logic, you'd still have to run the compilers
>> > each time to see the resulting changes.  There are rough features in
>> place
>> > that make it appear like at some point Source was able to talk back to
>> > Hammer, especially with the Source BSP format having precompiled brush
>> data
>> > in it.  However the advantages of the feature you want and hammer is
>> > nothing, except ingame you'd have to reload the map all the time.
>> >
>> > On Sat, Sep 12, 2009 at 10:45 PM, Matt Hoffman
>> > wrote:
>> >
>> >
>> >> Because this totally doesn't go against the BSP/Compile mindset?
>> >>
>> >> On Sat, Sep 12, 2009 at 2:43 PM, Joshua Scarsbrook <
>> jscarsbr...@gmail.com
>> >>
>> >>> wrote:
>> >>>
>> >>> Hi
>> >>>
>> >>> I was wondering if it is possable to make a version of hammer that
>> works
>> >>> ingame and renders the vmf as somesort of mesh and then allows you to
>> >>> edit it using ingame tools.
>> >>>
>> >>> Thanks,
>> >>> Vbitz
>> >>>
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Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Harry Jeffery
Well please run a spellcheck on it, format it into neat paragraphs and
get someone to proof read it before you post it.

That first message here nearly killed me.


>>The lighting is not as it is seen inside the engine when you use that
That's probably because your computer really wouldn't be able to
calculate the lightmaps in realtime. What do you think vrad spends
those minutes doing?

>>The progruss bar needs to show total progruss
Once you know the process of compiling a map you can easily tell how
far through you are. I can at least. No need for a progress bar.

>>Profiles are to test weather the map will work without added stuff.
Why would you even want the map to work without added stuff? That's
what modding is about. ADDING STUFF.

>>Players fitting under the leage is something that needs alot of testing
normaly
Err no, It's like 58 or 64 units isn't it? It can be measured in hammer easily.

>>finaly the wiki needs more coding documatasion
Sure it does, but that's not valve's no.1 priority. Why don't you go
out there, learn the source engine and add some useful stuff to it
yourself?

>>also thay do not keep braking ours, thay use a seprate copy that has direct 
>>links with true engine heders.
Well actually wait what??? Nope, we have the same thing they do.
We just don't get access to the engine itself. We have everything we
need to make a game like TF2/L4D without engine access anyways.


Tony,
I for one am actually satisfied with the source SDK, you're doing a
great job. The only thing I'd like in future is for valve to add more
functionality to the engine itself. Dynamic model scaling, DirectX 10
support and other stuff that would put the engine at a commercial and
featurewise par with UE3 and thus earn more licenses and more money
for valve in future and give valve greater resources to keep improving
the engine.

2009/8/29 Joshua Scarsbrook :
> Hi
>
> Well the only other engine i liked is irrlicht but source is much beter
> for indie projects. i hope valve does not mind that i am making my own
> help file for the sdk, it will take forever to make but it will be
> preaty cool, it is working right now. with the ok from valve i will put
> it on the Valve Devlopers Wiki.
>
> Hope theres no repeat of last time
> Thanks Vbitz
>
>
> Logan Baldock wrote:
>> Meh, I like it the way it is actually. I got into modding using the same
>> methods that are there right now, and it just works. Unlike some other
>> engines.
>>
>>> You also have to take into account VALVe's priorities are:
>>>
>>>    1. VALVe
>>>    2. Everyone else
>>>
>>> The Source SDK is basically just ripped from their *src/* folder which
>>> contains the engine, VPhysics, Havok, etc. They aren't going to re-organise
>>> the entire code base just to suit 20 people who want to save 1 hour per week
>>> with the improvement it results in.
>>> Thanks,
>>> - Saul.
>>>
>>>
>>> 2009/8/29 Paul Peloski 
>>>
>>>
>>>
 The SDK is improving all the time, but only to the extent necessary for
 Valve to make awesome games. While an XML-based weapon system might be what
 *you* need, or maybe what *you think the community needs*, it's not what
 Valve needed. I suggest if that if you have list of massive improvements
 that *you get to work on them*, or pick an engine that already has the
 features and tools you need.

 Paul

 On Sat, Aug 29, 2009 at 3:37 PM, Joshua Scarsbrook >>>

> wrote:
>
> Hi Tony
>
> I think that the source sdk is a bit out dated; I think that with the
> realece of hl2ep3 or just after it, there needs to be a massive
> improvement in the source software development kit. For one there needs
> to be a weapon generator that uses tags and xml to define a weapon a
> basic weapon to speed up development of new weapons.  For two there
> needs to be a technical improvement to hammer. Hammer as said by many
> members of the community is out dated and needs to be improved; a simple
> improvement would be to add a progress bar to the run map window, also
> there needs to be a lighting render button to give a preview of the dev.
> In addition, there needs to be profiles added to the engine, say like a
> dev mode, which does not load custom content. Another thing would be to
> add crash tracking in the engine, the report bug system is not
> implicated enough and most map devs will understand technical details. A
> micro-engine in hammer to test whether a player can fit under a league
> is also a importing thing. A defeat visleef system would be a very
> powerful improvement to show things the player would be seeing and only
> that. The hammer editor is treated very much like a cad program and
> should be made easier to understand and with inbuilt documentation to
> help newcomers to mapping, the doc would be placed as tooltips and info
> in the entries window. In addition, it would be important make the
> s

Re: [hlcoders] Source control solution?

2009-08-24 Thread Harry Jeffery
> Also, if anyone needs SVN/git/whatever hosting, write me (it'll be
> most probably free ;) )

At the moment I'm getting my svn hosted @ www.xp-dev.com

It's pretty nice, free, closed source, unlimited users and has a size of 500mb.

It should be enough for the code. For the mod's content I can't say it
would be, but I'm not keeping the mod's content under svn... yet.

I'll drop you an email if I do take the plunge there as well. (Which I
probably will)

2009/8/24 David Kraeutmann :
> TortoiseGIT was the worst git GUI I ever encountered.
> Also, if anyone needs SVN/git/whatever hosting, write me (it'll be
> most probably free ;) )
>
> On 8/24/09, Harry Jeffery  wrote:
>> Just finished sorting out my SVN. I now have all my code safe. I've
>> just got to learn to update the sdk using tortoise svn as the wiki
>> ignores that part and I cant find the svn command line tool anywhere.
>>
>> I think I love SVN.
>>
>> 2009/8/24 Stephen Micheals :
>>> http://code.google.com/p/tortoisegit/
>>>
>>> its working very well so far.
>>>
>>>
>>>
>>> On Mon, Aug 24, 2009 at 1:34 PM, joshua simmons
>>> wrote:
>>>> Linus doesn't have much to do with git anymore, he just bootstrapped it
>>>> really.
>>>>
>>>> Git's windows support certainly is a talking point, and I do believe
>>>> it needs to be a core concern rather than a third party port, that
>>>> said a lot of people still use it on windows, whether they're
>>>> masochistic or it's getting better I can't really say.
>>>
>>> ___
>>> 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
>>
>>
>
> --
> Sent from my mobile device
>
> ___
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> visit:
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>
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Re: [hlcoders] Source control solution?

2009-08-24 Thread Harry Jeffery
Just finished sorting out my SVN. I now have all my code safe. I've
just got to learn to update the sdk using tortoise svn as the wiki
ignores that part and I cant find the svn command line tool anywhere.

I think I love SVN.

2009/8/24 Stephen Micheals :
> http://code.google.com/p/tortoisegit/
>
> its working very well so far.
>
>
>
> On Mon, Aug 24, 2009 at 1:34 PM, joshua simmons wrote:
>> Linus doesn't have much to do with git anymore, he just bootstrapped it 
>> really.
>>
>> Git's windows support certainly is a talking point, and I do believe
>> it needs to be a core concern rather than a third party port, that
>> said a lot of people still use it on windows, whether they're
>> masochistic or it's getting better I can't really say.
>
> ___
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> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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Re: [hlcoders] Source control solution?

2009-08-24 Thread Harry Jeffery
Cheers, thought I would have seen it in the Wiki before.


2009/8/24 Kohan Venets :
>
> http://developer.valvesoftware.com/wiki/Using_Subversion_for_Source_Control_with_the_Source_SDK
>
> :)
>
> -Kohan
>
>
>
>> Date: Mon, 24 Aug 2009 17:32:58 +0100
>> From: harry101jeff...@googlemail.com
>> To: hlcoders@list.valvesoftware.com
>> Subject: Re: [hlcoders] Source control solution?
>>
>> Agreed. I think the Wiki should have a tutorial for setting up source
>> control with tortoise svn and prehaps xp-dev.com as an example host.
>>
>> I'm still trying to figure it all out. SVN really isn't something I'm used 
>> to.
>>
>> At the moment I'm thinking of having it like this:
>>
>> root
>> root->trunk
>> root->branches
>> root->branches->sdk
>> root->branches->mod
>> root->branches->mod->trunk
>> root->branches->mod->branches
>>
>> When there is an SDK update I put it into the sdk branch and merge it
>> into the main trunk. From there I merge the sdk update into the mod's
>> trunk and into it's branches.
>>
>> Problem is I'm at a bit of a loss as to if this is how I should do it
>> and how to set it all up.
>>
>> 2009/8/24 Jorge Rodriguez :
>> > For the love of God don't use SourceSafe. It's an abomination that will be
>> > sent to the hell fires on judgment day. CVS isn't quite that bad but it's a
>> > real pain to use anyway. Subversion, Perforce, and git are pretty much your
>> > choices.
>> >
>> > --
>> > Jorge "Vino" Rodriguez
>> > ___
>> > 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
>>
>
> _
> Get back to school stuff for them and cashback for you.
> http://www.bing.com/cashback?form=MSHYCB&publ=WLHMTAG&crea=TEXT_MSHYCB_BackToSchool_Cashback_BTSCashback_1x1
> ___
> 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] Source control solution?

2009-08-24 Thread Harry Jeffery
Agreed. I think the Wiki should have a tutorial for setting up source
control with tortoise svn and prehaps xp-dev.com as an example host.

I'm still trying to figure it all out. SVN really isn't something I'm used to.

At the moment I'm thinking of having it like this:

root
root->trunk
root->branches
root->branches->sdk
root->branches->mod
root->branches->mod->trunk
root->branches->mod->branches

When there is an SDK update I put it into the sdk branch and merge it
into the main trunk. From there I merge the sdk update into the mod's
trunk and into it's branches.

Problem is I'm at a bit of a loss as to if this is how I should do it
and how to set it all up.

2009/8/24 Jorge Rodriguez :
> For the love of God don't use SourceSafe. It's an abomination that will be
> sent to the hell fires on judgment day. CVS isn't quite that bad but it's a
> real pain to use anyway. Subversion, Perforce, and git are pretty much your
> choices.
>
> --
> Jorge "Vino" Rodriguez
> ___
> 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] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-21 Thread Harry Jeffery
Additionally:

Public Disclosure - 1
Non Disclosure Under Valve Time - Nil

2009/8/22 botman :
> Funny strange or funny "ha-ha"?
>
> On 8/21/2009 5:57 PM, Christopher Harris wrote:
>> It is funny how all the exploits were fixed within a day of posting the link
>> to the coders list.
>>
>> Chris
>>
>> -Original Message-
>> From: hlcoders-boun...@list.valvesoftware.com
>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
>> Sent: Friday, August 21, 2009 7:05 AM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] Fragments memory corruption in the Source Engine
>> (exploit; arbitary memory access)
>>
>> Don't accept console commands from players with no entity? How does
>> the engine know when a CBasePlayer has been made for the player when
>> it doesn't have access to it? :3
>>
>> Thanks,
>> - Saul.
>>
>> On 21 Aug 2009, at 08:57, AzuiSleet  wrote:
>>
>>> The solutions for some of them are very simple, but haven't been
>>> implemented. Some easy solutions off the top of my head: Don't accept
>>> console commands from a client if their player entity is NULL, also
>>> don't
>>> accept NaN as viewangles.
>>>
>>> On Fri, Aug 21, 2009 at 1:01 AM, Christopher Harris
>>> wrote:
>>>
 I agree.

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Spencer
 'voogru' MacDonald
 Sent: Friday, August 21, 2009 12:43 AM
 To: 'Discussion of Half-Life Programming'
 Subject: Re: [hlcoders] Fragments memory corruption in the Source
 Engine
 (exploit; arbitary memory access)

 Not really.

 I've personally seen valve fix stuff like this once they were made
 aware of
 it. I'm wondering if this guy even alerted valve to it before
 releasing it.

 I don't mind him publicly disclosing stuff, but giving out pre-
 packaged
 binaries with the exploit that any 13 year old could figure out how
 to use
 is a little silly in my opinion.

 It's enough to describe the exploit and the specifics related to it.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joel R.
 Sent: Friday, August 21, 2009 12:21 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Fragments memory corruption in the Source
 Engine
 (exploit; arbitary memory access)

 Public disclosure is the only way to get something fixed.

 On Thu, Aug 20, 2009 at 11:09 PM, Adam "amckern" McKern
 wrote:

> Dont you just love public disclosure by black hats?
>
> 
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On Fri, 21/8/09, 1nsane<1nsane...@gmail.com>  wrote:
>
> From: 1nsane<1nsane...@gmail.com>
> Subject: Re: [hlcoders] Fragments memory corruption in the Source
> Engine
> (exploit; arbitary memory access)
> To: "Discussion of Half-Life Programming"<
 hlcoders@list.valvesoftware.com
> Received: Friday, 21 August, 2009, 12:55 PM
>
> And there's still some left.
>
> But hey, now this is super public!
>
> On Thu, Aug 20, 2009 at 10:49 PM, AzuiSleet
> wrote:
>
>> These exploits are already public, and have been floating around
>> for
> years
>> before anyway.
>>
>> On Thu, Aug 20, 2009 at 8:43 PM, Matt Hoffman
>> wrote:
>>
>>> Is it really a good idea to post the link? Not everyone on this
>>> list
> has
>>> the
>>> best intentions, nor do I think anyone can do anything about it?
> (Correct
>>> me
>>> if I'm wrong)
>>>
>>> Wouldn't it work better directly mailed to Valve?
>>>
>>> On Thu, Aug 20, 2009 at 7:37 PM, Saul Rennison<
> saul.renni...@gmail.com
 wrote:
 Luigi has found yet another exploit in Valve's up-to-date,
 unexploitable engine :D



 Thanks,
 - Saul.

 ___
 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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>> archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
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> archiv

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-21 Thread Harry Jeffery
CSS hasn't been updated yet. :/


2009/8/21 Christopher Harris :
> It is funny how all the exploits were fixed within a day of posting the link
> to the coders list.
>
> Chris
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
> Sent: Friday, August 21, 2009 7:05 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Fragments memory corruption in the Source Engine
> (exploit; arbitary memory access)
>
> Don't accept console commands from players with no entity? How does
> the engine know when a CBasePlayer has been made for the player when
> it doesn't have access to it? :3
>
> Thanks,
> - Saul.
>
> On 21 Aug 2009, at 08:57, AzuiSleet  wrote:
>
>> The solutions for some of them are very simple, but haven't been
>> implemented. Some easy solutions off the top of my head: Don't accept
>> console commands from a client if their player entity is NULL, also
>> don't
>> accept NaN as viewangles.
>>
>> On Fri, Aug 21, 2009 at 1:01 AM, Christopher Harris
>> wrote:
>>
>>> I agree.
>>>
>>> Chris
>>>
>>> -Original Message-
>>> From: hlcoders-boun...@list.valvesoftware.com
>>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Spencer
>>> 'voogru' MacDonald
>>> Sent: Friday, August 21, 2009 12:43 AM
>>> To: 'Discussion of Half-Life Programming'
>>> Subject: Re: [hlcoders] Fragments memory corruption in the Source
>>> Engine
>>> (exploit; arbitary memory access)
>>>
>>> Not really.
>>>
>>> I've personally seen valve fix stuff like this once they were made
>>> aware of
>>> it. I'm wondering if this guy even alerted valve to it before
>>> releasing it.
>>>
>>> I don't mind him publicly disclosing stuff, but giving out pre-
>>> packaged
>>> binaries with the exploit that any 13 year old could figure out how
>>> to use
>>> is a little silly in my opinion.
>>>
>>> It's enough to describe the exploit and the specifics related to it.
>>>
>>> -Original Message-
>>> From: hlcoders-boun...@list.valvesoftware.com
>>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joel R.
>>> Sent: Friday, August 21, 2009 12:21 AM
>>> To: Discussion of Half-Life Programming
>>> Subject: Re: [hlcoders] Fragments memory corruption in the Source
>>> Engine
>>> (exploit; arbitary memory access)
>>>
>>> Public disclosure is the only way to get something fixed.
>>>
>>> On Thu, Aug 20, 2009 at 11:09 PM, Adam "amckern" McKern
>>> wrote:
>>>
 Dont you just love public disclosure by black hats?

 
 Owner Nigredo Studios http://www.nigredostudios.com

 --- On Fri, 21/8/09, 1nsane <1nsane...@gmail.com> wrote:

 From: 1nsane <1nsane...@gmail.com>
 Subject: Re: [hlcoders] Fragments memory corruption in the Source
 Engine
 (exploit; arbitary memory access)
 To: "Discussion of Half-Life Programming" <
>>> hlcoders@list.valvesoftware.com
>
 Received: Friday, 21 August, 2009, 12:55 PM

 And there's still some left.

 But hey, now this is super public!

 On Thu, Aug 20, 2009 at 10:49 PM, AzuiSleet 
 wrote:

> These exploits are already public, and have been floating around
> for
 years
> before anyway.
>
> On Thu, Aug 20, 2009 at 8:43 PM, Matt Hoffman
> wrote:
>
>> Is it really a good idea to post the link? Not everyone on this
>> list
 has
>> the
>> best intentions, nor do I think anyone can do anything about it?
 (Correct
>> me
>> if I'm wrong)
>>
>> Wouldn't it work better directly mailed to Valve?
>>
>> On Thu, Aug 20, 2009 at 7:37 PM, Saul Rennison <
 saul.renni...@gmail.com
>>> wrote:
>>
>>> Luigi has found yet another exploit in Valve's up-to-date,
>>> unexploitable engine :D
>>>
>>>
>>>
>>> Thanks,
>>> - Saul.
>>>
>>> ___
>>> 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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> archives,
> please visit:
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>>>
>>>
> 
>
>
>>> __
 Find local businesses and se

Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-20 Thread Harry Jeffery
As a complete and utter wipe-o-maniac I practically live off my
external hard drive. Steam + All my games are installed on it. I do
burn my source code to cd once a week as another form of backup, but I
wipe my computer pretty much every other month. It's not intentional
it's just my way of keeping out spyware. It takes about 10 mins to
restore from a drive image and I'm working again on a 100% clean
computer.

I've only ever used perforce for source control and I'd rather use an
expandable free solution.

I've got an account at xp-dev.com (the best free svn host I could
find) and I've got a repo set up there but I'm somewhat unsure as to
how to handle sdk updates.

Do I have seperate repo's for the plain sdk and the mod's code, and
somehow link them or do I just have the mod's code up there and
attempt to merge in the latest sdk code?

I'm planning on going through my code and adding #ifdef's with
SURF_DLL so that it's plain to see what I have changed intentionally
and what is actually just an update to the SDK.

Any suggestions? (I'm using tortoise svn) I'd like to get this all
setup before the next update screws me over.

P.S.
I wonder how much traffic the TF2 repo has logged and the size of it.
9 years must have taken it's toll.

2009/8/20 David Kraeutmann :
> Yes.
>
> On 8/20/09, Tom Edwards  wrote:
>> So you've got Steamworks?
>>
>> David Kraeutmann wrote:
>>> We use svn for data files for devs, a svnsync read only mirror of
>>> sourcemod_dir for testers and git for source code. We currently
>>> evaluate using a steam content server for testing build distribution
>>>
>>> On 8/20/09, Adam Buckland  wrote:
>>>
>>>> It'll be interesting to see how much bandwidth you use when you
>>>> actually release, since people (myself included!) will be desperate to
>>>> get their hands on it!
>>>>
>>>> On 20 Aug 2009, at 03:15, Paul Peloski  wrote:
>>>>
>>>>
>>>>> Over at BMS all our files (sources and build) are stored on a virtual
>>>>> private server. Pretty much everyone working on the mod (30-40
>>>>> people?) uses
>>>>> our SVN to keep in sync with the development. We also keep a weekly
>>>>> rsync
>>>>> backup of the entire repository on another server. We use about
>>>>> 150Gb/month
>>>>> of bandwidth and our repository (including complete development
>>>>> history) is
>>>>> about 40Gb at this point.
>>>>>
>>>>> We have two programmers and it's worked out great. I don't think
>>>>> it's the
>>>>> quantity of programmers, rather how well you get along and take
>>>>> criticism.
>>>>>
>>>>> Paul
>>>>>
>>>>> On Wed, Aug 19, 2009 at 9:16 AM, Harry Jeffery <
>>>>> harry101jeff...@googlemail.com> wrote:
>>>>>
>>>>>
>>>>>> For a full conversion 3-4 (maybe even 5) coders is acceptable but the
>>>>>> majority of mods really don't need as many coders as they try to get.
>>>>>>
>>>>>> Generally I learn the bit of the SDK I'm about to work on, for a bit
>>>>>> before I start work instead of learning the whole thing.
>>>>>>
>>>>>> By doing gameplay and logic first (the bit I'm best at IMHO) I can
>>>>>> get
>>>>>> a fun and playable mod. While the 2D and 3D artists are at work
>>>>>> during
>>>>>> the art pass on the mod I can get to grips with visual coding;
>>>>>> particles and vgui for example.
>>>>>>
>>>>>> I generally look through the code for 30 mins and test some things
>>>>>> out. If I cant find what I'm looking for I ask for a pointer in the
>>>>>> source coding forums or on here. That usually solves the problem for
>>>>>> me.
>>>>>>
>>>>>>
>>>>>> 2009/8/19 ZuM :
>>>>>>
>>>>>>> Well, one coder to develop a total conversion mod for a game in my
>>>>>>>
>>>>>> opinion
>>>>>>
>>>>>>> is a small number. There are a lot of ground to cover and also
>>>>>>> most of
>>>>>>>
>>>>>> the
>>>>>>
>>>>>>> people work full-time and devel

Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Harry Jeffery
Can an admin ban/remove this kiddy who thought he was grown up enough
to be in the hlcoders mail list?

2009/8/19 ZuM :
> OH, PLEASE GOD SOMEONE REMOVE HIM!
>
> As said before, if you don't want this spam mail, REMOVE YOURSELF FROM THE
> LIST PLEASE.
>
> 2009/8/19 Joost van kempen 
>
>>
>> I DONT WANT THIS SPAM MAIL ANYMORE
>>
>> > From: adamjbuckl...@gmail.com
>> > To: hlcoders@list.valvesoftware.com
>> > Date: Wed, 19 Aug 2009 21:02:56 +0100
>> > Subject: Re: [hlcoders] My harddrive died overnight. No warning. I lost
>> tons  of data.
>> >
>> > I would politely suggest that you unsubscribe from the list or opt for
>> > the daily digest instead. There was no need for that childish display.
>> >
>> > On 19 Aug 2009, at 20:36, Joost van kempen 
>> > wrote:
>> >
>> > >
>> > > I DONT WANT THIS SPAM MAIL ANYMORE
>> > >
>> > >> Date: Wed, 19 Aug 2009 12:02:35 -0700
>> > >> From: gear@gmail.com
>> > >> To: hlcoders@list.valvesoftware.com
>> > >> Subject: Re: [hlcoders] My harddrive died overnight. No warning. I
>> > >> lost tons    of data.
>> > >>
>> > >> Stay on Topic.
>> > >>
>> > >> On Wed, Aug 19, 2009 at 8:16 AM, Harry Jeffery <
>> > >> harry101jeff...@googlemail.com> wrote:
>> > >>
>> > >>> For a full conversion 3-4 (maybe even 5) coders is acceptable but
>> > >>> the
>> > >>> majority of mods really don't need as many coders as they try to
>> > >>> get.
>> > >>>
>> > >>> Generally I learn the bit of the SDK I'm about to work on, for a bit
>> > >>> before I start work instead of learning the whole thing.
>> > >>>
>> > >>> By doing gameplay and logic first (the bit I'm best at IMHO) I can
>> > >>> get
>> > >>> a fun and playable mod. While the 2D and 3D artists are at work
>> > >>> during
>> > >>> the art pass on the mod I can get to grips with visual coding;
>> > >>> particles and vgui for example.
>> > >>>
>> > >>> I generally look through the code for 30 mins and test some things
>> > >>> out. If I cant find what I'm looking for I ask for a pointer in the
>> > >>> source coding forums or on here. That usually solves the problem for
>> > >>> me.
>> > >>>
>> > >>>
>> > >>> 2009/8/19 ZuM :
>> > >>>> Well, one coder to develop a total conversion mod for a game in my
>> > >>> opinion
>> > >>>> is a small number. There are a lot of ground to cover and also
>> > >>>> most of
>> > >>> the
>> > >>>> people work full-time and develop the mods on their free time, so
>> > >>>> it's
>> > >>> not
>> > >>>> unreasonable to have 4-5 coders...
>> > >>>>
>> > >>>> Also this way everybody can specialise on some parts of the SDK
>> > >>>> instead
>> > >>> of
>> > >>>> being a Jack-of-all-trades.
>> > >>>>
>> > >>>> 2009/8/19 Harry Jeffery 
>> > >>>>
>> > >>>>> @ Richard
>> > >>>>>
>> > >>>>> I learn by reading through the code and experimenting. Sometimes
>> > >>>>> there
>> > >>>>> are previous implementations I can use for reference. If someone
>> > >>>>> wants
>> > >>>>> to help a newbie by mentoring them that's great. I just feel that
>> > >>>>> while being mentored the newbie should concentrate on becoming
>> > >>>>> competent with the engine by prehaps making a smaller
>> > >>>>> experimental mod
>> > >>>>> rather than tagging along with a mod team that already has a
>> > >>>>> coder.
>> > >>>>> Learning by doing is far better than watching.
>> > >>>>>
>> > >>>>> @ Adam
>> > >>>>>
>> > >>>>> Sure, they would. That's how I started working for Nightmare
>> > >>>>> House 2.
>

Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Harry Jeffery
For a full conversion 3-4 (maybe even 5) coders is acceptable but the
majority of mods really don't need as many coders as they try to get.

Generally I learn the bit of the SDK I'm about to work on, for a bit
before I start work instead of learning the whole thing.

By doing gameplay and logic first (the bit I'm best at IMHO) I can get
a fun and playable mod. While the 2D and 3D artists are at work during
the art pass on the mod I can get to grips with visual coding;
particles and vgui for example.

I generally look through the code for 30 mins and test some things
out. If I cant find what I'm looking for I ask for a pointer in the
source coding forums or on here. That usually solves the problem for
me.


2009/8/19 ZuM :
> Well, one coder to develop a total conversion mod for a game in my opinion
> is a small number. There are a lot of ground to cover and also most of the
> people work full-time and develop the mods on their free time, so it's not
> unreasonable to have 4-5 coders...
>
> Also this way everybody can specialise on some parts of the SDK instead of
> being a Jack-of-all-trades.
>
> 2009/8/19 Harry Jeffery 
>
>> @ Richard
>>
>> I learn by reading through the code and experimenting. Sometimes there
>> are previous implementations I can use for reference. If someone wants
>> to help a newbie by mentoring them that's great. I just feel that
>> while being mentored the newbie should concentrate on becoming
>> competent with the engine by prehaps making a smaller experimental mod
>> rather than tagging along with a mod team that already has a coder.
>> Learning by doing is far better than watching.
>>
>> @ Adam
>>
>> Sure, they would. That's how I started working for Nightmare House 2.
>> It was on the verge of death because Hen couldn't get a coder to
>> finish the work he needed done who wasn't asking for money. While
>> working on that mod I learnt a lot.
>>
>> I'm also working on a fully fledged surf mod (CSS style surfing) It
>> uses a point system similar to those found in skateboarding games.
>> Implementing something like that only took me a couple of days at most
>> on my own and I'm not exactly a highly skilled coder.
>>
>> Anyway, my point is all these new mods start asking for 2-3 coders
>> right off the bat and trying to pull a big team together. From
>> experience it's far better to have just 1 coder to get the gameplay
>> working and then maybe bring in a second for bugfixing and polish if
>> necessary.
>>
>> I just feel mods having several unnecessary coders sets a bad example
>> to newbies and is a bit unfair on mods with a great team that just
>> cannot get hold of a coder to do some simple changes to the game. By
>> having each mod take only what it needs from the hl2 modding community
>> it would give other mods with lots of potential a better chance of
>> being completed and released.
>>
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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Harry Jeffery
@ Richard

I learn by reading through the code and experimenting. Sometimes there
are previous implementations I can use for reference. If someone wants
to help a newbie by mentoring them that's great. I just feel that
while being mentored the newbie should concentrate on becoming
competent with the engine by prehaps making a smaller experimental mod
rather than tagging along with a mod team that already has a coder.
Learning by doing is far better than watching.

@ Adam

Sure, they would. That's how I started working for Nightmare House 2.
It was on the verge of death because Hen couldn't get a coder to
finish the work he needed done who wasn't asking for money. While
working on that mod I learnt a lot.

I'm also working on a fully fledged surf mod (CSS style surfing) It
uses a point system similar to those found in skateboarding games.
Implementing something like that only took me a couple of days at most
on my own and I'm not exactly a highly skilled coder.

Anyway, my point is all these new mods start asking for 2-3 coders
right off the bat and trying to pull a big team together. From
experience it's far better to have just 1 coder to get the gameplay
working and then maybe bring in a second for bugfixing and polish if
necessary.

I just feel mods having several unnecessary coders sets a bad example
to newbies and is a bit unfair on mods with a great team that just
cannot get hold of a coder to do some simple changes to the game. By
having each mod take only what it needs from the hl2 modding community
it would give other mods with lots of potential a better chance of
being completed and released.

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