Re: [hlcoders] Bots plugin for Half-Life 2 Deathmatch
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Bots plugin for Half-Life 2 Deathmatch
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source 2007 mod and mounting content
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 } } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Source 2007 mod and mounting content
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 } } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Prediction errors while creating new movement
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Surfaceprop from trace on dedicated server fails (VALVE READ ME)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Beta Concluded
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Bots Server Plugins coming - woot
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] compiling problem
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!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Proper mod versioning?
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
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CUtlHash help
-- [ 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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] compiling problem
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: DOF-Portal-hl2ep2
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: [hlcoders] “Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.”
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.
-- [ 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 -- ___ 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.
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.
-- [ 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.
-- [ 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.
-- [ 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?
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New update.
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... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CUtlVector*... Memory management?
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CUtlVector*... Memory management?
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CUtlVector*... Memory management?
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Steam account phishing
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Proper mod versioning?
-- [ 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) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Proper mod versioning?
-- [ 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?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Proper mod versioning?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Proper mod versioning?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Team Fortress 2 Critical Hits
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 « -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Proper mod versioning?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] sv_pure broken for mods?
-- [ 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?
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] sv_pure broken for mods?
-- [ 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
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Adding downloads via downloadables table
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Adding downloads via downloadables table
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling under Visual Studio 2008
-- [ 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, -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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 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
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Poor performance
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] sv_pure broken for mods?
-- [ 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?
-- [ 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?
-- [ 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?
-- [ 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 } -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] sv_pure broken for mods?
-- [ 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?
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Loading woes
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] sdk buffer overrun
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update heads up?
-- [ 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] studiorender.dll crash
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update heads up?
-- [ 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?
-- [ 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
-- [ 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 :( -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] increasing the model limit on a map
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] serverside plugin visible tracelines?
-- [ 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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] serverside plugin visible tracelines?
-- [ 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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Broken custom sound scripts?
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ http://im.live.com/messenger/im/home/?source=hmtextlinkjuly07 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com NightFall HL2 Mod - http://www.nightfallmod.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Local listings, incredible imagery, and driving directions - all in one place! http://maps.live.com/?wip=69FORM=MGAC01 ___ To unsubscribe, edit your list
[hlcoders] Loading screen art
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Loading screen art
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MapOverview and Player Updates
-- [ 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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] m_iHealth (limitations, max value)
-- [ 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. _ FREE pop-up blocking with the new MSN Toolbar - get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ http://im.live.com/messenger/im/home/?source=hmtextlinkjuly07 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com NightFall HL2 Mod - http://www.nightfallmod.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Local listings, incredible imagery, and driving directions - all in one place! http://maps.live.com/?wip=69FORM=MGAC01 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Broken custom sound scripts?
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ http://im.live.com/messenger/im/home/?source=hmtextlinkjuly07 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com NightFall HL2 Mod - http://www.nightfallmod.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Local listings, incredible imagery, and driving directions - all in one place! http://maps.live.com/?wip=69FORM=MGAC01 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Broken custom sound scripts?
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Transfering data via HTML
-- [ 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? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Besoin d'un e-mail ? Créez gratuitement un compte Windows Live Hotmail, plus sûr, plus simple et plus complet ! http://www.windowslive.fr/hotmail/default.asp -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Unorganised Code
-- [ 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? _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] coin collecing system
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: hlcoders digest, Vol 1 #2991 - 6 msgs
-- [ 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 -- _ Connect to the next generation of MSN Messenger http://imagine-msn.com/messenger/launch80/default.aspx?locale=en-ussource=wlmailtagline -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Couple Bugs, can anyone help?
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com Expecting? Get great news right away with email Auto-Check. Try the Yahoo! Mail Beta. http://advision.webevents.yahoo.com/mailbeta/newmail_tools.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Couple Bugs, can anyone help?
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Open Source Mods (again)
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Open Source Mods (again)
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Open Source Mods (again)
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How to Vectors work?
-- [ 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. _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Advanced Dynamic Minimap Creation
-- [ 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 - Email sent from www.ntlworld.com Virus-checked using McAfee(R) Software Visit www.ntlworld.com/security for more information ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Missing Entry Point??
-- [ 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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com Do you Yahoo!? Everyone is raving about the all-new Yahoo! Mail beta. http://new.mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What is the purpose of the client's server.dll?
-- [ 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Missing Entry Point??
-- [ 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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com Do you Yahoo!? Everyone is raving about the all-new Yahoo! Mail beta. http://new.mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server Plugin Client Plugin communication ?
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com Sponsored Link Mortgage rates near 39yr lows. $310k for $999/mo. Calculate new payment! www.LowerMyBills.com/lre ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map not loading in mod, steams fault? :)
-- [ 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? :)
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman
Re: [hlcoders] Getting Started
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Map not loading in mod, steams fault? :)
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] November SDK - Final
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] November SDK - Final
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] November SDK - Final
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What is and is not available to programmers?
-- [ 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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fast Moving Physics Objects
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Is this a little bug?
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2:EP2 Gameplay Video vs Gameplay Demo
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2:EP2 Gameplay Video vs Gameplay Demo
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Bug Tracking Web Page
-- [ 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] ded server crash
-- [ 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? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Headshots Per Kill in CounterStrike: Source
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Physics becoming out of sync
-- [ 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? -- ___ 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