Re: [hlcoders] Funky 3D view angles in Hammer, Model Viewer, and Model Browser.
There was an update around 6/21 that has caused most mappers to experience this. It's annoying as hell. You can see many posts from people having this issue over on the TF2Maps.net forums here: http://forums.tf2maps.net/showthread.php?t=7575 -- HoundDawg UnitedAdmins.com Forums: http://forums.unitedadmins.com Steam: http://steam.unitedadmins.com Wiki: http://wiki.unitedadmins.com James K wrote: > I'm sure a lot of people have noticed this. Whenever I first start hammer > and load a map the 3D view is all screwed up and has a very odd camera angle > that doesn't go away without hitting CTRL+Z about 6 times. This happens > in pretty much anything with a 3D view in the SDK. What's the deal? Is > anybody working on a fix? > ___ > 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
Re: [hlcoders] ghostinj.dll?
Meeting the following conditions? 1) Using the standard hlds.exe 2) Runs in Win32 3) Basically pipes the console I/O Because, if you have, I'd be interested in knowing how. I've had to create a special hlds.exe launcher for my HLBP project just to add a command line parameter and a few other code entries that would enable me to establish a fast I/O pipe in the background and hiding the standard HLDS console window. HoundDawg-WWg-nC- World Wide Gaming Network http://hl.wwgaming.com/serving - Original Message - From: "[DRP]Avatar-X" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, November 29, 2001 6:10 AM Subject: Re: [hlcoders] ghostinj.dll? > That's funny, because I coded a program that can do exactly what gamehost does, without > any special DLL's :-) > > -av > > "Dave R. Meyers" wrote: > > > I started to think that might have been the case too. > > > > After reading over the code, it looks to me like you could code your own dll > > of some sort, and set it to be called if whatever key was set. > > > > And yes it looks like that could be used to seriuosly tweek the hlds.exe you > > get when you compile this. > > > > I was gonna look at making a windowed version of HLDS, kinda like Tony Rays, > > but I quickly realized I have no windows programming skills at all, and > > would not even know where to start to create the gui. > > > > But atleast I do know this is the code that would allow that to be made. > > > > Hey Botman, how about color output in the hlds window??? > > > > Dave > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- > - > [DRP]Avatar-X > SillyZone Homepage: www.thesillyzone.com > SillyZone Forums: forum.thesillyzone.com > My Homepage: www.cyberwyre.com > > > ___ > 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
Re: [hlcoders] [OT] question to valve, curious
ha! Maybe even a Limited Edition DVD with THX and Widescreen? HoundDawg-WWg-nC- World Wide Gaming Networkhttp://hl.wwgaming.com/serving - Original Message - From: Andrew Hefford To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 10:32 AM Subject: RE: [hlcoders] [OT] question to valve, curious Maybe they will release a half-life Directors cut J -Original Message-From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Chris 'Tal-N' BlaneSent: 05 December 2001 02:12To: [EMAIL PROTECTED]Subject: Re: [hlcoders] [OT] question to valve, curious I did hear along time ago (probably a year after HL's release) that HL was supposed to start totally different with you actually making your way onto the train at the beginning (which is obviously where the released HL picked up), i remember hearing that these maps still existed. I would like to see those out of sheer curiosity. Chris 'Tal-N' Blane [C4 Software CEO] www.c4software.net - Original Message - From: [DRP]Avatar-X To: [EMAIL PROTECTED] Sent: Tuesday, December 04, 2001 2:07 PM Subject: Re: [hlcoders] [OT] question to valve, curious Yeah, and it's several years later now, and the SDK has gone from a sign-up-and-have-it-mailed CD to a anyone-can-download package. Maybe Valve will change their minds, I'd love to see the old maps in use somewhere. -av Biggs wrote: I asked this question years ago right after HL was released. The whole reason i wanted HL was because of most of what i saw in the demos that never made it in the game. I asked if they would concider releasing the old maps, monsters and other various stuff as kinda like an SDK addon. The answer i got was no. ~Biggs - Original Message - From: Andrew Foss To: [EMAIL PROTECTED] Sent: Tuesday, December 04, 2001 12:59 AM Subject: [hlcoders] [OT] question to valve, curious I was digging around in my old CD's box, when I came upon a diamond viper driver disc. it contained a Half-life trailer. upon watching it, I noticed some cool bits. almost all the monsters in the demo are not seen in the game. (the models still exist) there are also a bunch of maps that didn't make the cut. Datacore is an example, it was originally a singleplayer map. My question is this:Since HL is actually HL2, because a lot of code, maps, textures, and models were cut/not in the final game, do you still have any of the old stuff laying around, and B: would you consider releasing any of it? I would love to see the original maps, because they look pretty cool. also, does the smelling gibs code work? can the mosters smell out the stinky bodies? :) --cannibal -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com
Re: [hlcoders] Old E-Mails on List
It's funny how some people can't follow instructions HoundDawg-WWg-nC- World Wide Gaming Network http://hl.wwgaming.com/serving - Original Message - From: "Desmond Fletcher" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, December 05, 2001 5:51 PM Subject: RE: [hlcoders] Old E-Mails on List > Please remove me form the list. Thx > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED]]On Behalf Of Erik Johnson > Sent: Thursday, November 08, 2001 4:13 PM > To: '[EMAIL PROTECTED]' > Subject: [hlcoders] Old E-Mails on List > > > If you're getting this mail, and you had unsubscribed to the Topica HLCODERS > list a while back, send mail to me directly and I'll remove you from the > list. > > Seems that the e-mail list I got from Topica has a bunch of addresses on > there that we outdated. > > Erik > ___ > 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
Re: [hlcoders] Anti-cheat code in mods
I would like to extend an invitation to those MOD developers that would be interested in working with the HLGuard (formerly CSGuard) team, over at United Admins, to help prevent cheating in your MODs. If interested, please reply privately to me at [EMAIL PROTECTED] Thanks! HoundDawg United Admins - Game Server Admin Association http://www.unitedadmins.com - Original Message - From: "Martin Webrant" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, April 26, 2002 7:37 AM Subject: RE: [hlcoders] Anti-cheat code in mods > AG mod has had aimbot detection a year now. But it works more like a > virusscanner and checks all dlls loaded in the hl.exe processes. A mess > to keep up with new cheats ;) > /Martin 'BulliT' Webrant > www.planethalflife.com/agmod > > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED]] On Behalf Of botman > Sent: den 25 april 2002 20:58 > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] Anti-cheat code in mods > > > > Actually, AHL Beta 5 and Desert Crisis both have API Hooking detection > > > anti-cheat built-in and have had it since HL 1.1.0.8 / SDK 2.2. > > > > Okay, I guess I should have made that a little more clear... > > Counter-Strike is the only MOD (of the one's created and/or maintained > by > Valve) with anti-cheat protection built into it. Half-Life deathmatch, > TFC, DMC and Ricochet do not currently have Valve's anti-cheat code > integrated in with the MOD code. > > Jeffrey "botman" Broome > > > ___ > 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
[hlcoders] Detecting Client Video Mode from Server
Hi, does anyone know if and how we can detect the client's video mode from the server side, like via a Metamod plugin utilizing the HL SDK? We would like to know if the client is in software mode or 3D mode. Thanks in advance! HoundDawg United Admins - Game Server Admin Association http://www.unitedadmins.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Detecting Client Video Mode from Server
Thank you everyone for answering so quickly. We did find a way and it really wasn't any of these, go figure. ;-) Actually, it was sort of close to botman's first reply. HoundDawg United Admins - Game Server Admin Association http://www.unitedadmins.com - Original Message - From: "botman" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, May 06, 2002 12:44 PM Subject: Re: [hlcoders] Detecting Client Video Mode from Server > > Just be glad that the Half-Life engine doesn't include any "browser" type > > feature that allows servers to download code and run it on the client (that's > > assuming that Valve has plugged all the buffer overflow problems in the > > engine network code)! :) > > Oh, wait a minute. Actually I guess with Steam is does allow this! Now all > you've got to do is hack into the domain name server and redirect the > speakeasy.net domain to your rogue server and start serving up all kinds of > nasty Steam code! ;) > > Jeffrey "botman" Broome > > ___ > 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
Re: [hlcoders] Detecting Client Video Mode from Server
Sure, the client 3D video cvars don't exist if they are in software mode. Quite an easy solution really. Feel better? Although, we still would like to have the ability to query the values of client cvars. HoundDawg United Admins - Game Server Admin Association http://www.unitedadmins.com - Original Message - From: "Alfred" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, May 07, 2002 1:11 AM Subject: Re: [hlcoders] Detecting Client Video Mode from Server > Are you going to share? ;) > > Alfred > > - Original Message - > From: "HoundDawg" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Tuesday, May 07, 2002 3:29 PM > Subject: Re: [hlcoders] Detecting Client Video Mode from Server > > > > Thank you everyone for answering so quickly. We did find a way and it > > really wasn't any of these, go figure. ;-) Actually, it was sort of > close > > to botman's first reply. > > > > HoundDawg > > > > United Admins - Game Server Admin Association > > http://www.unitedadmins.com > > > > - Original Message - > > From: "botman" <[EMAIL PROTECTED]> > > To: <[EMAIL PROTECTED]> > > Sent: Monday, May 06, 2002 12:44 PM > > Subject: Re: [hlcoders] Detecting Client Video Mode from Server > > > > > > > > Just be glad that the Half-Life engine doesn't include any "browser" > > type > > > > feature that allows servers to download code and run it on the client > > (that's > > > > assuming that Valve has plugged all the buffer overflow problems in > the > > > > engine network code)! :) > > > > > > Oh, wait a minute. Actually I guess with Steam is does allow this! Now > > all > > > you've got to do is hack into the domain name server and redirect the > > > speakeasy.net domain to your rogue server and start serving up all kinds > > of > > > nasty Steam code! ;) > > > > > > Jeffrey "botman" Broome > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] For the love of god...
> No one complains about different ways to quote. All we do is > complaining about *useless* and *huge* quote contents, mainly > fullquotes, like in the "Deathmessages stopped working in > Steam" thread. > > Quotes are used to point out to which sentence or part of the > mail the answer refers. There are enough texts about quoting, > and it is pointed out clearly why some rules are useful. > (for example http://www.netmeister.org/news/learn2quote.html) > > Rockefeller I'm sorry... Is this the hlds_linux list? I could have sworn this was hlcoders where we focus on hl coding and not lame things like spelling, vocabulary, list rules, proper posting, and whatever else seems to bother you. Yup, last I checked, all of this stuff was discussed on hlds_linux list. Anyway, let's get back to coding... HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] What MSVC version do you use/have?
> I just want to do a quick straw poll of how many people on this list > DON'T have access to MSVC.NET or above for their MOD development (we > hope to only release MSVC.NET project files with the SDK)? > > - Alfred Alfred, I'd rather see you guys release the SDK as soon as possible, even if it only contains MSVC.NET project files. I'd hate to see the SDK delayed in order to support older environments. If there are really that many people that use VC6 or whatever, there will be at least someone who does a conversion in order to make it work with VC6 (as long as there isn't anything else that requires MSVC.NET) and release a download link for it. I wouldn't be surprised if there was even an open-source group formed for this. Seriously though, just release it the most efficient way you can, the older dev community will adapt as it has all along. There are also update releases you can do that can include support for older environments. I'd just like to see the dev community having the ability to start working with the new SDK ASAP. There have been many projects sitting on hold for too many years waiting for the HL2 delivery promise to be fulfilled. With the holiday season approaching, many developers will have some extra holiday time to spend coding. So, let's not waste that. - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Can i use my debt
Can you guys please move these off-topic questions/threads to the steampowered forums? This HLCoders list isn't really the appropriate place for these discussions. Especially when much of this is already discussed in the steam forums. Thanks. > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Soham Roy > Sent: Thursday, November 11, 2004 7:54 AM > To: [EMAIL PROTECTED] > Subject: [hlcoders] Can i use my debt > > Can i use my debt card to buy hl2 gold via steam i need the source > code to make my mods. > > thanks > soham roy > programmer > www.cotamod.com > www.thehighoctane.com > www.hood-life.com > > ___ > 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
RE: [hlcoders] tei's dumb-bots
Why? They just need to camp... complain about camping... and talk 1337 and possibly some of those "creative" sick paint sprays. Basically, just all around annoying. > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Stephen Micheals > Sent: Saturday, November 13, 2004 8:46 AM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] tei's dumb-bots > > might be hard to make a bot that so perfectly encapsulates > counter-strike players like that. > > ___ > 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
RE: [hlcoders] So, what do you think of Half-Life2?
> Well done Valve, I can't wait to actually play the rest of > the game. Shame to all those naysayers who claimed the game > would bomb! > -- > Jorge "Vino" Rodriguez Yes, it finally did get released. The whole steam deal yesterday was a bit frustrating along with all of the other issues that retail purchasers are faced with. But, overall, it is fun to play and I am looking forward to the full SDK release. As far as a next-generation engine, for Valve it is, but in gaming, the HL2 engine is a few years dated now. FarCry surpasses HL2 in many, many ways. Yes, including water effects, heat distortions around steam and other heat sources, true dynamic lighting (you can shoot a light to make it move and the light it shines moves at the same time), and even the AI NPCs reacted more as a team. Other things that I found kind of lame in HL2, included the lack of seeing Gordan's hands more and the inability to shoot while using the suit zoom feature. Picking up objects, I've seen in HL1 before like in voogru's entity moving modification. At least there could have been hands on the airboat handlebars. Even console games have been doing that much for years. IMO, HL2 would have rocked more if released 2 years ago, or addressed some of the issues more. The levels often felt like HL1 textured levels (flat) with a few new features like more real cables, reflective surfaces, and objects with physical properties (like the glass bottles, cement bricks, or even the unraveling cardboard boxes). Even though other engines provide superior effects, Valve still wins as they release a full SDK and not a scripted engine (like UT and FarCry). I'm looking forward to MODs that are based around the gravity gun and even airboat races. There's definitely a lot you can do to extend the HL2 SP into multiple MP mods. I have yet to finish the game, although it's still fun and looking forward to seeing the MODs come out, I wouldn't quite classify it as the first, unique, or best implementation on what many gamers call next-generation gaming features. The story is fun to go through and I like how it's all organized into chapters. But, I'd like to just point out that there are features that were better implemented by other games along with other games having features that HL2 lacks. We'll just have to wait to see what this coding community can do to extend and fill in the gaps. - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] So, what do you think of Half-Life2?
> The difference between FarCry and HL2 is that HL2 was fun. > FarCry was limited in scope. It doesn't really matter what > awesome-looking features you have if the game is not > fundamentally fun in the first place. All of the things you > mentioned except dynamic lighting aren't even engine > features, they can be designed and coded by mods. > > -- > Jorge "Vino" Rodriguez I think that you're missing the point of my email, which wasn't to really pitch FarCry as the best engine to go coding your MODs for. I was just getting sick of seeing people claiming that HL2 is the greatest marvel to be released. There are many features in HL2 that are old now and have been implemented better in other games that have been releasing within the past 1-2 years and I'm sure a few more within the next 6 months. I agree that HL2's gameplay is fun, but was getting tired of reading people's comments that HL2 has awesome-looking and the best features. Valve missed the timeline on that by at least a year, but most likely 2 years. I'm not completely finished with HL2 yet, but so far it's pretty fun with a good story. But, I can't honestly claim that HL2, released this week on it's own merit without a released full SDK or enhancement MODs, that it's a technical marvel. It just isn't. Just look at CS:S, it has shadowing bugs, modeling bugs, lighting bugs, etc. and those aren't even the strong points of HL2. Even Steam is full of issues. I was playing HL2 last night and right in the middle the game closed because Steam updated the HL2 EXE file. Yeah, it didn't wait until after I was done playing or saved my game. Luckily, HL2 has a nice auto-save feature that is similar to most console games. The models, with the way they move and the detail in the faces look pretty good in HL2. Especially when compared to HL1. But, if you've played a few of the latest MMORPG releases, you'd notice that even EverQuest II has even more detailed models. I mean, to the point where the hair on the head move. As far as the story goes, I'm really hoping that HL2's story doesn't go south like most games. HL1's story got real lame and dull once you got into Xen. FarCry was fun until it was just you against only mutants. Return to Castle Wolfenstien got lame once you went down into the crypt and were fighting zombies and other mutants. So many games start out with a nice and fun storyline and then goes to shit for the ending. I've heard others claim that HL2 just gets better toward the end. Well, as long as it doesn't go psycho or extreme Gordon vs mutants, then I'm sure it will be. So far, the best things I've found in HL2, are not really the dated technical features, but rather the storyline, the gravity gun (which really saves the game, without it HL2 would be way too frustrating to play as it's quite easy to flip the buggy or get it stuck... a little too easy imo), and controlling some of the alien creatures (which look like a steal from Starship Troopers) with the pheremone pod. Even though you could use similar gameplay techniques in your MODs, it's not the base technical features that really impress me over the many other games I've played. Overall, HL2 would have really kicked ass 2 years ago. Now, it looks like it'll be up to the MOD coders to see if they can get the engine caught up and surpass other released games and those that will be releasing over the next few years. I am pleased with the physics for the most part, but a bit disappointed with the lighting. There are many aspects of the mapping side of things that will be interesting to test in order to see if Valve fixed many issues that limited mappers with the HL1 engine. Or, just how improved is the multi-player netcode with respect to their claims that it's been greatly improved. I still see a lot of lag and issues with CS:S and that's the only thing we have to go by right now. Time will definitely tell and I sure hope Valve releases the SDK before the holiday season. Many people have next week off and then another few weeks at the end of December. Both of which could be useful in MOD coding. So, yes, Valve did do a great job in implementing many new and upgraded features into HL2. Unfortunately, they're a couple years old now, which means that they have less time to work on HL3. IMO, Valve's biggest threat now is time and that another new gaming company will sweep the gamers just like they did. It's not hard to see that the technical talent exists out there, it's just waiting for them to come together and create the right element. In fact, most of the downfall of other engines, is that they don't fully support the MODding community. I think, that has been Valve's biggest success. Without that, we most likely would never have seen HL2. - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] So, what do you think of Half-Life2?
> They've been working on this engine for five years. It is the > cumulation of five years of work, during which time they had > zero profit coming from that project. Do you really think > they would let it fall by the wayside in neglect? Valve has > stated that they will fully support this new engine, even > better then they did HL1 (the support of which, lets face it, > could have been better.) They are also in a better position > to do so, since the engine is entirely the IP and not an > offshoot of another engine. Valve has also stated they are > taking a break before they start coding HL3. I think we're in > for some pretty good support this time around. > > -- > Jorge "Vino" Rodriguez I hope you're right on a modding level. Because, on a released game and player support, it sux so far. I bought the game, which really didn't come with a manual at all, just a little card. I had problems getting the game to even install. There really is no technical support at all. Sure, go to steampowered and search their DB, which doesn't have enough info for HL2 yet. Their forums have been down, so no help there either. Sierra just sends you to Vivendi like a phone relay, which has a support DB too, but with less things than steampowered. I eventually figured out that the installer has either an issue installing on a 2nd CD drive or doesn't check the HD space free to tell you if there isn't enough and just doesn't let you go past the direct x confirmation screen. We're forced into this extra long installation and Steam authentication system and yet have less support than most other games out there. Sorry, but I'm just not seeing it yet. Anyway, player support aside, there's still the same policy of not keeping the Valve lists informed. Especially since release, we haven't seen announcements regarding steam issues or even that they're shutting it down for a little bit. It's like they just don't communicate unless they have something positive to say. What kind of support is that? How can a company claim to support a game better when they follow the same policy and habbits as the prior game? So far, I have to totally disagree with your "I think we're in for some pretty good support this time around." comment, because I just don't see it yet. Good support comes at a time when we need it, not when we don't. - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] So, what do you think of Half-Life2?
> -Original Message- > From: Bob Aman > > There's a few problems with ATI though. For instance, I have a 6800 > now because my old 9700 Pro card decided to spontaneously combust > taking half my computer with it. ATI's tech support put me on hold > for 45 minutes on a long distance call to Canada because they have no > 1-800 number, and then told me that because it was an "act of God" it > wasn't covered by warranty and thusly, I would have to pay $75 to get > the card "refurbished." As if the scorched thing could be Sorry to hear about your problems with your ATI card. I've been pro-Nvidia for years until last year. Their latest cards (5800/5900 at the time) and drivers were the worst I've seen ever. Their cards took up 2 PCI slots and ran nearly 10 degrees hotter than the ATI card I have now (9800 pro). Due to the problems with NVidia, I switched to ATI's 9800 Pro and haven't had any issues since. I've played EVE, PlanetSide, FarCry, Call of Duty, BF1942, WarCraft III, Rise of Nations, EverQuest II, Guild Wars, SW Battlefront, HL1, quite a few others, and now HL2. I have not experienced any of these "jaggiez" issues, nor have had any other problems while playing many various games with gfx setting to high/max. For HL2, I even upgraded my drivers to the latest released ones and had no problems. Either the 9700 had a serious flaw, or yours was an isolated incident and you just happen to get the wrong support people on the phone. Sometime this next year, I'll be testing the latest gfx card from both NVidia and ATI, and making my own analysis on which is the better card. My guess is that it'll probably be ATI for a few more years to come. - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] So, what do you think of Half-Life2?
> It's possible that the jaggiez issue was fixed as of the 9800, but I > doubt it. Everyone in my corp who has an ATI card is reporting the > problem. I know it's not just me. The spontaneous combustion was I saw the screenshot, and I can tell you that I never had that problem at all with my 9800 pro. Oh, and yes, I run an LCD too. > support, hey, great. But if you have a problem with your card, know > that ATI is not your friend. And it's not just the one support > person. I have talked to at least 10 seperate ATI tech support people > over the course of the life of my two ATI cards. ATI tech support is > based entirely on their database of support issues which appears to be Well, I think that you're going to run into tech support issues just about anywhere. Most of the time, it's someone getting paid to search an internal knowledgebase, the same support system on the website, or even google. These people really have no clue, and I'd bet that many don't even have experience with what they're supporting. Heck, neither Valve, Vivendi, or Sierra cared much about technical support as they don't even provide any phone numbers, unless you really data mine for it. > As for drivers, not entirely sure what you mean. The installer for > the nVidia drivers is at least 100x times better than ATI's. The > drivers themselves seem to be pretty comparable. What's wrong with > them exactly? Since switching to ATI, I've found their driver installation superior to Nvidia. The most noteable, is that you don't lose the resolution settings during the upgrades. I heard my brother just the other day complain about his desktop icons getting re-arranged after he updated his Nvidia drivers. I told him that I haven't experienced that since switching to ATI. Also, I haven't noticed issues with any of the driver updates having compatibility issues, except for a specific release that didn't work right with Tron 2.0. Anyway, hopefully yours was a very isolated incident and not many will need to go through what you experienced. Just look at all those that bought the ATI+HL2 packages. Over a year later, and they finally get their included game. Then, they find out that they need an Internet connection just to play it. Poor guys - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Realtime radiosity & Source ?
> http://www.valvesoftware.com/sourcelicense/enginefeatures.htm > states that the Source engine supports realtime radiosity > lighting. This is obviously false and Valve should take it > out from their web page. A simple search on Google will provide multiple website and forum posts that mention G-Man's eyes utilizing "realtime radiosity lighting". Unfortunately, this may not have been a very good example or use, since it was just a video anyway. I don't recall any real-time dynamic lighting in the game at all. You can easily see the difference between HL2 and another game that really has it, like FarCry (FC). I saw the same typical light in HL2 that I saw in FC when I first started playing the HL2 SP. Like in FC, I wanted to test this in HL2, so I shot the light. Nothing. No physics movement. No lighting changes. The light didn't even break or shut off. Just a solid model with a pre-rendered light source. So, nothing different here from HL1. Until we see the SDK, we really won't know to what extent the realtime radiosity exists. If the engine truly does support it, but only to the extent of making a video and not gameplay, the marketers can include that into their list. Sure, a coder could test it and be severely disappointed in the scope of limitations. Hopefully, we'll get the SDK this week and then we'll start seeing the "thank you" messages and the disappointments. Either way, this list will get pretty active real soon. Possibly beating all the other lists combined for awhile. - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Realtime radiosity & Source ?
> @ " G-Man's eyes utilizing "realtime radiosity lighting"." > > Hmmm , I dont think so. Those WEB pages and sites > reproduces a flawed technical statement. Check the paper > above, it will > enlight you how dynamic geometery is shaded in Source Engine. While As much as you'd like to discredit what doesn't agree with you, you can look here: http://www.hl2source.com/?content=news&month=05&year=03 ...and notice that it states Gabe talking about it with this quote: "An enormous number of details go into creating a character like the G-Man. The eyes glint based on a radiosity calculation and local illumination. They self-shadow and follow you as you move." They showed it off at E3, which wasn't a pre-built movie and was an interactive G-Man. > it looks extremly cool, it uses a solution which SAMPLES at run time > data from stored by the off-line radisoity preprocessor. And depending > by the desity off the data stored by the radiosity solution, > this can or not > result in accurate dynamic model lighting. Im sure it looks > great most of > the time, > and results in great lighting effect. It would make sense to base the realtime off pre-processed data. After all, the maps control the lighting, which is processed by vrad. This would then explain that other elements, like model actors or whatever the coders create, can use the same principle to create the same realtime effect. Of course, this isn't as realtime as other engines, but other engines don't exactly provide MOD teams with the level of tools that Valve does either. Most of them only release a scripting kit rather than a C++ base SDK. Makes me wonder what they're hiding? Parts of the HL2 code (or other games) maybe? > @ Until we see the SDK, we really won't know to what extent > the realtime > radiosity exists. > > A SDK containing game code wont enlight us on this subject. > Anyway, a person > which > played HL2 , and with minimum 3D knowledge, can easily verify > this claim. We have seen a great deal more in 3rd party HL1 MODs than we ever saw in HL1, or even in TFC. It is very possible that after the SDK is released, other coders would utilize the tools and underlying engine to create the desired realtime effects some of us would like to see in HL2, but wasn't available (for whatever reason). IMO, HL2 SP only gave us a small sampling of what can be done with this new engine. A very good base to work off of. I'm eager to see what others on this list can do with the SDK. I've seen a lot from the last one, and I know that we're going to see a great deal more this time around. - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Realtime radiosity & Source ?
> You can see the src for a few modern largue projects legally. > Allegiance > (Microsoft), Golgota (?), System Shock (?), Homeworld, heee a few > more, whas code release to able linux guys to do the conversion to his > OS... the license its restrictive, able only that, but able > you to read > the src and learn a bit. Since we're in the HL realm here, I was referring to the FPS out there. For example, BF, UT, CoD, MoH, Tron, FarCry, etc... Many games released, but Valve beats all of them with their SDK. > You can also check real open source games, like FreeCiv,Battle for > Wesnoth, and try to "steal" some AI ideas, etc... IMHO its > better to read > articles on Gamasutra than try to learn something from the > src of other guy. Ha! I've seen these games, and like most open source stuff out there, they come with very poor quality or are just old. > About scripting on games, has sense*. The gamelogic dont > really need to > be C or other compiled lang, can be interpreted, bytecode, etc.. often > its faster to write scripts than apps, so can be fastest to write mods > for a scripting powered engine than for a dll based engine. > BUT the fun > about engines like HL1/HL2 its you can do a lot more than > other engines. > And this its WHY some people swich from Battelefield 1942 to > HL2, because > feel need the extra power and can handle the extra dificult The scripting engines offer basic modification support, but are very, very limited. Many great MOD ideas have started on some of these engines and have either switched to a better one (like HL) that has true MOD support or have just closed the project completely, which is sad to watch, since the modelers and mappers have already spent time on the project. Just that the game engine and failed promise of an SDK prevent the actual coders from accomplishing what they need to. The other drawback, is due to the limitations of these scripted engines, you never see good unique MODs. Instead, you see 100s of copy-cat war-based MODs, which are just different models and sounds for a different war era. > OF COURSE, a good idea* can be to add a small scripting > engine to HL2, .. We've been here before, no need to start this one again. In the end, you're not going to have something as flexible and open as the C++ SDK. Another thing, is that 3rd party developers end up developing something like AdminMOD so that the simple addons can be created via a scripting language. For HL2, there's already a SourceMOD team working on this. Overall, I still have yet to see a decent game release a decent SDK that allow for true full and unique MODs to be created. - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] re: false claim of real-time radiosity support in Source Engine
> -Original Message- > From: Michael Hobson [snip] > "Radiosity" is a particular methodology for modelling diffuse > (scattered) > illumination in a scene. It is a methodology for modelling > the phenomenon, > not something that is itself modelled. [snip] > If some other methodology were chosen to model the diffuse > illumination element > in a scene in *real-time*, it would be SOME OTHER ALGORITHM and not > "Radiosity", therefore Source engine does not have "real-time > radiosity" as > claimed > on their web site. I find it really cool that there are some really knowledgeable people on this list and although it's interesting reading, this level of technical discussion is starting to give me a headache... anyone else? Thank you for taking the time to provide some detailed explanations though. It'll make some good reading when I find the need to understand all of this in the future. =) - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: Re[2]: [hlcoders] So, what do you think of Half-Life2?
> If I remember correctly, that's simply because hl2 leads > directly into hl3, > like a two-part movie, kinda like kill bill vol 1 and vol2, > it was all the > same movie, but split into two films for the sake of time. If this is correct, I wonder if we have to wait another 5 years for the sequel? That's longer than the star wars episodes. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Community Shared Code Base
> ChessMess wrote: > > Has there been a shared repository of code setup for the HL > community? > > > > I suspect can be interesting to have a collection of patch > files for the > src. Some "unofficial patch repository". > > At first can be interesting to have a patch to add more > comments to code > to explin sections a bit more, so learning with the code will be much > easy than actually :D > > I am newbie :D Couldn't the proposed wiki support this? - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Finally a coding wiki!
> Seems good, it would just be a pain if various community's splintered > from each other I think it's a little too late. There are just too many communities looking to draw attention and grow by providing a wiki. Maybe I should just create a linki that contains links to the wiki articles that are the best between them all. O.o - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] FileFarm - Community File Mirror Network
Hi Everyone, Just wanted to inform you of a new web application I launched earlier this week, which will help with your file releases. It allows you to post your new file release and add your download link as the first mirror for the file. Then, other mirrors have the ability to download your file and add their mirror links to the list, effectively building a set of mirrors for your file. Yes, this is a new and different concept for many of you, that are used to services like FilePlanet. The big difference here, is that this service is free and maintained by the participating mirror providers, who are able to register and immediately participate at any time. You can think of it like a file mirror wiki of sorts. Then, on your website, you can provide a link to your file mirror list on FileFarm. This removes the work of maintaining a mirror list yourself and allows you to focus on support and updates. http://www.FileFarm.net Unlike services like FilePlanet, users looking to download your file won't need a membership, or wait in any lines. They'll be able to search for the file and then select the closest mirror. It's really a win-win-win solution for those releasing files, those providing mirrors for the files, and for those looking and downloading the files. If you have any questions or comments, I'll be on IRC in #FileFarm on GameSurge (irc.gamesurge.net). - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] FileFarm - Community File Mirror Network
Yes, I have to agree, that WoW downloader is one of the worst solutions I've seen to date. One of the slickest file download/update systems I've seen, it he GuildWars one. The initial game download is very, very small and quick. Then, it downloads what it thinks you need just before you need it, while you are playing what has already been downloaded. Any game updates are sent in the background and are implemented while you keep playing. I really never would have believed it or liked the concept if I hadn't experienced it. Lag? I never noticed any, at all. This is coming from an MMORPG that hasn't even released yet. - HoundDawg > Yea, lets have a rerun of the Blizzard downloader, where it > works in the > torrent scheme and you upload more then you download (which actually > counts when your upload is metered [damn australia]). > The whole p2p thing has most likely been discussed and it definately > would cause a rather large uproar in the community. I heard somewhere > that the original creator of bittorrent is working for valve now? I'm > not sure how true that claim is, but aside from that, it probably > wouldn't go so great for Official downloads. Sure, for mods it'd be > good, but CS updates and stuff should remain on fast servers :/ > And STEAM uses VGUI2 afaik.. so you won't be getting windows widgets > anytime soon =) > > - Bruce "Bahamut" Andrews ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: [OT] again about FX5200 overclocking
First, this is pretty off topic for this list. Second, as you can tell, there are reasons why most companies don't support issues resulting from overclocked systems. You take a risk with overclocking your hardware, and it's not going to run optimum for everything. If you want better performance, get a better card. That's common sense 101. Now, please take this offline to the steam forums or somewhere else. It's not a coding issue. Thanks. > -Original Message- > Subject: Re[2]: [hlcoders] again about FX5200 overclocking > > Hello Josh, > > Well actually I didn't make any "overclocking" changes to my > videocard. I didn't tweak it in any way because I haven't experienced > such problems with anything before. Btw, today this happened with > Opposing Force (!). I don't know what Valve are using in their engine, > but it would be better if they'd allow this feature to be disabled. > > Doom3 works for me fine (though slow). Almost all the latest games > work, though are slow. I repeat that there is no other game then > Half-Life 2 which causes such effects. > > This also happens in DX7 mode. > > I do not understand why it is hard for videocard to draw main menu in > -console mode? Either in DX7 or DX8 modes. It is so hard as to draw > simple OpenGL or Direct3d "hello world" application. > > -- > Best regards, > Vyacheslav ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] useful anti-cheat tool alternatives?
Ben (current chairman of UnitedAdmins) posted this on the hlds_apps list: I think it is my responsibility to respond to this as someone who knows both CS AC and C-D very well. We are well aware that many gamers are concerned with the recent C-D hack, it is a pressing concern that we are working to deal with. At the same time I can only say that it is just another hack for which an update will be released shortly. The reason for the period of time it has taken is simply that our developers have lives and it was released over christmas. That having been said, I do agree that a new approach is required. The question needs to be asked whether an AC designed for a league and a public server can be identical. This form of competitive gaming may require different solutions that go beyond configuration settings and specific rules. I do not claim to have the answer to this question, but it certainly merits some thought. Ben Wagner United Admins I really don't blame the C-D team to take a break for the holidays. In fact, I'm surprised that they're still updating C-D. IMO, HL1 isn't worth the time anymore, it's old and it's history. But, if UA still has HL1 coders still interested in maintaining C-D, then I'm sure they'll keep pushing out updates as they have time. If you still appreciate their hard work, you should drop them a post or email of encouragement. You may even be able to catch a few of them online. No, I'm not talking about telling Ben or other UA leaders, I'm talking about letting the actual team members doing the work know that you're still using their work. - HoundDawg > Hello dear readers of the hlds mailing list, dear VALVe Employees, > > I just wanted to ask if anybody out there knows any anti-cheat tool > for Counter-Strike 1.6 which is usefully working at the moment. > > As we all know, VAC is outdated since several months and CD has been > hacked lately. At the moment, there is no way of realizing a fair > competition regarding CS games. Both mainstream anti-cheat > tools, VAC and > CD are not worth a penny right now. > > Some days ago, when things regarding this CD - Crack went public we > (the ESL, the biggest european online gaming league) decided to stop > all our Counter-Strike Ladders. And this is not something we like to > do very often. Read more here if interested: > http://www.esl-europe.net/eu/news/9661/ > http://www.steambans.com/news.php?id=1267 > > Please dont get me wrong, i am not trying to sound important here. But > i have to reach as many people as i can to try to find some > information about other possible, not much-known alternatives to > prevent cheating. The situation regarding cheats today is even worse > than it was some months ago. And it wont get any better. If you know > any tool which might be useful at the moment, please report it to me. > You may even contact me directly if you can help in any way. We are > definately interested in any way of cooperation for anything that you > might provide that can help us all. > Please dont let cheating prevail. > > -- > Best regards, > mercurymailto:[EMAIL PROTECTED] >ESL Master League Admin Counter-Strike Germany >counter-strike.de Editor & Server Administrator ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL2Coders.com - New HL2 MOD Coding Resource Site
Hi Everyone, Just a quick announcement that the DawgPaw Gaming Network is launching a new resource site for HL2 Coders: http://www.HL2Coders.com Currently, we offer a searchable database of resource links to articles, tutorials, and files found on other HL2 coding resource sites. Registered users can add new resource links (sort of like a wiki but with a custom interface) to the list as they find or create them. For those of you also into mapping, modeling, or texturing, we already announced the launch of a similar resource site on the HL_Mappers list: http://www.HL2Mappers.com We hope you find these resources helpful and encourage you to help keep them maintained, especially if you're posting articles and tutorials. - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HL2Coders.com - New HL2 MOD Coding Resource Site
> It's a great looking site, but (IMHO) we already have too > many wikis and > forums as is. Is there any chance you could instead > contribute your obvious > design skills to one of the established sites? This isn't a replacement for the wikis and forums out there. It's more like a resource hub linking out to the resources available out there. > I can't actually speak for any of the sites (I generally contribute to > http://SourceWiki.org, but I'm not an admin or anything), but > I'm guessing > that design help would be greatly appreciated by any and all > sites. A wiki > format is probably a better approach to maintaining lists of > lists such as > these anyway, so that the community can make it happen rather > than all the > burden lying with a single editor (who may get rather bored > with the task in > after a year or so). The website is designed so that anyone can register and maintain the resource links there. It's also a great deal easier to use than a wiki for maintaining a list like this. Basically, once you post an article over at SourceWiki.org, add a link to it on HL2Coders.com (if it's coding related). If you look at the following link, you'll notice that there are at least 4 wiki's available for HL2 coding as it is, but HL2Coders.com provides a searchable index of the articles found: http://www.hl2coders.com/category.php?ci=7 Thanks for the input! - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] First-chance exception spam in Visual Studio Output window...
Is this deja-vu or non-related (posted on 12/7)?: Christopher McArthur wrote: > So If I start the game with the debugger, on game launch and level launch I > am greeted with tens of thousands of "First-chance exception" spamming my > output->debug window and making the game take up to 5 minutes to load > sometimes.. It sounds like you have some exceptions enabled that you should not... http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vsdebug/htm l/vxgrfchanginghowdebuggerhandlesexceptions.asp -- Jeffrey "botman" Broome I thought that I read somewhere that Alfred mentioned Steam is still in "debug" mode and will cause this exception spam, but I couldn't locate where I read it. - HoundDawg > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Jeffrey "botman" Broome > Sent: Monday, January 03, 2005 6:46 AM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] First-chance exception spam in Visual > Studio Output window... > > I was creating some Wiki documentation over the weekend and I > wanted to > start building a MOD from scratch so that I would have exact > wording on > Dialog boxes and whatnots. So, anywho, after deleting MyMod directory > and deleting SteamApps\SourceMods\botman folder, and using "Reset Game > Configurations" to flush everything from Steam. I "Create a > Mod" in the > "C:\MyMod" directory and name the mod "botman". > > I open up Game_SDK.sln in Visual Studio .NET 2003, change to the > "Release SDK", build the solution, it copies the client.dll and > server.dll to the Mods "bin" directory. I start things up from the > Steam "Play games" dialog by double-clicking on my MOD name. > Everything > runs fine, I start the vehicles map, shoot my gun a few > times, then quit. > > Then I switch to the "Debug SDK" solution, delete the client.dll and > server.dll files from my Mod's "bin" directory, build the solution and > the debug .dll files show up fine. I set the Debugger > properties on the > "hl" project to: > > Command: c:\program > [EMAIL PROTECTED] > fe 2\hl2.exe > > Command Arguments: -dev -game "c:\program > files\valve\steam\steamapps\SourceMods\botman" -allowdebug > > ...right click on "hl" in the Solution Explorer and do > "Debug->Start new > instance". Everything starts up fine, but I get (literally) thousands > of exception messages... > > Microsoft C++ exception: common::CErrorCodeException > > It's been a few weeks since I ran a Mod in the debugger, but I don't > seem to remember getting all that before, but I did remember somebody > posting a message to this list about a month ago saying they were > getting LOTS of "exception" messages, and I replied that you can turn > off some of the exceptions using "Debug->Exceptions" in Visual Studio > .NET 200, but you can only turn off stuff that Visual Studio > recognizes > (like stack overflow, illegal instruction, or array bounds exceeded, > etc). common::CErrorCodeException is something being raised by the > engine and isn't something I can turn off. > > I did notice that if I create a server plugin for a Valve game (like > CS:S or HL2DM), I get a few common:CErrorCodeException messages when > starting up, but I don't get the 1000's of message that I get when I > start my own MOD. > > So, to make a long post even longer, does everybody get > 1000's of these > execption messages in the Visual Studio Output window when > running their > MOD in the debugger, or do I just have something not set up right? > > P.S. I did try adding "-steam" to the "Command Arguments" before > starting the debugger, but that doesn't seem to make a difference, I > still get the same behavior. > > -- > Jeffrey "botman" Broome > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Objects, Physics, and Gravity Concepts
With the introduction of the physics engine in HL2, I'm curious if there is someway to have gravity affect physics? In HL2 SP, I noticed it really doesn't. How? Well, you could pull out a pistol and still snipe with it... there is no gravity play on it (no arc). But, then again, tossing other objects (cans or boxes), it does. So, the point to the question, is if a sports MOD (e.g. football style) could be made to where the ball is thrown like an object or bullet from a gun and have gravity affect it's physics? Then, take the same thing, and adjust the gravity setting to a more low-gravity setting, would the gravity and physics change (e.g. football in space)? Also, is there a way to specify the center of gravity with possibly an entity for mappers to place in a map? For example, having an asteroid with gravity in it's center allowing you to walk around it and still be on the ground, rather than having a "world is flat" type of feeling. Not sure if anyone has been testing things like this, if so, some input on your findings would be nice to hear. Thanks. - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Objects, Physics, and Gravity Concepts
Thanks botman, the answers all make sense. - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Defining Weapons and Ammo Types
There are a lot of HL2 tutorials on this already, look here: http://www.hl2coders.com/category.php?ci=6 > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Carmen Bartoli > Sent: Tuesday, January 04, 2005 2:10 PM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Defining Weapons and Ammo Types > > im new to the source sdk, and id like to know where i > need to define weapons and ammo types. also, will this > cause a chain reaction in errors while compiling? > would i need to define stuff in other files as well? > > [miek] > > ___ > 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
RE: Re[4]: [hlcoders] Objects, Physics, and Gravity Concepts
> 1) That would be to easy. The aim of this whole thing is to make it > harder for the player to hit a target over a large distance. It's really more of a reality issue. HL1 and now HL2, the pistol wins, even when taking out targets far off in the distance. I mean, really far. Or, take a simple law of gravity test, make a simple map that uses the full height possible for a HL2 map (which is significantly greater than in HL1). Fire a pistol up in the air if it were true, the bullet would eventually come down and possibly kill you. This is why so many players get pissed off playing these games, cuz they're always getting pistol whipped a mile away. Some players can outsnipe using a pistol than a player with a sniper rifle and scope. Heavier weapons tend to have either burst fire or greater recoil making them pretty innacurate. In a way, you're correct too. The current bullet weapons allows a player to really use any weapon for close or distance use. When, in actuality, the pistol should be more for close combat, and a rifle for distance. If nothing else, I guess a MOD could cause a pistol bullet to explode at a certain distance. But, this may be more realistic for energy weapons like lasers. Anyway, my original question was more in the sense of what to use for a ball in a sports MOD (e.g. baseball, basketball, or football). That was already answered by making it somewhat of a grenade/projectile weapon rather than a bullet weapon. Basically, bullet weapons have no gravity effects and function pretty much like a laser gun would. This same concept would be the same for other weapons like howitzers and possibly flak guns. - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] quick menu question
Did you look through these tutorials? http://www.hl2coders.com/category.php?ci=10 > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Maurino Berry > Sent: Thursday, January 06, 2005 7:06 AM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] quick menu question > > I want to create a menu which contains multiple frames (drag > around, overlap > etc like the main menu) and I don't know which baseclass to use as the > parent (in order to gain mouse control) > I obviously can't use a fullscreen Frame because as soon as I > click this it > will come into focus ontop of the children and render the children > unuseable. > > I'd look at the main menu source but from what I've been told > it's in the > gameui.dll > > Can anyone make a suggestion on how I could achieve this? > Thanks in advance. > > _ > Don't just Search. Find! > http://search.sympatico.msn.ca/default.aspx The new > MSN Search! Check it out! > > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Split Gravity on a Single Map?
Has anyone tested, or know if it's even possible in HL2 to allow 2 different gravity settings within the same map? For example, you have 2 rooms with one room having very low gravity, while another room having normal gravity. It doesn't have to be triggered either, but that would offer a nice feature to mappers though. So far, the only possible idea I can think of, is to offer mappers some sort of gravity change texture, which would allow them to define the area where gravity is not normal. Maybe even an entity too? Or, possibly just a full entity block that isn't rendered? I didn't play around with gravity entities in HL1 since Natural Selection didn't allow those entities. - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] func_useableladders Broken
While you guys are working on fixing the ladders, how about the elevators? You can see the threads that are now polluting the hlmappers list. "Jitter" is one thing, but having players get stuck in the elevator floor can be a pretty big deal in the heat of battle. - HoundDawg > I think they might require HL2_DLL to be defined rather than > SDK_DLL or > whatever the sdk thing is. The code needs to use the stuff from > hl_gamemovement.cpp rather than the stuff in > sdk_Gamemovement. The SDK > uses the "old style/HL1" ladders. Note that HL2 style > ladders will need > some further work to be predictable and therefore useable > without jitter > in multiplayer > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] GCFScape and GCF files in general
You can DL here (and maybe others can add mirrors): http://www.filefarm.net/file.php?fi=30 Searching hl2coders.com provided this link: http://www.wunderboy.org/3d_games/utils/gcfformat.php Hope those help. - HoundDawg > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > David Nelson > Sent: Saturday, January 22, 2005 12:01 AM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] GCFScape and GCF files in general > > I have been trying to download GCFScape or find any other > tool to get into > the GCF files but can't seem to download it at nemessis' > website.. how can I > get the models inside the source.gcf file? > > Thanks, > David > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] vtf files
You may want to play around with this: http://www.wunderboy.org/3d_games/utils/sourcetools.php > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > David Nelson > Sent: Saturday, January 22, 2005 3:38 PM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] vtf files > > hey, how can we view sprites in the vtf format? > > Thanks, > david > > > ___ > 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
RE: Re[2]: [hlcoders] Steam: Technology failure
I'm not sure what all the fuss over no-offline mode is anymore. I admit, that I complained about it at first, but after working with the SDK for awhile now, I don't have any problems with it, nor do many, many other MOD teams. Valve has been able to keep their servers online and available so I could work with the SDK whenever I find time. You can't really single out a large group of people that would have problems with it much either. Just logon to any of the popular IRC networks and you'll find idlers from all around the world that have not had any problems staying connected to the Internet for long periods of time, even with dialup. Over the years, I've seen Valve run several surveys to see what HL gamers are running in their computers and their bandwidth connections. During that time, they've seen a big shift of people making the transition from dialup to DSL or cable. The last one, I believe dialup was very small. Vyacheslav, I have no idea why you seem to be complaining so loud about this. Is it really that bad, that nobody on your Decay team can keep an Internet connection to work on a Mod that you had to just stop working on it? I see you work on a website, post emails, etc... so you do have an Internet connection. The amount of time it takes to reply to forum posts and everything else the Internet is used, you could easily be working with the SDK. Now, if bandwidth connection is too expensive where you are, or unavailable, that's unfortunate, but you are a very small minority of users. So small, I'd hate to see Valve spend their time working on an offline mode solution that would please you and also maintain their anti-piracy solution rather than taking that same time fixing issues within the SDK that affect everyone. Anyway, HL only became as popular and widely used game due to the multiplayer MODs available for it. So, that would mean that all the gamers playing HL MP (and now HL2 MP) would have a live Internet connection anyway. This isn't for a few minutes, but for hours and hours. So, the whining and arguments against not having an Internet connection to work with Steam doesn't exactly seem like a solid ground to stand on. So, I think the ball is really in your court. You can either find a better bandwidth solution or just move to another engine that doesn't have bandwidth requirements like Steam requires. - HoundDawg HL2Coders.com HL2Mappers.com DawgPaw.com > I do not want to return the product, I just want to launch Steam in > offline mode and Valve doesn't care if I am able or unable to launch > it in offline mode and their support is silent. That is all. Sorry > that I WANT TO WRITE CODE and I WANT TO LAUNCH EDITOR but I CAN'T. > > -- > Best regards, > Vyacheslavmailto:[EMAIL PROTECTED] > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders