Re: [hlcoders] Bots plugin for Half-Life 2 Deathmatch

2014-01-20 Thread Jeremy
Looks good by the way.


On Mon, Jan 20, 2014 at 7:21 PM, Jeremy jswig...@gmail.com wrote:

 Did you work around the gimped bot interface for server plugins? (not
 having access to important information that bots generally need to know) If
 I remember correctly, there was no way to get how much ammo a bot has total
 or in his weapon, or what weapons the bot has, etc.


 On Sun, Jan 19, 2014 at 3:31 PM, Borzh borz...@gmail.com wrote:

 Hi all,

 I just released a plugin that creates bots for HL2DM.

 Demo showing bots playing:
 http://www.youtube.com/watch?v=6MCQTqh8Z9c

 You can find all needed info (how to install / use)  sources at:
 http://www.famaf.unc.edu.ar/~godin

 Feel free to send me your comments.

 Enjoy!


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Re: [hlcoders] Bots plugin for Half-Life 2 Deathmatch

2014-01-20 Thread Jeremy
Yea it's unfortunate that it is so gimped. I worked with Tony years ago to
improve the interface but for whatever reason it didn't get merged into the
mainline HL2 code so that mods would have a flexible interface with which
to allow 3rd party bots.


On Mon, Jan 20, 2014 at 8:09 PM, Borzh borz...@gmail.com wrote:

 Thanks, and yes, it is a workaround (not a hack). At each frame bot checks
 nearest entities (weapons, ammo,
 etc) and if entity dissapears, then bot thinks that he took that entity
 (near entities are shown with red rounding
 box and nearest ones with white box when debugging bot - command botrix
 bot debug bot-name).

 Actually there is a new issue, when bot changes weapon - bot controller's
 SetActiveWeapon() creates new
 weapon entity and it is given to bot! So having several bots playing
 server eventually runs out of space for
 entities...


 2014/1/20 Jeremy jswig...@gmail.com

 Looks good by the way.


 On Mon, Jan 20, 2014 at 7:21 PM, Jeremy jswig...@gmail.com wrote:

 Did you work around the gimped bot interface for server plugins? (not
 having access to important information that bots generally need to know) If
 I remember correctly, there was no way to get how much ammo a bot has total
 or in his weapon, or what weapons the bot has, etc.


 On Sun, Jan 19, 2014 at 3:31 PM, Borzh borz...@gmail.com wrote:

 Hi all,

 I just released a plugin that creates bots for HL2DM.

 Demo showing bots playing:
 http://www.youtube.com/watch?v=6MCQTqh8Z9c

 You can find all needed info (how to install / use)  sources at:
 http://www.famaf.unc.edu.ar/~godin

 Feel free to send me your comments.

 Enjoy!


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Re: [hlcoders] Source 2007 mod and mounting content

2013-12-07 Thread Jeremy
That's that I assumed, but that still leaves the question why the hell
can't I mount the vpks from the other folders. Is the compatibility version
lacking the ability to explicitly mount other app ids? It appears straight
up broken.


On Sat, Dec 7, 2013 at 4:30 PM, Netshroud netshr...@gmail.com wrote:

 AFAIK the engine itself doesn’t support it, but there’s a compatibility
 version of steam.dll in there that, when asked to read GCF content, reads
 it from the VPKs instead. The engine itself doesn’t know the difference.

 On 8 Dec 2013, at 9:01 am, Jeremy jswig...@gmail.com wrote:

 Source 2007 must have vpk support at some level to mount the files
 under Source SDK Base 2007\vpks


 On Sat, Dec 7, 2013 at 2:25 PM, Stephen Swires st...@swires.me wrote:

 Since the Steampipe switch, none of these can be mounted because they no
 longer use GCFs and Source 2007 has no VPK support. The only way this could
 be fixed is having the user manually extract the content or porting your
 mod to Source 2013.


 On 7 December 2013 07:19, Neico ad...@neic0.de wrote:

  Steampipe Source Engine is using filesystem_stdio instead of
 filesystem_steam in which the MountSteamContent function is literally empty.
 I guess I could give you some advice in how to do it now and in a proper
 and automated way, but due to my code not being perfect yet and the simple
 fact that I don't like to share entire code copies (especially when they
 contain project specific code) to the public I'd say that you contact me
 via steam if you're intested in how I'd tackle this issue.
 Steam Name is Neico / [YaS] Neico

 - Neico


 On 07.12.2013 04:18, Jeremy wrote:

 I'm trying to get a game working that broke when my Source 2007 was
 updated to steam pipe.

  The mod mounts game content from hl2, ep1, ep2, and hl2dm through the
 file system like so.

  struct MountContent
 {
  const char * name;
  int appId;
 };
 const MountContent mountContent[] =
 {
  { HL2 Deathmatch, 320 },
  { HL2 EP2, 420 },
  { Portal, 400 },
  { HL2 EP1, 380 },
  { HL2, 220 },
 };

  for ( int i = 0; i  sizeof(mountContent) / sizeof(mountContent[ 0 ]
 ); ++i )
 {
  if ( FILESYSTEM_MOUNT_FAILED ==
 filesystem-MountSteamContent(-mountContent.appId) )
  Warning(Unable to mount extra content %s with appId: %i\n,
 mountContent.name, mountContent.appId);
  else
  Msg(Mounted extra content %s with appId: %i\n, mountContent.name,
 mountContent.appId);
 }

  filesystem-AddSearchPath(hl2mp, GAME);
 filesystem-AddSearchPath(hl2, GAME);
 filesystem-AddSearchPath(episodic, GAME);
 filesystem-AddSearchPath(ep2, GAME);

  These calls succeed, which should mean that the content is available
 for use, however it is not. It fails to load content from multiple of these
 alternate mod sources. I can work around the problem by extracting all the
 vpks from these different sources to the mod folder, but obviously that is
 not a solution. Anyone know how to fix this issue?

  Is there something special needed in the gameinfo as well? Seems
 redundant to have to define it in both places.

  FileSystem { SteamAppId 218 ToolsAppId 211 SearchPaths { Game
 |gameinfo_path|. Game |all_source_engine_paths|hl2mp Game
 |all_source_engine_paths|ep2 Game |all_source_engine_paths|episodic Game
 |all_source_engine_paths|hl2 } }


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[hlcoders] Source 2007 mod and mounting content

2013-12-06 Thread Jeremy
I'm trying to get a game working that broke when my Source 2007 was updated
to steam pipe.

The mod mounts game content from hl2, ep1, ep2, and hl2dm through the file
system like so.

struct MountContent
{
const char * name;
int appId;
};
const MountContent mountContent[] =
{
{ HL2 Deathmatch, 320 },
{ HL2 EP2, 420 },
{ Portal, 400 },
{ HL2 EP1, 380 },
{ HL2, 220 },
};

for ( int i = 0; i  sizeof(mountContent) / sizeof(mountContent[ 0 ] ); ++i
)
{
if ( FILESYSTEM_MOUNT_FAILED ==
filesystem-MountSteamContent(-mountContent.appId) )
Warning(Unable to mount extra content %s with appId: %i\n,
mountContent.name, mountContent.appId);
else
Msg(Mounted extra content %s with appId: %i\n, mountContent.name,
mountContent.appId);
}

filesystem-AddSearchPath(hl2mp, GAME);
filesystem-AddSearchPath(hl2, GAME);
filesystem-AddSearchPath(episodic, GAME);
filesystem-AddSearchPath(ep2, GAME);

These calls succeed, which should mean that the content is available for
use, however it is not. It fails to load content from multiple of these
alternate mod sources. I can work around the problem by extracting all the
vpks from these different sources to the mod folder, but obviously that is
not a solution. Anyone know how to fix this issue?

Is there something special needed in the gameinfo as well? Seems redundant
to have to define it in both places.

FileSystem { SteamAppId 218 ToolsAppId 211 SearchPaths { Game
|gameinfo_path|. Game |all_source_engine_paths|hl2mp Game
|all_source_engine_paths|ep2 Game |all_source_engine_paths|episodic Game
|all_source_engine_paths|hl2 } }
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[hlcoders] Prediction errors while creating new movement

2013-08-02 Thread Jeremy Merriam
Hi Everyone,

Its great to find this resource.  i am sure there are some serious coding
ninjas in here I will be able to learn from.

currently, we are working on a HL1 mod and have run into a stumbling block.
We are trying to add a new type of movement (dodging:left, right, forward,
back) but once we introduce fakelag, the prediction is off.

Our question is: Is it possible to extend hl1 pmove and prediction systems
to add custom movement?

Anyone who knows or knows someone who might know, we could really use your
help finding a workthrough for this.

Thanks for your time,

Jeremy
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Re: [hlcoders] Surfaceprop from trace on dedicated server fails (VALVE READ ME)

2011-05-26 Thread Jeremy D

LOL

On 5/26/2011 11:11 PM, Tony omega Sergi wrote:

--
oh wow, this has been in my drafts for months unsent. Oops.
--
does your dedicated server have all of the vmts? as most people know, 
you don't need to include vtfs in a DS package, but the DS still needs 
vmts and models for vcollide and material system to read surface props.


On Sun, Aug 29, 2010 at 12:37 PM, Jonathan White 
killermonke...@gmail.com mailto:killermonke...@gmail.com wrote:


BTW, we are using the Orange Box engine (Source SDK 2007).

Jon
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--
-Tony


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Re: [hlcoders] Source SDK Beta Concluded

2009-06-15 Thread Jeremy
Hey Mike, is the bot stuff going to be released at some point?

On Mon, Jun 15, 2009 at 3:39 PM, Mike Durand mik...@valvesoftware.comwrote:

 Hi All-

 Just wanted to give you a heads-up that the SDK Beta is over and has been
 rolled into the Source SDK. Here are the release notes:

-Added source files for ten shipping TF2 maps:
arena_lumberyard
arena_ravine
cp_badlands
cp_dustbowl
cp_granary
cp_gravelpit
ctf_2fort
pl_badwater
pl_goldrush
tc_hydro

-Updated shadercompile binaries and added missing DLL needed
 for shader compilation.

 -Mike
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[hlcoders] Bots Server Plugins coming - woot

2008-07-25 Thread Jeremy
So I've been working with Tony on exercising the new bot interface, and I
must say it has me pretty excited. I wanted to shamelessly plug my TF2 bot
in development at the same time as generally just updating others that at
long last, the server plugin bot interface is getting the attention it has
needed for oh so long.

http://www.youtube.com/watch?v=MHHEetn64Vo

To summarize, the new bot interface is going into the Orange Box engine, and
so will be available for DOD:S, CS:S(when its updated to OB), TF2 of course,
and whatever future Orange Box based mods/games pop up(hopefully HL2DM will
be updated as well).

If you are a fan of DOD:S or CS:S and want to help out at all, there is a
discussion at Bots United you can check out to get more detailed info about
this stuff.

http://forums.bots-united.com/showthread.php?t=3629page=8 - near the bottom

Hopefully once Tony gets the interfaces and stuff solid it won't be too long
of a process to go from his hands into a steam update near you. In order to
get the interfaces solid for these several games I could use some help. I
mention that help in the bots united thread linked above. Please discuss
further there so as not to spam the coders list.
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Re: [hlcoders] compiling problem

2008-04-25 Thread Jeremy
The SDK libraries are 2005 libraries. To use 2008 Valve would have to
provide new libraries. Use 2005

On Thu, Feb 21, 2008 at 10:41 AM, Ian T. Jacobsen [EMAIL PROTECTED] wrote:

 When I try to compile my mod, there come over 100 errors!! When I was
 using VS 2005 express it compiled fine, but now that I've got VS 2008
 express there are lots of errors. I  also discarded the old mod and made
 a new one, don't know if there is something new with Create a mod
 button. I'm not good at modding and want to learn, but these errors are
 freaking me out!!

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Re: [hlcoders] Proper mod versioning?

2008-04-18 Thread Jeremy
So presumably one could take into account some mod side 'version' constant
to do some degree of versioning? Have you tried that by chance?

On Fri, Apr 18, 2008 at 1:33 PM, Tom Edwards [EMAIL PROTECTED]
wrote:

 I've just been leafing through the OB header files for Steam, and it's
 started talking about modIDs (steamclientpublic.h ln508 onward). That
 sounds good to me!

  #if defined( CHECKSUM_CRC_H )
  CGameID( uint32 nAppID, const char *pchModPath )
  {
  m_ulGameID = 0;
  m_gameID.m_nAppID = nAppID;
  m_gameID.m_nType = k_EGameIDTypeGameMod;
 
  char rgchModDir[MAX_PATH];
  Q_FileBase( pchModPath, rgchModDir, sizeof( rgchModDir ) );
  CRC32_t crc32;
  CRC32_Init( crc32 );
  CRC32_ProcessBuffer( crc32, rgchModDir, Q_strlen( rgchModDir )
 );
  CRC32_Final( crc32 );
 
  // set the high-bit on the mod-id
  // reduces crc32 to 31bits, but lets us use the modID as a
  guaranteed unique
  // replacement for appID's
  m_gameID.m_nModID = crc32 | (0x8000);
  }
 
  CGameID( const char *pchExePath, const char *pchAppName )
  {
  m_ulGameID = 0;
  m_gameID.m_nAppID = 0;
  m_gameID.m_nType = k_EGameIDTypeShortcut;
 
  CRC32_t crc32;
  CRC32_Init( crc32 );
  CRC32_ProcessBuffer( crc32, pchExePath, Q_strlen( pchExePath )
 );
  CRC32_ProcessBuffer( crc32, pchAppName, Q_strlen( pchAppName )
 );
  CRC32_Final( crc32 );
 
  // set the high-bit on the mod-id
  // reduces crc32 to 31bits, but lets us use the modID as a
  guaranteed unique
  // replacement for appID's
  m_gameID.m_nModID = crc32 | (0x8000);
  }
  #endif
 
  void SetAsShortcut()
  {
  m_gameID.m_nAppID = 0;
  m_gameID.m_nType = k_EGameIDTypeShortcut;
  }
 
  void SetAsP2PFile()
  {
  m_gameID.m_nAppID = 0;
  m_gameID.m_nType = k_EGameIDTypeP2P;
  }


 [EMAIL PROTECTED] wrote:
  Well Valve dodges the issue entirely because Steam enforces client
  updates prior to the client HL2 even being launched.
 
  If there was no client/server mod version identification system
  implemented, then simplified third-party integration with Steam would be
  a solution.
 
  Jeremy wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Haven't been modding long? Because mod versioning has generally been
  exposed
  to the modders, such as in the Q3 engine. Foxbot didn't need
  versioning for
  HL1, being server side only so I don't know if HL1 was missing the
  functionality too.
 
 
  From the Q3 source
 
  // check version
  s = CG_ConfigString( CS_GAME_VERSION );
  if ( strcmp( s, GAME_VERSION ) ) {
CG_Error( Client/Server game mismatch: %s/%s, GAME_VERSION, s
 );
  }
 
  Appreciate the responses, but none of them really address the core
 issue.
  That being that there doesn't appear to be any exposed versioning
  support. A
  proper solution shouldn't be that difficult to add. The entire point
  of this
  question for valve is that they have the ability to add something
  relatively
  easily and more 'proper' than any of the do it yourself solutions
  mentioned
  thus far. Notifying them that theres a more recent version doesn't
  solve our
  problem. As I already mentioned, our clients are generally updated.
  It's a
  number of the servers who are slow to update. It's a little late to
  change
  game folders for each version change(and a hack as well). Nowhere do I
  expect valve to provide update notification to clients.
 
  Servers being generally unattended kinda ruin the usefulness of a nag
  message, and I'd question how useful a command line nag message would
  even
  be on the server side. To me the only real solution is real versioning.
  Clients should not see nor be able to join incompatible servers,
 period.
  It's common sense. Given that versioning depends very much on the mod,
  there
  should be a hook for that provided somewhere in the mod, like quake 3
 did
  8-9 years ago. Until then each release of a mod does significant
  damage to
  itself with user frustrations of not knowing what servers on a long
  list of
  them is compatible. Frustrated users don't stick with a game long.
 
  A response from Valve would be most useful. How does Valve do it? Maybe
  there's some way that hasn't been mentioned yet.
 
  J
 
  On Dec 10, 2007 5:07 AM, Tobias Kammersgaard
  [EMAIL PROTECTED]
  wrote:
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  Why not make some sort of huge label, element or whatever on the Main
  Menu
  screen that tells you if there's been released a new version (maybe a
  flashing sign that would annoy the crap out of the users ;D)?
 
  Bet you could turn this into something usable :-)
  http://developer.valvesoftware.com/wiki/Custom_Menu_Screen
 
  /ProZak
 
 
  On 10/12/2007, Tony omega Sergi [EMAIL PROTECTED] wrote

Re: [hlcoders] Adding a new user command

2008-04-01 Thread Jeremy
Generally you shouldn't need to add new stuff to the user command. Depends
what you're trying to send. There are other ways that are better for most
cases, such as actual commands triggered from binds and such.

On Tue, Apr 1, 2008 at 11:30 AM, Tony omega Sergi [EMAIL PROTECTED]
wrote:

 Just stuff the data in in_main.cpp wheRE usercmd gets copied over. i'm
 on my cell so no code infront of me to tell you the exact function lol

 On 4/1/08, Tom Edwards [EMAIL PROTECTED] wrote:
  I've worked out that user commands are transmitted with CUserCmd and
  processed on the server with CPlayerMove, but how to access CUserCmd on
  the client and pass it values is beyond me. Can anyone advise?
 
 
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 --
 -omega

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Re: [hlcoders] CUtlHash help

2008-03-05 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
we use sha-1 for string hashing at work with tens of thousands of asset
names and such

On Wed, Mar 5, 2008 at 9:37 AM, OvermindDL1 [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 There are quite a few hashing functions out there for strings.  The C++
 STL
 contains one that you can use directly if you so wish.  It is pretty
 generic
 since it is not optimized for any specific sequence of characters (such as
 you might see in filepaths), but it should be 'good-enough' for the
 generic
 purpose.

 Also, boost has a hashing library that works well, could always use that.

 On Thu, Feb 28, 2008 at 1:43 PM, Emiel Regis [EMAIL PROTECTED] wrote:

  I want to make a hash table of models, in order to improve performance
 for
  reading from it. I figured out how to set up everything, but I want to
  find entries based on model path, which is a const char*. The HashFunc
  though, requires the return type to be unsigned int. Is there a way of
  converting an array of characters into int so I can generate an 'edible'
  hash key?
 
  Thanks in advance,
  Emiel Regis
  --
  Using Opera's revolutionary e-mail client: http://www.opera.com/mail/
 
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Re: [hlcoders] compiling problem

2008-02-21 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Open the vcproj files in notepad, change the version line to Version=8.00

On Thu, Feb 21, 2008 at 10:10 AM, Ian T. Jacobsen [EMAIL PROTECTED] wrote:

 Because I can't use VC 2005 now that I have opened the file in VC 2008 :(
 says that it was created by new version or something


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Re: [hlcoders] RE: DOF-Portal-hl2ep2

2008-02-03 Thread Jeremy D

That's sad.

Adam Donovan wrote:

--
[ Picked text/plain from multipart/alternative ]
Hi Mike,
   Is there anyway that you could include the use of DOF in the SDK as 
this is pretty much the only reason I bought the orange box..
thanks
adam

_
New music from the Rogue Traders - listen now!
http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=832referral=hotmailtaglineOct07URL=http://music.ninemsn.com.au/roguetraders
--

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[hlcoders] Re: [hlcoders] “Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.”

2008-01-30 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
How many polys is your model?

On Jan 30, 2008 11:51 AM, Ben Mears [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
  Hello all. This is my first email to the mailing list and I'm writing
 because I'm really stuck and hope someone can help me out. When I place an
 entity and try to load my custom character it causes Hammer to crash and
 displays this error message:

  Too many verts for a dynamic buffer (2679124576) Tell a programmer to
 up
 VERTEX_BUFFER_SIZE.

 I tried lowering the poly and vertex counts and finally got a model to
 load
 but is way below the level of detail I need. I tried several versions of
 the
 model with varying poly and vertex counts and noticed that the first
 number
 in the error message (26791 in this case) would change as the poly and
 vert
 counts change. Also, the high poly model will load fine in Face Poser.

 I've tried to research the problem online and haven't found anything too
 helpful. The Valve Wiki says I probably have a bug in my code or content,
 which doesn't really help me too much. I also got advice to optimize my
 map
 to reduce the vertices but I get the same error message when I try to load
 the model in a simple room.


 So, basically I guess I am asking if anyone knows how I can up
 VERTEX_BUFFER_SIZE? I don't really have much experience with coding and
 don't have access to a programmer so I'm hoping someone here can help me
 out. Thanks for taking the time to read this and any ideas or suggestions
 are greatly appreciated!

 Ben
 --

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Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
You can't. That's something Valve would have to do afaik. That sort of
detail level isn't very practical for the generation of game engine that
Source is. Maybe you can split it up into multiple parts, where each part
doesn't exceed the total, like separating the armor or accessories. I think
Unreal Engine 3 doesn't even push that high of a detail on their character
models. These days you generally fake most of it with normal maps and such.

J


On Jan 30, 2008 12:18 PM, Ben Mears [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Well, it's a pretty detailed model with a lot of armor and accessories.
 I'm
 happy with the model at about 11,000 polys but when I bring it down to
 around 5,000 to make it work in game it starts to look pretty bad. Polys
 get
 removed from spots where they need to be, such as his eyes. So, you said
 you
 can't change it without recompiling Hammer and the engine? How would I go
 about doing that?

 Thanks for the help Mark.


 On Jan 30, 2008 12:06 PM, Mark Chandler [EMAIL PROTECTED] wrote:

  Basically the number is current and max (2679124576) and your model
  detail
  is to high and will crash the engine. I don't think you can change it
  without recompiling hammer and the engine.
 
  Why you need that much detail?
 
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ben Mears
  Sent: Thursday, January 31, 2008 4:52 AM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Too many verts for a dynamic buffer (2679124576)
  Tell
  a programmer to up VERTEX_BUFFER_SIZE.
 
  --
  [ Picked text/plain from multipart/alternative ]
   Hello all. This is my first email to the mailing list and I'm writing
  because I'm really stuck and hope someone can help me out. When I place
 an
  entity and try to load my custom character it causes Hammer to crash and
  displays this error message:
 
   Too many verts for a dynamic buffer (2679124576) Tell a programmer to
  up
  VERTEX_BUFFER_SIZE.
 
  I tried lowering the poly and vertex counts and finally got a model to
  load
  but is way below the level of detail I need. I tried several versions of
  the
  model with varying poly and vertex counts and noticed that the first
  number
  in the error message (26791 in this case) would change as the poly and
  vert
  counts change. Also, the high poly model will load fine in Face Poser.
 
  I've tried to research the problem online and haven't found anything too
  helpful. The Valve Wiki says I probably have a bug in my code or
 content,
  which doesn't really help me too much. I also got advice to optimize my
  map
  to reduce the vertices but I get the same error message when I try to
 load
  the model in a simple room.
 
 
  So, basically I guess I am asking if anyone knows how I can up
  VERTEX_BUFFER_SIZE? I don't really have much experience with coding and
  don't have access to a programmer so I'm hoping someone here can help me
  out. Thanks for taking the time to read this and any ideas or
 suggestions
  are greatly appreciated!
 
  Ben
  --
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
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  please visit:
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 --

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Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Was just curious about polycount. I realize technically you have too many
vertices. If vertices were shared enough you could have a large number of
polygons with a smaller number of vertices, provided you don't run into any
limit on index buffer size that may be present. In this case the error is
clearly referring to the vertices. Are the vertices welded/merged where
appropriate to reduce them as much as possible without sacrificing poly
counts? I don't doubt such high poly models probably work, and possibly
pretty well if they are by themselves on a screen or with little else. But
those sort of poly counts in a typical mod that normally has a number of
players/npcs is going to degrade quickly. It all depends what you're doing.
That degree of detail could fit your project if it's outside the norm of an
FPS mod. Just be aware what the engine was designed and built to do, as that
is the reason for the limitations it has. Short of engine level
modifications, which you can't do without getting the engine source, you'll
have to stick within those limits, and work around them if possible. Split
the model into pieces and attach them and stuff like that is probably the
direction you need to look at to keep that detail level and stay within
limits.

J

On Jan 30, 2008 12:55 PM, Mark Chandler [EMAIL PROTECTED] wrote:

 You send valve a check for $1 mil and you get the source code for it.

 Any chance we could see a render of it. Got me interested. :D



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ben Mears
 Sent: Thursday, January 31, 2008 5:19 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic
 buffer
 (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

 --
 [ Picked text/plain from multipart/alternative ]
 Well, it's a pretty detailed model with a lot of armor and accessories.
 I'm
 happy with the model at about 11,000 polys but when I bring it down to
 around 5,000 to make it work in game it starts to look pretty bad. Polys
 get
 removed from spots where they need to be, such as his eyes. So, you said
 you
 can't change it without recompiling Hammer and the engine? How would I go
 about doing that?

 Thanks for the help Mark.


 On Jan 30, 2008 12:06 PM, Mark Chandler [EMAIL PROTECTED] wrote:

  Basically the number is current and max (2679124576) and your model
  detail
  is to high and will crash the engine. I don't think you can change it
  without recompiling hammer and the engine.
 
  Why you need that much detail?
 
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ben Mears
  Sent: Thursday, January 31, 2008 4:52 AM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Too many verts for a dynamic buffer (2679124576)
  Tell
  a programmer to up VERTEX_BUFFER_SIZE.
 
  --
  [ Picked text/plain from multipart/alternative ]
   Hello all. This is my first email to the mailing list and I'm writing
  because I'm really stuck and hope someone can help me out. When I place
 an
  entity and try to load my custom character it causes Hammer to crash and
  displays this error message:
 
   Too many verts for a dynamic buffer (2679124576) Tell a programmer to
  up
  VERTEX_BUFFER_SIZE.
 
  I tried lowering the poly and vertex counts and finally got a model to
  load
  but is way below the level of detail I need. I tried several versions of
  the
  model with varying poly and vertex counts and noticed that the first
  number
  in the error message (26791 in this case) would change as the poly and
  vert
  counts change. Also, the high poly model will load fine in Face Poser.
 
  I've tried to research the problem online and haven't found anything too
  helpful. The Valve Wiki says I probably have a bug in my code or
 content,
  which doesn't really help me too much. I also got advice to optimize my
  map
  to reduce the vertices but I get the same error message when I try to
 load
  the model in a simple room.
 
 
  So, basically I guess I am asking if anyone knows how I can up
  VERTEX_BUFFER_SIZE? I don't really have much experience with coding and
  don't have access to a programmer so I'm hoping someone here can help me
  out. Thanks for taking the time to read this and any ideas or
 suggestions
  are greatly appreciated!
 
  Ben
  --
 
  ___
  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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 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Right. I was just looking at that. Point being nobody is running 11k
character models in current gen FPS games. If he's making something more
character centric like a fighting game that's different, but he's still
working within the limitations of an FPS engine.

J

On Jan 30, 2008 1:09 PM, Jeffrey botman Broome [EMAIL PROTECTED]
wrote:

 Jeremy wrote:
  I think Unreal Engine 3 doesn't even push that high of a detail on
  their character models. These days you generally fake most of it with
  normal maps and such.

 UE3 uses a high poly model to generate normal maps and a low poly model
 in the game.  See the bottom of this page for an example...

 http://www.unrealtechnology.com/features.php?ref=rendering

 Charaters on the order of 5,000-8,000 polys is typical.

 --
 Jeffrey botman Broome

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Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Wierd. Maybe the exporter is crap and exports shared verts as unique or
something.

On Jan 30, 2008 1:21 PM, Ben Mears [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I'm getting my polycount from within XSI and at about 11,500 polys I'm
 getting a vertex (or point in XSI) count of only 7042. Way below 24,000

 On Jan 30, 2008 1:08 PM, Jed [EMAIL PROTECTED] wrote:

  Just a quick question - where are you getting the polycount from? Your
  modelling app or HLMV? 26000+ verts sounds about in the ballpark for a
  15000 poly model anyway considering 3 verts per triangle even when
  many are shared.
 
  - Jed
 
  On 30/01/2008, Ben Mears [EMAIL PROTECTED] wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   Yep, I'm using normal maps. I've had models with 10,000 - 15,000 polys
  that
   worked fine so I really don't think that I have too many polys on this
  guy.
  
   On Jan 30, 2008 12:41 PM, Jed [EMAIL PROTECTED] wrote:
  
You tried normal maps?
   
I think the largest poly-count model I've seen in a Source game is
 the
Tiger tank in DoD which is ~11000 max.
   
- Jed
   
On 30/01/2008, Ben Mears [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Well, it's a pretty detailed model with a lot of armor and
  accessories.
I'm
 happy with the model at about 11,000 polys but when I bring it
 down
  to
 around 5,000 to make it work in game it starts to look pretty bad.
  Polys
get
 removed from spots where they need to be, such as his eyes. So,
 you
  said
you
 can't change it without recompiling Hammer and the engine? How
 would
  I
go
 about doing that?

 Thanks for the help Mark.


 On Jan 30, 2008 12:06 PM, Mark Chandler [EMAIL PROTECTED] wrote:

  Basically the number is current and max (2679124576) and your
  model
  detail
  is to high and will crash the engine. I don't think you can
 change
  it
  without recompiling hammer and the engine.
 
  Why you need that much detail?
 
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ben
  Mears
  Sent: Thursday, January 31, 2008 4:52 AM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Too many verts for a dynamic buffer
  (2679124576)
  Tell
  a programmer to up VERTEX_BUFFER_SIZE.
 
  --
  [ Picked text/plain from multipart/alternative ]
   Hello all. This is my first email to the mailing list and I'm
  writing
  because I'm really stuck and hope someone can help me out. When
 I
place an
  entity and try to load my custom character it causes Hammer to
  crash
and
  displays this error message:
 
   Too many verts for a dynamic buffer (2679124576) Tell a
  programmer
to
  up
  VERTEX_BUFFER_SIZE.
 
  I tried lowering the poly and vertex counts and finally got a
  model to
  load
  but is way below the level of detail I need. I tried several
  versions
of
  the
  model with varying poly and vertex counts and noticed that the
  first
  number
  in the error message (26791 in this case) would change as the
 poly
  and
  vert
  counts change. Also, the high poly model will load fine in Face
  Poser.
 
  I've tried to research the problem online and haven't found
  anything
too
  helpful. The Valve Wiki says I probably have a bug in my code or
content,
  which doesn't really help me too much. I also got advice to
  optimize
my
  map
  to reduce the vertices but I get the same error message when I
 try
  to
load
  the model in a simple room.
 
 
  So, basically I guess I am asking if anyone knows how I can up
  VERTEX_BUFFER_SIZE? I don't really have much experience with
  coding
and
  don't have access to a programmer so I'm hoping someone here can
  help
me
  out. Thanks for taking the time to read this and any ideas or
suggestions
  are greatly appreciated!
 
  Ben
  --
 
  ___
  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 

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Yes. And likely includes a royalty rate to valve. There may be alternative
royalty free options that cost significantly more. Few game engines
advertise such things as openly as Epic lists the UE2.5 license costs

On Jan 30, 2008 3:56 PM, Ben Mears [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 That's how much it cost to buy the license to be able to develop and
 distribute games commercially right?

 On Jan 30, 2008 3:47 PM, Matt Stafford [EMAIL PROTECTED] wrote:

  --
  [ Picked text/plain from multipart/alternative ]
  300-350k is generally the ballpark when we talk about it over at places
  like
  ModDB
 
  On Jan 31, 2008 10:12 AM, Tobias Kammersgaard 
  [EMAIL PROTECTED]
  wrote:
 
   --
   [ Picked text/plain from multipart/alternative ]
   Rumor has it that a Source license is only 200k ;-)
  
   /ProZak
  
  
   On 30/01/2008, Matt Stafford [EMAIL PROTECTED] wrote:
   
--
[ Picked text/plain from multipart/alternative ]
'You send valve a check for $1 mil and you get the source code for
  it.'
Or, send Epic a check for 850k and get an Unreal 3 license ;)
   
On Jan 31, 2008 9:15 AM, Ben Mears [EMAIL PROTECTED] wrote:
   
 --
 [ Picked text/plain from multipart/alternative ]
 H.interesting. I'll have to try that. Thanks for the
   suggestion.

 On Jan 30, 2008 1:23 PM, Julian Moschüring [EMAIL PROTECTED] wrote:

  Well, citadelpart8.mdl from ep2 has 28000 polys and gives the
 same
error
  message in hammer:
  Too many verts for a dynamic buffer (4146824576) Tell a
  programmer
to
  up VERTEX_BUFFER_SIZE.
  But it's in game so I guess it is only a limitation of hammer.
 The
model
  will propably load if set at runtime.
  -archy
 
  Jeremy wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   Was just curious about polycount. I realize technically you
 have
   too
  many
   vertices. If vertices were shared enough you could have a
 large
number
  of
   polygons with a smaller number of vertices, provided you don't
  run
 into
  any
   limit on index buffer size that may be present. In this case
 the
error
  is
   clearly referring to the vertices. Are the vertices
  welded/merged
 where
   appropriate to reduce them as much as possible without
  sacrificing
 poly
   counts? I don't doubt such high poly models probably work, and
 possibly
   pretty well if they are by themselves on a screen or with
 little
else.
  But
   those sort of poly counts in a typical mod that normally has a
number
 of
   players/npcs is going to degrade quickly. It all depends what
   you're
  doing.
   That degree of detail could fit your project if it's outside
 the
norm
 of
  an
   FPS mod. Just be aware what the engine was designed and built
 to
   do,
 as
  that
   is the reason for the limitations it has. Short of engine
 level
   modifications, which you can't do without getting the engine
   source,
  you'll
   have to stick within those limits, and work around them if
   possible.
  Split
   the model into pieces and attach them and stuff like that is
probably
  the
   direction you need to look at to keep that detail level and
 stay
 within
   limits.
  
   J
  
   On Jan 30, 2008 12:55 PM, Mark Chandler [EMAIL PROTECTED]
 wrote:
  
  
   You send valve a check for $1 mil and you get the source code
  for
it.
  
   Any chance we could see a render of it. Got me interested. :D
  
  
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of
 Ben
Mears
   Sent: Thursday, January 31, 2008 5:19 AM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] RE: [hlcoders] Too many verts for a
dynamic
   buffer
   (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.
  
   --
   [ Picked text/plain from multipart/alternative ]
   Well, it's a pretty detailed model with a lot of armor and
 accessories.
   I'm
   happy with the model at about 11,000 polys but when I bring
 it
   down
 to
   around 5,000 to make it work in game it starts to look pretty
   bad.
  Polys
   get
   removed from spots where they need to be, such as his eyes.
 So,
   you
  said
   you
   can't change it without recompiling Hammer and the engine?
 How
would
 I
  go
   about doing that?
  
   Thanks for the help Mark.
  
  
   On Jan 30, 2008 12:06 PM, Mark Chandler [EMAIL PROTECTED]
  wrote:
  
  
   Basically the number is current and max (2679124576) and
 your
model
   detail
   is to high and will crash the engine

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Not necessarily I'd say. It's up to Valve. Unique and interesting mods may
receive special treatment in order to help them out. I don't know if Garry
got a license to the extent that he got engine source and all that, or if he
was just granted the ability to make some money. It could be that Valve saw
a popular mod and saw an opportunity that both Valve and Garry could make
some money. That's purely a guess on my part, but the point is that Valve
can make exceptions if they desire. Typically a commercial game will have to
go the normal licensing route. Since a mod generally doesn't have that
option, the other way in might be to have something so cool, like Gmod, or
Portal, and hope the developer will partner with you for a mutually
beneficial relationship.

J

On Jan 30, 2008 4:24 PM, Ben Mears [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 ha ha, oh yeah, duh. So that means he dropped the big bucks to be able to
 do
 that right?

 On Jan 30, 2008 4:18 PM, Mike Durand [EMAIL PROTECTED] wrote:

  I heard there is this guy named Garry who made a Source mod and sold it
 on
  Steam. ;)
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:
  [EMAIL PROTECTED] On Behalf Of Ben Mears
  Sent: Wednesday, January 30, 2008 4:08 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic
  buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.
 
  --
  [ Picked text/plain from multipart/alternative ]
  Do you guys know of any indie companies that use Source or Unreal
 licenses
  to create and sell their games/mods? Is it common?
 
  On Jan 30, 2008 4:02 PM, Jeremy [EMAIL PROTECTED] wrote:
 
   --
   [ Picked text/plain from multipart/alternative ]
   Yes. And likely includes a royalty rate to valve. There may be
  alternative
   royalty free options that cost significantly more. Few game engines
   advertise such things as openly as Epic lists the UE2.5 license costs
  
   On Jan 30, 2008 3:56 PM, Ben Mears [EMAIL PROTECTED] wrote:
  
--
[ Picked text/plain from multipart/alternative ]
That's how much it cost to buy the license to be able to develop and
distribute games commercially right?
   
On Jan 30, 2008 3:47 PM, Matt Stafford [EMAIL PROTECTED] wrote:
   
 --
 [ Picked text/plain from multipart/alternative ]
 300-350k is generally the ballpark when we talk about it over at
   places
 like
 ModDB

 On Jan 31, 2008 10:12 AM, Tobias Kammersgaard 
 [EMAIL PROTECTED]
 wrote:

  --
  [ Picked text/plain from multipart/alternative ]
  Rumor has it that a Source license is only 200k ;-)
 
  /ProZak
 
 
  On 30/01/2008, Matt Stafford [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   'You send valve a check for $1 mil and you get the source code
  for
 it.'
   Or, send Epic a check for 850k and get an Unreal 3 license ;)
  
   On Jan 31, 2008 9:15 AM, Ben Mears [EMAIL PROTECTED]
 wrote:
  
--
[ Picked text/plain from multipart/alternative ]
H.interesting. I'll have to try that. Thanks for the
  suggestion.
   
On Jan 30, 2008 1:23 PM, Julian Moschüring [EMAIL PROTECTED]
   wrote:
   
 Well, citadelpart8.mdl from ep2 has 28000 polys and gives
  the
same
   error
 message in hammer:
 Too many verts for a dynamic buffer (4146824576) Tell a
 programmer
   to
 up VERTEX_BUFFER_SIZE.
 But it's in game so I guess it is only a limitation of
  hammer.
The
   model
 will propably load if set at runtime.
 -archy

 Jeremy wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Was just curious about polycount. I realize technically
  you
have
  too
 many
  vertices. If vertices were shared enough you could have
 a
large
   number
 of
  polygons with a smaller number of vertices, provided you
   don't
 run
into
 any
  limit on index buffer size that may be present. In this
  case
the
   error
 is
  clearly referring to the vertices. Are the vertices
 welded/merged
where
  appropriate to reduce them as much as possible without
 sacrificing
poly
  counts? I don't doubt such high poly models probably
 work,
   and
possibly
  pretty well if they are by themselves on a screen or
 with
little
   else.
 But
  those sort of poly counts in a typical mod that normally
  has
   a
   number
of
  players/npcs is going to degrade quickly. It all depends
   what
  you're
 doing.
  That degree of detail could fit your project if it's

Re: [hlcoders] winerror.h missing from EP2 code?

2008-01-24 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Install the platform sdk. Those files are part of that, not the HL2 SDK

On Jan 24, 2008 3:32 PM, Tero Knuutinen [EMAIL PROTECTED]
wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Okay, I started working on merging my mod to the new EP2 code, but after
 trying to compile I got error message of the header file winerror.hmissing.
 This was in achievmentmgr.h. I searched for the while but it was not
 anywhere in the files. I tried commenting the line away, but after that I
 got
 even more error messages of windows.h missing. I am using Visual C++
 Express
 edition.

 Tero
 --

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Re: [hlcoders] New update.

2008-01-14 Thread Jeremy D

I'm ganna guess it changes the need to specify the engine version as a
launch option. But who knows.

Jake Breen wrote:

Anyone know what this changes?


   * SDK Launcher now has a drop list of engine versions in addition to
 a drop list of games/mods. This eliminates the need to specify
 engine version as a launch option


From the latest steam update...no changes to source sdk on my side...

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Re: [hlcoders] CUtlVector*... Memory management?

2008-01-11 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
I haven't tried this with HL2, so I don't know how it would play with the
HL2 memory manager, but for memory leak detection, this is the best thing
since sliced bread for C++

http://www.codeproject.com/KB/applications/visualleakdetector.aspx

J

On Jan 11, 2008 10:58 AM, Jed [EMAIL PROTECTED] wrote:

 Well its C++ so I always thought it was a case that you *have* to
 properly release any memory you allocate. I usually stick a debug
 header at the top of all my code files so if theres any memory leaks
 it'll tell me where they are when the program exits.

 - Jed

 On 11/01/2008, Jamie Femia [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  That's what I'd like to know.. I'm not totally convinced that it's safe
 to
  just leave stuff in the memory.. perhaps a member of Valve staff can
  confirm?
 
  On Jan 11, 2008 6:28 PM, Minh [EMAIL PROTECTED] wrote:
 
   --
   [ Picked text/plain from multipart/alternative ]
   hmm.. I've gotten way with just calling
   RemoveAll()  on my CUTLVectors.
   Then when I add new elements, I believe it just overtakes the existing
   memory addresses of these previous elements that were in the vector.
 Mind
   you, my utlvectors typically never grow to be more than 20 elements.
  
   When Half-Life2 shuts down, does all of the memory allocations that
 were
   created during the game get deallocated automatically, so other
 programs
   can
   use them?
  
  
   - Original Message -
   From: Jamie Femia [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Friday, January 11, 2008 9:55 AM
   Subject: Re: [hlcoders] CUtlVector*... Memory management?
  
  
--
[ Picked text/plain from multipart/alternative ]
Then why is it that when I try and delete the elements it crashes
 the
game?
lol...
   
On Jan 11, 2008 5:37 PM, Tony omega Sergi [EMAIL PROTECTED]
 wrote:
   
--
[ Picked text/plain from multipart/alternative ]
you have to delete what you add. purging just removes the elements.
   
On Jan 11, 2008 11:35 AM, Jamie Femia [EMAIL PROTECTED] wrote:
   
 --
 [ Picked text/plain from multipart/alternative ]
 Am I right in assuming that if you have a vector of pointers,
 that
 point
 to
 things you create with new, you have to either call delete on
 each
 element
 or use PurgeAndDeleteElements()? Because that's what I've been
 using
   up
 until recently, where it seems that trying to delete elements
 from a
 pointer
 vector on destruction of whatever they are members of just causes
 the
game
 to crash with a memory error. Removing the calls to delete stop
 the
crash,
 but unless CUtlVector automatically cleans up your memory for
 you,
 won't
 this just create MASSIVE memory leaks?  As far as I knew,
 CUtlVector
 didn't
 magically look after your memory for you... was I wrong?

 J
 --

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Re: [hlcoders] CUtlVector*... Memory management?

2008-01-11 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Windows cleans up after an application that leaks memory, but yea you don't
want to purposely leave memory leaks. I'd venture a guess that it's not the
vector thats causing the crash but something else. Memory corruption, double
deletion, etc. If you are deleting and then calling a function where it
tries to delete again it will crash, and vice versa. I would treat it like
an std::vector, just remove the elements and do the deletions yourself.

On Jan 11, 2008 10:42 AM, Jamie Femia [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 That's what I'd like to know.. I'm not totally convinced that it's safe to
 just leave stuff in the memory.. perhaps a member of Valve staff can
 confirm?

 On Jan 11, 2008 6:28 PM, Minh [EMAIL PROTECTED] wrote:

  --
  [ Picked text/plain from multipart/alternative ]
  hmm.. I've gotten way with just calling
  RemoveAll()  on my CUTLVectors.
  Then when I add new elements, I believe it just overtakes the existing
  memory addresses of these previous elements that were in the vector.
 Mind
  you, my utlvectors typically never grow to be more than 20 elements.
 
  When Half-Life2 shuts down, does all of the memory allocations that were
  created during the game get deallocated automatically, so other programs
  can
  use them?
 
 
  - Original Message -
  From: Jamie Femia [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Friday, January 11, 2008 9:55 AM
  Subject: Re: [hlcoders] CUtlVector*... Memory management?
 
 
   --
   [ Picked text/plain from multipart/alternative ]
   Then why is it that when I try and delete the elements it crashes the
   game?
   lol...
  
   On Jan 11, 2008 5:37 PM, Tony omega Sergi [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   you have to delete what you add. purging just removes the elements.
  
   On Jan 11, 2008 11:35 AM, Jamie Femia [EMAIL PROTECTED] wrote:
  
--
[ Picked text/plain from multipart/alternative ]
Am I right in assuming that if you have a vector of pointers, that
point
to
things you create with new, you have to either call delete on
 each
element
or use PurgeAndDeleteElements()? Because that's what I've been
 using
  up
until recently, where it seems that trying to delete elements from
 a
pointer
vector on destruction of whatever they are members of just causes
 the
   game
to crash with a memory error. Removing the calls to delete stop the
   crash,
but unless CUtlVector automatically cleans up your memory for you,
won't
this just create MASSIVE memory leaks?  As far as I knew,
 CUtlVector
didn't
magically look after your memory for you... was I wrong?
   
J
--
   
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Re: [hlcoders] CUtlVector*... Memory management?

2008-01-11 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
I could be reading this wrong, but with this

*The pointers for this constructor are retrieved
from a class called CItemData which loads all items from a data file into a
CUtlVectorCItem* before the call to new CInvItem.  The CInventory
destructor calls delete on all m_vItems elements, before emptying the

*are you saying that 2 vectors both share pointers to the same objects?

J
*
vector. The CItemData destructor does the same for its vector of CItem*.*

On Jan 11, 2008 1:55 PM, Minh [EMAIL PROTECTED] wrote:

 ooh.. someone just got ownucted.

 just kidding :)

 - Original Message -
 From: Yahn Bernier [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Friday, January 11, 2008 1:26 PM
 Subject: RE: [hlcoders] CUtlVector*... Memory management?


  Well, when talking about a destructor the colloquial term is
  destructed.
 
  YMMV.
 
  Yahn
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jed
  Sent: Friday, January 11, 2008 1:03 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] CUtlVector*... Memory management?
 
  [pendantic englishman]
 
  *eye twitch* - its destroyed not destructed.
 
  [/pendantic englishman]
 
  On 11/01/2008, Yahn Bernier [EMAIL PROTECTED] wrote:
  If the element type is a pointer:
 
  CUtlVector CMyClass *  vecStuff;
 
  Then the underlying object will not be destructed, just the slot
  holding
  the ptr.
 
  If you do:
 
  CUtlVector CMyClass  vecStuff;
 
  Then the object gets desctructed (but you also have to worry about
  implementing a copy constructor or operator =, etc. etc.)
 
  Safest thing in the CUtlVector CMyClass *  case is to loop through
  the
  objects and call delete on each entry, and then call Purge/RemoveAll
  to
  free the memory used for the raw pointers.
 
  ~CUtlVector will automatically clean up the ptrs, but if you don't
  delete the objects in the CUtlVector CMyClass *  case then you'll
  have
  a leak.
 
  Yahn
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ronny
  Schedel
  Sent: Friday, January 11, 2008 11:50 AM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] CUtlVector*... Memory management?
 
  Why you don't look at the code itself? In Remove you can see the
  element
  will be destroyed by the Destruct function. The Destruct function
  calls
  the
  Destructor of the element.
 
  Best regards
 
  Ronny Schedel
 
 
   --
   [ Picked text/plain from multipart/alternative ]
   Am I right in assuming that if you have a vector of pointers, that
  point
   to
   things you create with new, you have to either call delete on each
   element
   or use PurgeAndDeleteElements()? Because that's what I've been using
  up
   until recently, where it seems that trying to delete elements from a
   pointer
   vector on destruction of whatever they are members of just causes
  the
  game
   to crash with a memory error. Removing the calls to delete stop the
  crash,
   but unless CUtlVector automatically cleans up your memory for you,
  won't
   this just create MASSIVE memory leaks?  As far as I knew, CUtlVector
   didn't
   magically look after your memory for you... was I wrong?
  
   J
   --
  
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[hlcoders] Steam account phishing

2007-12-31 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
I realize this isn't technically the proper place to post this, but I'm
doing it anyways. Got this PM today on steam

[A]utomated [S]upport: This is an automated message generated by Steam
account administration to help us verify the validity of your Steam account
ownership. Please respond with your account name, password, and
e-mail address which is registered to this account in the following format:
[Account]/[Password]/[E-mail]. Failure to comply with this request will
result in the immediate
suspension of your account until further notice.
Signed, The Steam Support Team
To contact us, email [EMAIL PROTECTED]

These guys being the retards they are didn't even bother trying to cover it
up very well. Their steam id page (
http://steamcommunity.com/profiles/76561197995397387) shows them as mygot
douchebags. Valve should just ban the entire clan rosters steam accounts for
these idiots.

Anyways, do with this what you will.
--

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Re: [hlcoders] Proper mod versioning?

2007-12-10 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Haven't been modding long? Because mod versioning has generally been exposed
to the modders, such as in the Q3 engine. Foxbot didn't need versioning for
HL1, being server side only so I don't know if HL1 was missing the
functionality too.

From the Q3 source
// check version
s = CG_ConfigString( CS_GAME_VERSION );
if ( strcmp( s, GAME_VERSION ) ) {
   CG_Error( Client/Server game mismatch: %s/%s, GAME_VERSION, s );
}

Appreciate the responses, but none of them really address the core issue.
That being that there doesn't appear to be any exposed versioning support. A
proper solution shouldn't be that difficult to add. The entire point of this
question for valve is that they have the ability to add something relatively
easily and more 'proper' than any of the do it yourself solutions mentioned
thus far. Notifying them that theres a more recent version doesn't solve our
problem. As I already mentioned, our clients are generally updated. It's a
number of the servers who are slow to update. It's a little late to change
game folders for each version change(and a hack as well). Nowhere do I
expect valve to provide update notification to clients.

Servers being generally unattended kinda ruin the usefulness of a nag
message, and I'd question how useful a command line nag message would even
be on the server side. To me the only real solution is real versioning.
Clients should not see nor be able to join incompatible servers, period.
It's common sense. Given that versioning depends very much on the mod, there
should be a hook for that provided somewhere in the mod, like quake 3 did
8-9 years ago. Until then each release of a mod does significant damage to
itself with user frustrations of not knowing what servers on a long list of
them is compatible. Frustrated users don't stick with a game long.

A response from Valve would be most useful. How does Valve do it? Maybe
there's some way that hasn't been mentioned yet.

J

On Dec 10, 2007 5:07 AM, Tobias Kammersgaard [EMAIL PROTECTED]
wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Why not make some sort of huge label, element or whatever on the Main Menu
 screen that tells you if there's been released a new version (maybe a
 flashing sign that would annoy the crap out of the users ;D)?

 Bet you could turn this into something usable :-)
 http://developer.valvesoftware.com/wiki/Custom_Menu_Screen

 /ProZak


 On 10/12/2007, Tony omega Sergi [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  The thing that gets me:
  Mod versioning has been up to the mod author for the past 11-12
  years..without problem..
  yet now it's all of a sudden an issue..
  -Tony
 
  On Dec 10, 2007 1:13 AM, Stephen Micheals [EMAIL PROTECTED]
  wrote:
 
   --
   [ Picked text/plain from multipart/alternative ]
   yes but the end effect is just about the same. (minus the wasted time
  the
   user spends loading/connecting to the game before the warning is
 shown)
  
   the idea i posted is just a simple method that should work, other
 fixes
   can
   be more complex then needed.
  
   a proper version system would be a hell of a lot better.
  
   On Dec 9, 2007 9:51 PM, Mark Chandler  [EMAIL PROTECTED] wrote:
  
Think they are talking about before that function ever gets called (
  i.e
   .
in
the processes of connecting)
   --
  
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Re: [hlcoders] Proper mod versioning?

2007-12-08 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Sorry for reviving this, but can I please get some sort of response from
Valve?

I'd imagine their updates probably never break netcode compatibility and
such, but is that to say there isn't the infrastructure to support game
compatibility breaking changes?

For whatever reason, a number of servers for our mod still haven't updated
to the latest version, clients go through several attempts at joining
servers, only to error out, before finding one that works. As you can
imagine it really destroys the player perception of a mod when we can't do
fundamentally basic things like differentiate versions between one another.
That includes only showing clients servers compatible with their version,
and giving meaningful error messages to them if they do somehow try to join
one.

Valve, please throw something into this discussion. Surely the need is
obvious.

J

On Nov 22, 2007 1:28 AM, Julian Moschüring [EMAIL PROTECTED] wrote:

 Most recent example would be Garry's Mod.
 Valve gets money, the mod community gets more popular, the sdk
 improves... everyone is happy. Where is the point of this discussion?

 Adam Maras (memzero) wrote:
  It wasn't on the Source engine a long time ago. It also wasn't owned by
  VALVe a long time ago.
 
  //   Adam Maras (memzero)
 
  Kori wrote:
  It was along time ago.
  - Original Message -
  From: Nick [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Wednesday, November 21, 2007 7:14 PM
  Subject: Re: [hlcoders] Proper mod versioning?
 
 
  CS isn't free...
 
  On Nov 21, 2007 5:57 PM, Slash [EMAIL PROTECTED] wrote:
  Ha! Valve hasn't made money off of mods? Have you lost your marbles?
 
  http://www.steampowered.com/v/index.php?area=stats
 
  See that Counter-Strike thing there at the top? That's a mod. Not
  only did it bring in great revenue by itself once Valve adopted it,
  but it also made Steam a legitimate and popular platform. Valve
  wouldn't be in the position they are right now without HL1 mods and
  millions and million of people playing them. With appropriate
  resources, anyone can make a platform like Steam- The problem is
  getting people to use it. HL1 mods are what got people using Steam.
  People = Money. And now it has tons of games and that is very
  beneficial to Valve. And it's not just CS- There are a ton of mods
  throughout the years that contributed to the success of Valve's online
  presence. Without the strong mod community in HL1, I would fancy a
  guess that Steam would either not exist or would be an irrelevancy.
 
 
  On Nov 21, 2007 6:36 PM, Nick [EMAIL PROTECTED] wrote:
   Now before people get upset. Valve helps mods a great deal, but
   clearly it isn't their top priority, nor should it be.
  
  
   On Nov 21, 2007 5:35 PM, Nick [EMAIL PROTECTED] wrote:
Since when did Valve ever make money off free mods? I really see
 no
reason for Valve to help mods that could and probably do compete
against Valve products?
   
   
On Nov 21, 2007 12:04 PM,  [EMAIL PROTECTED] wrote:
 Indeed, that example falls in to the category of new version
 interpretations, or client/server havoc from differing
  incompatible
 code bases.  I think we (and all the other modders out there)
  are in
 violent agreement on this one.

 It's just a question at this point as to what Valve's planning
  to do
 about it, since it's really out of the modders hands to have a
 reasonable solution here.



 At 2007/11/20 12:48 PM, Jeremy wrote:
 It was a simple example, but it illustrates the trivial
  nature of
 what
 it needs, which is simply a way for the engine to ask the mod
  for a
 version number. Same thing as your example. It doesn't mean it
 corresponds to the public release version number, just breaking
 changes would need to change that, and not just class table
  changes
 or
 user messages. Anything that alters the behavior of a game
 entities,
 like our FF 1.1 to 1.11 we tweaked the assault cannon spinup
  time.
 While technically not a breaking change in the sense that
  clients
 can
 join 1.1 servers and not get an error, the different values on
  each
 side result in awkward behavior, and the newer client would
  appear
 to
 be shooting ineffectively earlier if the server was still
  using the
 longer spinup time. It's not just a way to catch table
  mismatches
 early, it's a way to keep client and servers in sync, and more
 importantly, give clients an error message that means
 something.
 There's no alternative to doing this but for the engine to ask
  the
 mod. It's a bit short sighted that something like that doesn't
 already
 exist.
 
 J
 
 On Nov 20, 2007 9:53 AM,  [EMAIL PROTECTED]
  wrote:
  Your example is a bit misleading as to what would be
  needed.  You
  shouldn't include version numbers in the description

Re: [hlcoders] Any Source 2007 code update?

2007-11-26 Thread Jeremy D

This is Valve we're talking about. They don't release things till they
think it's perfect. And I know what you mean. I have an entire mod on
hold as well.

Joel R. wrote:

Is there any news regarding the delays for the Source 2007 sdk code to
be released?  I've put the entire mod on hold until it gets released
as I expected it to be rather soon.  There has been complete silence
lately regarding what's happening or what's needed to happen to roll
it out to us folks that are waiting.  I'd rather get a rough draft now
to begin the implementation than blindly wait months for it to be
released and be taken by suprise to begin the long merging process.

Any news would be appreciated, thanks!

-Joel

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Re: [hlcoders] Proper mod versioning?

2007-11-20 Thread Jeremy
It was a simple example, but it illustrates the trivial nature of what
it needs, which is simply a way for the engine to ask the mod for a
version number. Same thing as your example. It doesn't mean it
corresponds to the public release version number, just breaking
changes would need to change that, and not just class table changes or
user messages. Anything that alters the behavior of a game entities,
like our FF 1.1 to 1.11 we tweaked the assault cannon spinup time.
While technically not a breaking change in the sense that clients can
join 1.1 servers and not get an error, the different values on each
side result in awkward behavior, and the newer client would appear to
be shooting ineffectively earlier if the server was still using the
longer spinup time. It's not just a way to catch table mismatches
early, it's a way to keep client and servers in sync, and more
importantly, give clients an error message that means something.
There's no alternative to doing this but for the engine to ask the
mod. It's a bit short sighted that something like that doesn't already
exist.

J

On Nov 20, 2007 9:53 AM,  [EMAIL PROTECTED] wrote:
 Your example is a bit misleading as to what would be needed.  You shouldn't 
 include version numbers in the description of the mod.  You can always just 
 add an sv_version cvar if you want a stringified representation of the 
 version.

 The version that the srcds.exe/HL2.exe closed-source side of things would be 
 concerned with would only be incremented when the new version was not 
 backwards-compatible with the old version.  Usually this would occur when 
 class tables changed.  It might also occur if usermessages needed to be 
 interpreted differently, or perhaps if there were a critical bug of some sort 
 in a client previous version and you wanted to prevent it from connecting to 
 a new server and causing havoc.  If the compatibility_version of the server 
 differed from the client, then it would just pop up a message with a link to 
 the manual or developer_url websites as defined in gameinfo.txt.

 ConVar sv_version(sv_version, v6.1a beta);
 void GameRules::GetGameDescription(char* description, int 
 compatibility_version)
 {
description = My Mod;
compatibility_version = 4;
 }


 Another possibility would be to leverage some of the sv_pure functionality to 
 allow for specification of a list of sha1sums of acceptable 
 client.dll/server.dll on the client, for a given version of the server.  The 
 only downside there would be that you'd need to inform server hosts to add a 
 new sha1sum to their server list every time a new client version was released.




 At 2007/11/17 02:05 PM, Jeffrey \botman\ Broome wrote:
 Jorge Rodriguez wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 On 11/17/07, Jeremy [EMAIL PROTECTED] wrote:
 It's a bit hard to believe something so trivial as client-server
 versioning
 
 
 ... trivial?
 
 I don't know where you got that idea.
 
 It could be trivial if GameRules::GetGameDescription() returned a
 version number as well as a string...
 
 GameRules::GetGameDescription(char *Description, int *Version)
 {
strcpy(Description, My Mod v.83);
*Version = 83;
 }
 
 The client would also need some way to return the version number to the
 engine so that it could check this when displaying servers (filtering
 out servers that weren't running the same version as the client).
 
 --
 Jeffrey botman Broome
 
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Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Jeremy
It's a bit hard to believe something so trivial as client-server
versioning, with a useful error message isn't already supported in
some form. Without blocking the game on your own http version queries
or something. It ought to be as simple as the server checking the
client version matches. Not all servers stay up to date, so simple
nagging users they aren't on the latest version isn't useful. It
should work for clients joining newer or older servers. if client
version != server version show useful message. I was under the
impression that the engine errors out with the class table error stuff
before the user code has a chance to do something like this, which
means it would need to be have engine level support.

On Nov 17, 2007 10:57 AM, Tony omega Sergi [EMAIL PROTECTED] wrote:
 whiel I'm not looking, I can only assume the [BETA] tihng is because
 he's returning the game name as
 Garry's Mod [BETA]
 from GameRules::GetGameDescription()


 On Nov 17, 2007 1:48 PM,  [EMAIL PROTECTED] wrote:
  Yes, now that would be possible, but perhaps misleading in some scenarios.  
  (It would of course require the mod author to maintain some 
  globally-available server with the latest version, and then write the 
  client code to do that check.)
 
  It's a slightly different scenario though than the one originally 
  described, though.  For instance if you had a beta version as mentioned 
  below, you wouldn't get that message when on beta and connecting to 
  non-beta, or you would get it erroneously when not on beta, etc.
 
 
 
 
  At 2007/11/17 12:40 PM, Christopher Harris wrote:
  Or in the dll init function check for new version then display a message 
  box
  saying there is a new version out.
  - Original Message -
  From: Adam Maras (memzero) [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Saturday, November 17, 2007 1:34 PM
  Subject: Re: [hlcoders] Proper mod versioning?
  
  
  Well pardon my lack of knowledge on the situation, but couldn't you:
  1. Set a version constant in the code
  2. Check to see if the server and connecting client's version match
  3. If they don't, disconnect with a custom message?
  
  Could all this occur before class table checking, like right on connect?
  
  //   Adam Maras (memzero)
  
  [EMAIL PROTECTED] wrote:
  Well, you can always put the version number in the name of the server,
  which may be what he's doing?
  
  Really though what you want, per previous discussions, is a way to alert
  users to the existence of a new version when they try to connect and fail.
  And ideally a way to seamlessly perform the update via Steam.
  
  At 2007/11/17 11:54 AM, Adam Maras (memzero) wrote:
  
  Garry's Mod beta (somehow) has [BETA] preceding the Game column contents
  in the server, if I'm correct. Perhaps you could put the version in that
  data field so that people can look specifically for servers of their
  version.
  
  //   Adam Maras (memzero)
  
  [EMAIL PROTECTED] wrote:
  
  For what it's worth the last few times I asked this, the answer was
  basically no.
  
  At 2007/11/15 10:39 AM, Jeremy wrote:
  
  
  Is there a way to do proper mod versioning?
  
  Disconnect: Server uses different class tables. isn't a very useful
  error message when clients try to join wrong version servers.
  
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Re: [hlcoders] Team Fortress 2 Critical Hits

2007-11-16 Thread Jeremy
That'd be nice. I hate crits in tf2.

On Nov 16, 2007 1:02 PM, George Devgru Seal [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Any possibility of seeing critical hits as a server-side variable? Perhaps
 through a third-party module for servers, or even in an upcoming patch?

 Thanks
 -Devgru
 __
 Devgru Seal
 - PC Geek -
 » June 1st: HL2:Episode 1 Release «
 » October 9th, 2007: The Orange Box Release «
 --

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[hlcoders] Proper mod versioning?

2007-11-15 Thread Jeremy
Is there a way to do proper mod versioning?

Disconnect: Server uses different class tables. isn't a very useful
error message when clients try to join wrong version servers.

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Re: [hlcoders] sv_pure broken for mods?

2007-10-29 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
I'll try that and get back to you.

On 10/26/07, Mike Dussault [EMAIL PROTECTED] wrote:

 Does the problem happen if you make an hl2mp map with a cycler using
 that caltrop model, then run an hl2mp linux server with that whitelist?
 If so, send me email directly with the (hl2mp) .vmf file, caltrop model
 files, and both (good and bad) whitelists and I should be able to repro
 and fix it here.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
 Sent: Thursday, October 25, 2007 7:25 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] sv_pure broken for mods?

 --
 [ Picked text/plain from multipart/alternative ] Some more info that may
 be useful. Finally got hlds updated via hldsupdate tool so I can try to
 test locally. Seems to work perfectly fine for a windows server. I can
 join as a client with or without the +check_crc from the grenade line,
 as I would expect to be able to do. This appears to be isolated to the
 linux server, as it is the only server we are having trouble with at the
 moment(and admittedly the only server we've tried so far to get it
 working on).

 Jeremy

 On 10/25/07, Jeremy [EMAIL PROTECTED] wrote:
 
  Mike, we did some testing last night to try and get pure working and
  here's what we found out.
 
  With the whitelist set up as
 
 materials\...   allow_from_disk
 materials\effects\...   allow_from_disk+check_crc
 models\...  allow_from_disk
 models\player\... allow_from_disk+check_crc
 models\grenades\...   allow_from_disk+check_crc
 models\projectiles\...  allow_from_disk+check_crc
 models\flag\... allow_from_disk+check_crc
 shaders\... allow_from_disk+check_crc
 sound\...   allow_from_disk
 sound\sound\player\footsteps\...   allow_from_disk+check_crc
 sound\buildable\sentry\sg_scan1allow_from_disk+check_crc
 sound\buildable\sentry\sg_scan2allow_from_disk+check_crc
 
  The clients were getting booted with this error:
 
  Disconnect: Pure server: client has loaded extra file
  [GAME]\models/grenades\caltrop\caltrop_holster.mdl. File must be
  removed to play on this server..
 
  The server both has this file and should be precaching it like
  everything else. Oddly, even if I changed the grenades line to not crc
 like:
  models\grenades\...allow_from_disk
  it was still booting clients with the same error.
 
  According to http://developer.valvesoftware.com/wiki/Pure_Servers
  under stacking, the way I'm attempting to do the models folder should
  be fine, so it appears there might be 2 problems.
 
  1) Why was it booting when the grenades hierarchy was not set to
  +check_crc?
  2) Why was it booting at all when the file both exists and matches on
  both sides, and it
 
  Was able to join without getting booted if I removed all the model
  lines in the pure server file for now.
 
  Is there something wrong with this?
 
 models\... allow_from_disk
 models\player\...  allow_from_disk+check_crc
 models\grenades\...allow_from_disk+check_crc
 models\projectiles\... allow_from_disk+check_crc
 models\flag\...allow_from_disk+check_crc
 
  Even without crcing the grenades line it was complaining of the file
  under the grenades folder.
 
  sv_pure 1 on a listen server works with this defined. I'm downloading
  a windows srds to test.
 
  sv_precacheinfo shows the model on a listen server, which is expected
  I suppose since it works.
 
  117:  models/grenades/caltrop/caltrop_holster.mdl (RES_FATALIFMISSING
 |
  RES_PRELOAD):never used
 
  Why would we be having this problem on a linux server ?
 
  It's being precached properly as far as I know.
 
  #define CALTROPGRENADE_MODEL_HOLSTER
  models/grenades/caltrop/caltrop_holster::mdl
  void CFFGrenadeCaltrop::Precache()
  {
  PrecacheModel( CALTROPGRENADE_MODEL_HOLSTER );
  BaseClass::Precache();
  }
 
  If we delete this model from the client as the error suggests it
  complains about other models.
 
  Anything I can do to debug this issue? It would be nice to get pure
  working, but this bug is being a pain.
 
  Jeremy
 
  On 10/15/07, Mike Dussault [EMAIL PROTECTED] wrote:
  
   sv_pure works for windows and linux servers.
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto: [EMAIL PROTECTED] On Behalf Of Jeremy
   Sent: Monday, October 15, 2007 1:06 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] sv_pure broken for mods?
  
   --
   [ Picked text/plain from multipart/alternative ] I was running a
   windows server at the time for my test. Does sv_pure work on windows

   servers as well? I got it from the hldsupdate tool. I'm not familiar

   with what goldsrc is.
  
   On 10

Re: [hlcoders] sv_pure broken for mods?

2007-10-26 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
It's a model.

On 10/25/07, Andrew Timson [EMAIL PROTECTED] wrote:

 On 10/25/07, Jeremy [EMAIL PROTECTED] wrote:

  Some more info that may be useful. Finally got hlds updated via
 hldsupdate
  tool so I can try to test locally. Seems to work perfectly fine for a
  windows server. I can join as a client with or without the +check_crc
 from
  the grenade line, as I would expect to be able to do. This appears to be
  isolated to the linux server, as it is the only server we are having
 trouble
  with at the moment(and admittedly the only server we've tried so far to
 get
  it working on).

 Are the files in question text or binary? If they're text, then your
 FTP client likely changed all the line endings when uploading it to
 the server, meaning that the file will have a different checksum than
 the original file.

 --
 Andrew Timson
 ==
 Niceness is the greatest human flaw, except for all the others.
 --Brendan Moody

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Re: [hlcoders] sv_pure broken for mods?

2007-10-25 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Mike, we did some testing last night to try and get pure working and here's
what we found out.

With the whitelist set up as

   materials\...allow_from_disk
   materials\effects\...
allow_from_disk+check_crc
   models\...allow_from_disk
   models\player\...
allow_from_disk+check_crc
   models\grenades\...
allow_from_disk+check_crc
   models\projectiles\...
allow_from_disk+check_crc
   models\flag\...
allow_from_disk+check_crc
   shaders\...
allow_from_disk+check_crc
   sound\...allow_from_disk
   sound\sound\player\footsteps\...
allow_from_disk+check_crc
   sound\buildable\sentry\sg_scan1
allow_from_disk+check_crc
   sound\buildable\sentry\sg_scan2
allow_from_disk+check_crc

The clients were getting booted with this error:

Disconnect: Pure server: client has loaded extra file
[GAME]\models/grenades\caltrop\caltrop_holster.mdl. File must be removed to
play on this server..

The server both has this file and should be precaching it like everything
else. Oddly, even if I changed the grenades line to not crc like:
models\grenades\...allow_from_disk
it was still booting clients with the same error.

According to http://developer.valvesoftware.com/wiki/Pure_Servers under
stacking, the way I'm attempting to do the models folder should be fine, so
it appears there might be 2 problems.

1) Why was it booting when the grenades hierarchy was not set to +check_crc?
2) Why was it booting at all when the file both exists and matches on both
sides, and it

Was able to join without getting booted if I removed all the model lines in
the pure server file for now.

Is there something wrong with this?

   models\...allow_from_disk
   models\player\...
allow_from_disk+check_crc
   models\grenades\...
allow_from_disk+check_crc
   models\projectiles\...
allow_from_disk+check_crc
   models\flag\...
allow_from_disk+check_crc

Even without crcing the grenades line it was complaining of the file under
the grenades folder.

sv_pure 1 on a listen server works with this defined. I'm downloading a
windows srds to test.

sv_precacheinfo shows the model on a listen server, which is expected I
suppose since it works.

117:  models/grenades/caltrop/caltrop_holster.mdl (RES_FATALIFMISSING |
RES_PRELOAD):never used

Why would we be having this problem on a linux server ?

It's being precached properly as far as I know.

#define CALTROPGRENADE_MODEL_HOLSTER
models/grenades/caltrop/caltrop_holster::mdl
void CFFGrenadeCaltrop::Precache()
{
PrecacheModel( CALTROPGRENADE_MODEL_HOLSTER );
BaseClass::Precache();
}

If we delete this model from the client as the error suggests it complains
about other models.

Anything I can do to debug this issue? It would be nice to get pure working,
but this bug is being a pain.

Jeremy

On 10/15/07, Mike Dussault [EMAIL PROTECTED] wrote:

 sv_pure works for windows and linux servers.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
 Sent: Monday, October 15, 2007 1:06 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] sv_pure broken for mods?

 --
 [ Picked text/plain from multipart/alternative ] I was running a windows
 server at the time for my test. Does sv_pure work on windows servers as
 well? I got it from the hldsupdate tool. I'm not familiar with what
 goldsrc is.

 On 10/15/07, Mike Dussault [EMAIL PROTECTED] wrote:
 
  Are you running a goldsrc server? sv_pure should be there in a Source
  Linux server.
 
  As far as sv_pure with mods, it was designed to work with mods and I
  just verified it. Made a fresh mod, build a map with a custom
  material, connected with sv_pure 1, modified the material on the
  client side, connected again, and the server booted me.
 
  sv_pure 2 and sv_pure 1 work virtually the same. sv_pure 2 just
  hardcodes the whitelist to look like this:
 
  
  {
  sound\... from_steam
  models\... from_steam
  materials\... from_steam
  }
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Mulchman
  Sent: Thursday, October 04, 2007 10:49 AM
  To: hlcoders@list.valvesoftware.com
  Subject: RE: [hlcoders] sv_pure broken for mods?
 
  We also have the issue where typing sv_pure on a linux server from
  inside the 'console' saying Unknown command sv_pure...
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
  Sent: Thursday, October 04, 2007 09:21
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] sv_pure broken for mods?
 
  --
  [ Picked text/plain from multipart/alternative ] Anyone manage to get
  sv_pure working for mods?
 
  I've defined a pure_server_whitelist.txt properly as far as I can
  tell, I enable pure

Re: [hlcoders] Adding downloads via downloadables table

2007-10-19 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
I read you the first time, and like I said, that's not a solution for how we
use map scripting. I would like a real solution from Valve. Blocking lua
files from downloading across all mods because of one mod was a pretty rash
decision, and one that should be reversed and left up to each mod to filter
file extensions as desired. engine-DisallowDownload(extension) or something
simple like that. Had this problem been identified before we released we
might have worked around it by using a different extension, ff_lua or
something. But post release, and after there is a number of 3rd party maps
already in the wild, we need to be able to accommodate lua files.


On 10/19/07, Mark Chandler [EMAIL PROTECTED] wrote:

 Add it to the bsp using pakrat

 On Oct 19, 2007, at 2:10 PM, Jeremy [EMAIL PROTECTED] wrote:

  --
  [ Picked text/plain from multipart/alternative ]
  We use lua to go along with our maps, and I'm trying to get the
  server to
  automatically send the lua files to the clients like it already does
  the
  maps. After messing with it a bit trying to get it to work, I tried
  a text
  file and it worked, so it appears that lua files are filtered/
  excluded from
  being able to be downloaded. Is there any way to get around this? In
  our mod
  at least, the map files are incomplete without the lua files, so the
  clients
  can start their own server with the maps unless they get the lua
  files from
  somewhere else. Obviously that's not practical when it would be best
  if we
  could get the engine to send them the lua file as well. There a way
  to do
  this?
 
  J
  --
 
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Re: [hlcoders] Adding downloads via downloadables table

2007-10-19 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Lua is as safe as you make it, as is any scripting language. It's up to the
developer to limit what sort of access it can have to the mod/system. Our
map scripts aren't dynamically executable, they are server side only. We
don't have any such thing as client side lua. However, the server sending
the maps to the clients leave them with a useless map unless they also have
the script. They won't be able to host the map themselves, run around in a
listen server, etc. Blocking *.lua is a hack. If a mod supports lua and
leave the default bindings wide open to open/edit files in arbitrary
directories then yes it will be abused. Like I said, it's as safe as you
want to make it. I'm not familiar with how it was being abused in garrys
mod, and it doesn't really matter to me, because we need to be able to send
them in a reasonable fashion(not hacking around it by making up some new
extension, using txt files, or packing them in the bsp or something). I
would still like an official answer on this please.

Jeremy

On 10/19/07, Kevin Ottalini [EMAIL PROTECTED] wrote:

 Jeremy,
 Downloading dynamic execuatble /scriptable files to clients from
 servers
 is always a big no no since they can be (and will be) abused.

 From the documentation, lua does not appear to be a safe solution.



 - Original Message -
 From: Jeremy
 To: hlcoders@list.valvesoftware.com
 Sent: Friday, October 19, 2007 10:56 AM
 Subject: Re: [hlcoders] Adding downloads via downloadables table


  I read you the first time, and like I said, that's not a solution for
 how
  we
  use map scripting. I would like a real solution from Valve. Blocking lua
  files from downloading across all mods because of one mod was a pretty
  rash
  decision, and one that should be reversed and left up to each mod to
  filter
  file extensions as desired. engine-DisallowDownload(extension) or
  something
  simple like that. Had this problem been identified before we released we
  might have worked around it by using a different extension, ff_lua or
  something. But post release, and after there is a number of 3rd party
 maps
  already in the wild, we need to be able to accommodate lua files.
 
 
  On 10/19/07, Mark Chandler  wrote:
 
  Add it to the bsp using pakrat
 
  On Oct 19, 2007, at 2:10 PM, Jeremy  wrote:
 
   We use lua to go along with our maps, and I'm trying to get the
   server to
   automatically send the lua files to the clients like it already does
   the
   maps. After messing with it a bit trying to get it to work, I tried
   a text
   file and it worked, so it appears that lua files are filtered/
   excluded from
   being able to be downloaded. Is there any way to get around this? In
   our mod
   at least, the map files are incomplete without the lua files, so the
   clients
   can start their own server with the maps unless they get the lua
   files from
   somewhere else. Obviously that's not practical when it would be best
   if we
   could get the engine to send them the lua file as well. There a way
   to do
   this?
  
   J


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Re: [hlcoders] Adding downloads via downloadables table

2007-10-19 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Wtf, what kind of viruses were built with lua that couldn't be addressed
on the mod side, like disabling file IO or limiting it to certain folders
etc. Seems stupid to me to just block a file extension like that. Valve, is
there a way to get around that filter without renaming our many many lua
files to a different extension or packing them with the bsp? We share a
number of common scripts in addition to the map script itself. Packing them
with the bsp isn't practical for how we are using them.

On 10/19/07, Mark Chandler [EMAIL PROTECTED] wrote:

 Use pakrat and add it to the bsp file :P

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Spencer
 'voogru'
 MacDonald
 Sent: Friday, October 19, 2007 4:43 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Adding downloads via downloadables table

 Send the lua files as a txt file then rename it on the client perhaps?

 - voogru.

 -Original Message-
 From: Jeremy [mailto:[EMAIL PROTECTED]
 Sent: Friday, October 19, 2007 2:11 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Adding downloads via downloadables table

 --
 [ Picked text/plain from multipart/alternative ]
 We use lua to go along with our maps, and I'm trying to get the server to
 automatically send the lua files to the clients like it already does the
 maps. After messing with it a bit trying to get it to work, I tried a text
 file and it worked, so it appears that lua files are filtered/excluded
 from
 being able to be downloaded. Is there any way to get around this? In our
 mod
 at least, the map files are incomplete without the lua files, so the
 clients
 can start their own server with the maps unless they get the lua files
 from
 somewhere else. Obviously that's not practical when it would be best if we
 could get the engine to send them the lua file as well. There a way to do
 this?

 J
 --

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 --
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.5.488 / Virus Database: 269.15.1/1078 - Release Date:
 10/18/2007
 5:47 PM


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Re: [hlcoders] Compiling under Visual Studio 2008

2007-10-17 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
It's not Vista only. I don't think it's reasonable to expect SDK support for
an IDE that is in beta and won't release for like another 4-5 months.
There's no reason for Valve to install a beta to compile new dependencies.

On 10/17/07, Michael Kramer [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 http://msdn2.microsoft.com/en-us/vstudio/aa700831.aspx

 Vista Only,
 --

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Re: [hlcoders] sv_pure broken for mods?

2007-10-15 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
I was running a windows server at the time for my test. Does sv_pure work on
windows servers as well? I got it from the hldsupdate tool. I'm not familiar
with what goldsrc is.

On 10/15/07, Mike Dussault [EMAIL PROTECTED] wrote:

 Are you running a goldsrc server? sv_pure should be there in a Source
 Linux server.

 As far as sv_pure with mods, it was designed to work with mods and I
 just verified it. Made a fresh mod, build a map with a custom material,
 connected with sv_pure 1, modified the material on the client side,
 connected again, and the server booted me.

 sv_pure 2 and sv_pure 1 work virtually the same. sv_pure 2 just
 hardcodes the whitelist to look like this:

 
 {
 sound\... from_steam
 models\... from_steam
 materials\... from_steam
 }


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mulchman
 Sent: Thursday, October 04, 2007 10:49 AM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] sv_pure broken for mods?

 We also have the issue where typing sv_pure on a linux server from
 inside the 'console' saying Unknown command sv_pure...

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
 Sent: Thursday, October 04, 2007 09:21
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] sv_pure broken for mods?

 --
 [ Picked text/plain from multipart/alternative ] Anyone manage to get
 sv_pure working for mods?

 I've defined a pure_server_whitelist.txt properly as far as I can tell,
 I enable pure stuff on the dedicated server

 sv_pure 1
 sv_pure_kick_clients 1
 sv_pure_trace 1

 I join the server with the client, and observe several things.

 First, on the client, if I type sv_pure it prints the description, along
 with The server is using sv_pure = 0 (no whitelist).

 which is wrong according to the server, which prints Current sv_pure
 value is 1.

 Second, the server didn't print out anything as a result of the
 sv_pure_trace 1 on this initial client join, am I missing something with
 this?

 I'm using hlds, as per
 http://www.srcds.com/db/engine.php?subaction=showfullid=1097362093 with
 our mod folder copied over.

 I can verify that the server is at least printing out the crc caching
 stuff.
 I can also verify that changing a file that is crc checked on the server
 has no effect on the clients ability to join, and there is also no
 resulting error message or kick as would be expected.

 Caching file CRCs for pure server...
 (Unique   ): [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vmt -
 3929000697
 (Unique   ): [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vtf -
 4191249401
 ...
 (Unique   ): [GAME]\materials\effects\water_highlight.vmt - 1986976483
 (Unique   ): [GAME]\materials\effects\yellowflare.vmt - 2841543358
 (Unique   ): [GAME]\materials\effects\yellowflare_noz.vmt - 2384634143
 ...

 (Unique   ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx80.vtx -
 2015996037
 (Unique   ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx90.vtx -
 2080765850
 (Unique   ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.mdl -
 2757397667
 ...
 Finished caching file CRCs for pure server in 10 seconds.

 So it appears to be working to some extent server side. My whitelist is
 pasted down below.

 whitelist
 {
//
// 3 modifiers are allowed on file specifications:
//
//   from_steam - only check the Steam cache for the file
 (ignore
 anything on disk)
//   allow_from_disk  - allow the file to come from disk
//   check_crc - used with allow_from_disk - server does CRC
 checks on the client's file to make sure it matches
//
//   The default modifier on all files is allow_from_disk. Thus, all
 files can come from disk and don't need CRC checks unless
//   allow_from_disk can be set at the same time as check_crc. Use
 the +
 character in between them to signify this: allow_from_disk+check_crc.


//
// Three types of file specifications:
//
//   1. directory\*.* - refers to all files under the
 directory
//   2. directory\... - refers to all files under the
 directory
 and all directories under that (recursively)
//   3. directory\filename  - refers to a single file


//
// By default, when in pure server mode, most content file types are
 only allowed to come from Steam.
//
materials\...allow_from_disk
materials\effects\...
 allow_from_disk+check_crc
models\...allow_from_disk
models\player\...
 allow_from_disk+check_crc
models\grenades\...
 allow_from_disk+check_crc
models\projectiles\...
 allow_from_disk+check_crc
models\flag\...
 allow_from_disk+check_crc
shaders\...
 allow_from_disk+check_crc
sound\...allow_from_disk
sound\sound\player

Re: [hlcoders] questions

2007-10-11 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Anyone know if the multi-core support in the EP2 engine is limited to duel
cores or will it take advantage of quad core as well?

On 10/11/07, Ondřej Hošek [EMAIL PROTECTED] wrote:

 On 11.10.07 19:05 Uhr, steven belmans wrote:
  Hi i was wondering :can you compile the source code on a pc thad dus not
  have hl2 on it ?
 
  like i will coppy all the src files to a nother pc and do the compile
  thare
  ??
 Sure. Just export the source code on the PC with the Source SDK tool (or
 GCFscape, if you're inclined thus), send it over to the machine where
 you want to build it and start the build. Note that this machine must be
 outfitted with assembler, compiler and linker for x86 machines (chances
 are if it's an x86, your development toolchain is too).

 However, to test the built libraries, you will have to send them back to
 a computer with HL2 (or, more precisely, Source SDK Base, since that's
 the engine the current SDK is using). Bear that in mind.
 
  also:
 
  is thare a stand alone version of hammer editor   (so you dont need
  steam)!!
 I don't think so -- not official, at least, and in pretty much any case
 never completely legal. I don't understand Valve's rationalization
 behind such a restricting move (why do you need to pay for a package
 with the Source SDK to be able to edit levels??), but I am not Valve.
 
  if thare is where can i download it

 ~~ Ondra

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[hlcoders] Poor performance

2007-10-10 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Started playing some Portal this morning, and noticed that performance is
absolutely abysmal for me. From my experience with modding I checked the
budget graph to see what the heck was killing the framerate, and like some
of the users of our mod(FF), who have also upgraded to the latest nvidia
drivers(which claim to improve TF2 performance), it destroys the performance
in other HL2 based games.

The +showbudget graph shows swap buffers and CViewRender::Render pegged when
the game runs like ass, which is about 70% of the time for me in portal. The
rest of the time the game runs fine.

Some users of Fortress Forever have reported this same problem after
upgrading their drivers for TF2 and then trying to come back and play FF,and
even HL2DM and CS:S

http://www.omni-bot.com/_misc/testchmb_a_01.jpg

I've not observed this issue in other games using these drivers yet, but I
wanted to bring this to Valves attention in case some change in TF2 that
these drivers take advantage of could be adversely effecting older HL2
engine games or something like that

Jeremy
--

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Re: [hlcoders] sv_pure broken for mods?

2007-10-05 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
So nobody has attempted to use sv_pure in their mods?

On 10/4/07, Jeremy [EMAIL PROTECTED] wrote:

 According to this http://developer.valvesoftware.com/wiki/Pure_Servers the
 whitelist is used to mark files and folders for crc checking. sv_pure 1
 shouldn't require steam cache files. sv_pure 2 limits pure checking to steam
 cache files, which is probably what all valve mods use, and possibly the
 reason they haven't noticed anything if it is indeed broken.

 On 10/4/07, Christopher Harris [EMAIL PROTECTED] wrote:
 
  I thought sv_pure worked where files of the client are compared to the
  server's files to ensure that the client is not changing files that
  would
  result in cheating without flagging vac. Like translucent textures etc.
 
 
  Chris
  - Original Message -
  From: Tony omega Sergi [EMAIL PROTECTED]
  To:  hlcoders@list.valvesoftware.com
  Sent: Thursday, October 04, 2007 1:40 PM
  Subject: Re: [hlcoders] sv_pure broken for mods?
 
 
   --
   [ Picked text/plain from multipart/alternative ]
   I could be wrong, but I was under the impression that sv_pure won't
  work
   for
   mods.
  
   we have no cache file, no 'base' to compare to.
  
  
   On 10/4/07, Jeremy [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   Anyone manage to get sv_pure working for mods?
  
   I've defined a pure_server_whitelist.txt properly as far as I can
  tell, I
   enable pure stuff on the dedicated server
  
   sv_pure 1
   sv_pure_kick_clients 1
   sv_pure_trace 1
  
   I join the server with the client, and observe several things.
  
   First, on the client, if I type sv_pure it prints the description,
  along
   with
   The server is using sv_pure = 0 (no whitelist).
  
   which is wrong according to the server, which prints
   Current sv_pure value is 1.
  
   Second, the server didn't print out anything as a result of the
   sv_pure_trace 1 on this initial client join, am I missing something
  with
   this?
  
   I'm using hlds, as per
   http://www.srcds.com/db/engine.php?subaction=showfullid=1097362093
  with
   our
   mod folder copied over.
  
   I can verify that the server is at least printing out the crc caching
   stuff.
   I can also verify that changing a file that is crc checked on the
  server
   has
   no effect on the clients ability to join, and there is also no
  resulting
   error message or kick as would be expected.
  
   Caching file CRCs for pure server...
   (Unique   ): [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vmt -
   3929000697
   (Unique   ): [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vtf -
   4191249401
   ...
   (Unique   ): [GAME]\materials\effects\water_highlight.vmt -
  1986976483
   (Unique   ): [GAME]\materials\effects\yellowflare.vmt - 2841543358
   (Unique   ): [GAME]\materials\effects\yellowflare_noz.vmt -
  2384634143
   ...
  
   (Unique   ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx80.vtx -
   2015996037
   (Unique   ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx90.vtx -
   2080765850
   (Unique   ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.mdl -
   2757397667
   ...
   Finished caching file CRCs for pure server in 10 seconds.
  
   So it appears to be working to some extent server side. My whitelist
  is
   pasted down below.
  
   whitelist
   {
  //
  // 3 modifiers are allowed on file specifications:
  //
  //   from_steam - only check the Steam cache for the file
   (ignore
   anything on disk)
  //   allow_from_disk  - allow the file to come from disk
  //   check_crc - used with allow_from_disk - server does
  CRC
   checks on the client's file to make sure it matches
  //
  //   The default modifier on all files is allow_from_disk. Thus,
  all
   files can come from disk and don't need CRC checks unless
  //   allow_from_disk can be set at the same time as check_crc. Use
  the
   +
   character in between them to signify this: allow_from_disk+check_crc.
  
  
  //
  // Three types of file specifications:
  //
  //   1. directory\*.* - refers to all files under the
   directory
  //   2. directory\... - refers to all files under the
   directory
   and all directories under that (recursively)
  //   3. directory\filename  - refers to a single file
  
  
  //
  // By default, when in pure server mode, most content file types
  are
   only
   allowed to come from Steam.
  //
  materials\...allow_from_disk
 
  materials\effects\...
   allow_from_disk+check_crc
 
  models\...allow_from_disk
  models\player\...
   allow_from_disk+check_crc
  models\grenades\...
   allow_from_disk+check_crc
  models\projectiles\...
   allow_from_disk+check_crc
  models\flag\...
   allow_from_disk+check_crc
  shaders

Re: [hlcoders] sv_pure broken for mods?

2007-10-05 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Sure, but of the stuff modders actually have control of, protecting your
assets so people cant replace your cloak shader with something stupidly
visible or bright skins for example, etc is still rather important.

Regarding those other things, does VAC actually do anything these days?

On 10/5/07, Nick [EMAIL PROTECTED] wrote:

 I cannot speak for most players, but most of the time, material
 hacks/cheats are the least concern to me. If you browse the cheating
 sites, you'll find tons of vac proof aimbots and wallhacks that work
 on any mod.

 On 10/5/07, Jeremy [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  So nobody has attempted to use sv_pure in their mods?
 
  On 10/4/07, Jeremy [EMAIL PROTECTED] wrote:
  
   According to this http://developer.valvesoftware.com/wiki/Pure_Serversthe
   whitelist is used to mark files and folders for crc checking. sv_pure
 1
   shouldn't require steam cache files. sv_pure 2 limits pure checking to
 steam
   cache files, which is probably what all valve mods use, and possibly
 the
   reason they haven't noticed anything if it is indeed broken.
  
   On 10/4/07, Christopher Harris [EMAIL PROTECTED] wrote:
   
I thought sv_pure worked where files of the client are compared to
 the
server's files to ensure that the client is not changing files that
would
result in cheating without flagging vac. Like translucent textures
 etc.
   
   
Chris
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To:  hlcoders@list.valvesoftware.com
Sent: Thursday, October 04, 2007 1:40 PM
Subject: Re: [hlcoders] sv_pure broken for mods?
   
   
 --
 [ Picked text/plain from multipart/alternative ]
 I could be wrong, but I was under the impression that sv_pure
 won't
work
 for
 mods.

 we have no cache file, no 'base' to compare to.


 On 10/4/07, Jeremy [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Anyone manage to get sv_pure working for mods?

 I've defined a pure_server_whitelist.txt properly as far as I can
tell, I
 enable pure stuff on the dedicated server

 sv_pure 1
 sv_pure_kick_clients 1
 sv_pure_trace 1

 I join the server with the client, and observe several things.

 First, on the client, if I type sv_pure it prints the
 description,
along
 with
 The server is using sv_pure = 0 (no whitelist).

 which is wrong according to the server, which prints
 Current sv_pure value is 1.

 Second, the server didn't print out anything as a result of the
 sv_pure_trace 1 on this initial client join, am I missing
 something
with
 this?

 I'm using hlds, as per

 http://www.srcds.com/db/engine.php?subaction=showfullid=1097362093
with
 our
 mod folder copied over.

 I can verify that the server is at least printing out the crc
 caching
 stuff.
 I can also verify that changing a file that is crc checked on the
server
 has
 no effect on the clients ability to join, and there is also no
resulting
 error message or kick as would be expected.

 Caching file CRCs for pure server...
 (Unique   ):
 [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vmt -
 3929000697
 (Unique   ):
 [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vtf -
 4191249401
 ...
 (Unique   ): [GAME]\materials\effects\water_highlight.vmt -
1986976483
 (Unique   ): [GAME]\materials\effects\yellowflare.vmt -
 2841543358
 (Unique   ): [GAME]\materials\effects\yellowflare_noz.vmt -
2384634143
 ...

 (Unique   ):
 [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx80.vtx -
 2015996037
 (Unique   ):
 [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx90.vtx -
 2080765850
 (Unique   ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.mdl -
 2757397667
 ...
 Finished caching file CRCs for pure server in 10 seconds.

 So it appears to be working to some extent server side. My
 whitelist
is
 pasted down below.

 whitelist
 {
//
// 3 modifiers are allowed on file specifications:
//
//   from_steam - only check the Steam cache for the
 file
 (ignore
 anything on disk)
//   allow_from_disk  - allow the file to come from disk
//   check_crc - used with allow_from_disk - server
 does
CRC
 checks on the client's file to make sure it matches
//
//   The default modifier on all files is allow_from_disk.
 Thus,
all
 files can come from disk and don't need CRC checks unless
//   allow_from_disk can be set at the same time as check_crc.
 Use
the
 +
 character in between them to signify this:
 allow_from_disk+check_crc

Re: [hlcoders] sv_pure broken for mods?

2007-10-05 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Yea that's partly why I emailed hlcoders. I'd hoped someone from Valve could
provide some information about it. No sense emailing directly what the
hlcoders community could benefit from knowing(or possible help with) as
well.

On 10/5/07, Nick [EMAIL PROTECTED] wrote:

 I don't know you should ask someone from Valve. They are smart

 On 10/5/07, Jeremy [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Sure, but of the stuff modders actually have control of, protecting your
  assets so people cant replace your cloak shader with something stupidly
  visible or bright skins for example, etc is still rather important.
 
  Regarding those other things, does VAC actually do anything these days?
 
  On 10/5/07, Nick [EMAIL PROTECTED] wrote:
  
   I cannot speak for most players, but most of the time, material
   hacks/cheats are the least concern to me. If you browse the cheating
   sites, you'll find tons of vac proof aimbots and wallhacks that work
   on any mod.
  
   On 10/5/07, Jeremy [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
So nobody has attempted to use sv_pure in their mods?
   
On 10/4/07, Jeremy [EMAIL PROTECTED] wrote:

 According to this
 http://developer.valvesoftware.com/wiki/Pure_Serversthe
 whitelist is used to mark files and folders for crc checking.
 sv_pure
   1
 shouldn't require steam cache files. sv_pure 2 limits pure
 checking to
   steam
 cache files, which is probably what all valve mods use, and
 possibly
   the
 reason they haven't noticed anything if it is indeed broken.

 On 10/4/07, Christopher Harris [EMAIL PROTECTED] wrote:
 
  I thought sv_pure worked where files of the client are compared
 to
   the
  server's files to ensure that the client is not changing files
 that
  would
  result in cheating without flagging vac. Like translucent
 textures
   etc.
 
 
  Chris
  - Original Message -
  From: Tony omega Sergi [EMAIL PROTECTED]
  To:  hlcoders@list.valvesoftware.com
  Sent: Thursday, October 04, 2007 1:40 PM
  Subject: Re: [hlcoders] sv_pure broken for mods?
 
 
   --
   [ Picked text/plain from multipart/alternative ]
   I could be wrong, but I was under the impression that sv_pure
   won't
  work
   for
   mods.
  
   we have no cache file, no 'base' to compare to.
  
  
   On 10/4/07, Jeremy [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   Anyone manage to get sv_pure working for mods?
  
   I've defined a pure_server_whitelist.txt properly as far as I
 can
  tell, I
   enable pure stuff on the dedicated server
  
   sv_pure 1
   sv_pure_kick_clients 1
   sv_pure_trace 1
  
   I join the server with the client, and observe several
 things.
  
   First, on the client, if I type sv_pure it prints the
   description,
  along
   with
   The server is using sv_pure = 0 (no whitelist).
  
   which is wrong according to the server, which prints
   Current sv_pure value is 1.
  
   Second, the server didn't print out anything as a result of
 the
   sv_pure_trace 1 on this initial client join, am I missing
   something
  with
   this?
  
   I'm using hlds, as per
  
   http://www.srcds.com/db/engine.php?subaction=showfullid=1097362093
  with
   our
   mod folder copied over.
  
   I can verify that the server is at least printing out the crc
   caching
   stuff.
   I can also verify that changing a file that is crc checked on
 the
  server
   has
   no effect on the clients ability to join, and there is also
 no
  resulting
   error message or kick as would be expected.
  
   Caching file CRCs for pure server...
   (Unique   ):
   [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vmt -
   3929000697
   (Unique   ):
   [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vtf -
   4191249401
   ...
   (Unique   ): [GAME]\materials\effects\water_highlight.vmt -
  1986976483
   (Unique   ): [GAME]\materials\effects\yellowflare.vmt -
   2841543358
   (Unique   ): [GAME]\materials\effects\yellowflare_noz.vmt -
  2384634143
   ...
  
   (Unique   ):
   [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx80.vtx -
   2015996037
   (Unique   ):
   [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx90.vtx -
   2080765850
   (Unique   ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.mdl
 -
   2757397667
   ...
   Finished caching file CRCs for pure server in 10 seconds.
  
   So it appears to be working to some extent server side. My
   whitelist
  is
   pasted down below.
  
   whitelist

[hlcoders] sv_pure broken for mods?

2007-10-04 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Anyone manage to get sv_pure working for mods?

I've defined a pure_server_whitelist.txt properly as far as I can tell, I
enable pure stuff on the dedicated server

sv_pure 1
sv_pure_kick_clients 1
sv_pure_trace 1

I join the server with the client, and observe several things.

First, on the client, if I type sv_pure it prints the description, along
with
The server is using sv_pure = 0 (no whitelist).

which is wrong according to the server, which prints
Current sv_pure value is 1.

Second, the server didn't print out anything as a result of the
sv_pure_trace 1 on this initial client join, am I missing something with
this?

I'm using hlds, as per
http://www.srcds.com/db/engine.php?subaction=showfullid=1097362093 with our
mod folder copied over.

I can verify that the server is at least printing out the crc caching stuff.
I can also verify that changing a file that is crc checked on the server has
no effect on the clients ability to join, and there is also no resulting
error message or kick as would be expected.

Caching file CRCs for pure server...
(Unique   ): [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vmt -
3929000697
(Unique   ): [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vtf -
4191249401
...
(Unique   ): [GAME]\materials\effects\water_highlight.vmt - 1986976483
(Unique   ): [GAME]\materials\effects\yellowflare.vmt - 2841543358
(Unique   ): [GAME]\materials\effects\yellowflare_noz.vmt - 2384634143
...

(Unique   ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx80.vtx -
2015996037
(Unique   ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx90.vtx -
2080765850
(Unique   ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.mdl - 2757397667
...
Finished caching file CRCs for pure server in 10 seconds.

So it appears to be working to some extent server side. My whitelist is
pasted down below.

whitelist
{
   //
   // 3 modifiers are allowed on file specifications:
   //
   //   from_steam - only check the Steam cache for the file (ignore
anything on disk)
   //   allow_from_disk  - allow the file to come from disk
   //   check_crc - used with allow_from_disk - server does CRC
checks on the client's file to make sure it matches
   //
   //   The default modifier on all files is allow_from_disk. Thus, all
files can come from disk and don't need CRC checks unless
   //   allow_from_disk can be set at the same time as check_crc. Use the +
character in between them to signify this: allow_from_disk+check_crc.


   //
   // Three types of file specifications:
   //
   //   1. directory\*.* - refers to all files under the directory
   //   2. directory\... - refers to all files under the directory
and all directories under that (recursively)
   //   3. directory\filename  - refers to a single file


   //
   // By default, when in pure server mode, most content file types are only
allowed to come from Steam.
   //
   materials\...allow_from_disk
   materials\effects\...
allow_from_disk+check_crc
   models\...allow_from_disk
   models\player\...
allow_from_disk+check_crc
   models\grenades\...
allow_from_disk+check_crc
   models\projectiles\...
allow_from_disk+check_crc
   models\flag\...
allow_from_disk+check_crc
   shaders\...
allow_from_disk+check_crc
   sound\...allow_from_disk
   sound\sound\player\footsteps\...
allow_from_disk+check_crc
   sound\buildable\sentry\sg_scan1
allow_from_disk+check_crc
   sound\buildable\sentry\sg_scan2
allow_from_disk+check_crc

   //
   // Allow custom player models. Don't do CRC checks on them because the
clients may all
   // have different custom models and the server won't have them all.
   //
   //models\player\... allow_from_disk
   //materials\models\player\...   allow_from_disk

   //
   // Allow custom spray decals.
   //
   materials\temp\... allow_from_disk
   materials\vgui\logos\...   allow_from_disk
   materials\vgui\logos\ui\...   allow_from_disk


   //
   // (Uncomment and edit these for mods).
   // Allow mod resources to come from disk.
   //
   // materials\mymod\...  allow_from_disk+check_crc
   // models\mymod\... allow_from_disk+check_crc
   // sound\mymod\... allow_from_disk+check_crc
}
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Re: [hlcoders] sv_pure broken for mods?

2007-10-04 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
According to this http://developer.valvesoftware.com/wiki/Pure_Servers the
whitelist is used to mark files and folders for crc checking. sv_pure 1
shouldn't require steam cache files. sv_pure 2 limits pure checking to steam
cache files, which is probably what all valve mods use, and possibly the
reason they haven't noticed anything if it is indeed broken.

On 10/4/07, Christopher Harris [EMAIL PROTECTED] wrote:

 I thought sv_pure worked where files of the client are compared to the
 server's files to ensure that the client is not changing files that would
 result in cheating without flagging vac. Like translucent textures etc.


 Chris
 - Original Message -
 From: Tony omega Sergi [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Thursday, October 04, 2007 1:40 PM
 Subject: Re: [hlcoders] sv_pure broken for mods?


  --
  [ Picked text/plain from multipart/alternative ]
  I could be wrong, but I was under the impression that sv_pure won't work
  for
  mods.
 
  we have no cache file, no 'base' to compare to.
 
 
  On 10/4/07, Jeremy [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Anyone manage to get sv_pure working for mods?
 
  I've defined a pure_server_whitelist.txt properly as far as I can tell,
 I
  enable pure stuff on the dedicated server
 
  sv_pure 1
  sv_pure_kick_clients 1
  sv_pure_trace 1
 
  I join the server with the client, and observe several things.
 
  First, on the client, if I type sv_pure it prints the description,
 along
  with
  The server is using sv_pure = 0 (no whitelist).
 
  which is wrong according to the server, which prints
  Current sv_pure value is 1.
 
  Second, the server didn't print out anything as a result of the
  sv_pure_trace 1 on this initial client join, am I missing something
 with
  this?
 
  I'm using hlds, as per
  http://www.srcds.com/db/engine.php?subaction=showfullid=1097362093with
  our
  mod folder copied over.
 
  I can verify that the server is at least printing out the crc caching
  stuff.
  I can also verify that changing a file that is crc checked on the
 server
  has
  no effect on the clients ability to join, and there is also no
 resulting
  error message or kick as would be expected.
 
  Caching file CRCs for pure server...
  (Unique   ): [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vmt -
  3929000697
  (Unique   ): [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vtf -
  4191249401
  ...
  (Unique   ): [GAME]\materials\effects\water_highlight.vmt - 1986976483
  (Unique   ): [GAME]\materials\effects\yellowflare.vmt - 2841543358
  (Unique   ): [GAME]\materials\effects\yellowflare_noz.vmt - 2384634143
  ...
 
  (Unique   ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx80.vtx -
  2015996037
  (Unique   ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx90.vtx -
  2080765850
  (Unique   ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.mdl -
  2757397667
  ...
  Finished caching file CRCs for pure server in 10 seconds.
 
  So it appears to be working to some extent server side. My whitelist is
  pasted down below.
 
  whitelist
  {
 //
 // 3 modifiers are allowed on file specifications:
 //
 //   from_steam - only check the Steam cache for the file
  (ignore
  anything on disk)
 //   allow_from_disk  - allow the file to come from disk
 //   check_crc - used with allow_from_disk - server does CRC
  checks on the client's file to make sure it matches
 //
 //   The default modifier on all files is allow_from_disk. Thus, all
  files can come from disk and don't need CRC checks unless
 //   allow_from_disk can be set at the same time as check_crc. Use
 the
  +
  character in between them to signify this: allow_from_disk+check_crc.
 
 
 //
 // Three types of file specifications:
 //
 //   1. directory\*.* - refers to all files under the
  directory
 //   2. directory\... - refers to all files under the
  directory
  and all directories under that (recursively)
 //   3. directory\filename  - refers to a single file
 
 
 //
 // By default, when in pure server mode, most content file types are
  only
  allowed to come from Steam.
 //
 materials\...allow_from_disk
 materials\effects\...
  allow_from_disk+check_crc

 models\...allow_from_disk
 models\player\...
  allow_from_disk+check_crc
 models\grenades\...
  allow_from_disk+check_crc
 models\projectiles\...
  allow_from_disk+check_crc
 models\flag\...
  allow_from_disk+check_crc
 shaders\...
  allow_from_disk+check_crc
 sound\...allow_from_disk
 sound\sound\player\footsteps\...
  allow_from_disk+check_crc
 sound\buildable\sentry\sg_scan1
  allow_from_disk+check_crc
 sound\buildable\sentry\sg_scan2

Re: [hlcoders] Plugin bot animations?

2007-10-02 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Back when I got server plugin based bots running they animated fine just as
a normal player would. They were running around in HL2:DM killing each other
and stuff.

How are you moving them around?

My old code is roughly

Assuming you have the bot manager interface and such

IBotController* pBotController = g_pBotManager-GetBotController(pEdict);

CBotCmd cmd;
// fill it in for movement
pBotController-RunPlayerMove(cmd);
pBotController-PostClientMessagesSent();

I haven't run my plugin in quite some time now. I've been waiting SDK
updates for bot support before going back to server plugins.

Jeremy


On 10/2/07, David Adams [EMAIL PROTECTED] wrote:

 Hi, so im adding bots into a hl2 multiplayer mod through a serverside
 plugin.  Using valves tutorial plugin you can add bots, and get them
 to move around and stuff.  it seems they are stuck in a single pose
 though. is it possible to get animations such as walking or holding a
 gun through the plugin, if so how?

 thanks

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[hlcoders] Loading woes

2007-09-28 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
We're getting users that have game freezing during the load phase of the
game. A number of them have reported having the same problem in TF2. I
myself have had this problem in the past as well. Both times I had this
problem the only way I could fix it was to reinstall steam and re-download
everything. Simply re-downloading the cache files didn't fix it, and at the
time I wasn't aware of the blob file delete trick to try. Also clearing
source sdk base and re-running to get fresh files didn't fix it. Supposedly
one of the recent TF2 updates recently improved the situation for a couple
of people, so I'm wondering if there was a load time bug found and fixed in
TF2 that still effects other mods? The first time it happened to me it was
at the end of the load bar, and steam would eat 100% cpu until I killed the
process. The second time it happened to me was at about the 50% mark.

What could steam possibly be doing when loading a 3rd party mod?

Now that we've released of course we're getting similar reports by some
users. Some are only getting it in FF, some are also seeing it in TF2. One
thing seems sure to me though, and that is that the problem is unlikely to
be in our mod, and seems more likely to be an engine or steam level thing.
This is quite a problem as there is really nothing we can do to debug what
is going on when this happens during the load phase. In most cases these
problems coincided with steam updates. The team made it a habit to run sdk
base after steam updates to 'refresh' the engine dlls and such, presumably
from the gcf files. This didn't always work though, and I was under the
impression that running games from the steam menu should in effect refresh
these files as part of the process.

Valve, is there any means by which we can debug these sorts of issues? Is
there any known load time problems and/or any that have been fixed since the
last sdk base update? Any information about this is appreciated.

Jeremy
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[hlcoders] sdk buffer overrun

2007-09-21 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Doesn't look harmful at the moment, but there's a buffer overrun in
SpectatorGUI.cpp I got the warning MSVC2005 in a fresh sdk checkout a while
back but forgot to mention anything till now.

In SpectatorGUI.cpp, CSpectatorGUI.Update

wchar_t playerText[ 80 ], playerName[ 64 ], health[ 10 ];
wcscpy( playerText, LUnable to find #Spec_PlayerItem* );
memset( playerName, 0x0, sizeof( playerName ) * sizeof( wchar_t ) );

doesn't need the * sizeof(wchar_t)

spectatorgui.cpp(508) : warning C4789: destination of memory copy is too
small

Presumably it's only overrunning to un-used stack space at the moment, but a
bug nonetheless, however minor.

J
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Re: [hlcoders] SDK Update heads up?

2007-09-20 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
How do you know he hasn't already sent the information to Valve? Those sort
of exchanges wouldn't be advertised to the mailing list. Your statements
were out of line and just plain wrong. It's poor taste to spout blatant BS
too, which is why you got called on it.

J

On 9/20/07, Nick [EMAIL PROTECTED] wrote:

  To Valve.  He's willing to email them privately to Valve, which is what
  everyone SHOULD do if they are aware of exploits

 I don't know why he hasn't done this yet.

 You, sir, are a moron and really aren't worth the time it took me to
 compose this email.

 If I had exploits, the first thing I would do would be to email Valve
 and give them all of the help I could in reproducing and fixing them.
 I wouldn't post on this mailing list about the numerous exploits I
 found, and refuse to offer assistance in fixing them(like keeper did).
 Personally, I find it very poor taste to call others names, especially
 when you are the one mistaken here, not me. I could say that your IQ
 is similar to your age, but I am not rude like that, and it would
 probably take you a few minutes to fully understand anyway.

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[hlcoders] studiorender.dll crash

2007-09-17 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
So we released FF, and things are going pretty well. As with any mod I'm
sure the flood of people having issues has begun. The most serious of the
issues we are seeing is frequent client crashes in studiorender.dll. I went
through a forum thread of about 20-30 dump files to see what kinda stuff I
could come up with and about 95% of them were a crash in
studiorender.dllHere's an example of the callstack we're seeing with
the most common crash.

 studiorender.dll!2c00bb0e()
[Frames below may be incorrect and/or missing, no symbols loaded for
studiorender.dll]
studiorender.dll!2c017f4f()
studiorender.dll!2c00bc31()
studiorender.dll!2c002f30()
engine.dll!200e8304()
studiorender.dll!2c01e31e()
materialsystem.dll!0d831704()
materialsystem.dll!0d80dc29()
materialsystem.dll!0d80dc99()
studiorender.dll!2c001f39()
engine.dll!200e8512()
client.dll!C_BaseAnimating::InternalDrawModel(int flags=0x2406cc4b) Line
2560 C++
datacache.dll!0d73497b()
client.dll!C_BasePlayer::DrawModel(int flags=0x0009) Line 1127 + 0xc
bytes C++
client.dll!C_FFPlayer::DrawModel(int flags=0x0009) Line 1706 + 0xc bytes
C++
client.dll!DrawOpaqueRenderable(IClientRenderable * pEnt=0x, bool
twoPass=true) Line 1003 C++
client.dll!CViewRender::DrawOpaqueRenderables(ClientWorldListInfo_t 
info={...}, CRenderList  renderList={...}) Line 1115 + 0x10 bytes C++
client.dll!CViewRender::WaterDrawHelper(const CViewSetup  view={...},
ClientWorldListInfo_t  info={...}, CRenderList  renderList={...}, float
waterHeight=-56.00, int flags=0x0008a52c, view_id_t viewID=0x04921560,
float waterZAdjust=0., int iForceViewLeaf=0x) Line 3983 C++
client.dll!CViewRender::ViewDrawScene_EyeUnderWater(bool bDrawSkybox=false,
const CViewSetup  view={...}, int nClearFlags=0x0002, const
VisibleFogVolumeInfo_t  fogInfo={...}, const CViewRender::WaterRenderInfo_t
 waterInfo={...}) Line 4311 C++
client.dll!CViewRender::WaterDrawWorldAndEntities(bool bDrawSkybox=false,
const CViewSetup  viewIn={...}, int nClearFlags=0x0002) Line 3805 C++
client.dll!CViewRender::ViewDrawScene(bool bDrew3dSkybox=true, bool
bSkyboxVisible=true, const CViewSetup  view={...}, int
nClearFlags=0x0002, view_id_t viewID=VIEW_MAIN, bool
bDrawViewModel=true, int baseDrawFlags=0x) Line 1741 C++
client.dll!CViewRender::RenderViewEx(const CViewSetup  view={...}, int
nClearFlags=0x0002, int whatToDraw=0x0003) Line 3383 C++
client.dll!CViewRender::Render(vrect_t * rect=0x0012e4f4) Line 1108 C++
engine.dll!20193799()
engine.dll!200c5e4f()
engine.dll!200d1a6b()
engine.dll!200d2177()
engine.dll!200df035()
engine.dll!200df163()
engine.dll!200df20f()
engine.dll!201892f3()
engine.dll!201880d7()
materialsystem.dll!0d80f2d5()
engine.dll!200f100b()
engine.dll!201881d4()
engine.dll!201fe641()
engine.dll!201888fe()
engine.dll!201889bc()
launcher.dll!100083e1()
launcher.dll!100083e1()
launcher.dll!10005cf2()

Obviously we can't debug studiorender.dll Has anyone else run into issues
like this? Anyone know of anything offhand that might cause render issues?
We have a slight speculation of it potentially being LOD related so we're
going to do some tests down that road of LOD-less models with some of the
testers that are having issues and see if that goes anywhere, but any
additional help would be appreciated. I still have the dump files as well if
Valve is willing to take a look.

Jeremy
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Re: [hlcoders] SDK Update heads up?

2007-09-14 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
How do you figure?

Why would mods stop working on TF2 day? My understanding is that mods use
sdk base as their engine snapshot in large part due to its static nature,
while they can update hl2dm, cs:s, etc independently around it.. I can't
imagine TF2 or EP2 would require SDK base to change, and I would hope they
wouldn't up and change that for the hell of it on TF2 or Orange box release
day. I'm interested in a confirmation on this subject one way or the other.
To me it sounds like pure speculation on your part.

If you're saying that all players from all mods are somehow going to jump
ship for TF2 that's an even stupider speculation. It has never happened in
any mod or games release, and isn't going to happen this time either, least
of all for a pay for 'beta' product.

Jeremy

On 9/13/07, Nick [EMAIL PROTECTED] wrote:

 all of our mods will have no players when TF2 is released :( sad day
 for modders everywhere

 On 9/13/07, Mike Durand [EMAIL PROTECTED] wrote:
  c. Mike is busy right now working on the TF2 beta for Monday :)
 
  So the answer is: we will not be shipping the CSS Bot code but I am in
  the process of working with some community members on new interfaces
  that will provide additional functionality for bots. So we won't ship
  you bot code, but we will enable you to make good ones of your own.
 
  -Mike
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Tobias
  Kammersgaard
  Sent: Thursday, September 13, 2007 5:20 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] SDK Update heads up?
 
  --
  [ Picked text/plain from multipart/alternative ]
  So you picked b.? Good choice.
 
  /ProZak
 
 
  On 14/09/2007, Mark Chandler [EMAIL PROTECTED] wrote:
  
   Lol then whos mike? OMG HES FROM VALVE!
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Nick
   Sent: Friday, September 14, 2007 1:31 AM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] SDK Update heads up?
  
   a. valve didn't read your question
   b. valve doesn't want to answer
  
   pick one
  
   On 9/13/07, Mark Chandler [EMAIL PROTECTED] wrote:
Funny that I don't see your email being from valve. How bout we get
  a
response from valve instead of speculation.
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
Kammersgaard
Sent: Thursday, September 13, 2007 9:34 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK Update heads up?
   
--
[ Picked text/plain from multipart/alternative ]
As mentioned before the CS:S bot code is property of Turtle Rock
   studios,
doubt Valve can distribute (parts of) it if they wanted to.
   
/ProZak
   
   
On 13/09/2007, Mark Chandler [EMAIL PROTECTED] wrote:

 Mike no css bot code? :'(

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Nick
 Sent: Thursday, September 13, 2007 12:34 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] SDK Update heads up?

 Utilization of Multi-core Processors

 yy... too bad we have to wait until november :(

 On 9/12/07, Mike Durand [EMAIL PROTECTED] wrote:
  Hi All-
 
  Once I do the big merge I will be able to provide a better
  preview
   of
  changes that you will be getting with the next SDK update. But
  for
   now
  here is the high-level list of new features and improvements in
   Orange
  Box games and the latest version of the Source Engine:
 
  Non-photo-realistic Rendering
  Cinematic Physics Simulations
  Utilization of Multi-core Processors
  Improved HDR
  Enhanced Particle System
  Human Skin Shader Improvements
  Enhanced Foliage Rendering
  New Motion Blur Effect
  Pixel Shader Model 3.0
  Enhanced Shadows
 
  Hopefully some of this stuff looks interesting to some of you.
  :)
 
  -Mike
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Joel
  R.
  Sent: Monday, September 10, 2007 1:43 PM
  To: hlcoders
  Subject: [hlcoders] SDK Update heads up?
 
  --
  [ Picked text/plain from multipart/alternative ]
  There hasn't been much talk about what updates we'll be
  receiving to
   the
  SDK
  for Episode 2.   I was hoping you guys at Valve would enlighten
  us a
   bit
  on
  what to expect.  The only things I've heard are from the Ep 2
  video
   that
  was
  shown, regarding the new technologies put in, like the cinematic
  physics,
  enhanced foliage rendering and better expansive outdoor
  rendering.
 
  It'd

Re: [hlcoders] SDK Update heads up?

2007-09-13 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Woot

On 9/13/07, Mike Durand [EMAIL PROTECTED] wrote:

 c. Mike is busy right now working on the TF2 beta for Monday :)

 So the answer is: we will not be shipping the CSS Bot code but I am in
 the process of working with some community members on new interfaces
 that will provide additional functionality for bots. So we won't ship
 you bot code, but we will enable you to make good ones of your own.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Tobias
 Kammersgaard
 Sent: Thursday, September 13, 2007 5:20 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] SDK Update heads up?

 --
 [ Picked text/plain from multipart/alternative ]
 So you picked b.? Good choice.

 /ProZak


 On 14/09/2007, Mark Chandler [EMAIL PROTECTED] wrote:
 
  Lol then whos mike? OMG HES FROM VALVE!
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Nick
  Sent: Friday, September 14, 2007 1:31 AM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] SDK Update heads up?
 
  a. valve didn't read your question
  b. valve doesn't want to answer
 
  pick one
 
  On 9/13/07, Mark Chandler [EMAIL PROTECTED] wrote:
   Funny that I don't see your email being from valve. How bout we get
 a
   response from valve instead of speculation.
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Tobias
   Kammersgaard
   Sent: Thursday, September 13, 2007 9:34 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] SDK Update heads up?
  
   --
   [ Picked text/plain from multipart/alternative ]
   As mentioned before the CS:S bot code is property of Turtle Rock
  studios,
   doubt Valve can distribute (parts of) it if they wanted to.
  
   /ProZak
  
  
   On 13/09/2007, Mark Chandler [EMAIL PROTECTED] wrote:
   
Mike no css bot code? :'(
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Thursday, September 13, 2007 12:34 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK Update heads up?
   
Utilization of Multi-core Processors
   
yy... too bad we have to wait until november :(
   
On 9/12/07, Mike Durand [EMAIL PROTECTED] wrote:
 Hi All-

 Once I do the big merge I will be able to provide a better
 preview
  of
 changes that you will be getting with the next SDK update. But
 for
  now
 here is the high-level list of new features and improvements in
  Orange
 Box games and the latest version of the Source Engine:

 Non-photo-realistic Rendering
 Cinematic Physics Simulations
 Utilization of Multi-core Processors
 Improved HDR
 Enhanced Particle System
 Human Skin Shader Improvements
 Enhanced Foliage Rendering
 New Motion Blur Effect
 Pixel Shader Model 3.0
 Enhanced Shadows

 Hopefully some of this stuff looks interesting to some of you.
 :)

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Joel
 R.
 Sent: Monday, September 10, 2007 1:43 PM
 To: hlcoders
 Subject: [hlcoders] SDK Update heads up?

 --
 [ Picked text/plain from multipart/alternative ]
 There hasn't been much talk about what updates we'll be
 receiving to
  the
 SDK
 for Episode 2.   I was hoping you guys at Valve would enlighten
 us a
  bit
 on
 what to expect.  The only things I've heard are from the Ep 2
 video
  that
 was
 shown, regarding the new technologies put in, like the cinematic
 physics,
 enhanced foliage rendering and better expansive outdoor
 rendering.

 It'd be great to have a heads up on what we'll be receiving.
 It's
  not
 very
 fun to just throw us these new updates, and have us figure out
 whats
 new.
 Updates I'm hoping for is some enhancement with the Physics
 system
  to
 allow
 for better network predicting.  Shaders to allow multiple
 passes, or
 dynamically change a shader for one model without having to
 switch
  skins
 of
 the models, and an increase on the limit of 64 instructions for
 the
  .fxc
 shaders.

 I've also been trying to implement my own physics, however its a
 bit
 hard to
 do with the standard line and ray traces we have.  I know we
 won't
  be
 receiving SOLID_OBB or anything of that sorts, but this engine
 is
 suppose to
 be top of the line, and it is still using only AABB.

 I'm sure there is more things others have been hoping for,
 shedding
  some
 light on us would be much appreciated!

 Thanks.
 -Joel
 --

 ___
 To 

Re: [hlcoders] increasing the model limit on a map

2007-09-06 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
The limits in general are seem so stupidly low it makes things frustrating.
The entity/edict limits, the brush count limits for maps, etc. We haven't
run into the entity limits, but I think every single map we've done has been
an exercise of our mappers bashing their heads against what appears to be
artificially low mapping limits.

J

On 9/6/07, Garry Newman [EMAIL PROTECTED] wrote:

 I'd also like to throw my hat into this ring. The max edicts too.


 On 9/6/07, Minh [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I seem to have maxed out the modelprecache table, and the only way to
 fix
  the problem is to increase the modelprecache table. Unfortunately for
 me,
  this portion of code is not exposed in the SDK. Any chance we can expose
  this in a future version, so I can increase the number of models that I
 can
  precache per map. FYI, this is the exact error message that I'm getting
 
  Warning:   Table modelprecache is full, can't add
  models/props_kitchen/bowl-5_p2.mdl
  Host_Error:  CVEngineServer::PrecacheModel:
  'models/props_kitchen\bowl-5_p2.mdl'   overflow, too many models
 
 
  My mod has a lot of custom gibs and it would be a shame if I had to
 cheapify
  my model count :(
 
  --
 
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Re: [hlcoders] increasing the model limit on a map

2007-09-06 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
I doubt simply raising the brush limits and such would have insignificant
performance effect and system requirements of already existing maps and
mods. Maybe a couple megs of ram for the raised static buffer sizes and
maybe larger indices, if that? Even less if they are dynamically allocated
buffer sizes. It wouldn't suddenly raise the system requirements
significantly of HL2 and whatever else is out there until someone took the
initiative to use the higher limits, which can be done safely and
efficiently by a good mapper. Similar to HDR, its not a requirement that the
larger limits be completely used. As with everything it's up to the mod
developers to determine what performance levels they want to achieve on what
level of hardware and build their content accordingly. Afaik, mods are
effectively already running at a more advanced level than the what came in
the HL2 box.

Agreed, it would be nice if mods could get an evolution of the engine with
higher limits to these things.

J

On 9/6/07, Andrew Timson [EMAIL PROTECTED] wrote:

 On 9/6/07, Jeremy [EMAIL PROTECTED] wrote:

  The limits in general are seem so stupidly low it makes things
 frustrating.
  The entity/edict limits, the brush count limits for maps, etc. We
 haven't
  run into the entity limits, but I think every single map we've done has
 been
  an exercise of our mappers bashing their heads against what appears to
 be
  artificially low mapping limits.

 They may seem artificially low, but given the liberal minimum
 requirements for the games (1.2 GHz CPU, 256 MB RAM) it's almost
 certainly necessary to maintain a playable experience on those
 machines.

 When Episode 2 is released, with higher requirements (1.7 GHz CPU, 512
 MB RAM) we might well see an increase in those minimums for mods using
 its engine. But I wouldn't expect a concomitant increase for the older
 games.

 --
 Andrew Timson
 ==
 Niceness is the greatest human flaw, except for all the others.
 --Brendan Moody

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Re: [hlcoders] serverside plugin visible tracelines?

2007-08-30 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
only on listen servers by drawing debug lines. there's no way to make them
visible on clients.

On 8/30/07, David Adams [EMAIL PROTECTED] wrote:

 alright so now that i know how to do tracelines, is there a way to
 make them visible somehow through the server plugin?

 On 8/29/07, David Adams [EMAIL PROTECTED] wrote:
  thanks, it was right under my nose the whole time.  its in
  IEngineTrace.h with an example of it being used in
  serverplugin_bot.cpp. i knew i had seen it somewhere before!
 

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Re: [hlcoders] serverside plugin visible tracelines?

2007-08-29 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
tracelines are available through server plugins through another interface
(engine interface?) I don't recall offhand and I don't have the code
available to peek at to double check.

J

On 8/29/07, David Adams [EMAIL PROTECTED] wrote:

 so im working on a serverside plugin where i need bullet trajectories
 to be visible for a certain amount of time and then fade out.  first,
 would i be using tracelines for this and two, is it possible to have
 access to this class within a server plugin.  it seems that the util.h
 isnt able to be included in the plugin with out a bunch of errors.
 thanks!

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Re: [hlcoders] Broken custom sound scripts?

2007-08-28 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Any followup to this? It looks like we're going to have to release our mod
with the sounds for all maps pre-cached all the time for now by referencing
them all in the manifest. It's not ideal, especially once the influx of 3rd
party maps start coming in. It's not very workable to expect users to edit
their manifest files to add references to new 3rd party maps they download,
or even overwrite their manifest file. Would be great if this issue were
addressed asap.

Jeremy

On 7/30/07, Mike Durand [EMAIL PROTECTED] wrote:

 We think it may have something to do with the sv_pure changes to the
 engine that we've made in the last month. We are investigating more -
 thanks for bringing this to our attention.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
 Sent: Sunday, July 29, 2007 5:51 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Broken custom sound scripts?

 --
 [ Picked text/plain from multipart/alternative ]
 Valve, can you please comment on this being broken?

 On 7/28/07, Jeremy [EMAIL PROTECTED] wrote:
 
  Right. Including them in the manifest is a bad solution. You can't
 expect
  all 3rd party maps to keep building up on the global sound cache, or
 require
  the user to add include lines to their manifest. Sounds like they are
  broken. That sucks. According to some forum history for our mod they
 worked
  at some point.
 
  Jeremy
 
  On 7/28/07, Hyperjag 3 [EMAIL PROTECTED] wrote:
  
   No, the whole point of the custom level soundscripts is that you
 don't
   have
   to include them in the manifest, they only load for a specific map,
 and
   are
   removed/reverted when the map changes.  The normal soundscripts
 still
   work
   fine.
  
  
   From: Matt Stafford [EMAIL PROTECTED]
   Reply-To: hlcoders@list.valvesoftware.com
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Broken custom sound scripts?
   Date: Sat, 28 Jul 2007 18:02:09 +1000
   
   --
   [ Picked text/plain from multipart/alternative ]
   I don't think we've had a problem with them. You are including them
 in
   the
   sound manifest files, right?
   
   On 7/28/07, Hyperjag 3  [EMAIL PROTECTED] wrote:

 I can confirm this.  I had used some custom soundscripts in a
 map a
   while
 ago, and they worked fine, but when I tried the map again a week
 or
   so
 ago,
 the sounds weren't loaded.  I however did see a devmessage the
 first
   time
 a
 sound from a custom script was called, but it was just a generic
 
 sound.name
 entry not found message.


 From: Jeremy [EMAIL PROTECTED]
 Reply-To: hlcoders@list.valvesoftware.com
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Broken custom sound scripts?
 Date: Fri, 27 Jul 2007 22:05:49 -0700
 
 --
 [ Picked text/plain from multipart/alternative ]
 Can anyone else confirm if the custom sound scripts are broken
 for
   them
 or
 if it is just us.
 
 Sounds definitions in maps/mapname_level_sounds.txt should
 work,
   but is
 not
 in our mod. Apparently it did at one time for us.
 
 I can confirm the file is being found in LevelInitPreEntity,
 and
   being
 passed to soundemitterbase-AddSoundOverrides( scriptfile );
 The
 ShouldPreload check after that fails on every iteration of the
   loop(if
 that
 matters), and we don't hear the sounds we're defining.
 
 We're precaching them, and there are no devmessages about the
 sound
   when
 EmitSound is called, so in theory it looks like its loaded in
 some
   form.
 It's not on the soundlist (console command)
 
 Thanks
 Jeremy
 --
 
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   http://www.wraiyth.com
   NightFall HL2 Mod - http://www.nightfallmod.com
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[hlcoders] Loading screen art

2007-08-16 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Anyone have any insight on how to do loading screen backgrounds along with
text overlays(for hints, objectives, map info, etc).

Thanks
J
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Re: [hlcoders] Loading screen art

2007-08-16 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
So is the only option for text to overlay a raster image or embed the text
into the image?

On 8/16/07, Justin Krenz [EMAIL PROTECTED] wrote:

 I modified the loading panel res file to insert my own image and
 increase the size of the panel.  That image uses a texture proxy which
 allows me to modify the image in-game to show the level that's loading.
   I put another transparent image on top of that for hint text.

 Jeremy wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Anyone have any insight on how to do loading screen backgrounds along
 with
  text overlays(for hints, objectives, map info, etc).
 
  Thanks
  J
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Re: [hlcoders] MapOverview and Player Updates

2007-08-15 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Definitely send your own message. Enabling sending regardless of PVS is
going to bring a lot of additional baggage. Knowing your requirements allows
you to pack the information much better into your messages as well. As in,
don't send the vector3 position and qangle orientation(if you need that
too), pack it as much as you can. If it's for a 2d minimap you can probably
do the math beforehand to convert the Vector(12 bytes) to the mini-map space
position(x,y, 2 bytes each or so), and orientation as a 1 byte(or less)
sprite rotation.

J

On 8/15/07, Richard Slaughter [EMAIL PROTECTED] wrote:

 Hi List,

 I've just been looking at the MapOverview and have noticed that players
 info is only updated when they are in the client's PVS.

 This obviously means that the full screen overview doesn't work too well
 when your team mates are on the other side of the map.

 My question is: would it be better to disable the check to see if a
 player is in the client's PVS before updating and just have the server
 send all player's data to each client regardless of position, or would
 this create too much traffic?

 Alternatively, would it be better to create my own server - client
 message to update all the players positions, say every 1/4 second?

 I don't like the first idea as it could create a lot of extra traffic,
 but the second option could do the same if it's just sending the same
 data anyway, so which would make the most sense?

 Thanks!

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Re: [hlcoders] m_iHealth (limitations, max value)

2007-07-29 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Make sure the networking is set to send a big enough number of bits for the
range you expect to use. I think the default is 10 bits, which would be just
enough to get to 1000 if it were unsigned, but due to it being signed you
will lose half that positive range.

player.cpp
SendPropInt(SENDINFO(m_iHealth), 10 ),

Try giving it 1 more bit there. I'm guessing that you are overflowing at 512
and going negative and its causing those issues.

Jeremy

On 7/29/07, Mukkan Yhtiö [EMAIL PROTECTED] wrote:

 I am making a modification that requires some player to have health for up
 to 1000, however it seems that when the health in HL2:DM goes over around
 500 - 600 it reset's to 0, then it crashes when you go up to 300 - 400
 from
 that 0.

 Does anyone know how I can resolve this problem? I've changed all the 
 100
 checks, but obviously the problem is more specific (limitations of the
 buffer, I assume).

 Greatfull if anyone could shed some light on this, i'm sure i'm not the
 first person to come across this problem.

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Re: [hlcoders] Broken custom sound scripts?

2007-07-29 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Valve, can you please comment on this being broken?

On 7/28/07, Jeremy [EMAIL PROTECTED] wrote:

 Right. Including them in the manifest is a bad solution. You can't expect
 all 3rd party maps to keep building up on the global sound cache, or require
 the user to add include lines to their manifest. Sounds like they are
 broken. That sucks. According to some forum history for our mod they worked
 at some point.

 Jeremy

 On 7/28/07, Hyperjag 3 [EMAIL PROTECTED] wrote:
 
  No, the whole point of the custom level soundscripts is that you don't
  have
  to include them in the manifest, they only load for a specific map, and
  are
  removed/reverted when the map changes.  The normal soundscripts still
  work
  fine.
 
 
  From: Matt Stafford [EMAIL PROTECTED]
  Reply-To: hlcoders@list.valvesoftware.com
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Broken custom sound scripts?
  Date: Sat, 28 Jul 2007 18:02:09 +1000
  
  --
  [ Picked text/plain from multipart/alternative ]
  I don't think we've had a problem with them. You are including them in
  the
  sound manifest files, right?
  
  On 7/28/07, Hyperjag 3  [EMAIL PROTECTED] wrote:
   
I can confirm this.  I had used some custom soundscripts in a map a
  while
ago, and they worked fine, but when I tried the map again a week or
  so
ago,
the sounds weren't loaded.  I however did see a devmessage the first
  time
a
sound from a custom script was called, but it was just a generic 
sound.name
entry not found message.
   
   
From: Jeremy [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Broken custom sound scripts?
Date: Fri, 27 Jul 2007 22:05:49 -0700

--
[ Picked text/plain from multipart/alternative ]
Can anyone else confirm if the custom sound scripts are broken for
  them
or
if it is just us.

Sounds definitions in maps/mapname_level_sounds.txt should work,
  but is
not
in our mod. Apparently it did at one time for us.

I can confirm the file is being found in LevelInitPreEntity, and
  being
passed to soundemitterbase-AddSoundOverrides( scriptfile ); The
ShouldPreload check after that fails on every iteration of the
  loop(if
that
matters), and we don't hear the sounds we're defining.

We're precaching them, and there are no devmessages about the sound
  when
EmitSound is called, so in theory it looks like its loaded in some
  form.
It's not on the soundlist (console command)

Thanks
Jeremy
--

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Re: [hlcoders] Broken custom sound scripts?

2007-07-28 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Right. Including them in the manifest is a bad solution. You can't expect
all 3rd party maps to keep building up on the global sound cache, or require
the user to add include lines to their manifest. Sounds like they are
broken. That sucks. According to some forum history for our mod they worked
at some point.

Jeremy

On 7/28/07, Hyperjag 3 [EMAIL PROTECTED] wrote:

 No, the whole point of the custom level soundscripts is that you don't
 have
 to include them in the manifest, they only load for a specific map, and
 are
 removed/reverted when the map changes.  The normal soundscripts still work
 fine.


 From: Matt Stafford [EMAIL PROTECTED]
 Reply-To: hlcoders@list.valvesoftware.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Broken custom sound scripts?
 Date: Sat, 28 Jul 2007 18:02:09 +1000
 
 --
 [ Picked text/plain from multipart/alternative ]
 I don't think we've had a problem with them. You are including them in
 the
 sound manifest files, right?
 
 On 7/28/07, Hyperjag 3 [EMAIL PROTECTED] wrote:
  
   I can confirm this.  I had used some custom soundscripts in a map a
 while
   ago, and they worked fine, but when I tried the map again a week or so
   ago,
   the sounds weren't loaded.  I however did see a devmessage the first
 time
   a
   sound from a custom script was called, but it was just a generic 
   sound.name
   entry not found message.
  
  
   From: Jeremy [EMAIL PROTECTED]
   Reply-To: hlcoders@list.valvesoftware.com
   To: hlcoders@list.valvesoftware.com
   Subject: [hlcoders] Broken custom sound scripts?
   Date: Fri, 27 Jul 2007 22:05:49 -0700
   
   --
   [ Picked text/plain from multipart/alternative ]
   Can anyone else confirm if the custom sound scripts are broken for
 them
   or
   if it is just us.
   
   Sounds definitions in maps/mapname_level_sounds.txt should work, but
 is
   not
   in our mod. Apparently it did at one time for us.
   
   I can confirm the file is being found in LevelInitPreEntity, and
 being
   passed to soundemitterbase-AddSoundOverrides( scriptfile ); The
   ShouldPreload check after that fails on every iteration of the
 loop(if
   that
   matters), and we don't hear the sounds we're defining.
   
   We're precaching them, and there are no devmessages about the sound
 when
   EmitSound is called, so in theory it looks like its loaded in some
 form.
   It's not on the soundlist (console command)
   
   Thanks
   Jeremy
   --
   
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 --
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 --
 
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[hlcoders] Broken custom sound scripts?

2007-07-27 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Can anyone else confirm if the custom sound scripts are broken for them or
if it is just us.

Sounds definitions in maps/mapname_level_sounds.txt should work, but is not
in our mod. Apparently it did at one time for us.

I can confirm the file is being found in LevelInitPreEntity, and being
passed to soundemitterbase-AddSoundOverrides( scriptfile ); The
ShouldPreload check after that fails on every iteration of the loop(if that
matters), and we don't hear the sounds we're defining.

We're precaching them, and there are no devmessages about the sound when
EmitSound is called, so in theory it looks like its loaded in some form.
It's not on the soundlist (console command)

Thanks
Jeremy
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Re: [hlcoders] Transfering data via HTML

2007-07-24 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
libcurl is good(and portable) if you want to transfer over http and/or ftp.
I've used it on several projects to get a simple game and simple 'master
server' to submit info to a web database through php queries.
someurl/highscores.php?name=someguyscore=100 In my case the php file
generated formated xml so i could display a 'server list', but it could be
formatted however you want. Doesn't have to be php, use whatever html or txt
file or whatever you want.

J


On 7/24/07, William Ravaine [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]

 You could use good old winsock coding for this. Create a socket on the
 server and one on the target client, connect them, and transfer the file
 using TCP. From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Transfering data via HTML Date: Tue, 24 Jul 2007
 11:34:53 -0400  This is a multi-part message in MIME format. -- [ Picked
 text/plain from multipart/alternative ] I'm trying to implement some sort
 of file transfering system within the source engine. (Wanting to transfering
 data via HTML). I got as far as making html pages viewable, but i'm trying
 to find a way to send files from a webserver. So i was trying to find how
 the server transfers files to the clients on map download and such, but
 that's built into the enigne i'm assuming.  So, my question is. Would this
 be possable? Is there any framework or something i can start off with? --
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Re: [hlcoders] Unorganised Code

2007-07-17 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Take a look at the F.E.A.R. SDK before you make that sort of judgement. It
could be worse. :) It would be nice if it was a simple and clean as D3, but
we play with the cards we're dealt. You could always make a D3/Q4 mod.

J

On 7/17/07, Mukkan Yhtiö [EMAIL PROTECTED] wrote:

 Look I don't want to be rude, but...

 Is it just me or is the HL2:DM SDK the most ugly, unorganised shit you've
 seen in a while?

 I mean im comparison to the Doom 3 engine, and well Doom 3 is more script
 orientated but someone could have organised the mass of source files a
 little better in the HL2:DM SDK.

 I'm basically looking at a mountain of source files with no idea at all
 where to start, infact I spend more time trawling through source file
 after
 source file mapping it all in my head then actual development on a
 modification.

 I've found duplicate functions more than once in the code, where it looks
 like one person has created a function to do something without realising a
 similar function already existed.

 If I want to workout how something works in the SDK, I have to go though
 layers of functions and source files and... Forget it.

 What do you think?

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Re: [hlcoders] coin collecing system

2007-05-26 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Do like a copper, silver and gold coin if you're really concerned about lots
of coins being  spawned. copper worth 1, silver worth 5, gold worth 10 or
something. Drop the fewest coins that make up the players stash, easy.

On 5/26/07, Joshua S. [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I can see a problem when spawning alot of coins. Wouldn't there be a lot
 of
 lag? What if the polygon count on the coin model was small (like 8), would
 it make a difference?

 Would a division system be hard to implement? Like if a guy was worth 57
 coins, it'd spawn 13 coins (11 being worth 5 coins instead of 1).

 On 5/26/07, Andrew Ritchie [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  I'd suggest looking at how the health packs are done in HL2, it's
  practically going to be the same way health is handled for the player
 and
  instead of NPCs dropping the health packs it will be other players.
  --
 
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Re: [hlcoders] RE: hlcoders digest, Vol 1 #2991 - 6 msgs

2007-03-15 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
I'm not a CS player so I can't comment on that aspect, but I've been waiting
on bot changes for over 2 years now. Luckily my bot not being tied to a
specific game I've been able to keep developing for Quake 4 and ET(btw, iD
software implemented some bot fixes for me in their 1.4 SDK). I suppose I
could just get over it and move on, but it has been said that the changes
would get done, and because I want badly to support popular HL2 games and
mods I can't help but hold out a little hope still. These very fixes are the
reason you aren't seeing decent 3rd party bots for mods, CS, DOD, HL2DM,
etc. Maybe some people are fine that the bot section of the HL community has
been effectively castrated in HL2, but it's very aggravating to have a
partially implemented half-assed(please excuse my language) bot interface,
when it's been well documented and expressed for 2 years what it needs to be
'fixed', but it's just not happening. What gives?

Frustrated,
Jeremy

On 3/15/07, chumly chumly [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 While I can applaud the programmers at valve for doing what they have
 done, I can still see a major problem with the management decisions that
 have been made in how things are handled.

 Jay is absolutely correct when he talks about the popularity of CS vs.
 CSS.
 Why do you think CSS is still the number one played (valve) game?
 Besides the hacking of course..
 Maybe valve should review CS, and ask themselves why is it so popular
 still?  CSS is better looking, has more glossy features, better network
 coding...
 Perhaps they should see how many cs players do not own a CSS license, and
 offer that to them for $10.  See how many converts they can get and keep. (
 and it should be easy money from people who already made the decission not
 to buy CSS... )

 Valve has no valid reason to limit the servers in the way they have.  As a
 server operator, have the ability to make changes on a clients system has
 been invaluable in assisting noobies, and detecting hackers.  ( How many
 players can roll though 5 rounds, head shooting everything he see's, when he
 is only running at 5 fps? )

 Just because some moron bind the clients keys to something stupid is the
 the reason to remove the ability to do so. ( we still use Mani to gimp... )
 They simply could have made the changes in game non-permanent. Then a
 server admin can do stupid things, and when the player leaves, everything is
 back to normal.
 A simple fix for a simple problem.  Nobody gets upset, none of the addons
 get broken, everyone is happy.  Doesn't that make more sense?
 If a player doesn't like what happens on a server, he won't go back.  And
 in my book, that's good for me and my server.

 As server operators / mod creators, we need MORE features to work with,
 not less.  Vanilla CSS servers will not survive, and Valve should let us
 handle our mods ourselves.
 Valve should focus on creating the best platform they can for us, not add
 'fancy' closed features.  Leave it open for us to use these as we see, and
 it'll work out best for everyone.  Just make a clean, optimized game engine
 for us, and we'll continue to support valve.  If not, the first engine to
 give us this will get our business.  That is how it works.  ( Imagine what
 would have happened if the havok engine had released a full SDK when farcry
 launched.. 128 player 5 sq mile D.O.D. maps!!! WooHoo! )

 But this issue has been beaten to death, and valve is continuing to move
 in this closed direction... That will determine the life span of their
 software. Funny how Valve has survived nigh on ten years now despite your
 dire predictions.  -- Jorge Vino Rodriguez --
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Re: [hlcoders] Couple Bugs, can anyone help?

2007-02-09 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Oh nice. Anyone have an idea how to fix it?

On 2/9/07, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:

 That sound issue exists in HL2:DM with the RPG.  Occasionally missiles
 leave a sound spot behind for the remainder of the map.

 At 2007/02/08 04:30 PM, Adam \amckern\ Mckern wrote:
 I would be hacky and add a stopsound xxx to the area
 of code that the body is removed from the world.
 
 Adan
 
 
 --- Jeremy [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  We've got a couple issues that have been somewhat of
  a pain to track down,
  was hoping others could maybe help out or at the
  least steer us in the right
  direction.
 
  1) Door/elevator prediction is pretty bad. Anyone
  managed to smooth out or
  fix the prediction issues in door like entities? For
  example, when running
  on a server doors seem to propagate really badly.
  Twitching, interpolating
  too far, not opening enough, etc. Apparently it's
  even worse with a tickrate
  of 100.
 
  2) Leftover sounds. We have a flamethrower that
  leaves flame effects on
  bodies and stuff, but sometimes even after the body
  is removed from the game
  the flame sound remains where the corpse was. How do
  you debug these sorts
  of issues?
 
  Any help is appreciated.
 
  J
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[hlcoders] Couple Bugs, can anyone help?

2007-02-08 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
We've got a couple issues that have been somewhat of a pain to track down,
was hoping others could maybe help out or at the least steer us in the right
direction.

1) Door/elevator prediction is pretty bad. Anyone managed to smooth out or
fix the prediction issues in door like entities? For example, when running
on a server doors seem to propagate really badly. Twitching, interpolating
too far, not opening enough, etc. Apparently it's even worse with a tickrate
of 100.

2) Leftover sounds. We have a flamethrower that leaves flame effects on
bodies and stuff, but sometimes even after the body is removed from the game
the flame sound remains where the corpse was. How do you debug these sorts
of issues?

Any help is appreciated.

J
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Re: [hlcoders] Re: Open Source Mods (again)

2007-02-05 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Sounds like it's just a means to get snapshots of the SDK code to facilitate
the creating of patches. Doesn't sound like users will suddenly be allowed
to host SDK code publically as well. Should be very useful. Thanks Mike.

On 2/5/07, Nikolaos Tzimoulis [EMAIL PROTECTED] wrote:

 Thanks a bunch! :)

 That should make things a lot less complicated. I would love to hear
 more about it. One question that immediately comes to mind is: Does
 this mean that hosting the SDK code publicly is no longer a problem?
 Or it would be necessary to set up the system so that the only place
 the code will be available will be this subversion server you mentioned?

 Thanks again,
 Nicholas



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Re: [hlcoders] Re: Open Source Mods (again)

2007-02-03 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
IMO that sounds too inconvenient to be very useful. I'd start begging Valve
to let you host the SDK on a public SVN or CVS. It would be a benefit to the
community as well as valve by reducing the traffic on the lists of people
trying to fix the same issues. I don't quite see the point of not allowing
redistribution of the SDK source. Every game prior to HL2 had publically
available SDKs. To have a revision control server available as a method of
getting it would significantly help the community. This wouldn't be as
useful if such fundamental things in the SDK didn't remain broken after all
this time.

J

On 2/3/07, Nikolaos Tzimoulis [EMAIL PROTECTED] wrote:

 So, since sourceforge works with CVS, all I have to do is use CVS to
 make diff files and then let the sourceforge's CVS system handle them
 as it would normal source code files. The end result on sourceforge
 would be CVS doing diff files of diff files that were created by the
 local copy of CVS. It sounds rather complicated, but I think it could
 work. Does anyone think there would be conflicts since we would have
 one CVS system getting the files from sourceforge and another CVS
 system applying patches to the SDK (to generate the files that will
 get to be uploaded)?

 Of course, the initial import would have to change with every SDK
 update but... oh, well.

 Nicholas





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Re: [hlcoders] Re: Open Source Mods (again)

2007-01-30 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Not sure how well that is going to work. I don't know how patch files would
deal the base SDK being changed during updates, and then users applying the
patches to a slightly different codebase than the patch was built from. It's
unfortunate they don't allow the code to be more public. Could open up some
neat opportunities like this.

J

On 1/30/07, Nikolaos Tzimoulis [EMAIL PROTECTED] wrote:

 Hello (again),

 I've started my open source mod on sourceforge. I figured out their
 terrifying way of dealing with code submissions and now I'm working on
 a way to manage the code using diff files. I downloaded sfk (as Mike
 suggested) and I understand that it can be used to apply patch files
 to the original SDK files to generate the mod's source code. The
 problem is that I can't find a way to automate the process of creating
 the patch file. Sfk needs a particular format and I need to get a tool
 that finds differences between files and saves the output in that
 particular format. Should I try to make one on my own or is there a
 tool to do that already out there?

 Also, to clarify on more thing: I'll just have to create an unmodified
 copy of the SDK code to use as a basis to create the patch, right?

 Thanks for the help and sorry for being a pest and asking questions
 that aren't directly related to hlcoding.

 Nicholas



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Re: [hlcoders] How to Vectors work?

2007-01-19 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Vectors hold a position x,y,z or a direction x,y,z. Although they could also
use them to store yaw pitch and roll valve created a seperate class for that
I believe, QAngle.

What they hold depends on where you get the value from.

CBaseEntity::GetAbsOrigin() will give you back a vector with an absolute
world position.
There is also GetLocalOrigin which will give you a local positional offset
from something you are parented to. I've not used this much, but I  would
assume that might be an offset from a vehicle you are in, maybe an elevator
or moving platform or something, though I could be wrong.

CBaseEntity::GetAbsVelocity: Velocity is often expressed as a direction
vector as well, with the length of the vector representing the speed. As a
simple example, an entities position will be updated by some code like
position += velocity * deltaTime; In this case the length of the velocity
vector is significant. To get just the direction without the 'speed'
component you would normalize the vector.

Some purely directional attributes of entities operate from a normalized
vector. HL2 stores many of its directions in the QAngle class. For example,
CBaseEntity::EyeAngles() returns a QAngle, which I normally convert to a
directional vector because I find them easier to work with.

Vector vFwd, vRight, vUp;
QAngle viewAngles = pEntity-EyeAngles();
AngleVectors(viewAngles, vFwd, vRight, vUp);

Most useful in this case is the vFwd vector, so you can optionally pass null
to the right and up parameters to save a bit of work.

Vectors are overall pretty nice and easy to work with, though if you are
brand new to them it will probably take more than this to start getting
comfortable with them. If you have specific questions about things feel free
to post them but(and I don't mean this rudely), it's unlikely someone is
going to go very in depth explaining a basic mathematical tool like vectors.

J

On 1/19/07, Mukkan Yhtiö [EMAIL PROTECTED] wrote:

 Hi,

 Could some one explain how Vector Vatriables work? As far as I know they
 hold (x, y and z) coordinates?

 If I wanted to manually manipulate a Vector Variable in game I need to
 know
 how they work mathimatically? What they hold entirely and how to
 manipulate
 them in a 3D environment.

 I assume when manipulating 3D objects in a 3D environment you use yaw,
 pitch
 and roll as well as x, y and z?

 If anyone could briefly explain all this to me I would be eternally
 greatfull.

 Thanks.

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Re: [hlcoders] Advanced Dynamic Minimap Creation

2006-12-19 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
What's tricky? Seems you can just grab the bounds of the map(very trivial)
and double for loop through the 2 horizontal coordinates, doing tracelines
at whatever interval is suitable for the resulting resolution you intend to
use.

J

On 12/19/06, Joel R. [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Yea, I e-mailed Flayra and he told me they did tracelines, the tricky part
 is knowing where to start and move and end the location of your traces.
 Cause maps aren't perfect squares with wide open spaces, their mazes.

 On 12/19/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 
   From: Joel R. [EMAIL PROTECTED]
   --
   [ Picked text/plain from multipart/alternative ]
   Hey guys, I was wondering if anyone knew a little bit about the
  technology
   Natural-Selection or Day of Defeat used to create their spiffy looking
   minimaps (not an overview screenshot).  I'm pretty interested in
  building
   one myself, and I have an idea of how to build one, but am wondering
 if
  my
   technique might be a little over the top. Heres an example screenshot
   http://igronet.ru/ns/images/gif/interface_minimap.gif
  
   The way I wanted to do it was use cl_leveloverview and start from the
  lowest
   floor level.  From there I take one screenshot and then begin pixel by
  pixel
   editing the screenshot.  Lets say my ClearBuffer color is bright
  pink.  I
   scan for any colors not bright pink, and inject them with dark white
  color
   for (lowest level).  Then I move up the Z origin to get higher level
  floors
   appearing. Take another screenshot and all new areas inject them with
 a
   lighter color than the previous dark white. and so on until I've
 reached
  all
   floors.
  
   The idea seems a bit far fetched, but I've played around with 2D pixel
   editing for games and it seems very doable.  I was wondering if this
  might
   be the right technique for this type of thing, unless theres an easier
   approach to this.
  
   If any of you have done something like this or have any insight to
 this
   technology, I'd gladly appreciate it.  Thanks.
   --
 
  Natural-Selection simply does a traceline from the top of the map to the
  bottom for each pixel.  If nothing was hit then the pixel is black (or
  transparent).  Otherwise the z-coordinate of the impact point is used to
  choose a shade of blue (darker == lower I think).  I believe a second
 pass
  is made over the image: pixels that aren't black but are next to a black
  pixel are walls and are coloured white.
 
  -- Philip Searle
 
 
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Re: [hlcoders] Missing Entry Point??

2006-11-29 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Looks like this was fixed in the latest update.

On 11/28/06, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:

 I don't have such a file and yet I still get this error every time I
 launch the mod.

 According to process explorer it's loading the tier0_s.dll from
 source\bin\tier0_s.dll under the srcds install directory.

 At 2006/11/24 03:25 PM, you wrote:
 Thanks to Joel's help this problem has been tracked down. A workaround
 is to delete this file:
 SteamApps\user name\source sdk base\bin\tier0_s.dll
 
 Note that this file will appear back on disk every time you run the
 Source SDK (but it won't come up if you are just debugging the game
 server/client). We will work on a SDK update to permanently remove this
 problem.
 
 - Alfred
 
 Skillet wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I get the message both using the pre VS2005 compatibility update code
  on
  VS2003, and the new code on VS2005 (two separate projects).
 
  On 11/24/06, Nick [EMAIL PROTECTED] wrote:
 
  I am also getting it..(using the new code)
 
  On 11/24/06, Oliver [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  This may have something to do with it.  I get these error messages
  when compiling:
 
  tier1.lib(datamanager.obj) : warning LNK4204:
  'c:\HL2Mod\src\dlls\Debug_hl2mp\vc70.pdb' is missing debugging
  information for referencing module; linking object as if no debug
  info
 
  tier1.lib(generichash.obj) : warning LNK4204:
  'c:\HL2Mod\src\dlls\Debug_hl2mp\vc70.pdb' is missing debugging
  information for referencing module; linking object as if no debug
  info
 
  tier1.lib(strtools.obj) : warning LNK4204:
  'c:\HL2Mod\src\dlls\Debug_hl2mp\vc70.pdb' is missing debugging
  information for referencing module; linking object as if no debug
  info
 
  On 11/24/06, Skillet [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Same here.
 
  On 11/24/06, Jeremy Swigart [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  I'm getting that too. Very annoying.
 
  On 11/23/06, Joel R. [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Yes, I received this too, just after restarting steam and
  grabbing the new update.  I thought it was something I did with
  my code.  I'll try your fix, it's really annoying having it pop
  up 2 times as my server loads, and I load it up a lot for
  testing my mod.
 
  On 11/24/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:
 
  I normaly get it if i run the game on a screen size my
  lcd wont support in windowed mode - just make a new
  mod, export the reigestry key, and change the path,
  install the key, and it should work.
 
  It might be another entry point for you, but this
  fixed my error
 
  Adam
 
 
  --- Daniel Menard [EMAIL PROTECTED] wrote:
 
  Is anybody else getting this error when starting
  their mod? It also
  happens while loading a map (after getting it on
  startup).
 
  hl2.exe - Entry Point Not Found
  The procedure entry point IsLogActive could not be
  located in the
  dynamic link library tier0_s.dll
 
  It started cropping up right around the SDK Update
  being rolled in. I
  updated our codebase but it hasn't disappeared. It's pretty
  intermittent, but happens more often while running
  with the debugger.
  I have reports from at least 1 tester having it by
  starting from the
  steam menu. It's not a fatal error, the mod still
  runs fine, but it's
  very annoying. It happens while the main menu is
  loading, and also
  while the map loads.
 
  Is there some way to get rid of this?
 
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Re: [hlcoders] What is the purpose of the client's server.dll?

2006-11-29 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]

 Is 2-3 megs really that significant? (assuming your distribution involves
 compression)

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Wednesday, November 29, 2006 6:31 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] What is the purpose of the client's server.dll?

 I've asked before, but no one seemed to know.  It's been about a year so
 I figured I'd try my luck again. :)

 What is the purpose of the client's server.dll?  Basically, if I ever
 forget to copy over the latest version, then I get weird Valve server
 uses different class tables errors.  But the mod code in it seemingly
 serves no actual purpose, as I've added large numbers of asserts, tested
 on the client, and seen that almost none of the mod code is ever called.
 So there's this 5 megs or so of unused code, but somewhere in it is a
 magic few bytes that causes server uses different class tables errors.

 I would like to trim down the file size more for my mod-downloaders, but
 I'm also just curious.

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Re: [hlcoders] Missing Entry Point??

2006-11-24 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
I'm getting that too. Very annoying.

On 11/23/06, Joel R. [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Yes, I received this too, just after restarting steam and grabbing the new
 update.  I thought it was something I did with my code.  I'll try your
 fix,
 it's really annoying having it pop up 2 times as my server loads, and I
 load
 it up a lot for testing my mod.

 On 11/24/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:
 
  I normaly get it if i run the game on a screen size my
  lcd wont support in windowed mode - just make a new
  mod, export the reigestry key, and change the path,
  install the key, and it should work.
 
  It might be another entry point for you, but this
  fixed my error
 
  Adam
 
 
  --- Daniel Menard [EMAIL PROTECTED] wrote:
 
   Is anybody else getting this error when starting
   their mod? It also
   happens while loading a map (after getting it on
   startup).
  
   hl2.exe - Entry Point Not Found
   The procedure entry point IsLogActive could not be
   located in the
   dynamic link library tier0_s.dll
  
   It started cropping up right around the SDK Update
   being rolled in. I
   updated our codebase but it hasn't disappeared. It's
   pretty
   intermittent, but happens more often while running
   with the debugger.
   I have reports from at least 1 tester having it by
   starting from the
   steam menu. It's not a fatal error, the mod still
   runs fine, but it's
   very annoying. It happens while the main menu is
   loading, and also
   while the map loads.
  
   Is there some way to get rid of this?
  
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Re: [hlcoders] Server Plugin Client Plugin communication ?

2006-11-17 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
I would imagine that would be a huge security issue if that were possible.
If a server could force feed me a plugin, and presumably load it, it could
do all manner of evil stuff to my game or my system. That said, it would be
very cool to have a communication option available between a server plugin
and client plugin that was optional. The last patch for Enemy Territory
added the capability for a user controllable pipe between client and server
so raw data could be sent and could be process in callbacks on the client.
Similar capability would be very cool IMO, but forcing the plugin on users
is a big nono in my book. Alternately with the proper knowhow you could
probably establish a seperate connection between a server plugin and client
plugin with your own network code, if there is functionality to get the
client ip in a server plugin. I wouldn't get my hopes up about something
like this though.

J

On 11/16/06, Ratman2000 [EMAIL PROTECTED] wrote:

 Hello,

 thanks for your replay...

 I have tested it out now and have seen, that there is an block in the auto
 download system to download *.dll files...

 When i rename an dll to another format like *.wav there get the file
 downloaded but than i have the problem, that i cant rename the file on the
 client system...

 I have thinked, that i download the files on connecting and after accept
 the
 agreements the client plugin get checking for actions like make an
 screenshot
 or check for an running program like an anti cheat system...

 So there is no way to do it? Valve?

 it where nice, to add an funktion so that we can start downloading the
 client the plugin and the client get an message:

 This Server uses an Client Plugin to play on it... You like to download
 it?
 YES / NO

 So we can make thinks like an Game Server Radio station or other nice
 features... But when he have to install it manually, it dont
 give many players there do it... :(

 I hope anybody have an nice idea!!!

 Thanks for all tips!!!


 With friendly reguards from germany

 Ratman2000

 - Original Message -
 From: Adam amckern Mckern [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Friday, November 17, 2006 7:35 AM
 Subject: Re: [hlcoders] Server Plugin  Client Plugin communication ?


  Hey rat, i think the only way to get people to
  download plugins now is to give them a weblink, i know
  many people will be truning the download content off -
  even though it has been a valid convar for a long
  while.
 
  Adam
 
  --- Ratman2000 [EMAIL PROTECTED] wrote:
 
   Hello,
  
   i like to start a new way to communicat from server
   with clients...
  
   So my idea was it, to load an server plugin and then
   by connecting an client
   plugin is forced to download...
   Now when the player puts in the server, the plugin
   where loaded by server
   command...
  
   But i have tested it, so i found out, that i dont
   can force dll`s to
   download now...
  
   Is there a way to realise an plugin with this
   funktions?
   So i need an funktion, to force the client to
   download the files there are
   needed for the client plugin (like an War screenshot
   plugin or other...)
  
   Is there a way to do it?
  
   I hope you can help me!
  
   Thanks! Sorry for my bad english :)
  
   With friendly Reguards from Germany
  
   Ratman2000
  
  
  
  
  
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Re: [hlcoders] Map not loading in mod, steams fault? :)

2006-11-17 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Yall are actually getting crashes? After how long? After 10 or so minutes of
near unresponsive computer with steam pegging at 99% I shut it down with
task manager.

J

On 11/17/06, Ben Everett [EMAIL PROTECTED] wrote:

 Some of the beta testers are having this issue as well, we have MDMPs of
 the
 event and it's crashing inside of HL2 with no trace-back into my code.
 Going
 into offline mode solved the issue only temporarily before Steam won't let
 them launch anymore This operation can't be completed while Steam is in
 offline mode. Of course they also couldn't join any other games ;)

 You can access the MDMP files at
 http://obike.thecodevault.net/forsaken_hl2_crashes.rar

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
 Sent: Wednesday, November 15, 2006 7:28 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Map not loading in mod, steams fault? :)

 What happens if you put Steam in Offline mode and try to run the map? I
 realize that not a fix for a multi-player game but maybe it would be
 an interesting data point.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
 Swigart
 Sent: Wednesday, November 15, 2006 4:46 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Map not loading in mod, steams fault? :)

 --
 [ Picked text/plain from multipart/alternative ] I'm one of the people
 experiencing the problem. I'm not sure what I could be running to cause
 the problem. It's nothing different than what I run and play any other
 map just fine. Attempting to debug it with a forced breakpoint isn't
 proving very useful. It would appears to be something steam is doing,
 and I can't really debug steam. We've been playtesting several maps
 regularly and this is the first map that this problem has come up in.
 Not sure where to go next with this. The biggest annoyance of the
 problem is how it leaves the system in a jacked up state that only seems
 to be resolved by a reboot.

 Jeremy

 On 11/15/06, Nate Nichols [EMAIL PROTECTED] wrote:
 
  I'm experiencing a possibly related bug.  I have experienced similar
  problems (map almost loads, then Steam goes to 99% CPU) when running
  other software.  Specifically, Stani's Python Editor (
  http://stani.be/python/spe/blog/ ) causes the problem regularly.  My
  workaround is just exiting SPE before running my mod.  Other Steam
  programs cause the same problem, I can't open Hammer when running SPE
  either.  If I'm not running SPE, though, everything's fine.
 
  Is it possible that other members of your team happen to be running
  other software when testing that map?
 
  Nate
 
  On 15/11/06, Patrick O'Leary [sui4] [EMAIL PROTECTED]
 wrote:
   Well, these 4-5 people can run other maps just fine.
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Jed
   Sent: Wednesday, November 15, 2006 08:27
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Map not loading in mod, steams fault? :)
  
   Check what firewall software their using.
  
   Peerguardian2 with certain block lists will prevent Steam accessing
   Valve's servers. It's best to disable it while Steam loads.
  
   ZoneAlarm, if set in fire and forget mode blocks HL2.EXE from
   connecting and even if running a local listen server it stops it
   looping back on itself and it'll make things hang. It's often hard
   to notice if you're running in fullscreen as it covers the alert.
   It's best to put it into Game Mode with Allow as the default
 response.
  
   I've had similar problems experiences that came down to those two
   pieces of software.
  
   - Jed
  
   On 15/11/06, Jeremy Swigart [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ] We're having an
issue in our mod where one of the maps won't load for
   like 5
of the mod members. Most of us can load it fine, but for about 5
   members the
map begins to load normally, at when the loading bar fills up, the
   game
hangs, the computer becomes very unresponsive, and steam.exe chews

up
   99%
cpu, while the hl2.exe sits idle. Shutting down hl2.exe through
task
   manager
is the only way to get out of this mess, and afterwards the system

is screwed up, and running hl2 again won't even get to the main
menu
   without
doing the same thing, so we must reboot, even restarting steam
doesn't
   fix
this part. Seems that steam possibly gets stuck in an infinite
loop
   doing
something near the end of the loading process or something. As of
yet
   we
haven't identified any common traits among the people it happens
to,
   but
it's a serious problem that we can't really debug.
   
Anyone hear of any issues like this and/or have any ideas as to
what
   may be
the problem?
   
Thanks

Re: [hlcoders] Map not loading in mod, steams fault? :)

2006-11-15 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
I'll give that a try and report back. Thanks

On 11/15/06, Mike Durand [EMAIL PROTECTED] wrote:

 What happens if you put Steam in Offline mode and try to run the map? I
 realize that not a fix for a multi-player game but maybe it would be
 an interesting data point.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
 Swigart
 Sent: Wednesday, November 15, 2006 4:46 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Map not loading in mod, steams fault? :)

 --
 [ Picked text/plain from multipart/alternative ] I'm one of the people
 experiencing the problem. I'm not sure what I could be running to cause
 the problem. It's nothing different than what I run and play any other
 map just fine. Attempting to debug it with a forced breakpoint isn't
 proving very useful. It would appears to be something steam is doing,
 and I can't really debug steam. We've been playtesting several maps
 regularly and this is the first map that this problem has come up in.
 Not sure where to go next with this. The biggest annoyance of the
 problem is how it leaves the system in a jacked up state that only seems
 to be resolved by a reboot.

 Jeremy

 On 11/15/06, Nate Nichols [EMAIL PROTECTED] wrote:
 
  I'm experiencing a possibly related bug.  I have experienced similar
  problems (map almost loads, then Steam goes to 99% CPU) when running
  other software.  Specifically, Stani's Python Editor (
  http://stani.be/python/spe/blog/ ) causes the problem regularly.  My
  workaround is just exiting SPE before running my mod.  Other Steam
  programs cause the same problem, I can't open Hammer when running SPE
  either.  If I'm not running SPE, though, everything's fine.
 
  Is it possible that other members of your team happen to be running
  other software when testing that map?
 
  Nate
 
  On 15/11/06, Patrick O'Leary [sui4] [EMAIL PROTECTED]
 wrote:
   Well, these 4-5 people can run other maps just fine.
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Jed
   Sent: Wednesday, November 15, 2006 08:27
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Map not loading in mod, steams fault? :)
  
   Check what firewall software their using.
  
   Peerguardian2 with certain block lists will prevent Steam accessing
   Valve's servers. It's best to disable it while Steam loads.
  
   ZoneAlarm, if set in fire and forget mode blocks HL2.EXE from
   connecting and even if running a local listen server it stops it
   looping back on itself and it'll make things hang. It's often hard
   to notice if you're running in fullscreen as it covers the alert.
   It's best to put it into Game Mode with Allow as the default
 response.
  
   I've had similar problems experiences that came down to those two
   pieces of software.
  
   - Jed
  
   On 15/11/06, Jeremy Swigart [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ] We're having an
issue in our mod where one of the maps won't load for
   like 5
of the mod members. Most of us can load it fine, but for about 5
   members the
map begins to load normally, at when the loading bar fills up, the
   game
hangs, the computer becomes very unresponsive, and steam.exe chews

up
   99%
cpu, while the hl2.exe sits idle. Shutting down hl2.exe through
task
   manager
is the only way to get out of this mess, and afterwards the system

is screwed up, and running hl2 again won't even get to the main
menu
   without
doing the same thing, so we must reboot, even restarting steam
doesn't
   fix
this part. Seems that steam possibly gets stuck in an infinite
loop
   doing
something near the end of the loading process or something. As of
yet
   we
haven't identified any common traits among the people it happens
to,
   but
it's a serious problem that we can't really debug.
   
Anyone hear of any issues like this and/or have any ideas as to
what
   may be
the problem?
   
Thanks
Jeremy
--
   
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Re: [hlcoders] Getting Started

2006-11-15 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Run the create a mod wizard thing to extract the code, open it in MSVC 2005
express and get to codin. Should be about as simple as that if you have the
compiler and platform sdk already set up and working.

On 11/15/06, Marshall [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Well, I'm sure you all get this from a lot of noobs, and here's you
 another.
 I know some C++, haven't played with it in a while, though.  What I'm here
 to ask is.what's a good way to get started working with Source?  What I
 would like to eventually do is a small multiplayer mod based on Source,
 but
 I'm not sure where should I start.  I am wanting to use free software
 (XSI,
 Visual C++ Express Edition, etc) so I don't have to worry to much about
 money stuff and I can just keep this as a casual thing. I have Visual C++
 Express Edition, DirectX SDK, and the Windows Platform SDK installed
 already
 and ready to start.  What do I need to with all that to be able to have a
 successful compile with the code with no modifications, and where should I
 move on from there to eventually work up to be able to work on a simple
 multiplayer game (though I admit that's probably an oxymoron there)?
 Thanks,   The CreepyNerd

 --


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[hlcoders] Map not loading in mod, steams fault? :)

2006-11-14 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
We're having an issue in our mod where one of the maps won't load for like 5
of the mod members. Most of us can load it fine, but for about 5 members the
map begins to load normally, at when the loading bar fills up, the game
hangs, the computer becomes very unresponsive, and steam.exe chews up 99%
cpu, while the hl2.exe sits idle. Shutting down hl2.exe through task manager
is the only way to get out of this mess, and afterwards the system is
screwed up, and running hl2 again won't even get to the main menu without
doing the same thing, so we must reboot, even restarting steam doesn't fix
this part. Seems that steam possibly gets stuck in an infinite loop doing
something near the end of the loading process or something. As of yet we
haven't identified any common traits among the people it happens to, but
it's a serious problem that we can't really debug.

Anyone hear of any issues like this and/or have any ideas as to what may be
the problem?

Thanks
Jeremy
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Re: [hlcoders] November SDK - Final

2006-11-10 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Yea discussion on bugzilla sounds best, so uninterested list goers dont have
to get spammed, cuz I tend to write long stuff. :)

On 11/10/06, Mike Durand [EMAIL PROTECTED] wrote:

 How about if interested people make comments on the Bugzilla issue for
 better bot support?

 http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=16

 You can add your e-mail address to the CC field and get notification
 whenever someone makes a comment or when I change the status of the bug.
 It's a nice way to easily opt in to a focused discussion group. And all
 of the discussion stays with the bug so it makes my life a bit easier.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
 botman Broome
 Sent: Friday, November 10, 2006 8:17 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] November SDK - Final

 Paul Peloski wrote:
  --
  [ Picked text/plain from multipart/alternative ] I'd like it if
  discussion happened in public. I'd like to know what kind of changes
  are planned. I think off-list talk should be reserved for exploits.
  What bot enhancements are planned exactly and will it apply to
  Valve's Source games as well the SDK?

 Wiki discussion?  That way you don't have to involve anyone who doesn't
 care about it and would rather not be spammed with it.  :)

 --
 Jeffrey botman Broome

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Re: [hlcoders] November SDK - Final

2006-11-09 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Good to hear. It would be greatly appreciated by a number of bot authors and
users. I would like to open up a dialog with you about the subject possibly
privately as well, since I have noticed problems with the current
implementation of the bot interface than can leave bot physics out of sync
of their view model, due to the differing code path their CUserCmd takes
than normal players. Would you mind if I email you directly? Or would you
prefer to keep such discussion on the public list?

Thanks
Jeremy

On 11/9/06, Mike Durand [EMAIL PROTECTED] wrote:

 Bot Enhancements is the next major piece of work that I plan to tackle
 since it has been requested for a long time and would enable a
 significant amount of value. I may fix some lower effort bugs during the
 bot work if they are popular enough.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
 Swigart
 Sent: Wednesday, November 08, 2006 5:26 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] November SDK - Final

 --
 [ Picked text/plain from multipart/alternative ] Could we please bias
 some bugs on their age? We've been waiting on those bot fixes for
 several years now, and there still isn't and end in sight to it.
 There are a number of bot coders(and users no doubt) that would
 absolutely love to be able to make bots for CS:S, DOD:S, HL2DM, and
 other hl2 mods with the server plugin interface that has been forever
 lacking in functionality.
 Even if it was an incremental fix, adding the most important missing
 parts to begin with, and the rest later it would be greatly appreciated.
 I'm doing bots for Fortress Forever, using the SDK due to the server
 plugin shortfalls, so I have a good amount of experience with bots if
 you need help or info.

 Jeremy

 On 11/8/06, Nick [EMAIL PROTECTED] wrote:
 
  I will try to vote later tonight on some of the bugs. I don't remember

  if I created a account for bugzilla yet or not, I have too many
  accounts to remember, and waay too many passwords.
 
  Thanks Mike again for releasing the update. These updates help us
  coders a great deal.
 
 
 
  On 11/8/06, Mike Durand [EMAIL PROTECTED] wrote:
   Then I will be able to effectively prioritize... none of them. :)
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of John
   Sheu
   Sent: Wednesday, November 08, 2006 4:42 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] November SDK - Final
  
   On Wednesday 08 November 2006 6:31 pm, Mike Durand wrote:
Speaking of Bugzilla: make sure that you guys vote for the bugs
that you really care about. Only 5 of the 62 current bugs have any

votes at
   all!
  
   I vote for... all of them.
  
   -John Sheu
  
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Re: [hlcoders] November SDK - Final

2006-11-08 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Could we please bias some bugs on their age? We've been waiting on those bot
fixes for several years now, and there still isn't and end in sight to it.
There are a number of bot coders(and users no doubt) that would absolutely
love to be able to make bots for CS:S, DOD:S, HL2DM, and other hl2 mods with
the server plugin interface that has been forever lacking in functionality.
Even if it was an incremental fix, adding the most important missing parts
to begin with, and the rest later it would be greatly appreciated. I'm doing
bots for Fortress Forever, using the SDK due to the server plugin
shortfalls, so I have a good amount of experience with bots if you need help
or info.

Jeremy

On 11/8/06, Nick [EMAIL PROTECTED] wrote:

 I will try to vote later tonight on some of the bugs. I don't remember
 if I created a account for bugzilla yet or not, I have too many
 accounts to remember, and waay too many passwords.

 Thanks Mike again for releasing the update. These updates help us
 coders a great deal.



 On 11/8/06, Mike Durand [EMAIL PROTECTED] wrote:
  Then I will be able to effectively prioritize... none of them. :)
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of John Sheu
  Sent: Wednesday, November 08, 2006 4:42 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] November SDK - Final
 
  On Wednesday 08 November 2006 6:31 pm, Mike Durand wrote:
   Speaking of Bugzilla: make sure that you guys vote for the bugs that
   you really care about. Only 5 of the 62 current bugs have any votes at
  all!
 
  I vote for... all of them.
 
  -John Sheu
 
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Re: [hlcoders] November SDK - Final

2006-11-08 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Your point? I'm happy for you that you are among the people that hate bots,
though I'm not sure why you would share that here, your personal bot
preferences have no bearing on the subject of fixes that have been put off
for years.

J

On 11/8/06, Nick [EMAIL PROTECTED] wrote:

 I never liked the idea of bots. Mostly because they are just that
 robots.  I haven't yet seen a robot that could learn, and if I did I
 don't know if I would want to play against one anyway.

 On 11/8/06, Jeremy Swigart [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Could we please bias some bugs on their age? We've been waiting on those
 bot
  fixes for several years now, and there still isn't and end in sight to
 it.
  There are a number of bot coders(and users no doubt) that would
 absolutely
  love to be able to make bots for CS:S, DOD:S, HL2DM, and other hl2 mods
 with
  the server plugin interface that has been forever lacking in
 functionality.
  Even if it was an incremental fix, adding the most important missing
 parts
  to begin with, and the rest later it would be greatly appreciated. I'm
 doing
  bots for Fortress Forever, using the SDK due to the server plugin
  shortfalls, so I have a good amount of experience with bots if you need
 help
  or info.
 
  Jeremy
 
  On 11/8/06, Nick [EMAIL PROTECTED] wrote:
  
   I will try to vote later tonight on some of the bugs. I don't remember
   if I created a account for bugzilla yet or not, I have too many
   accounts to remember, and waay too many passwords.
  
   Thanks Mike again for releasing the update. These updates help us
   coders a great deal.
  
  
  
   On 11/8/06, Mike Durand [EMAIL PROTECTED] wrote:
Then I will be able to effectively prioritize... none of them. :)
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John
 Sheu
Sent: Wednesday, November 08, 2006 4:42 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] November SDK - Final
   
On Wednesday 08 November 2006 6:31 pm, Mike Durand wrote:
 Speaking of Bugzilla: make sure that you guys vote for the bugs
 that
 you really care about. Only 5 of the 62 current bugs have any
 votes at
all!
   
I vote for... all of them.
   
-John Sheu
   
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Re: [hlcoders] What is and is not available to programmers?

2006-11-04 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Looks to me like cancelselect is in the client dll.

On 11/4/06, rj m [EMAIL PROTECTED] wrote:

 I'm wondering what concommands are editable, and not editable.  For
 example cancelselect doesn't seem to be anywhere in the Source code.
 Is this command and others already embedded into hl2.exe or
 something?

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Re: [hlcoders] Fast Moving Physics Objects

2006-10-26 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
You need to do some sort of swept collision, which for bullets is normally
tracelines. You can simulate the bullet gravity/drop yourself very easily,
and just do a traceline from last position to this position each timestep.
The traceline doesn't have to extend across the world as soon as the weapon
fires.

On 10/26/06, Skillet [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I'm trying to simulate bullets at (near) actual speed with physics rather
 than tracelines, and I'm having inconsistent collision troubles.  I assume
 they're happening because the physics system isn't designed for such fast
 moving objects.  My question is twofold.  First, is there any easy way to
 improve the accuracy of the entity physics (crossbow bolt type) system to
 allow for reliable collisions at very high velocities (10,000+ units/s),
 or
 secondly would the Havok/VPhysics system be able to do this kind of
 simulation better?

 Thanks.
 --

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Re: [hlcoders] Is this a little bug?

2006-09-10 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
file it in bugzilla

On 9/10/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Check out the function void Physics_RunThinkFunctions( bool simulating )
 in
 physics_main.cpp.
 It has the following code:

 for ( int i = 1; i  gpGlobals-maxClients; i++ )
 {
 CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
 if ( pPlayer )
 {
 // Always reset clock to real sv.time
 gpGlobals-curtime = starttime;
 Physics_SimulateEntity( pPlayer );
 }
 }

 Which would mean that this doesn't get called for the last player.

 Robbie
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Re: [hlcoders] HL2:EP2 Gameplay Video vs Gameplay Demo

2006-09-07 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Speaking of gameplay videos, you all need to check out the recently released
Fortress-Forever dustbowl video. :) Shameless plug I know.

To contribute to the OP, if they had called it a playable demo there'd be
reason to complain.

On 9/7/06, Nick [EMAIL PROTECTED] wrote:

 ???

 On 9/7/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Are you shitting me?
 
  A demonstation of the gameplay... aka gameplay demo. I doubt the word
  'video' needs to be added, considering everyone can see it's an email.
  I wouldn't worry about it, Valve has some good marketing people ;)
 
  On 9/7/06, Nathan Voge [EMAIL PROTECTED] wrote:
  
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
  
   For a brief moment I thought there was a god and then that died when I
 saw
   it was really a video.
  
   Could someone at Valve stop f-ing with me by calling a gameplay video
 a
   gameplay demo? Or at least call them just one consistently.
   --
  
  
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Re: [hlcoders] HL2:EP2 Gameplay Video vs Gameplay Demo

2006-09-07 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
It never was scheduled for 2007. You may be thinking of Team Fortress 2. FF
timeframe is 'soon'.

On 9/7/06, Nick [EMAIL PROTECTED] wrote:

 FF is still scheduled for 2007?

 On 9/7/06, Jeremy Swigart [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Speaking of gameplay videos, you all need to check out the recently
 released
  Fortress-Forever dustbowl video. :) Shameless plug I know.
 
  To contribute to the OP, if they had called it a playable demo there'd
 be
  reason to complain.
 
  On 9/7/06, Nick [EMAIL PROTECTED] wrote:
  
   ???
  
   On 9/7/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
Are you shitting me?
   
A demonstation of the gameplay... aka gameplay demo. I doubt the
 word
'video' needs to be added, considering everyone can see it's an
 email.
I wouldn't worry about it, Valve has some good marketing people ;)
   
On 9/7/06, Nathan Voge [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]

 For a brief moment I thought there was a god and then that died
 when I
   saw
 it was really a video.

 Could someone at Valve stop f-ing with me by calling a gameplay
 video
   a
 gameplay demo? Or at least call them just one consistently.
 --


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Re: [hlcoders] SDK Bug Tracking Web Page

2006-09-06 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Please fix the registration.

Quantifier follows nothing in regex; marked by -- HERE in m/* --
HERE / at /usr/share/bugzilla/lib/globals.pl line 699.



On 9/6/06, Nick [EMAIL PROTECTED] wrote:

 Inexperienced users can, and do contribute.

 On 9/6/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I'm not saying that VDC users are more experienced, I'm saying only VDC
  users who spent some work in the VDC.
  But what you are saying is true
 
  On 9/6/06, Chris Janes [EMAIL PROTECTED] wrote:
  
   Who's to say which VDC users are 'more experienced'?
  
   What if a person isn't a member of the VDC, is a member of the list
 and
   wishes to submit a bug?
  
   Basically, you can't limit membership to the bug tracker in that sort
 of
   way!
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
   Groenewoudt
   Sent: 06 September 2006 09:26
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] SDK Bug Tracking Web Page
  
   --
   [ Picked text/plain from multipart/alternative ] What about letting
 only
   the
   more experienced users on the VDC add bugs to bugzilla and the other
 users
   just use the wiki-pages. This would prevent that bugs are added that
 are
   not
   confirmed or just aren't undocumented well.
  
  
  
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[hlcoders] ded server crash

2006-08-27 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Anyone else confirm that +showbudget executed from the dedicated server
crashes the game with a pure virtual function call?
--

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Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Yes, just as the weapon/damage code is specific to any mod.

On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:

 So the source where this occurs is specific to CSS?

 Thanks,
 Michael

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
 Groenewoudt
 Sent: Wednesday, August 23, 2006 10:20 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

 --
 [ Picked text/plain from multipart/alternative ] The CSS code isn't
 available

 On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:
 
  I don't really care about the size of the hitbox. Because if it is
  roughly the size of the model's head, there is no problem. I want to
  know where the code determines where bullets go and how they hit
  something.
 
  Is a hitbox a bounding sphere/box/poly and rays are shot from the
  weapon to determine if they intersect? That kind of stuff. There is
  randomness in the shot spread, so where is that randomness made?
 
  Valve-only code or is it buried in the SDK somewhere? That is the main

  question I have.
 
  Thanks,
  Michael
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of David
  Kiger
  Sent: Wednesday, August 23, 2006 9:32 AM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source
 
  I assume you're questioning the size of the head hitbox?  If so, this
  isn't exactly a good way to do it...
 
  But in any case, I'd wager that the main reason that many kills are
  headshots is because people aim for the head.  It's not like there's
  an equal chance to hit any hitbox relative to the hitbox's size.
 
 
  On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:
   I went to sharedstats.com and took the top 10 players and some
   middle players (451-460) and averaged their headshots per kill
   percentage (they were suprisingly close, around 5% difference).
  
   The number came out to 45%! Nearly half of all kills are a result of

   headshots...
  
   So, here are my questions:
  
   1.  Doesn't this percentage seem too high?
   2.  Does this phenomenon occur in other mods? (I don't play HL2DM or

   other mods) 3.  In what part of the code are hit locations
 determined?
 
   (in sdk code or valve-only code) 4.  If in the sdk code, where is a
   good place to start to look for the reason the percentage is so
 high?
  
   Thanks,
   Michael
  
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Re: [hlcoders] Physics becoming out of sync

2006-08-23 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Thanks for the help. I put the code you posted above at the bottom of
PhysicsSimulate wrapped in an IsBot check(since we dont subclass for bots).
So far everything seems to work now. Hopefully there aren't unintended side
effects.

On 8/22/06, Paul Peloski [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Well, I just tried this

 class CSDKBot ..
 {
 public:
 ...
 virtual void PhysicsSimulate()
 {
 BaseClass::PhysicsSimulate();

 // Since this isn't called for bots.. call it here?
 UpdateVPhysicsPosition( m_vNewVPhysicsPosition,
 m_vNewVPhysicsVelocity, gpGlobals-frametime );
 }
 ..
 };

 It fixed the problem (ie, I can hit bots with combine ball now, so I'm
 pretty sure their physics is following them around properly) and didn't
 seem
 to break anything..

 I think this is okay, what do you think Jay?
 --

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