Re: [hlcoders] Modding Problems

2016-05-16 Thread Jesse Oak
http://youtu.be/BtiAvNkEpC0 there's a written out version in the guides
section of the source sdk hub on steam.

On Sun, May 15, 2016, 10:08 AM Gavin Isgar  wrote:

> I was thinking the same. The only things that are actually recognized are
> maps. Thanks! But, If you don't mind, when I do use Source 2013, the
> client.dll's and server.dll's are never generated. May you please help me?
>
>
>
> On Sun, May 15, 2016 at 10:27 AM, Tony "omega" Sergi 
> wrote:
>
> > Pretty sure you can't do it anymore, because all of the content is now in
> > vpks. So you need 2013 to be able to mount the other games, as they also
> > use newer engine now.
> >
> > On Sun, May 15, 2016 at 11:04 PM, Gavin Isgar  wrote:
> >
> > > Hey guys, I am back again with another problem. Before I start, I
> wanted
> > to
> > > say that I am using Source Engine 2007 for my mod(I had troubles with
> > > getting Source Engine 2013 fully working.) I am trying to mount
> > > Counter-Strike: Source files, such as the materials and models, so
> that I
> > > can have all the files in my mod. But, I can't seem to figure out how
> to
> > > correctly mount the game, via gameinfo.txt! I can't find a single
> Source
> > > 2007 Mounting tutorial, and if I do, it never works. Please help me!
> > Thank
> > > you!
> > ___
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> > please visit:
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> >
> >
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[hlcoders] Options Menu Playermodel Selector is Bugged

2015-09-24 Thread Jesse Oak
Hey everyone I filed this issue over a year ago on the github but no one
ever had a chance to look into it yet on Valves end it seems. Right now out
of the box the playermodel selector in the options menu of the multiplayer
branch is bugged. Instead of setting cl_playermodel to the actual models
filepath it instead sets it to just "model". This is also broken in HL2DM
(not that anyone really plays that at this point).

At the moment the solution is just to modify the options menu .res file to
hide it then implement your own but it would be really awesome if someone
at Valve has a moment could you please a look at this annoyance as right
now it seems to be in the backend Source code that modders can't touch.

I know a lot of people on this mailing list thinks this is kind of a silly
issue because you could make one that looks a lot better on your own but
I've been helping people try and learn the basics of setting up a
multiplayer mod and trying to explain how to properly implement a new vgui
menu is a bit advanced for some of them who just want to make a basic
shooter to play with some friends.

~Wazanator
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Re: [hlcoders] Modding Problems

2015-04-23 Thread Jesse Oak
Silverfish has been out of the Source modding scene for awhile but I find
his tutorial still holds up quite well.
https://www.youtube.com/watch?v=T077tK_hXJo

On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar  wrote:

> Hey guys, back with ANOTHER question. I've been wondering, how can i make
> voice(choreography) scenes in-game? What i mean by that is make an NPC say
> what i said in my recording while lip syncing. I seen that Source SDK's
> Faceposer can do that but all tutorials are now outdated and i cant find a
> good resource. Can you guys tell me how i can do this?
>
> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak  wrote:
>
>> It most likely has a corresponding .res file then in which case you
>> should be able to edit that.
>>
>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar  wrote:
>>
>>> Commentary mode isn't on the menu, if it was, i would've already removed
>>> it. It's in the chapter list menu. I still dont know how to remove it either
>>>
>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak 
>>> wrote:
>>>
>>>> If you don't want commentary just remove it from your menu.
>>>>
>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar  wrote:
>>>>
>>>>> Nope, still is like that. Why did it automatically add HL2 commentary
>>>>> mode and messed up the chapter box with an unusable exit arrow? Please
>>>>> help!
>>>>>
>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar 
>>>>> wrote:
>>>>>
>>>>>> NVM, think i found the answer. HL2 was uninstalled somehow and only
>>>>>> HL2EP2 was installed. I hope!
>>>>>>
>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar 
>>>>>> wrote:
>>>>>>
>>>>>>> Back with another question guys! So i was looking at the chapter
>>>>>>> list in my game(literally ingame) and i now see something new, a 
>>>>>>> commentary
>>>>>>> checkbox! I didnt add one though, im using SDK Base 2007 for this mod 
>>>>>>> BTW.
>>>>>>> Did it update and automatically put it in? Please help for future 
>>>>>>> reference!
>>>>>>>
>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar 
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Im not distributing them, and i dont feel like it. I just want to
>>>>>>>> know how i can configure code files for a game so that it can find the 
>>>>>>>> game
>>>>>>>> and code it
>>>>>>>>
>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak 
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar"  wrote:
>>>>>>>>>
>>>>>>>>>> Its not that easy. The files within it are all configured for the
>>>>>>>>>> base game other than the beta. But that still didnt answer my 
>>>>>>>>>> question
>>>>>>>>>>
>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R.  wrote:
>>>>>>>>>>
>>>>>>>>>>> You just...copy it? Create a folder for your "beta" and work in
>>>>>>>>>>> it? Computer basics?
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar <
>>>>>>>>>>> gisg...@gmail.com>:
>>>>>>>>>>>
>>>>>>>>>>>   Hey guys, back with huge question! Im wondering how i can
>>>>>>>>>>> make a manual code folder for my game(like for Half-Life 2: 
>>>>>>>>>>> Example, it
>>>>>>>>>>> would be HL2E in the C Local Disk)? Im wondering how i can copy one 
>>>>>>>>>>> from my
>>>>>>>>>>> actual game and edit it for a beta version, so instead of HL2RS it 
>>>>>>>>>>> would be
>>>>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because 
&g

Re: [hlcoders] Modding Problems

2015-04-17 Thread Jesse Oak
It most likely has a corresponding .res file then in which case you should
be able to edit that.

On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar  wrote:

> Commentary mode isn't on the menu, if it was, i would've already removed
> it. It's in the chapter list menu. I still dont know how to remove it either
>
> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak  wrote:
>
>> If you don't want commentary just remove it from your menu.
>>
>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar  wrote:
>>
>>> Nope, still is like that. Why did it automatically add HL2 commentary
>>> mode and messed up the chapter box with an unusable exit arrow? Please
>>> help!
>>>
>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar  wrote:
>>>
>>>> NVM, think i found the answer. HL2 was uninstalled somehow and only
>>>> HL2EP2 was installed. I hope!
>>>>
>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar  wrote:
>>>>
>>>>> Back with another question guys! So i was looking at the chapter list
>>>>> in my game(literally ingame) and i now see something new, a commentary
>>>>> checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW.
>>>>> Did it update and automatically put it in? Please help for future 
>>>>> reference!
>>>>>
>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar 
>>>>> wrote:
>>>>>
>>>>>> Im not distributing them, and i dont feel like it. I just want to
>>>>>> know how i can configure code files for a game so that it can find the 
>>>>>> game
>>>>>> and code it
>>>>>>
>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak 
>>>>>> wrote:
>>>>>>
>>>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar"  wrote:
>>>>>>>
>>>>>>>> Its not that easy. The files within it are all configured for the
>>>>>>>> base game other than the beta. But that still didnt answer my question
>>>>>>>>
>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R.  wrote:
>>>>>>>>
>>>>>>>>> You just...copy it? Create a folder for your "beta" and work in
>>>>>>>>> it? Computer basics?
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar <
>>>>>>>>> gisg...@gmail.com>:
>>>>>>>>>
>>>>>>>>>   Hey guys, back with huge question! Im wondering how i can make
>>>>>>>>> a manual code folder for my game(like for Half-Life 2: Example, it 
>>>>>>>>> would be
>>>>>>>>> HL2E in the C Local Disk)? Im wondering how i can copy one from my 
>>>>>>>>> actual
>>>>>>>>> game and edit it for a beta version, so instead of HL2RS it would be
>>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because 
>>>>>>>>> it wont
>>>>>>>>> work that way!
>>>>>>>>>
>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <
>>>>>>>>> wave@hotmail.com
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com>>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>  Well, normally it shouldn't interfere with your mod in any way,
>>>>>>>>> but you can only verify that yourself by testing. I do remember a case
>>>>>>>>> where a breaking change was made in the 2013 SDK quite a while ago, 
>>>>>>>>> but
>>>>>>>>> that was announced in a Steam community and on this mailing list.
>>>>>>>>>
>>>>>>>>> If I'm not mistaken, the SDK Base contains just the engine.dll
>>>>>>>>> itself (and a lot of other components it depends on, of course), 
>>>>>>>>> which in
>>>>>>>>> turn loads your server and client code. That means if the interfaces
>>>>>>>>>

Re: [hlcoders] Modding Problems

2015-04-17 Thread Jesse Oak
If you don't want commentary just remove it from your menu.

On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar  wrote:

> Nope, still is like that. Why did it automatically add HL2 commentary mode
> and messed up the chapter box with an unusable exit arrow? Please help!
>
> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar  wrote:
>
>> NVM, think i found the answer. HL2 was uninstalled somehow and only
>> HL2EP2 was installed. I hope!
>>
>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar  wrote:
>>
>>> Back with another question guys! So i was looking at the chapter list in
>>> my game(literally ingame) and i now see something new, a commentary
>>> checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW.
>>> Did it update and automatically put it in? Please help for future reference!
>>>
>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar  wrote:
>>>
>>>> Im not distributing them, and i dont feel like it. I just want to know
>>>> how i can configure code files for a game so that it can find the game and
>>>> code it
>>>>
>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak 
>>>> wrote:
>>>>
>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar"  wrote:
>>>>>
>>>>>> Its not that easy. The files within it are all configured for the
>>>>>> base game other than the beta. But that still didnt answer my question
>>>>>>
>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R.  wrote:
>>>>>>
>>>>>>> You just...copy it? Create a folder for your "beta" and work in it? 
>>>>>>> Computer
>>>>>>> basics?
>>>>>>>
>>>>>>>
>>>>>>> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar <
>>>>>>> gisg...@gmail.com>:
>>>>>>>
>>>>>>>   Hey guys, back with huge question! Im wondering how i can make a
>>>>>>> manual code folder for my game(like for Half-Life 2: Example, it would 
>>>>>>> be
>>>>>>> HL2E in the C Local Disk)? Im wondering how i can copy one from my 
>>>>>>> actual
>>>>>>> game and edit it for a beta version, so instead of HL2RS it would be
>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because it 
>>>>>>> wont
>>>>>>> work that way!
>>>>>>>
>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <
>>>>>>> wave@hotmail.com
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com>>
>>>>>>> wrote:
>>>>>>>
>>>>>>>  Well, normally it shouldn't interfere with your mod in any way,
>>>>>>> but you can only verify that yourself by testing. I do remember a case
>>>>>>> where a breaking change was made in the 2013 SDK quite a while ago, but
>>>>>>> that was announced in a Steam community and on this mailing list.
>>>>>>>
>>>>>>> If I'm not mistaken, the SDK Base contains just the engine.dll
>>>>>>> itself (and a lot of other components it depends on, of course), which 
>>>>>>> in
>>>>>>> turn loads your server and client code. That means if the interfaces
>>>>>>> between those modules have not changed in a way that would break
>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>  --
>>>>>>> From: Gavin Isgar
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>
>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>> To: Discussion of Half-Life Programming
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com>
>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>
>>>>>>>  I wanted to use Source SDK Base 2007 for a reason. But my question
>>>>>>> still hasn't been answered.
>>>>>>>
>>>>>>>
>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires >>>>&g

Re: [hlcoders] Modding Problems

2015-04-14 Thread Jesse Oak
l.ru/compose/?mailto=mailto%3aminh...@telus.net>> wrote:
>>
>>   If you google, "make vpk"
>> you'll find a bunch of tutorials. This video looked helpful
>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>
>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>
>> Hey guys, im back again! I'm having trouble figuring out how to make
>> vpk's to use for sounds for my mod and how to convert the sound files for
>> use in Source! Can someone please leave a nice tutorial(text tutorial) on
>> how to do this.
>>
>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote:
>>
>> Thanks Jesse, you saved my life lol.
>>
>>
>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak > <https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com>>
>> wrote:
>>
>> Yes use gcf scape and look in the games vpks the ones you want are the
>> directory vpks which use _dir
>>  On Apr 1, 2015 3:21 PM, "Gavin Isgar" > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote:
>>
>> I've checked all sound folders in the games but don't see any sounds
>> themself. Do i have to use GCFScape or something? Sorry if i sound like i
>> have no experience, i've just been very tired recently and didnt get a lot
>> of sleep.
>>
>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi > <https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com>> wrote:
>>
>>  What do you think your mod is running off of?
>>  You have the base source content, which includes all of the sounds and
>> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
>> of the other valve games you can easily look at their files too.
>>
>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote:
>>
>> My mod didn't come with existing sound files. I've also read the
>> developer wiki, but i didn't find much, so i'm asking you.
>>
>>
>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi > <https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com>> wrote:
>>
>> open existing sound files and sound scripts and look. also read the
>> developer wiki.
>>
>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote:
>>
>> Hey guys, i have another question! How do i change weapon sound for my
>> mod? What format does it have to be and what files do i need to edit? Long
>> story short, i need to know everything about changing the sounds please!
>>
>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote:
>>
>> Thanks Ken, i was just tired last night and having a rough time with some
>> stuff, thanks though!
>>
>>  On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher > <https://e.mail.ru/compose/?mailto=mailto%3acapt...@qis.net>> wrote:
>>
>>   It says right there...
>> The images displayed in the new game dialogue are 152x86. Since texture
>> dimensions must both be a power of two, your VTFs will be 256x128 with a
>> border to the right and bottom.
>>
>>  That means that the full dimensions of the image will be 256 wide by
>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>> What you should do is create your chapter images as 152x86 images, and then
>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>> the actual image), or take that 152x86 image and copy it into a new 256x128
>> image, and just make sure it is positioned in the top-left. The unused
>> portion of the image should just be black.
>>
>>
>>  Original message 
>> From: Gavin Isgar > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>>
>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>> To: Discussion of Half-Life Programming > <https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com>>
>>
>> Subject: Re: [hlcoders] Modding Problems
>>
>> Alright I guess
>>
>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann > <https://e.mail.ru/compose/?mailto=mailto%3aschumann@gmail.com>>
>> wrote:
>>
>> Other than that I'd just use the images from Half-Life 2 as a base.
>>
>> On 29 March 2015 at 12:20, Gavin Isgar > <

Re: [hlcoders] Please help me build my MOD

2015-04-14 Thread Jesse Oak
Is it just a stock hl2 mod or does it require some actual code changes? I
guess what I mean is do you just need someone to compile the sdk 2013 code
for you?
On Apr 14, 2015 1:43 AM, "Peter Urbanics"  wrote:

> Hi All,
>
> Is there anybody out there with wizard like MOD building skills who has
> some extra time to help?
>
> I finished a MOD more than two years ago, except for some graffiti I was
> waiting for.
> It all built without an error back then.  Times passed and now I had to
> change to the new SDK and after that it won't build anymore.
>
> *I am a designer and have no clue what to do to fix it.*
>
> I could share the whole thing if somebody with expertise would be willing
> to take a look.
>
> It is this: http://www.moddb.com/mods/hangover
> I would just like to build and release so people who watched it back then
> could play it.
>
> Thanks in advance,
> Peter
>
>
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>
>
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Re: [hlcoders] Modding Problems

2015-04-01 Thread Jesse Oak
Yes use gcf scape and look in the games vpks the ones you want are the
directory vpks which use _dir
On Apr 1, 2015 3:21 PM, "Gavin Isgar"  wrote:

> I've checked all sound folders in the games but don't see any sounds
> themself. Do i have to use GCFScape or something? Sorry if i sound like i
> have no experience, i've just been very tired recently and didnt get a lot
> of sleep.
>
> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi 
> wrote:
>
>> What do you think your mod is running off of?
>> You have the base source content, which includes all of the sounds and
>> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
>> of the other valve games you can easily look at their files too.
>>
>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar  wrote:
>>
>>> My mod didn't come with existing sound files. I've also read the
>>> developer wiki, but i didn't find much, so i'm asking you.
>>>
>>>
>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi >> > wrote:
>>>
 open existing sound files and sound scripts and look. also read the
 developer wiki.

 On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar  wrote:

> Hey guys, i have another question! How do i change weapon sound for my
> mod? What format does it have to be and what files do i need to edit? Long
> story short, i need to know everything about changing the sounds please!
>
> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar 
> wrote:
>
>> Thanks Ken, i was just tired last night and having a rough time with
>> some stuff, thanks though!
>>
>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher  wrote:
>>
>>> It says right there...
>>> The images displayed in the new game dialogue are 152x86. Since
>>> texture dimensions must both be a power of two, your VTFs will be 
>>> 256x128
>>> with a border to the right and bottom.
>>>
>>> That means that the full dimensions of the image will be 256 wide by
>>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>> What you should do is create your chapter images as 152x86 images, and 
>>> then
>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>> the actual image), or take that 152x86 image and copy it into a new 
>>> 256x128
>>> image, and just make sure it is positioned in the top-left. The unused
>>> portion of the image should just be black.
>>>
>>>
>>>  Original message 
>>> From: Gavin Isgar 
>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>> To: Discussion of Half-Life Programming <
>>> hlcoders@list.valvesoftware.com>
>>> Subject: Re: [hlcoders] Modding Problems
>>>
>>> Alright I guess
>>>
>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>> schumann@gmail.com> wrote:
>>>
 Other than that I'd just use the images from Half-Life 2 as a base.

 On 29 March 2015 at 12:20, Gavin Isgar  wrote:

> Tom, i checked that but, to be honest, i didnt understand it a
> bit. Anything else?
>
> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
> schumann@gmail.com> wrote:
>
>> There's some information on that at
>> https://developer.valvesoftware.com/wiki/Background#Images
>>
>> On 29 March 2015 at 09:09, Gavin Isgar  wrote:
>>
>>> Hey guys, im having another problem again and couldnt find a fix
>>> on the internet. I dont know the right size for chapter thumbnails, 
>>> what
>>> size do i make the picture(not the vtf or vmt)?
>>>
>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar 
>>> wrote:
>>>
 The two dots means "parent directory". You start in
 materials/vgui, go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.

 On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar 
 wrote:
 > Yea Jesse, here's how i fixed it! So in my materials folder,
 i made a logo
 > folder, inside i put both put the vmt and vtf file with the
 same name.
 > Inside the vmt file, i put:
 >
 > "UnlitGeneric"
 > {
 > "$basetexture" "logo/hl2rslogo1"
 > "$nolod" 1
 > "$translucent" 1
 > }
 >
 > The path automatically detects the material folder, so just
 put the folder
 > and the name of both the vmt and vtf file(no extension). Then
 in my
 > gamelogo.res in my resource folder, i put:
 >
 > Resource/GameLogo.res
 > {
 > GameLogo
 > {
 > ControlName EditablePanel
 > fieldName GameLogo
 > xpos 0
 > ypo

Re: [hlcoders] Modding Problems

2015-03-26 Thread Jesse Oak
Could you tell us what fixed it so if someone else asks we can tell them?
On Mar 26, 2015 7:14 AM, "Gavin Isgar"  wrote:

> Just fixed it actually! Thanks for the help! But i would like if you guys
> would say this in your email just incase i have anymore problems in the
> future! Thanks guys
>
> On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar  wrote:
>
>> Also what about the logo format. Does it have to be specific like vmt or
>> vtf? Also, where do i put the logo files?
>>
>> On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar  wrote:
>>
>>> Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which
>>> is very different, nothing is the same.
>>>
>>>
>>> On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann 
>>> wrote:
>>>
 I'm not sure about GameLogo.res - if you look at the GameLogo.res in
 Half-Life 2 (or any other Source game) what is the path relative to?

 On 26 March 2015 at 07:41, Gavin Isgar  wrote:

> The console actually says nothing. It has no problems or errors. I
> changed the vtf's path to the vmt name now, but what about everything 
> else?
> Like the gamelogo.res, is that suppose to be a path or
> HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the
> path be?
>
> On Wed, Mar 25, 2015 at 7:55 AM, 
> wrote:
>
>>  Tom is correct. I doubt the game is even allowed to read from the
>> Program Files directory if UAC is enabled.
>>
>>  - ScarT
>>
>> *From:* Tom Schumann 
>> *Sent:* ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
>> *To:* Discussion of Half-Life Programming
>> 
>>
>> I don't think the $basetexture parameter should be an absolute path -
>> I think it should just be "HalfLife2RSIngameLogo1"
>> What does the console say?
>>
>> On 25 March 2015 at 06:25, Gavin Isgar  wrote:
>>
>>> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a
>>> problem with the ingame logo at the menu screen. It shows up pink/black
>>> checkers while the size is the same size as the logo. I have a vmt and 
>>> vtf
>>> file of the photo both in the materials folder alone while the other
>>> folders inside the materials folder are "console" and "sdk"(obviously 
>>> the
>>> folders don't have the quotes in their names). Also, i have the code for
>>> the GameLogo.res down here;
>>> Resource/GameLogo.res
>>> {
>>> GameLogo
>>> {
>>> ControlName EditablePanel
>>> fieldName GameLogo
>>> xpos 0
>>> ypos 0
>>> zpos 50
>>> wide 400
>>> tall 100
>>> autoResize 1
>>> pinCorner 0
>>> visible 1
>>> enabled 1
>>> offsetX -20
>>> offsetY -15
>>> }
>>>
>>> Logo
>>> {
>>> ControlName ImagePanel
>>> fieldName Logo
>>> xpos 0
>>> ypos 0
>>> zpos 50
>>> wide 400
>>> tall 100
>>> visible 1
>>> enabled 1
>>> image materials\hl2rslogo1
>>> scaleImage 1
>>> }
>>> }
>>> The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i
>>> do anything wrong here, such as the path or anything else? This is the 
>>> vmt
>>> file's code;
>>> "UnlitGeneric"
>>> {
>>> "$basetexture" "C:\Program Files
>>> (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1"
>>> "$nolod" 1
>>> }
>>> Anything wrong here either? The last file is the gameinfo.txt, which
>>> is down here;
>>> "GameInfo"
>>> {
>>> game  "Half-Life 2: Resistance Shadow"
>>> type singleplayer_only
>>> icon "icon"
>>> gamelogo"1"
>>>
>>> FileSystem
>>> {
>>> SteamAppId 218 // GCF for Episode 2
>>> ToolsAppId 211 // Tools will load this (ie: source SDK caches) to
>>> get things like materials\debug, materials\editor, etc.
>>>  SearchPaths
>>> {
>>> Game |gameinfo_path|.
>>> Game |all_source_engine_paths|ep2
>>> Game |all_source_engine_paths|episodic
>>> Game |all_source_engine_paths|hl2
>>> }
>>> }
>>> }
>>> Anything wrong here also? Please reply back at gisg...@gmail.com because
>>> im really stuck in a hole with this mod without the logo, so please 
>>> reply
>>> with answers! I'm sorry if this isn't the right email for this problem.
>>> Thank you very much and have a good day!
>>>
>>> ___
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>>> archives, please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
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>>
>
> _

Re: [hlcoders] SDK2007 and Episode 1 Content

2015-03-06 Thread Jesse Oak
You can release a 2007 mod on third party sites like moddb but my
understanding is Valve requires any mod that wishes to be on steam that
they be on 2013.
On Mar 6, 2015 11:46 AM, "Peter Urbanics"  wrote:

> Hi Shokunin,
>
> I don't have a solution to your problem but have something similar myself.
> I made a MOD and about finished it 2 years ago just did not release it
> because I was waiting for some last graphics.
> Now with the new SDK it won't compile. Some stupid error, because it
> compiled just fine before.
>
> Is it possible to stay with the SDK2007 and release a MOD for people to
> play?
> I thought that we must convert to the new SDK.
>
> br,
> Peter
>
> --
> Date: Fri, 6 Mar 2015 09:46:46 -0600
> From: shokunin...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] SDK2007 and Episode 1 Content
>
> Hello Everyone,
>
> I'm currently beta testing a HL2 SP mod and I've been having problems with
> missing models & textures from Episode 1 but I've only noticed it from half
> the testers. I'm using SDK2007 instead of 2013 because there are hundreds
> of code changes and I'd like avoid integrating. The mod is nearly complete
> as well and its been nearly 2 years in the making!
>
> I've verified that the SDK2007 includes EP1 content at least on my machine:
> ...steamapps\common\Source SDK Base 2007\vpks\depot_213_dir.vpk
>
> These files are missing for some of my testers.
>
> I've also tried deleting the 213 vpks, validating the SDK2007 tool cache,
> and saw that it re-downloaded them. After having my users validate it did
> not pull down the 213 vpks.
>
>- Would anyone know why my copy of SDK2007 would include EP1 content
>and not others?
>- Is there any way to modify my gameinfo.txt to trigger the SDK2007 to
>pull down the EP1 content?
>
> Another strange note, I found that by asking my users to download
> Counter-Strike: Source it triggers an update to the SDK2007 pulling down
> the EP1 content. My mod doesn't use any content from CS:S so I'd like to
> avoid this requirement.
>
> I'm worried a proper fix may require someone at Valve, so I'm hoping
> someone there is reading this. :) Worst case I can copy all the files I
> need but I'd like to avoid uncessary bloat.
>
> Thanks and any help or info would be much appreciated! :)
>
>
>
>
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Re: [hlcoders] HL2DM vpk.exe crash

2014-12-30 Thread Jesse Oak
That doesn't mean you have to use sdk 2007. 2013 comes with assets for hl2,
ep1, ep2, and hl2dm as well as allowing you to mount portal, css, tf2, dods
and a few others.

Every HL2 game has actually been moved to the 2013 code base.
On Dec 30, 2014 6:55 AM, "3Turtles" <3turt...@videotron.ca> wrote:

> Sadly using SDK 2013 is out of the question as the mod is based on the
> archaic Source 2007 (it uses assets from HL2DM and HL2:ep2).
>
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Re: [hlcoders] Getting back to my MOD after 2 years‏

2014-12-28 Thread Jesse Oak
If you are missing content in hammer or in game it means the content isn't
being mounted properly in gameinfo.txt
On Dec 28, 2014 3:02 AM, "Peter Urbanics"  wrote:

> Hi,
>
> Great info, thanks!
> Some progress was made.
>
> So I added this to the GameConfig.txt
> "Hangover"
> {
> "GameDir" "C:\Program Files (x86)\Steam\steamapps\sourcemods\Hangover"
> "Hammer"
> {
> "GameData0" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK
> Base 2013 Singleplayer\bin\halflife2.fgd"
> "TextureFormat" "5"
> "MapFormat" "4"
> "DefaultTextureScale" "0.25"
> "DefaultLightmapScale" "16"
> "GameExe" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base
> 2013 Singleplayer\hl2.exe"
> "DefaultSolidEntity" "func_detail"
> "DefaultPointEntity" "info_player_start"
> "BSP" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013
> Singleplayer\bin\vbsp.exe"
> "Vis" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013
> Singleplayer\bin\vvis.exe"
> "Light" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base
> 2013 Singleplayer\bin\vrad.exe"
> "GameExeDir" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK
> Base 2013 Singleplayer"
> "MapDir" "C:\Hangover\mapsrc"
> "BSPDir" "C:\Program Files (x86)\Steam\steamapps\sourcemods\Hangover\maps"
> "CordonTexture" "tools\toolsskybox"
> "MaterialExcludeCount" "0"
> }
> }
>
> which is in:
> C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013
> Singleplayer\bin
>
> Then if I run the hammer.exe there, now it does not ask anymore which
> config to start with but in the options it is set to Hangover so I guess it
> uses that.
> Now I can finally see my custom Hangover models in the model browser.
> It looks like the ones that have custom textures are textured but the ones
> that use textures from other Half Life products are just displayed with the
> black-pink checker texture.
> Unfortunately now every other model (which are not Hangover custom stuff
> but probably from EP1, 2, Orange Box, like trees, logs, rocks...) are still
> missing and displayed as ERROR texts.
>
> I tried adding some more Game Data Files directory paths in the options to
> the Hangover config but it did not change anything.
> It adds them to the GameConfig.txt like so:
> "GameData0" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2
> Deathmatch\bin\base.fgd"
> "GameData1" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2
> Deathmatch\bin\halflife2.fgd"
> "GameData2" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2
> Deathmatch\bin\hl2mp.fgd"
> "GameData3" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life
> 2\bin\base.fgd"
> "GameData4" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life
> 2\bin\halflife2.fgd"
> "GameData5" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK
> Base 2013 Singleplayer\bin\halflife2.fgd"
> but after restarting Hammer and loading the same map file, all the same
> stuff is still missing.
>
> I only have Source SDK Base 2013 Singleplayer installed now. Do I need to
> install Source SDK or Source SDK Base 2006, etc. to be able to add those
> directory paths?
> Is that what is required?
> I remember two years ago I was using the Source SDK and starting hammer
> from that one.
>
> One more thing I tried:
> if I switch the game config to EP2 inside Hammer then it tells me to
> restart, then when I open the same scene the trees and logs are there but
> the Hangover MOD specific models are missing. :-)
>
> What should I try?
> Please help!
> How do I make it load the models from both configs?
>
> Thanks,
> Peter
>
> --
> From: pmckeown2...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Fri, 19 Dec 2014 22:36:53 +
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
> Hi,
>
> Unless I've misread the problem, you said earlier you are starting Hammer
> with the Half-Life 2: Episode 2 configuration, that seems to be what the
> problem is. If you are making your own mod (with content in it's own folder
> in the SourceMods folder), you will need to create a custom Hammer
> configuration for it. You can do this within hammer, but the easiest way is
> to go to the SDK Base 2013/bin folder of your choice, and open
> GameConfig.txt . Make a copy of one of the existing configs, and paste it
> within the file, and edit the paths and names  to reference your mod.
> Launch hammer with your game select and that should fix your missing
> content problem.
>
> Hope this helps, apologies if I've gotten your problem wrong. Best regards.
>
> --
> Date: Fri, 19 Dec 2014 12:55:24 -0600
> From: xnicho...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
> This problem could be solved by allowing developers access to the closed
> source filesystem dlls.
>
> Or valve could actually program their closed source filesystem dlls with
> MASSIVE verbosity. I mean 

Re: [hlcoders] HL2DM vpk.exe crash

2014-12-26 Thread Jesse Oak
If this is for a mod based on sdk 2013 multiplayer code you could just use
the vpk.exe it has
On Dec 24, 2014 12:17 AM, "3Turtles" <3turt...@videotron.ca> wrote:

> vpk.exe in "..\Common\Half-Life 2 Deathmatch\bin" seems to be broken (it
> crashes).
>
> I've tried verifying the cache (didnt find any corrupt files), deleting
> the entire bin folder to redownload the files and i even tried vpk.exe on
> another computer and in all cases it crashes the moment i drag a vpk on the
> executable or if i run it through the command line.  It only manages to
> extracts 1 file (cfg/settings.scr) before the crash.
>
> Does anyone else have this problem?
>
> P.S. TF2 vpk.exe works fine for extracting HL2DM vpk, but i'm trying not
> to use it because i wrote a batch file to fix something and requiring the
> user to have TF2 installed is a pain.
>
>
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> please visit:
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Re: [hlcoders] Getting back to my MOD after 2 years‏

2014-10-04 Thread Jesse Oak
You most likely just need to update your gameinfo.txt so that it mounts hl2
episodic and ep2 content.
On Oct 4, 2014 1:59 AM, "Peter Urbanics"  wrote:

> Thanks. Using your dll-s some progress has been made:
> Now I can start the MOD but there are a bunch of props missing already
> from the menu background.
> See image:
> http://www.mediafire.com/view/pz8y1j13qluz8rn/hangover_error1.png
>
> Then when I try to start the game it crashes.
>
> So I went on to start Hammer to take a look there, but the Hammer.bat under
> C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013
> Singleplayer\bin
> just says: "\Steam\steamapps\SourceMods\hangover was unexpected at this
> time."
> So I start the hammer.exe and load a scene, then there again a bunch of
> objects are missing. Some of them are my own models, some are ferns, etc. I
> don't remember from which episode.
> http://www.mediafire.com/view/3tvhotpku25gtjq/hangover_error2.png
>
> ARGH   :-)
>
> Please help, what should I try, or post here so somebody can get an idea
> what could be wrong?
>
> I would hate to give up so close to finally releasing the MOD I worked on
> so much and also to let down the people on on ModDB watching it.
> Before I put the MOD to sleep 2 years ago, everything was error free,
> working perfectly and now with this new SDK I can't get it to work again.
>
> Thanks in advance,
> Peter
>
> --
> Date: Sat, 20 Sep 2014 08:57:47 -0500
> From: wazanato...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
> I put together an example HL2 EP2 mod for someone a few weeks ago  you can
> just grab the .dlls from it if you want
> http://www.mediafire.com/download/7vskc88m1rqmmz4/Hl2EP2_Mod.zip Nothing
> is changed in it I just compiled the singleplayer code.
>
> I'm not sure why .dlls are not under the EP2 folder I could have sworn
> that's where they were located. If you don't want to use mine you can also
> just grab them from the game itself and it should work.
>
> On Sat, Sep 20, 2014 at 2:29 AM, Peter Urbanics 
> wrote:
>
>  Hi,
>
> So finally I dared to try this and got stuck going through these:
> http://steamcommunity.com/sharedfiles/filedetails/?id=232923055
>
> at this point:
> -
> The bin folder
> The bin folder is where your client and server .dll files will go from
> your compiled code
> Navigate to
> ModSourceFolder\source-sdk-2013\sp\src\game\client\Release_mod_hl2 and copy
> the client.dll and paste it into the bin folder located in your
> steamapps\sourcmodes\modname
> Same thing for server.dll
> -
>
> There is no such thing as "Release_mod_hl2" and there are no client and
> server .dll-s to be found there.
>
> By the way I did not do the setting up the code base and compiling part
> in the beginning as you suggested.
>
> You wrote: " If you don't need to port any code just skip pretty much the
> first half and copy paste the .dlls from the sdk 2013 single player folder
> for ep2 instead."
>
> Unfortunately I did not find any dll-s there either. The only folder that
> has those around there, is:
> Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013
> Singleplayer\sourcetest\bin
>
> Are those dll-s good?
> Why don't I find them under ep2 as you suggested?
>
> Please help!
> Thanks in advance,
> Peter
>
>
> --
> From: purban...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Fri, 8 Aug 2014 06:43:52 +0200
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
> Thanks for the explanation. Sounds promising!
>
> Br,
> Peter
>
> --
> Date: Thu, 7 Aug 2014 19:01:52 -0500
> From: wazanato...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
> There shouldn't be a need to convert anything, the only thing you will
> need to remake for sure is the gameinfo.txt. Map files, sound files,
> textures, models, etc should be fine.
>
> HL2, TF2, CSS, etc were all moved to the 2013 branch, users no longer are
> required to own HL2 or it's episodes to play HL2 mods. Upon launching your
> mod they will auto install sdk 2013 singleplayer if they don't already.
>
>
> On Thu, Aug 7, 2014 at 7:28 AM, Peter Urbanics 
> wrote:
>
> Thanks Jesse,
>
> I found it:
> http://steamcommunity.com/sharedfiles/filedetails/?id=232923055
> I'll try that out and let you know what happened ... soon.
>
> Just to make this a bit clearer for me: I have to set up a new MOD and
> then copy all the content stuff from my old MOD into it?
> Is this how it has to be done? Isn't there a convert or something?
> And why do I need to go to this new SDK 2013 anyway, can't I just get my
> old MOD working and release it for people to play who have HL2?
>
> Thanks,
> Peter
>
> --
> Date: Thu, 7 Aug 2014 06:47:20 -0500
> F

Re: [hlcoders] Today's update breaks my game.

2014-10-02 Thread Jesse Oak
Thank you!
On Oct 2, 2014 3:28 PM, "Eric Smith"  wrote:

>  We’ve rolled back the updates while we investigate what happened. The
> “upcoming” beta versions will still get you the new content if you need it.
>
>
>
> -Eric
>
>
>
>
>
> *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Michael Zehnich
> *Sent:* Thursday, October 02, 2014 9:04 AM
> *To:* Discussion of Half-Life Programming
> *Subject:* Re: [hlcoders] Today's update breaks my game.
>
>
>
> Same for Dystopia (SDK 2013), I believe after a VGUI element pops up is
> what the players are saying.
>
>
>
> On Thu, Oct 2, 2014 at 10:15 AM, Jesse Oak  wrote:
>
> Can confirm this issue as well. Mod is now crashing on map load
>
> On Oct 2, 2014 8:27 AM, "Nick"  wrote:
>
> update us every 12 hours please
>
>
>
> On Wed, Oct 1, 2014 at 11:23 PM, Jorge Rodriguez 
> wrote:
>
> Here's a stack trace: http://codepad.org/5IUFpgD4
>
> Here's another: http://codepad.org/tz0nEpKd
>
> Here's a third: http://codepad.org/kRUAaFFA
>
> All unreliable of course since I don't have engine symbols but there you
> have it.
>
> Crash occurs on creating a listenserver and on connecting to existing
> servers. Crash does not occur when running Source SDK 2013 rendering test.
>
>
>
> This is at a very bad time for me since I'm trying to release the game on
> Steam in the next few days and a really popular French YouTuber just made a
> video of the game, and now all of the traffic he sent my way is DOA. I'd
> very, very much appreciate a rollback.
>
>
> --
>
> Jorge "Vino" Rodríguez
> [ Tw <http://twitter.com/vinobs> | Fb <http://www.facebook.com/bsvino> |
> G+ <http://www.google.com/profiles/bs.vino> | Ht
> <http://vinoisnotouzo.com> ]
>
>
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>
>
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Re: [hlcoders] Today's update breaks my game.

2014-10-02 Thread Jesse Oak
Can confirm this issue as well. Mod is now crashing on map load
On Oct 2, 2014 8:27 AM, "Nick"  wrote:

> update us every 12 hours please
>
> On Wed, Oct 1, 2014 at 11:23 PM, Jorge Rodriguez 
> wrote:
>
>> Here's a stack trace: http://codepad.org/5IUFpgD4
>>
>> Here's another: http://codepad.org/tz0nEpKd
>>
>> Here's a third: http://codepad.org/kRUAaFFA
>>
>> All unreliable of course since I don't have engine symbols but there you
>> have it.
>>
>> Crash occurs on creating a listenserver and on connecting to existing
>> servers. Crash does not occur when running Source SDK 2013 rendering test.
>>
>> This is at a very bad time for me since I'm trying to release the game on
>> Steam in the next few days and a really popular French YouTuber just made a
>> video of the game, and now all of the traffic he sent my way is DOA. I'd
>> very, very much appreciate a rollback.
>>
>> --
>> Jorge "Vino" Rodríguez
>> [ Tw  | Fb  |
>> G+  | Ht
>>  ]
>>
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>> please visit:
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>>
>>
>
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Re: [hlcoders] Getting back to my MOD after 2 years‏

2014-09-20 Thread Jesse Oak
I put together an example HL2 EP2 mod for someone a few weeks ago  you can
just grab the .dlls from it if you want
http://www.mediafire.com/download/7vskc88m1rqmmz4/Hl2EP2_Mod.zip Nothing is
changed in it I just compiled the singleplayer code.

I'm not sure why .dlls are not under the EP2 folder I could have sworn
that's where they were located. If you don't want to use mine you can also
just grab them from the game itself and it should work.

On Sat, Sep 20, 2014 at 2:29 AM, Peter Urbanics 
wrote:

>  Hi,
>
> So finally I dared to try this and got stuck going through these:
> http://steamcommunity.com/sharedfiles/filedetails/?id=232923055
>
> at this point:
> -
> The bin folder
> The bin folder is where your client and server .dll files will go from
> your compiled code
> Navigate to
> ModSourceFolder\source-sdk-2013\sp\src\game\client\Release_mod_hl2 and copy
> the client.dll and paste it into the bin folder located in your
> steamapps\sourcmodes\modname
> Same thing for server.dll
> -
>
> There is no such thing as "Release_mod_hl2" and there are no client and
> server .dll-s to be found there.
>
> By the way I did not do the setting up the code base and compiling part
> in the beginning as you suggested.
>
> You wrote: " If you don't need to port any code just skip pretty much the
> first half and copy paste the .dlls from the sdk 2013 single player folder
> for ep2 instead."
>
> Unfortunately I did not find any dll-s there either. The only folder that
> has those around there, is:
> Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013
> Singleplayer\sourcetest\bin
>
> Are those dll-s good?
> Why don't I find them under ep2 as you suggested?
>
> Please help!
> Thanks in advance,
> Peter
>
>
> --
> From: purban...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Fri, 8 Aug 2014 06:43:52 +0200
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
> Thanks for the explanation. Sounds promising!
>
> Br,
> Peter
>
> --
> Date: Thu, 7 Aug 2014 19:01:52 -0500
> From: wazanato...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
> There shouldn't be a need to convert anything, the only thing you will
> need to remake for sure is the gameinfo.txt. Map files, sound files,
> textures, models, etc should be fine.
>
> HL2, TF2, CSS, etc were all moved to the 2013 branch, users no longer are
> required to own HL2 or it's episodes to play HL2 mods. Upon launching your
> mod they will auto install sdk 2013 singleplayer if they don't already.
>
>
> On Thu, Aug 7, 2014 at 7:28 AM, Peter Urbanics 
> wrote:
>
> Thanks Jesse,
>
> I found it:
> http://steamcommunity.com/sharedfiles/filedetails/?id=232923055
> I'll try that out and let you know what happened ... soon.
>
> Just to make this a bit clearer for me: I have to set up a new MOD and
> then copy all the content stuff from my old MOD into it?
> Is this how it has to be done? Isn't there a convert or something?
> And why do I need to go to this new SDK 2013 anyway, can't I just get my
> old MOD working and release it for people to play who have HL2?
>
> Thanks,
> Peter
>
> --
> Date: Thu, 7 Aug 2014 06:47:20 -0500
> From: wazanato...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
>
> I have a guide on the sdk group hub page on steam for setting up a single
> player mod. If you don't need to port any code just skip pretty much the
> first half and copy paste the .dlls from the sdk 2013 single player folder
> for ep2 instead.
> On Aug 7, 2014 1:30 AM, "Peter Urbanics"  wrote:
>
>  Dear HLCoders,
>
> It's been exactly 2 years since I have not touched my MOD because I
> decided it was finished and will release it as soon as I get the last few
> graffiti and smack those on some walls.
> Finally I have them, YAY!
>
> http://www.moddb.com/mods/hangover
>
> But as I feared all along a lot has changed in the Source world in two
> years and now after fooling around for several days and trying various,
> said to work solutions, I still can't get the MOD to run, if I manage to
> start Hammer, models are missing, the VBCT compile tool does not see the
> MOD, etc.
> ARGH!  :-(
>
> I'm confused now as there is so much different info out there (some
> already outdated) about how to convert your MOD to Source SDK 2013 or start
> Hammer differently, edit various txt files… I'm not even sure I need to
> convert or what exactly I should be doing to get this back up running. I
> fear I'm not seeing the forest from the tree and all this should be much
> easier.
>
> It was a simple Orange Box MOD with no code modification.
>
>
> *Is there anybody out there with experience in sorting this kind of crap
> out?*
> *Anybody willing to take a look?*
>
> I am so close to

Re: [hlcoders] Getting back to my MOD after 2 years‏

2014-08-07 Thread Jesse Oak
There shouldn't be a need to convert anything, the only thing you will need
to remake for sure is the gameinfo.txt. Map files, sound files, textures,
models, etc should be fine.

HL2, TF2, CSS, etc were all moved to the 2013 branch, users no longer are
required to own HL2 or it's episodes to play HL2 mods. Upon launching your
mod they will auto install sdk 2013 singleplayer if they don't already.


On Thu, Aug 7, 2014 at 7:28 AM, Peter Urbanics 
wrote:

> Thanks Jesse,
>
> I found it:
> http://steamcommunity.com/sharedfiles/filedetails/?id=232923055
> I'll try that out and let you know what happened ... soon.
>
> Just to make this a bit clearer for me: I have to set up a new MOD and
> then copy all the content stuff from my old MOD into it?
> Is this how it has to be done? Isn't there a convert or something?
> And why do I need to go to this new SDK 2013 anyway, can't I just get my
> old MOD working and release it for people to play who have HL2?
>
> Thanks,
> Peter
>
> --
> Date: Thu, 7 Aug 2014 06:47:20 -0500
> From: wazanato...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
>
> I have a guide on the sdk group hub page on steam for setting up a single
> player mod. If you don't need to port any code just skip pretty much the
> first half and copy paste the .dlls from the sdk 2013 single player folder
> for ep2 instead.
> On Aug 7, 2014 1:30 AM, "Peter Urbanics"  wrote:
>
>  Dear HLCoders,
>
> It's been exactly 2 years since I have not touched my MOD because I
> decided it was finished and will release it as soon as I get the last few
> graffiti and smack those on some walls.
> Finally I have them, YAY!
>
> http://www.moddb.com/mods/hangover
>
> But as I feared all along a lot has changed in the Source world in two
> years and now after fooling around for several days and trying various,
> said to work solutions, I still can't get the MOD to run, if I manage to
> start Hammer, models are missing, the VBCT compile tool does not see the
> MOD, etc.
> ARGH!  :-(
>
> I'm confused now as there is so much different info out there (some
> already outdated) about how to convert your MOD to Source SDK 2013 or start
> Hammer differently, edit various txt files… I'm not even sure I need to
> convert or what exactly I should be doing to get this back up running. I
> fear I'm not seeing the forest from the tree and all this should be much
> easier.
>
> It was a simple Orange Box MOD with no code modification.
>
>
> *Is there anybody out there with experience in sorting this kind of crap
> out?*
> *Anybody willing to take a look?*
>
> I am so close to releasing the MOD, just need to get this sorted out.
> It all worked perfectly 2 years ago, so I am sure there is not much other
> crap going on in the MOD, just this SDK change needs some love to get it
> running again.
>
>
> I hope this makes sense to someone with experience in this.
> It's all gray for me. I just want to design!!!
>
> Any help would be very much appreciated.
> Thanks in advance,
> Peter Urbanics
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
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> list preferences, or view the list archives, please visit:
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Re: [hlcoders] Taking another stab at modding...

2014-08-07 Thread Jesse Oak
You are using 2013 code base right?
On Aug 7, 2014 11:55 AM, "Corbin Fancher"  wrote:

> I'm pretty new to modding and c++ in general. I understand most of the
> core concepts, but haven't really had any experience implementing any
> of it. Last time I attemped any modding, I had a much looser grasp on
> programming, and was working on visual studio, and I couldn't get the
> plain alien swarm sdk, let alone anything else, to compile, now,
> running on linux I'm giving it another shot. I had to modify a few
> headers to reference the entire path to some standard gcc libs, but
> now have everything compiled. Now my only issue is the original source
> code has at least a few segfaults. Anyone else experience these? Any
> fixes?
>
> --
> ___
>
>  _   _
> (_)   _ (_)
> (_)_ (_)  _  _  _  _   _  _   _  _  __  _  _
> _ _ _
> (_) _ (_)(_)(_)(_) _  (_)_  _ (_)(_) (_)(_)(_) _
> _(_)(_)(_)(_)   (_)   (_)
> (_)(_) _  _  _  _ (_)   (_)(_)_  _  _ (_) (_)_  _  _
> _(_)   (_)
> (_)   (_) _ _(_)(_)(_)(_)   (_) _(_)(_)(_)(_)
> (_)(_)(_)(_)_  (_)   (_)
> (_)  (_) _ (_)_  _  _ (_)_  (_)(_)_  _  _ (_)_   _  _  _
> _(_) (_)_  _  _(_)_
> (_) (_)  (_)(_)(_)  (_) (_)  (_)(_)(_)  (_)
> (_)(_)(_)(_) (_)(_)(_) (_)
>
> ___
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> please visit:
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Re: [hlcoders] Getting back to my MOD after 2 years‏

2014-08-07 Thread Jesse Oak
I have a guide on the sdk group hub page on steam for setting up a single
player mod. If you don't need to port any code just skip pretty much the
first half and copy paste the .dlls from the sdk 2013 single player folder
for ep2 instead.
On Aug 7, 2014 1:30 AM, "Peter Urbanics"  wrote:

>  Dear HLCoders,
>
>
>
> It's been exactly 2 years since I have not touched my MOD because I
> decided it was finished and will release it as soon as I get the last few
> graffiti and smack those on some walls.
>
> Finally I have them, YAY!
>
>
>
> http://www.moddb.com/mods/hangover
>
>
>
> But as I feared all along a lot has changed in the Source world in two
> years and now after fooling around for several days and trying various,
> said to work solutions, I still can't get the MOD to run, if I manage to
> start Hammer, models are missing, the VBCT compile tool does not see the
> MOD, etc.
>
> ARGH!  :-(
>
>
>
> I'm confused now as there is so much different info out there (some
> already outdated) about how to convert your MOD to Source SDK 2013 or start
> Hammer differently, edit various txt files… I'm not even sure I need to
> convert or what exactly I should be doing to get this back up running. I
> fear I'm not seeing the forest from the tree and all this should be much
> easier.
>
>
>
> It was a simple Orange Box MOD with no code modification.
>
>
> *Is there anybody out there with experience in sorting this kind of crap
> out?*
>
> *Anybody willing to take a look?*
>
>
>
> I am so close to releasing the MOD, just need to get this sorted out.
>
> It all worked perfectly 2 years ago, so I am sure there is not much other
> crap going on in the MOD, just this SDK change needs some love to get it
> running again.
>
>
> I hope this makes sense to someone with experience in this.
>
> It's all gray for me. I just want to design!!!
>
>
>
> Any help would be very much appreciated.
>
> Thanks in advance,
>
> Peter Urbanics
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
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Re: [hlcoders] Playing sequence ... but there's only ... in total

2014-07-28 Thread Jesse Oak
I've seen similar errors pop up for other mods as well. I wouldn't worry
too much as it doesn't seem to be anything fatal.
On Jul 28, 2014 12:04 PM, "Jan Hartung"  wrote:

> Hey list,
>
>
>
> We keep seeing this error message as soon as a second player joins the
> game, for any of the weapons. Apparently everything’s just fine as there
> are no animation errors whatsoever – is there any way to fix the underlying
> error?
>
>
>
> Jan
>
>
>
> ___
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> please visit:
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>
>
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Re: [hlcoders] Sdk 2013 multiplayer options

2014-06-10 Thread Jesse Oak
Then go multilayer and add the single player elements back in
On Jun 10, 2014 1:05 AM, "Tony "omega" Sergi"  wrote:

> What if you want single player AND multiplayer?
>
>
>
> On Tue, Jun 10, 2014 at 6:12 AM, Joe Ludwig  wrote:
>
>>  This options panel will appear if the game is marked as
>> multiplayer_only in gameinfo.txt:
>>
>>
>>
>> "GameInfo"
>>
>> {
>>
>> game "HALF-LIFE 2"
>>
>> title"HALF-LIFE'"
>>
>> type   singleplayer_only
>>
>>
>>
>> "GameInfo"
>>
>> {
>>
>> game "[Staging] Team Fortress 2"
>>
>> type multiplayer_only
>>
>> nomodels 1
>>
>> nohimodel 1
>>
>> nocrosshair 0
>>
>>
>>
>> Hope that helps!
>>
>>
>>
>>
>>
>> Joe
>>
>>
>>
>> *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
>> hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jorge Rodriguez
>> *Sent:* Monday, June 09, 2014 5:37 AM
>> *To:* Discussion of Half-Life Programming
>> *Subject:* [hlcoders] Sdk 2013 multiplayer options
>>
>>
>>
>> I think it was when we made the switch to 2013 that the multiplayer
>> options screen disappeared. We had put a few options in there that we
>> wanted players to be able to access, is there any chance of getting it
>> back? I guess I could write my own UI but I'd like to avoid that if
>> possible.
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
>
> --
> -Tony
>
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Re: [hlcoders] Sdk 2013 multiplayer options

2014-06-09 Thread Jesse Oak
Also as a heads up default player model selector that is carried over from
hl2dm is broken (returns the string model rather then the model file path).
So be sure to hide that part via the .res file
On Jun 9, 2014 4:13 PM, "Joe Ludwig"  wrote:

>  This options panel will appear if the game is marked as multiplayer_only
> in gameinfo.txt:
>
>
>
> "GameInfo"
>
> {
>
> game "HALF-LIFE 2"
>
> title"HALF-LIFE'"
>
> type   singleplayer_only
>
>
>
> "GameInfo"
>
> {
>
> game "[Staging] Team Fortress 2"
>
> type multiplayer_only
>
> nomodels 1
>
> nohimodel 1
>
> nocrosshair 0
>
>
>
> Hope that helps!
>
>
>
>
>
> Joe
>
>
>
> *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jorge Rodriguez
> *Sent:* Monday, June 09, 2014 5:37 AM
> *To:* Discussion of Half-Life Programming
> *Subject:* [hlcoders] Sdk 2013 multiplayer options
>
>
>
> I think it was when we made the switch to 2013 that the multiplayer
> options screen disappeared. We had put a few options in there that we
> wanted players to be able to access, is there any chance of getting it
> back? I guess I could write my own UI but I'd like to avoid that if
> possible.
>
> ___
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> please visit:
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Re: [hlcoders] Using EP2 content from Single player SDK in a multiplayer game

2014-05-30 Thread Jesse Oak
According to the faq it's fine as long as you don't pack in their maps
On May 30, 2014 4:25 PM, "Foo Bar"  wrote:

> This gets to the crux of my question - the FAQ says you can use their IP,
> but if a player doesn't own the game that ships with those game assets the
> content would not be mountable.  The way around this would be to ship those
> assets in your own depot.
>
> I was specifically wondering if it's permissible to do this with ep2
> content out of the Single Player SDK but am curious if this would be the
> same case with other commercial games like cstrike and portal.
>
>
>
> On Fri, May 30, 2014 at 2:20 PM, Krzysztof Lesiak 
> wrote:
>
>>  He doesn't have to, as far as I know. You just give gameinfo.txt the
>> AppID of the game you want the content of and the engine will load it, if
>> it's found on the user's hard drive.
>>  --
>> From: Foo Bar 
>> Sent: ‎30.‎05.‎2014 23:16
>> To: Discussion of Half-Life Programming 
>> Subject: Re: [hlcoders] Using EP2 content from Single player SDK in a
>> multiplayer game
>>
>>  You can't put ep2, or other Valve content not part of the
>> multiplayer/single player installs into your own content depot?
>>
>>
>>
>>
>> On Fri, May 30, 2014 at 1:36 PM, Tony "omega" Sergi 
>> wrote:
>>
>>  You can't include it directly, if it's not part of the depot.
>>  You need to come up with a way to mount the content, when the users own
>> the other games.
>>
>>
>>
>> On Sat, May 31, 2014 at 1:28 AM, Foo Bar  wrote:
>>
>>  Thanks Jesse.
>>
>>  That page infers any Valve content could be distributed including
>> cstrike and portal.  I suddenly feel warm and fuzzy.
>>
>>
>>
>>  On May 30, 2014 9:00 AM, "Jesse Oak"  wrote:
>>
>> Yes it is fine. See the new FAQ
>> https://partner.steamgames.com/documentation/source_games
>> On May 30, 2014 10:42 AM, "Foo Bar"  wrote:
>>
>> Does anyone know if its permissible to use to use the ep2 content from
>> Source SDK Base 2013 Singleplayer in a 2013 Multiplayer mod?
>>
>>  Seems like it should be, but I don't see specific terms saying that.
>>
>>
>>
>> ___
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>> please visit:
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>>
>>
>>
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>>
>>
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>>
>>
>>
>>
>>
>>  --
>> -Tony
>>
>> ___
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>> please visit:
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>>
>>
>>
>>
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>>
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Re: [hlcoders] Using EP2 content from Single player SDK in a multiplayer game

2014-05-30 Thread Jesse Oak
Using gameinfo.txt mounts it just fine. I'll send an example when I'm in
front of my pc again
On May 30, 2014 3:37 PM, "Tony "omega" Sergi"  wrote:

> You can't include it directly, if it's not part of the depot.
> You need to come up with a way to mount the content, when the users own
> the other games.
>
>
>
> On Sat, May 31, 2014 at 1:28 AM, Foo Bar  wrote:
>
>> Thanks Jesse.
>>
>> That page infers any Valve content could be distributed including cstrike
>> and portal.  I suddenly feel warm and fuzzy.
>>
>>
>>
>> On May 30, 2014 9:00 AM, "Jesse Oak"  wrote:
>>
>>> Yes it is fine. See the new FAQ
>>> https://partner.steamgames.com/documentation/source_games
>>> On May 30, 2014 10:42 AM, "Foo Bar"  wrote:
>>>
>>>> Does anyone know if its permissible to use to use the ep2 content from
>>>> Source SDK Base 2013 Singleplayer in a 2013 Multiplayer mod?
>>>>
>>>> Seems like it should be, but I don't see specific terms saying that.
>>>>
>>>>
>>>>
>>>> ___
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>>>> please visit:
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>>>>
>>>>
>>>>
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>>>
>>>
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>>
>>
>
>
> --
> -Tony
>
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Re: [hlcoders] Using EP2 content from Single player SDK in a multiplayer game

2014-05-30 Thread Jesse Oak
Yes it is fine. See the new FAQ
https://partner.steamgames.com/documentation/source_games
On May 30, 2014 10:42 AM, "Foo Bar"  wrote:

> Does anyone know if its permissible to use to use the ep2 content from
> Source SDK Base 2013 Singleplayer in a 2013 Multiplayer mod?
>
> Seems like it should be, but I don't see specific terms saying that.
>
>
>
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Re: [hlcoders] VR / Oculus - Broke as of Yesterday in SDK.,

2014-05-13 Thread Jesse Oak
Is that what the update was about? I was trying to figure out what was in
that update
On May 13, 2014 11:41 AM, "Joe Ludwig"  wrote:

>  Are you opted-in to the Upcoming branch of the SDK Base? On Friday I
> rolled the base back to the version it was running before 4/20.  There was
> a crash that was still lingering in older mods that hadn’t been rebuilt.
>
>
>
> Joe
>
>
>
> *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Tony "omega" Sergi
> *Sent:* Sunday, May 11, 2014 12:50 AM
> *To:* Discussion of Half-Life Programming
> *Subject:* [hlcoders] VR / Oculus - Broke as of Yesterday in SDK.,
>
>
>
> As of sometime yesterday, I can no longer use Oculus with the Source SDK
> 2013 Singleplayer binaries (based on the source code that is on the
> github). It always crashes on startup now with -vr on the command line.
>
> If I launch just "source sdk 2013 singleplayer" with -vr, it does
> initialize.. however is unable to actually load any maps.
>
>
> TF2 also correctly functions.
>
> does everyone (anyone) else have this issue with Oculus now?
>
> I also looked at SteamDB and it appears as though the engine has updated,
> which - with no way to step backwards.. I have no idea if this update is
> what broke it, but it -was- working before I went to sleep, and stopped
> when I woke up to continue my prototype game.
>
>
> --
> -Tony
>
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Re: [hlcoders] Add a text property to certain game objects

2014-05-11 Thread Jesse Oak
As far as the fgd goes you can make modifications to existing entries that
are part of the base.fgd you would just have your fgd load in the base.fgd
rather then include it in hammer.

All you need is @include "base.fgd" at the top of your fgd.

That way hammer knows that yours is using the base.fgd rather then to treat
them as separate fgds that conflict if you were to just include both in
hammer options.


On Sun, May 11, 2014 at 3:52 PM, Krzysztof Lesiak wrote:

>
> Hello,
>
> I would like to be able to associate (mostly, but not only) text
> information with objects in the game world and I’m thinking about the best
> way to do this. Should I add stuff to CBaseAnimating, extend the prop
> classes or do something completely different? I’d like to be able to set
> the text in Hammer’s entity property dialog, which means I’d have to make
> some changes to the .fgds as well. The objects I would want to have info
> would be mostly entities that have a model, hence the idea to modify
> CBaseAnimating. Lastly, I would prefer a way to achieve this without
> modifying base.fgd and specifying all modifications in my own .fgd, but
> that would mean I’d have to “create” new entity types, no? (something like
> prop_static_extended, etc.).
> Since I’m not too experienced with the codebase yet, what are your
> suggestions on this one?
>
> Best Regards,
> Krzysztof
>
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Re: [hlcoders] Recommend books for source engine/sdk 2013?

2014-04-19 Thread Jesse Oak
So looking at example chapters from the book you are interested in I don't
think I can recommend it. What the book covers are mapping things that
people have already written a ton of tutorials on and it looks like it
never gets into coding at all. It does cover particle editor it looks like
and that is something there isn't a whole lot of on out there but
TopHATTwaffle has quite an extensive tutorial on it.

If you are wanting just paper copies of mapping tutorials I would go to the
places that provide tutorials such as interlopers and Halfwit2 and use a
 browser plugin to get a nice print friendly version.

Sadly Source isn't as popular as say Unity or UDK. If you are looking to
learn how to program for it the best way to do it is to learn some C++ then
jump head first into the code and look at various tutorials. Keep in mind
that the tutorials themselves are now outdated as well so you will have to
do some learning and try and fix what it is that's broken in the tutorial.
If you get stuck on something just ask a question here or on one of the
various forums.


On Fri, Apr 18, 2014 at 2:57 PM, Foo Bar  wrote:

> I'm looking for books or reference material on the workings of the Source
> Sdk (2013).  So far most references I've found are for mapping (which is
> helpful but not what I'm completely after) or references to now defunct
> websites.
>
> I found this:
> http://www.amazon.ca/gp/aw/d/B00IM5UW6W/ref=mp_s_a_1_1?qid=1397850818&sr=1-1but
>  am wondering if anyone can recommend it or other books that would be
> helpful in learning source from a coders perspective.
>
> Like something Rich Stevens would have written.
>
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Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base

2014-03-05 Thread Jesse Oak
I'm going to guess porting to 2013 is out of the question?


On Wed, Mar 5, 2014 at 2:55 AM, Foo Bar  wrote:

> Hello,
>
> I'm working on moving an SDK2006 mod to Steampipe.  Basically, I took the
> contents of the Source SDK Base folder and plopped the gamedir inside,
> updated gameinfo.txt and steam_appid.txt, etc.
>
> When I try to launch it from my Steam library after installing from our
> Steamworks depot the mod runs, but isn't able to mount any VPKs from hl2 or
> platform.  I know I can manually extract the files it needs from the hl2
> VPK, but I'd prefer not to have to do that.
>
> Tracing it using procmon shows it trying to open VPK's as folders, and
> using |all_source_engine_paths| as part of the path component to resources
> its looking for.
>
> However, using the exact same gamedir - it runs fine if placed into the
> sourcemods/ directory.
>
> I've also tried running the command line I see the spawned sourcemod
> running as, it's something like:
>
> "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base\hl2.exe"
> -game sourcetest -steam -game "C:\Program Files
> (x86)\Steam\SteamApps\sourcemods\themod"  -gameid areallybignumber
>
> And I see the exact same problem.
>
> It seems like when running a mod out of the sourcemods/ directory, Steam
> launches it in a way that allows the mod to see data from within VPKs - but
> standalone VPK's aren't supported.
>
> Is the Steam client loading a compatibility DLL for mounting the dependent
> VPKs?  If so, how do I use it?
>
> Isn't file system access all handled by Source SDK Base/hl2.exe and its
> libraries?
>
> Any ideas?
>
> Thanks
>
> foo
>
>
>
>
>
>
>
>
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Re: [hlcoders] Source SDK Launch Issues

2013-10-29 Thread Jesse Oak
For 2007 you're going to need to use 2013's hammer.exe


On Fri, Oct 25, 2013 at 9:51 AM,  wrote:

> I think I'm having a similar problem, but I'm not sure what you mean by
> launching tools from the common/ directories.  If I'm making an SDK
> 2007 mod, which hammer.exe do I run now?  the common/Source SDK Base
> 2007/bin directory doesn't contain any exe's...
>
> On top of this:  studiomdl.exe isn't working for me anymore.  I'm getting
> an error that says "Can't find steam app user info" now, and I haven't
> changed anything in my mod's build scripts.  Is there a certain
> studiomdl.exe I'm supposed to run now?
>
> Thanks,
> Eric
>
>
> On Tue, Oct 22, 2013 at 11:22:35AM -0500, Jesse Oak wrote:
> > Do not use the SDK launcher. If you want to map for a 2007 mod use this
> > guide I made but comment out the stuff you do not want:
> > http://steamcommunity.com/sharedfiles/filedetails/?id=187235526 (make
> sure
> > to read the comments above the mounting of source mods so if you want to
> > just mount yours you know how)
> >
> > If you want to map for something like CSS, TF2 or DoD launch hammer from
> > steam/steamapps/common/gamename/bin/hammer.exe
> >
> >
> > On Tue, Oct 22, 2013 at 9:07 AM, Tobias Baumann 
> wrote:
> >
> > > **
> > >  We have the exact same issue here on three different machines.
> > >
> > >  Hammer won't start, not even the process. Upon trying to launching the
> > > Model Viewer we're greeted with the error: "Unable to load manifest
> file
> > > 'scripts/game_sounds_manifest.txt'"
> > >  This problem persists for all engine versions in the Source SDK.
> > > Addtionally it happened without me starting or using the Source SDK in
> a
> > > long time. So I doubt this problem created by my own actions.
> > >  I've also tried verifying the tool integrity but it didn't change a
> > > thing.
> > >  I've also tried Resetting Game Configurations and Refreshing SDK
> Content
> > > to no avail.
> > >
> > >  Any update from Valve on this would be great.
> > >
> > >  Thanks and best regards,
> > >  Tobias
> > >
> > >
> > >
> > > James Marchant  hat am 18. Oktober 2013 um
> 22:26 geschrieben:
> > >
> > >
> > >  Even after verifying the integrity of the local cache? I had the same
> > > problem and it fixed it (although it claimed that basically every
> single
> > > file in the Source SDK needed "reacquiring".
> > >
> > >  --
> > > Date: Fri, 18 Oct 2013 15:41:24 -0400
> > > From: twincan...@gmail.com
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] Source SDK Launch Issues
> > >
> > >  Source SDK launcher still doesn't work for me.
> > >
> > >
> > >  On Fri, Oct 18, 2013 at 2:03 PM, Jan Hartung 
> wrote:
> > >
> > >  Hi,
> > >
> > >
> > >
> > > Checked it. For our 2007 based version Hammer starts up normally from
> the
> > > SDK launcher and compiles come out as they should. Do you still see the
> > > issue with your mod?
> > >
> > >
> > >
> > > Jan
> > >
> > >
> > >
> > > *Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
> > > hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Vincent
> Miceli
> > > *Gesendet:* Donnerstag, 17. Oktober 2013 02:29
> > > *An:* hlcoders@list.valvesoftware.com
> > > *Betreff:* [hlcoders] Source SDK Launch Issues
> > >
> > >
> > >
> > > Hi, I haven't seen this reported yet on the mailing list, so I decided
> to
> > > share this. I found as of 10/16/2013 that I cannot launch Hammer
> Editor for
> > > the Source SDK 2007 from the SDK app. Strangely, before that happened,
> I
> > > couldn't launch the SDK app at all, but after restarting my computer
> and
> > > Verifying the integrity of the Tool Cache for the Source SDK, I was
> able to
> > > launch the SDK. But, not Hammer. When I was just able to at least
> launch
> > > the SDK before, (but not Hammer), I found that if I open Hammer from
> the
> > > exe file instead of from the app, it launched Hammer, but said it
> couldn't
> > > find a specific file, and it ga

Re: [hlcoders] Source SDK Launch Issues

2013-10-22 Thread Jesse Oak
Do not use the SDK launcher. If you want to map for a 2007 mod use this
guide I made but comment out the stuff you do not want:
http://steamcommunity.com/sharedfiles/filedetails/?id=187235526 (make sure
to read the comments above the mounting of source mods so if you want to
just mount yours you know how)

If you want to map for something like CSS, TF2 or DoD launch hammer from
steam/steamapps/common/gamename/bin/hammer.exe


On Tue, Oct 22, 2013 at 9:07 AM, Tobias Baumann  wrote:

> **
>  We have the exact same issue here on three different machines.
>
>  Hammer won't start, not even the process. Upon trying to launching the
> Model Viewer we're greeted with the error: "Unable to load manifest file
> 'scripts/game_sounds_manifest.txt'"
>  This problem persists for all engine versions in the Source SDK.
> Addtionally it happened without me starting or using the Source SDK in a
> long time. So I doubt this problem created by my own actions.
>  I've also tried verifying the tool integrity but it didn't change a
> thing.
>  I've also tried Resetting Game Configurations and Refreshing SDK Content
> to no avail.
>
>  Any update from Valve on this would be great.
>
>  Thanks and best regards,
>  Tobias
>
>
>
> James Marchant  hat am 18. Oktober 2013 um 22:26 
> geschrieben:
>
>
>  Even after verifying the integrity of the local cache? I had the same
> problem and it fixed it (although it claimed that basically every single
> file in the Source SDK needed "reacquiring".
>
>  --
> Date: Fri, 18 Oct 2013 15:41:24 -0400
> From: twincan...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Source SDK Launch Issues
>
>  Source SDK launcher still doesn't work for me.
>
>
>  On Fri, Oct 18, 2013 at 2:03 PM, Jan Hartung  wrote:
>
>  Hi,
>
>
>
> Checked it. For our 2007 based version Hammer starts up normally from the
> SDK launcher and compiles come out as they should. Do you still see the
> issue with your mod?
>
>
>
> Jan
>
>
>
> *Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Vincent Miceli
> *Gesendet:* Donnerstag, 17. Oktober 2013 02:29
> *An:* hlcoders@list.valvesoftware.com
> *Betreff:* [hlcoders] Source SDK Launch Issues
>
>
>
> Hi, I haven't seen this reported yet on the mailing list, so I decided to
> share this. I found as of 10/16/2013 that I cannot launch Hammer Editor for
> the Source SDK 2007 from the SDK app. Strangely, before that happened, I
> couldn't launch the SDK app at all, but after restarting my computer and
> Verifying the integrity of the Tool Cache for the Source SDK, I was able to
> launch the SDK. But, not Hammer. When I was just able to at least launch
> the SDK before, (but not Hammer), I found that if I open Hammer from the
> exe file instead of from the app, it launched Hammer, but said it couldn't
> find a specific file, and it gave me a few errors, one error included my 2d
> viewports in Hammer showing pink/black checkerboard textures on 3d models.
> I apologize for not having the error messages handy, after having been able
> to launch Hammer and load and compile my map, I closed the SDK and now
> Hammer won't open at all no matter what I do. Also, the compile that I made
> while in that erroneous state produced a map with very strange black
> brushwork with almost no lighting from the skybox. I'm assuming it's trying
> to find a file that links stuff together with my mod, and since it couldn't
> find it, it was giving me those related errors.
>
> Thanks for reading I hope that little bit of information was of value to
> someone and if more info is required I can respond as informatively as I
> can.
>
>
>
> --
>
> *Vincent Miceli*
>
> *www.firearms-source.com*
>
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Re: [hlcoders] Steam Community Hub for the Source SDK

2013-07-03 Thread Jesse Oak
There is an RSS feed on the game hub page if you click the announcements
section.


On Wed, Jul 3, 2013 at 6:46 PM, Stephen Swires  wrote:

> Hi Alfred,
>
> Does Valve have RSS feeds for game hub announcements or some sort of web
> API?
>
>
> On 3 July 2013 17:14, Alfred Reynolds  wrote:
>
>> Hey guys, we have made a community hub for the Source SDK available here,
>> http://steamcommunity.com/app/211/discussions/. When we do updates to
>> the SDK (either the tools or the code) we will use that hub to post an
>> announcement with the details. We will also be scanning those forums along
>> with the GitHub issue tracker we are already using over here
>> https://github.com/ValveSoftware/source-sdk-2013/issues.
>>
>> This mailing list won't be changed, we can keep using it as before, but I
>> would suggest that if you find a legitimate bug then using the GitHub link
>> above would be a better place to record the issue so it doesn't get lost.
>>
>> - Alfred
>>
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Re: [hlcoders] Hammer problems: Lights made Obsolete

2013-06-08 Thread Jesse Oak
Yes, they simply contain the entities one can use in their map for that
game.


On Sat, Jun 8, 2013 at 12:46 PM, M B  wrote:

> So basically, they're configs from different games (e.g. Portal 2, CS:GO,
> etc.)?
>
> Sent from my iPod
>
> On Jun 8, 2013, at 10:34 AM, "Radimir Bobev" 
> wrote:
>
> > It's the file that defines a mod's configuration for Hammer (entities
> and a
> > bunch of other stuff). You can find the currently used FGDs in Hammer's
> > Settings, under Game Settings (or whatever it was called). The file
> itself
> > is plain text and editable with Notepad if you need to change something.
> >
> > https://developer.valvesoftware.com/wiki/FGD
> >
> > Radimir
> >
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com
> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of M B
> > Sent: Saturday, June 8, 2013 7:31 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] Hammer problems: Lights made Obsolete
> >
> > Okay, thanks. But, what exactly is an FGD?
> >
> > Sent from my iPod
> >
> > On Jun 8, 2013, at 10:29 AM, "Radimir Bobev" 
> > wrote:
> >
> >> Sounds like an FGD issue to me, these "obsolete" entities usually appear
> >> when the entity isn't found in the FGD. If you're using a custom FGD
> make
> >> sure it includes lights properly, and that the FGD is properly added to
> >> Hammer, etc.
> >>
> >> Radimir
> >> -Original Message-
> >> From: hlcoders-boun...@list.valvesoftware.com
> >> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of M B
> >> Sent: Saturday, June 8, 2013 7:20 PM
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: [hlcoders] Hammer problems: Lights made Obsolete
> >>
> >> When I set up a map with lights, save the file, then open it up again,
> the
> >> lights have been replaced by an "Obsolete" thing in the mapspace. What's
> >> causing this to happen?
> >>
> >> Sent from my iPod
> >> ___
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> >>
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Re: [hlcoders] Error on trying to create new weapon base

2013-06-08 Thread Jesse Oak
Oh dang can't believe I made such an easy mistake! Thanks that actually
fixed it.


On Sat, Jun 8, 2013 at 6:54 AM, Tony "omega" Sergi wrote:

> though, there must be more to your error.
> I just actually read all of the paste this time after sending my last
> reply, and it shouldn't have mattered.. it would just be a different name
> on the client side.
>
> you sure there isn't another error, or that you have the define elsewhere?
>
>
>
>
> On Sat, Jun 8, 2013 at 8:48 PM, Tony "omega" Sergi wrote:
>
>> you made a typo.
>> #if defined( CLIENT_DLL )
>> #define CEquipCard C_EquipeCard
>> #endif
>>
>> see it? :)
>>
>>
>>
>> On Sat, Jun 8, 2013 at 1:12 PM, Jesse Oak  wrote:
>>
>>> Was trying to create a new weapon base but I keep getting
>>> "shared\hl2mp\weapon_CCG_equipmentbase.cpp(21): error C2653: 'C_EquipCard'
>>> : is not a class or namespace name". The code at the moment is nothing more
>>> then a copy paste of weapon_hl2mpbase_machinegun.cpp and .h with some name
>>> changes
>>>
>>> Here's a copy of the .cpp http://pastebin.com/VgfECGHn and here's one
>>> for the .h http://pastebin.com/7y2XcvN8
>>>
>>> If anyone can help me figure out this madness that I've been dealing
>>> with for a couple hours now that would be awesome.
>>>
>>> -Wazanator
>>>
>>> ___
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>>> please visit:
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>>>
>>>
>>
>>
>> --
>> -Tony
>>
>
>
>
> --
> -Tony
>
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[hlcoders] Error on trying to create new weapon base

2013-06-07 Thread Jesse Oak
Was trying to create a new weapon base but I keep getting
"shared\hl2mp\weapon_CCG_equipmentbase.cpp(21): error C2653: 'C_EquipCard'
: is not a class or namespace name". The code at the moment is nothing more
then a copy paste of weapon_hl2mpbase_machinegun.cpp and .h with some name
changes

Here's a copy of the .cpp http://pastebin.com/VgfECGHn and here's one for
the .h http://pastebin.com/7y2XcvN8

If anyone can help me figure out this madness that I've been dealing with
for a couple hours now that would be awesome.

-Wazanator
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Re: [hlcoders] Slow-Mo

2013-02-17 Thread Jesse Oak
1. Use a point_servercommand entity and a func_button.

2. Have it make several changes really fast (going from .01 to .1 would be
something like .02, .03, .04, etc)

3. I'm not sure I understand what you want to limit


On Sat, Feb 16, 2013 at 10:06 PM, M B  wrote:

> Hm, I'll look into that. For now, I'd better ask a few more questions.
>
>1. How would I tie a set timescale to a button?
>2. How can I make the soft transition between real- and "slow-time"?
>3. How can I limit
>
> --
> From: saul.renni...@gmail.com
> Date: Sat, 16 Feb 2013 22:43:10 +
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Slow-Mo
>
> See the host_timescale ConVar. It sets a scalar on how game time passes
> relative to real time. For example, with host_timescale 0.1, 1 game-world
> second passes in 10 real-world seconds
>
>
>
> Kind regards,
> Saul Rennison
>
>
> On 16 February 2013 22:18, M B  wrote:
>
> I'm looking for a way to use a "slow motion" feature, similar to that of
> F.E.A.R. 3/F.3.A.R., in a Source mod. Is there a way to do so?
>
> e.g. https://www.youtube.com/watch?v=T-aFt5QQls0
> e.g. https://www.youtube.com/watch?v=ijjU0Z5A9G0
>
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