Re: [hlcoders] Are maps supposed to crash to hl2?

2007-12-15 Thread Kevin Ottalini

you can use the cordon tool to compile sections of your map:
http://developer.valvesoftware.com/wiki/Cordon

I personally prefer to group sections into their own visgroups so I can just
turn parts off while debugging problems.

If you can't locate the problem let me know and I can take a look for you.



- Original Message -
From: "Steven Hughes"
To: 
Sent: Saturday, December 15, 2007 7:36 PM
Subject: [hlcoders] Are maps supposed to crash to hl2?


I've been working on a map for quite sometime now, and its come to the point
where the engine simply crashes out, instead of giving any error message. I
get a JIT debug message telling me its exiting non-intentionally.  Is there
anyways to trace this back to the source, or is it just best to take a
section of the map and just test it?



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Re: [hlcoders] RE: Are maps supposed to crash to hl2?

2007-12-16 Thread Kevin Ottalini

very good!

Interesting cause there, should be easy for Valve to replicate but in case
not, you should save a copy of the version that causes the crash.

Putting in failsafes for exceptions like this are more difficult then
putting in controls for things that make sense.



- Original Message -
From: "Steven Hughes"
To: 
Sent: Sunday, December 16, 2007 12:48 PM
Subject: [hlcoders] RE: Are maps supposed to crash to hl2?

Well I have actually located it finally, but don't you think the engine
should have some fault protection from such incidents and to protect itself.
The issue was having a patch_track with an invalid next target, and another
with the same name. And yes thank you for the suggestions, I already use
cordon bounds, but for visgroups I use for individual groups of entities,
now for instance if they could let you could visgroup a section then assign
subgroups to certain components of that visgroup, that would be awesome.


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Re: [hlcoders] Steam account phishing

2007-12-31 Thread Kevin Ottalini

Nick, that is not even remotely funny.


- Original Message -
From: "Nick" <[EMAIL PROTECTED]>
To: 
Sent: Monday, December 31, 2007 12:19 PM
Subject: Re: [hlcoders] Steam account phishing



I am going to try to get rid of these phishers and have their accounts
banned. I will need further evidence to uncover exactly who has done
this. If you could, please send me your account name, and phone number
( for further contact), and your password. Hopefully together we can
get rid of these lamers once and for all.




On Dec 31, 2007 1:19 PM, Joe <[EMAIL PROTECTED]> wrote:

They must have used spell check

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
"botman"
Broome
Sent: Monday, December 31, 2007 11:13 AM
To: hlcoders@list.valvesoftware.com

Subject: Re: [hlcoders] Steam account phishing

Jeremy wrote:
>
> 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.

At least they spelled everything correctly.  You gotta' give 'em credit
for that.  :)

--
Jeffrey "botman" Broome



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Re: [hlcoders] Issues with a certain map

2008-01-04 Thread Kevin Ottalini

Steven,
 Even if you can get this to full compile you'll never be able to get it to
run with more then a few players on a server w/o crashing due to the max
edict limits in the engine.

If this is a single-player map then you need to break it up into 2 or more
physical maps, but if this is intended for multiplayer then you need to do
some serious housecleaning.

Entdata (which is handled as edicts) will actually increase as players join
and play. This is also true If you have particle effects and shooters and
anything that dynamically spawns ents since there are dynamic ents as well
as base ents in a map.  Exceeding this limit can be quite serious if it is
over 100% for a multiplayer map.

For HL2DM which is a bit more piggy then other mods I use a max limit of
1232 base ents in a map.
You can see this by loading up a map in console with sv_cheats 1 and then
type cl_showents.

Yahn post this quite a while ago (he's my hero):
http://www.opensubscriber.com/message/hlcoders@list.valvesoftware.com/263210.html

-
RE: [hlcoders] entity limit? by Yahn Bernier
The engine currently has this entity limit:

// How many bits to use to encode an edict.
#define MAX_EDICT_BITS 11
// # of bits needed to represent max edicts
// Max # of edicts in a level (1024)
#define MAX_EDICTS
(1<
Sent: Friday, January 04, 2008 12:34 AM
Subject: [hlcoders] Issues with a certain map


Okay I know I dug myself into this hole, and I've done a lot since then. Is
it a good idea to turn brushes into displacements at this point and use
brushes as a last resort and to make visibility blocks? And yes this map is
big.

Also what can I do about entdata, the names I have optimized by reducing
there lengths and removing un-needed values. Source engine refuses to run
this map as well.

Object names   Objects/Maxobjs  Memory / Maxmem  Fullness
   ---  ---  
models 333/102415984/49152(32.5%)
brushes   8101/819297212/98304(98.9%) VERY FULL!
brushsides   59944/65536  479552/524288   (91.5%) VERY FULL!
planes   20372/65536  407440/1310720  (31.1%)
vertexes 64172/65536  770064/786432   (97.9%) VERY FULL!
nodes28811/65536  921952/2097152  (44.0%)
texinfos  7393/12288  532296/884736   (60.2%)
texdata825/204826400/65536(40.3%)
dispinfos  965/0  169840/0( 0.0%)
disp_verts   62069/0 1241380/0( 0.0%)
disp_tris96256/0  192512/0( 0.0%)
disp_lmsamples 3133222/0 3133222/0( 0.0%)
faces45296/65536 2536576/3670016  (69.1%)
hdr faces0/65536   0/3670016  ( 0.0%)
origfaces23904/65536 1338624/3670016  (36.5%)
leaves   29145/65536  932640/2097152  (44.5%)
leaffaces55994/65536  111988/131072   (85.4%) VERY FULL!
leafbrushes  21464/65536   42928/131072   (32.8%)
areas9/25672/2048 ( 3.5%)
surfedges   304440/5120001217760/2048000  (59.5%)
edges   178044/256000 712176/1024000  (69.5%)
LDR worldlights  0/81920/720896   ( 0.0%)
HDR worldlights  0/81920/720896   ( 0.0%)
waterstrips   3930/32768   39300/327680   (12.0%)
waterverts   0/65536   0/786432   ( 0.0%)
waterindices 63912/65536  127824/131072   (97.5%) VERY FULL!
cubemapsamples  63/1024 1008/16384( 6.2%)
overlays26/512  9152/180224   ( 5.1%)
LDR lightdata [variable]   0/0( 0.0%)
HDR lightdata [variable]   0/0( 0.0%)
visdata   [variable]14627205/16777216 (87.2%) VERY FULL!
entdata   [variable]  577543/393216   (146.9%) VERY FULL!
LDR leaf ambient 29145/65536  699480/1572864  (44.5%)
HDR leaf ambient 0/65536   0/1572864  ( 0.0%)
occluders1/0  40/0( 0.0%)
occluder polygons0/0   0/0( 0.0%)
occluder vert ind0/0   0/0( 0.0%)
detail props  [variable]   1/1686000  ( 0.0%)
static props  [variable]   1/46540( 0.0%)
pakfile   [variable] 5823485/0( 0.0%)


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Re: [hlcoders] Hammer Problem?

2008-01-07 Thread Kevin Ottalini

I got the updates just a little while ok but I'm not having any problems
loading textures for ep1 or for ep2 Hammer.


- Original Message -
From: "Darrow Linder"
To: 
Sent: Monday, January 07, 2008 1:42 PM
Subject: [hlcoders] Hammer Problem?


It seems there was a very small Source SDK update today (at least something
synced when I fired it up).  As a result, I can no longer load *any* of my
EP2 .vmf files.  I had no problems loading them up last night.  Anyone else
running into this?-= D =-


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Re: [hlcoders] SDK problem

2008-01-28 Thread Kevin Ottalini

this is most likely a write-protected file in your SourceSDK folder.

Exit Steam and rename the entire folder, typically:
C:\Program Files\Steam\SteamApps\\sourcesdk

to

C:\Program Files\Steam\SteamApps\\sourcesdk_old

then run steam and run the SDK.

You weren't getting the error before because the protected file had the same
md5 as what was in the old whitelist.

You can move over your custom files from the renamed folder once it's all
working again.



- Original Message -
From: "DAV"
To: 
Sent: Monday, January 28, 2008 11:31 AM
Subject: [hlcoders] SDK problem



I am writing this to see if someone can get help or if Valve can have a
look
because I am out of ideas.

After the small 26/1 update I can't start the SDK. It keeps giving the
error
"This game is currently unavailable".

I already reinstalled the SDK (by deleting the folders and the gfc),
refresh
the SDK, checked the cache/gfc and everything else that I could remember
and
nothing.
But I notice that after I delete the folders sourcesdk and
sourcesdk_content
the SDK runs. It will then create the sourcesdk and sourcesdk_content
folder. When I close the SDK launcher and try to open it again it starts
to
give the error so it must be something after related to the sourcesdk and
sourcesdk_content folders.

As said before, this was not happening before the 26/1 update and the gfc
is
not corrupted.

Any help?
Can I get more info from any log file?

Thanks,
Davide (DAV)



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Re: [hlcoders] Extremely weird soundscape issue.

2008-03-04 Thread Kevin Ottalini

There might be a messed up soundscape stored inside the BSP, try extracting
the content from the map and see if there is something offending in there.



- Original Message -
From: "A.Oliver"
To: 
Sent: Tuesday, March 04, 2008 2:47 AM
Subject: [hlcoders] Extremely weird soundscape issue.


Thanks Dave, that's the first thing I checked, I ensured the scripts were
the same on both machines, but it didn't made any difference. I checked with
my second machine, joined the online server and soundscapes were working
okay. Same with other people who told me they had no problems. So the issue
is, basically, with my main computer. Reinstalled the mod, but the
soundscapes keep playing completely messed.

And this isn't something that can be explained easily (i.e. soundscape x is
defined differently in both machines), all maps are playing soundscapes from
other maps (no env_soundscape is playing the soundscape assigned by the
map), it's completely crazy. However if I join other server different than
ours, soundscapes plays fine again.


I've had this problem before. The issue is that your server's
soundscapes_manifest.txt file (or other soundscape script files) differs
from what is on the client.  Make sure the files on the server match those
on the client and it should work fine.

Hope that helps.

On 3/3/08, A.Oliver  wrote:





Hi, I think I'm going crazy with this silly bug. The game server I use is
playing the wrong soundscapes in all maps, there is no one which matches
the
specified by the map. However if I create a listen server or dedicated in
my
machine, with the same files supposedly, all is fine. Other online servers
using our modification also plays the soundscapes right. Just our
dedicated
one seems to have its own preferences in that aspect. I didn't tried to
reinstall the mod files, no idea if that will work, or maybe there is
something wrong in the srcds files there? It started to fail recently.

Thanks.





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Re: [hlcoders] Steam not working?

2008-03-04 Thread Kevin Ottalini

Tom, try delete any existing firewall permissions for Steam.exe and let it
learn the permissions or manually re-add them again.


- Original Message -
From: "Tom Leighton"
To: 
Sent: Tuesday, March 04, 2008 1:55 PM
Subject: [hlcoders] Steam not working?



Guys, i would ask BurtonJ (But since steam isnt working, i cant), does
anyone else have any problems loading steam? It wouldn't load (Even
after restarting), so i deleted clientregistry.blob, tried again, not
working.

Tried reinstalling, didn't work.

Tried restarting, reinstalling, restarting and it still doesnt work.
It's stuck on 0% update.

Any other ideas?





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Re: [hlcoders] Steam not working?

2008-03-04 Thread Kevin Ottalini

You might see if you have an LSP installed that is messing up your
connection, they have been known to cause this problem in the past.

You can get the lspfix link from my toolkit and check things, be sure to
read the info on the lspfix webpage.
my toolkit is here: http://qsextreme.com/qs_toolkit

It has also been reported that not having all the OS updates esp. SP2 can
cause a variety of similar symptoms.
Not having all the motherboard drivers installed can also cause networking
(and other) problems as well.

You might also run some of the free online A/V and pest tools while you're
at it just to make sure, links are all in the toolkit as well as links to
most of the mobo and graphics card mfgs.



- Original Message -
From: "Tom Leighton" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, March 04, 2008 2:49 PM
Subject: Re: [hlcoders] Steam not working?



No firewall, tried my old USB modem (No routing, straight modem), still
no luck.

I left it for a couple of hours and it got to 4%, but then straight down
crashed and i had to manually start it again (At 0%).

This is starting to annoy me (However my friend has a similar issue, it
resolved itself). Does valve have a list of login servers that they use?
I thought steam1-15.steampowered.com were them, however i get
Destination Net Unreachable on the last point of my tracert and pings
fail.

Cheers

Kevin Ottalini wrote:

Tom, try delete any existing firewall permissions for Steam.exe and
let it
learn the permissions or manually re-add them again.


- Original Message -
From: "Tom Leighton"
To: 
Sent: Tuesday, March 04, 2008 1:55 PM
Subject: [hlcoders] Steam not working?



Guys, i would ask BurtonJ (But since steam isnt working, i cant), does
anyone else have any problems loading steam? It wouldn't load (Even
after restarting), so i deleted clientregistry.blob, tried again, not
working.

Tried reinstalling, didn't work.

Tried restarting, reinstalling, restarting and it still doesnt work.
It's stuck on 0% update.

Any other ideas?





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Re: [hlcoders] Steam not working?

2008-03-04 Thread Kevin Ottalini

ah, ok well go get a copy of pingplotter (www.pingplotter.com) and let it
run to someplace reasonable for a few days (more useful then a simple
tracert).

You can save the datafile and send it to most ISP tech support (not sure
about AOL though) and they can see in detail for themselves where the
problem is.

AOL/BT does seem to have problems like this from time to time.



- Original Message -
From: "George "Devgru Seal""
To: 
Sent: Tuesday, March 04, 2008 3:35 PM
Subject: Re: [hlcoders] Steam not working?



I'm thinking its just an ISP problem, as it seems to be giving a lot of
people problems. My friend in Scotland is using AOL, and fails on the same
hop
(iptfarmla-los-sw0-V3.net.aol.com<http://iptfarmla-los-sw0-v3.net.aol.com/>
)

On Tue, Mar 4, 2008 at 6:26 PM, Tony omega Sergi
wrote:


Also, the first sign of connectivity problem is with AOL itself. look at
your third hop. three failed attempts before you even leave your ISP.


On Tue, Mar 4, 2008 at 6:09 PM, Kevin Ottalini
wrote:

> You might see if you have an LSP installed that is messing up your
> connection, they have been known to cause this problem in the past.
>
> You can get the lspfix link from my toolkit and check things, be sure to
> read the info on the lspfix webpage.
> my toolkit is here: http://qsextreme.com/qs_toolkit
>
> It has also been reported that not having all the OS updates esp. SP2
can
> cause a variety of similar symptoms.
> Not having all the motherboard drivers installed can also cause
networking
> (and other) problems as well.
>
> You might also run some of the free online A/V and pest tools while
you're
> at it just to make sure, links are all in the toolkit as well as links
to
> most of the mobo and graphics card mfgs.
>
>
>
> - Original Message -
> From: "Tom Leighton"
> To: 
> Sent: Tuesday, March 04, 2008 2:49 PM
> Subject: Re: [hlcoders] Steam not working?
>
>
> > No firewall, tried my old USB modem (No routing, straight modem),
still
> > no luck.
> >
> > I left it for a couple of hours and it got to 4%, but then straight
down
> > crashed and i had to manually start it again (At 0%).
> >
> > This is starting to annoy me (However my friend has a similar issue,
it
> > resolved itself). Does valve have a list of login servers that they
use?
> > I thought steam1-15.steampowered.com were them, however i get
> > Destination Net Unreachable on the last point of my tracert and pings
> > fail.
> >
> > Cheers
> >
> > Kevin Ottalini wrote:
> >> Tom, try delete any existing firewall permissions for Steam.exe and
> >> let it
> >> learn the permissions or manually re-add them again.
> >>
> >>
> >> - Original Message -
> >> From: "Tom Leighton"
> >> To: 
> >> Sent: Tuesday, March 04, 2008 1:55 PM
> >> Subject: [hlcoders] Steam not working?
> >>
> >>
> >>> Guys, i would ask BurtonJ (But since steam isnt working, i cant),
does
> >>> anyone else have any problems loading steam? It wouldn't load (Even
> >>> after restarting), so i deleted clientregistry.blob, tried again,
not
> >>> working.
> >>>
> >>> Tried reinstalling, didn't work.
> >>>
> >>> Tried restarting, reinstalling, restarting and it still doesnt work.
> >>> It's stuck on 0% update.
> >>>
> >>> Any other ideas?



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Re: [hlcoders] Howto drop a client? (With reason)

2008-03-08 Thread Kevin Ottalini

so that looks like a ... 235 character limit?


- Original Message -
From: "Thomas Morton"
To: 
Sent: Saturday, March 08, 2008 7:26 AM
Subject: Re: [hlcoders] Howto drop a client? (With reason)



Clips it.

It clipped this message (when I tried it) "You have been kicked by
@MMMugs|Errant (STEAM_x:x:xx) for admin abuse. Please appeal at
http://bans.clancontrol.net/mmmugs/glassfun"; to "You have been kicked by
@MMMugs|Errant (STEAM_x:x:xx) for admin abuse. Please appeal at ht"

Tom

--
From: "Saul Rennison" > Sent: Saturday, March 08, 2008 3:23 PM
To: 
Subject: Re: [hlcoders] Howto drop a client? (With reason)


By "Doesn't display well" do you mean it clips it? If so whats the
limit?


On 8 Mar 2008, at 14:26, Thomas Morton wrote:


Sup Saul,

Yes that is the syntax :)

I literally was just using that when your email came :P

(Be careful with sending too long a string cos it doesn't display
well)

Tom
--
From: "Saul Rennison" >>> Sent: Saturday, March 08, 2008 2:18 PM
To: 
Subject: Re: [hlcoders] Howto drop a client? (With reason)


Sorry! Doesn't kickid support a reason? I'm sure the command is:

kickid  

I'll look it up now!

On 8 Mar 2008, at 13:32, John wrote:


--
[ Picked text/plain from multipart/alternative ]
Omega was helping someone else with this in irc, here is his
solution.

UTIL_ClientPrintAll( HUD_PRINTCONSOLE, "#Game_idle_kick",
GetPlayerName() );

[20:06]  engine->ServerCommand( UTIL_VarArgs( "kickid %d\n",
GetUserID() ) );
[20:07]  look in css's language file for #game_idle_kick


On 3/8/08, Saul Rennison  wrote:


Hey all,
I was just wondering if there is a way to drop a client (like in
HL1
with SV_DropClient) and give a reason.

I know about engine->ClientCommand(edict(), "disconnect\n"); but
you
can't supply a reason.

Thanks in advance,
- Saul.



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Re: [hlcoders] Model compile error - followup

2008-03-15 Thread Kevin Ottalini
Maarten, I use studiomdl in EP1 all the time and it works ok for me.

The version I have here is:

MD5: c3904d1d72c034f587bee87e4b37c72f *studiomdl.exe
Created: Wednesday, November 07, 2007, 1:01:08 PM
Size: 679,936 bytes

I uploaded a copy for you in case you have a different version:
http://qsextreme.com//SDK/ep1_bin/studiomdl.zip

I only use batch files to compile models:

"%sourcesdk%\bin\ep1\bin\studiomdl" .qc

KevinO


- Original Message - 
From: "Maarten De Meyer"
To: 
Sent: Saturday, March 15, 2008 8:24 AM
Subject: [hlcoders] Model compile error - followup

> Hi list,
>
> I'd like to check on the status or a workaround for this bug. Ever since
> orange box SDK was released my studiomdl.exe doesn't work anymore - it
> just says 'ERROR: Can't load MaterialSystem.dll'.
>
> I'm still on ep1 sdk, codebase & tools. I use studiomdl.exe in
> \sourcesdk\bin\ep1\bin> .
>
> Opening HLMV or hammer before calling studiomdl.exe does not fix the 
> problem.
>
> I really *really* need to get a working studiomdl.exe. Anyone hit this
> problem and solved it, or, any official comment on this Valve?
>
> Thanks a lot for any help,
>
> -- Maarten


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Re: [hlcoders] Best advice/tips for MP weapons?

2008-03-31 Thread Kevin Ottalini
Thank you Paul.

- Original Message - 
From: "Paul Peloski"
To: ; "Discussion of Half-Life Programming" 

Sent: Monday, March 31, 2008 5:17 PM
Subject: Re: [hlcoders] Best advice/tips for MP weapons?


> Some tips for MP weapons:
>
> Should be mostly shared code. Most work that is done on the server should 
> be
> done on the client as well, anything that is called out of ItemPostFrame
> especially (PrimaryAttack, SecondaryAttack, Reload, WeaponIdle, etc) needs
> to be very similar if not identical on the client and server.
>
> When writing shared code that needs a random number use RandomSeed(
> CBaseEntity::GetPredictionRandomSeed() & 255 ) before generating the 
> random
> numbers. This will try to ensure the same random numbers are generated on
> both sides.
>
> Use CREATE_PREDICTED_ENTITY to spawn projectiles on both the client and
> server side, this will predict the spawn of the projectile and hook it 
> back
> up to the server version when that gets networked down. TF2 weapons are
> using this, most likely. There is not a good example in the SDK or HL2MP.
>
> If I think of any more tips I'll reply again
>
> Regards,
>
> Paul
>
> On Sun, Mar 30, 2008 at 2:48 PM, Jed <[EMAIL PROTECTED]> wrote:
>
>> I've just spend a week stepping through and trying to nail bugs with
>> weapons in my MP mod. There were some inherent problems and I found
>> quite a lot of recommendations and possible  fixes going back through
>> the mailing list archive.
>>
>> The main issues my weapons seemed to come from the fact I was using
>> the HL2MP code and deriving my new weapons from that. While in most
>> cases they function, in a "real life" server scenario there were lag,
>> etc. plays a part odd behaviour creeps in.
>>
>> I took a look at the "raw" SDK code vs. the HL2MP code and noticed
>> quite a few differences. Both ultimately, derive from
>> CBaseCombatWeapon but the SDK weapon uses more specific client/server
>> seperation of code than the HL2MP weapons.
>>
>> So I was wondering if anyone would be willing to share what they
>> consider is "best practices" for weapon coding for a MP Source mod?
>> Things like what sort of things should be handled server side, what
>> should be handled client, tips on getting around problems with lag,
>> prediction, etc?
>>
>> Would be interesting to see what solutions people have come up with.
>>
>> - Jed
>>


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Re: [hlcoders] Map reset.

2008-04-29 Thread Kevin Ottalini
Robin, any suggestions for the Edict problem in stock HL2DM (other then 
lobotomizing the map)?
I've been running into this limit on recent custom maps.

HL2DM custom map, current ents = 1599 with one player
map crashes with 9 players eventually (might take several hours)

2048-1599 = 499/9 = 50 dynamic ents per player (confirmed dynamic ents per 
player)

16 players * 51 dynamic ents per player (+1 margin)  = 816 dynamic ents 
total

2048 max ents - 816 = 1232 MAX base ents for any map in HL2DM



- Original Message - 
From: "John"
To: "Discussion of Half-Life Programming" 
Sent: Tuesday, April 29, 2008 9:59 AM
Subject: Re: [hlcoders] Map reset.


> Many thanks Robin, engine->AllowImmediateEdictReuse(); worked a treat :)
>
> On Tue, Apr 29, 2008 at 2:07 AM, Mark Chandler wrote:
>
>> They are not being cleaned up properly. Had same problem with weapon
>> spawns
>> on ges. Make sure you remove all pointers and memory allocation for the
>> weapons.
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of John
>> Sent: Tuesday, April 29, 2008 5:53 AM
>> To: hlcoders@list.valvesoftware.com
>> Subject: [hlcoders] Map reset.
>>
>> When the map is reset in my mod (with more than 10 players), I get the
>> error
>> 'No free edicts'. I've tracked it down to the weapons given to the 
>> players
>> on spawn, each receiving about 6 weapons each. Is there anything I can do
>> to? (yes i've even tried it on a empty map)


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Re: [hlcoders] Map reset.

2008-04-29 Thread Kevin Ottalini
Actually this was the already optimized (hotpatched) version, this
particular map as released has 1739 base ents (I thought the limit was 4096
back then).

There were very few prop_dynamics on the map (especially for hl2dm which is
usually littered with stuff). It's really just a very extensive map - could
have been a lot larger too except for this problem.  Players really like the
map but with a 9-player limit the action just isn't the same.

I suspect the spawn with ents is contributing a bit, but by spawning with a
weapon selection I was able to remove a lot of ents from around the map
which helped the overall performance.

I did try compiling a test mod with a higher edict limit but missed
something and it still acted the same.

Some of the other game engines have larger edict counts (those I could find
numbers for):
===
Historical Edict limits
===
quake1: 600
quake2: 1024 - noted "must change protocol to increase more"
fitzquake080: was 600, increased to 1024 -max 8192, limited by network 
protocol
Win/GLQuake 1.31 (May 25 2006): 4096
RTCW (wolfenstein): 2048
HL1: 900
HL2 (Source engine): 2048
RedOrchestra: 4096

Maybe when HL2DM is ported over to OB the
engine->AllowImmediateEdictReuse(); could be implemented in it, perhaps as a
server CVAR.

Just as a point of reference, dm_powerhouse has 1241 base entities with one
player, with 16 players it dances just at the very limit.

Thanks Robin, your feedback is very much appreciated.
KevinO


- Original Message - 
From: "Robin Walker" <[EMAIL PROTECTED]>
To: "Discussion of Half-Life Programming" 
Sent: Tuesday, April 29, 2008 11:57 AM
Subject: Re: [hlcoders] Map reset.


> My suggestion would be to remove entities. 1599 with 1 player in the
> server is pretty damn crazy. TF2 doesn't reach that with 24 players, and
> it generates a lot of projectile weapons. Do you have lots of
> prop_dynamics you can change to prop_static?
>
> Robin.
>
> -Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Kevin
> Ottalini
> Sent: Tuesday, April 29, 2008 10:16 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Map reset.
>
> Robin, any suggestions for the Edict problem in stock HL2DM (other then
> lobotomizing the map)?
> I've been running into this limit on recent custom maps.
>
> HL2DM custom map, current ents = 1599 with one player
> map crashes with 9 players eventually (might take several hours)
>
> 2048-1599 = 499/9 = 50 dynamic ents per player (confirmed dynamic ents
> per
> player)
>
> 16 players * 51 dynamic ents per player (+1 margin)  = 816 dynamic ents
> total
>
> 2048 max ents - 816 = 1232 MAX base ents for any map in HL2DM
>
>
>
> - Original Message - 
> From: "John"
> To: "Discussion of Half-Life Programming"
> 
> Sent: Tuesday, April 29, 2008 9:59 AM
> Subject: Re: [hlcoders] Map reset.
>
>
>> Many thanks Robin, engine->AllowImmediateEdictReuse(); worked a treat
> :)
>>
>> On Tue, Apr 29, 2008 at 2:07 AM, Mark Chandler wrote:
>>
>>> They are not being cleaned up properly. Had same problem with weapon
>>> spawns
>>> on ges. Make sure you remove all pointers and memory allocation for
> the
>>> weapons.
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of John
>>> Sent: Tuesday, April 29, 2008 5:53 AM
>>> To: hlcoders@list.valvesoftware.com
>>> Subject: [hlcoders] Map reset.
>>>
>>> When the map is reset in my mod (with more than 10 players), I get
> the
>>> error
>>> 'No free edicts'. I've tracked it down to the weapons given to the
>>> players
>>> on spawn, each receiving about 6 weapons each. Is there anything I
> can do
>>> to? (yes i've even tried it on a empty map)
>
>
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Re: [hlcoders] Ladders causing EndTouch on a trigger to be fired

2008-05-24 Thread Kevin Ottalini
I've run into this before as well (EP1 SDK).  I was somewhat able to work 
around it at in the map design but it was a hassle.

Ladders will also reset gravity if a player is carrying a custom value 
invoked via trigger_gravity.  This seems to affect all ladders, ent 
(func_usableladder)  and brush based (func_ladder).

Ladders also will cause the player to be stuck in mid-air at the destination 
if there is a teleport at the top and if the player is actually at the end 
of the ladder (can't move any further) when the teleport is triggered. 
Players can move and get unstuck but it was odd, push fields had no effect 
on them while stuck.

A last item about ladders (func_usableladder) is that they behave a little 
differently on a linux server then in a win32 server. One specific 
difference is if the ladder is touching a solid or a brush entity it will 
cause a warning on a win32 server but will crash a linux server ... this 
might have been fixed recently in the current engine, I haven't tested it.

I found the func_usableladder ent and the dismounts to be quite cranky. 
Brushed based ladders (func_ladder) are much nicer to design with.

qUiCkSiLvEr


- Original Message - 
From: "Richard Slaughter"
To: "Discussion of Half-Life Programming" 
Sent: Saturday, May 24, 2008 12:27 PM
Subject: [hlcoders] Ladders causing EndTouch on a trigger to be fired


> Hi again List,
>
> I'm having a weird issue with a trigger entity which is derived from
> CBaseTrigger, which I'm using the StartTouch and EndTouch methods from
> to flag the player as in a certain state.
>
> This generally works fine, however if a player mounts or dismounts a
> ladder that is within the trigger entity, the EndTouch method gets
> fired, even though the player is still inside the trigger.
>
> Anyone have any ideas why this is happening? This is a really standard
> trigger that doesn't do anything special, but it's causing problems
> having the EndTouch fire when it shouldn't.
>
> This if for an Ep1 SDK mod if that makes any difference.
>
> Thanks List!


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Re: [hlcoders] Few questions about SDK

2008-06-10 Thread Kevin Ottalini
Thanks Chris!

Here are links to all those tools discussed:
http://www.perforce.com/

http://www.nongnu.org/cvs/

http://subversion.tigris.org/



- Original Message - 
From: "Nuno Ramiro"
To: "Discussion of Half-Life Programming" 
Sent: Tuesday, June 10, 2008 3:09 PM
Subject: Re: [hlcoders] Few questions about SDK


> Wow, didn't know one could do that without a lot of trouble in merging the
> branches, thanks!
>
> Also just found out that Perforce is free for up to two users and up to 
> five
> workspaces, which is more than enough for me to start!
>
> On Tue, Jun 10, 2008 at 10:57 PM, Chris Green <[EMAIL PROTECTED]>
> wrote:
>
>> The best way depends on what version control software you are using.
>> Using perforce terminology, basically what you want to do is have a
>> branch in your version control system which represents the unmodified
>> sdk code. You start your project by checking in the unmodified code and
>> then branching your project off of that. When you get a new drop from
>> valve, check that code into the valve branch and integrate it into your
>> project. That will perform the merge in a "smart" fashion. Cvs,
>> subversion, etc will use similar methods.
>>
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Nuno
>> Ramiro
>> Sent: Tuesday, June 10, 2008 2:01 PM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] Few questions about SDK
>>
>> Thanks!
>>
>> About the merge of the code, is there a quick way? Or you don't know any
>> other than diff tool?
>>
>> On Tue, Jun 10, 2008 at 9:42 PM, Tobias Kammersgaard wrote:
>>
>> > 1) A message will usually be posted here when a code update is
>> released.
>> > 2) No. The source code in the SourceSDK.gcf only updates when a code
>> update
>> > is released.
>> >
>> > /ScarT
>> >
>> >
>> > On 10/06/2008, Nuno Ramiro  wrote:
>> > >
>> > > Greetings,
>> > >
>> > > After a few problems I managed to generate the SDK for OrangeBox,
>> and I
>> > am
>> > > starting to play with it.
>> > >
>> > > Now I have a few questions:
>> > >
>> > > - How do I know when the SDK/Code has changed?
>> > > - Everytime there's a Steam update the SDK changes?
>> > > - Is there an effective way to merge those changes? Other than
>> manually
>> > or
>> > > with a diff tool.
>> > >
>> > > Thank you for your time.
>> > > Nuno Ramiro


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Re: [hlcoders] Few questions about SDK

2008-06-10 Thread Kevin Ottalini
Thanks Jay, that helps a lot.


- Original Message - 
From: "Jay Stelly" <[EMAIL PROTECTED]>
To: "Discussion of Half-Life Programming" 
Sent: Tuesday, June 10, 2008 3:43 PM
Subject: Re: [hlcoders] Few questions about SDK


> There's a useful doc on this already:
> http://developer.valvesoftware.com/wiki/Using_Source_Control_with_the_Source_SDK
>
>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of
>> Kevin Ottalini
>> Sent: Tuesday, June 10, 2008 3:31 PM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] Few questions about SDK
>>
>> Thanks Chris!
>>
>> Here are links to all those tools discussed:
>> http://www.perforce.com/
>>
>> http://www.nongnu.org/cvs/
>>
>> http://subversion.tigris.org/
>>
>>
>>
>> - Original Message -
>> From: "Nuno Ramiro"
>> To: "Discussion of Half-Life Programming"
>> 
>> Sent: Tuesday, June 10, 2008 3:09 PM
>> Subject: Re: [hlcoders] Few questions about SDK
>>
>>
>> > Wow, didn't know one could do that without a lot of trouble
>> in merging the
>> > branches, thanks!
>> >
>> > Also just found out that Perforce is free for up to two
>> users and up to
>> > five
>> > workspaces, which is more than enough for me to start!
>> >
>> > On Tue, Jun 10, 2008 at 10:57 PM, Chris Green
>> <[EMAIL PROTECTED]>
>> > wrote:
>> >
>> >> The best way depends on what version control software you
>> are using.
>> >> Using perforce terminology, basically what you want to do is have a
>> >> branch in your version control system which represents the
>> unmodified
>> >> sdk code. You start your project by checking in the
>> unmodified code and
>> >> then branching your project off of that. When you get a
>> new drop from
>> >> valve, check that code into the valve branch and integrate
>> it into your
>> >> project. That will perform the merge in a "smart" fashion. Cvs,
>> >> subversion, etc will use similar methods.
>> >>
>> >>
>> >> -Original Message-
>> >> From: [EMAIL PROTECTED]
>> >> [mailto:[EMAIL PROTECTED] On Behalf Of Nuno
>> >> Ramiro
>> >> Sent: Tuesday, June 10, 2008 2:01 PM
>> >> To: Discussion of Half-Life Programming
>> >> Subject: Re: [hlcoders] Few questions about SDK
>> >>
>> >> Thanks!
>> >>
>> >> About the merge of the code, is there a quick way? Or you
>> don't know any
>> >> other than diff tool?
>> >>
>> >> On Tue, Jun 10, 2008 at 9:42 PM, Tobias Kammersgaard wrote:
>> >>
>> >> > 1) A message will usually be posted here when a code update is
>> >> released.
>> >> > 2) No. The source code in the SourceSDK.gcf only updates
>> when a code
>> >> update
>> >> > is released.
>> >> >
>> >> > /ScarT
>> >> >
>> >> >
>> >> > On 10/06/2008, Nuno Ramiro  wrote:
>> >> > >
>> >> > > Greetings,
>> >> > >
>> >> > > After a few problems I managed to generate the SDK for
>> OrangeBox,
>> >> and I
>> >> > am
>> >> > > starting to play with it.
>> >> > >
>> >> > > Now I have a few questions:
>> >> > >
>> >> > > - How do I know when the SDK/Code has changed?
>> >> > > - Everytime there's a Steam update the SDK changes?
>> >> > > - Is there an effective way to merge those changes? Other than
>> >> manually
>> >> > or
>> >> > > with a diff tool.
>> >> > >
>> >> > > Thank you for your time.
>> >> > > Nuno Ramiro


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Re: [hlcoders] func_water_analog and "cheap water"

2008-07-21 Thread Kevin Ottalini
This feature has never been functional in the source engine (other then with
completely transparent cheap water).

The engine just doesn't process proxy effects on moving water brushes, and
you have to use func_water_analog in order for players to swim in the
volume.

I did report this to Valve a long time ago.

I was never able to find a workaround - although moving that entire map
section around a static water brush did work, but felt odd (ack!).




- Original Message - 
From: "Kevin McKee"
To: 
Sent: Sunday, July 20, 2008 4:47 AM
Subject: [hlcoders] func_water_analog and "cheap water"


> The mod I'm working on has large areas of water that are supposed to by
> dynamic and change in volume. My problem is that the func_water_analog
> needed to make it move only allows "cheap" water, which looks completely
> different from the rest of the water on the maps.
> Why exactly can a moving water brush not support the normal effects like
> fogging, refraction, and realtime reflections? How does the water used in
> a func_water_analog differ from water used with water LOD? Is there any
> way on the orange box engine to change or fix analog water to be the same?
> Thanks for any help.


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Re: [hlcoders] Spectate bug

2008-08-07 Thread Kevin Ottalini
yorg,
This is a bug in some mods that support sourceTV and (I believe) is 
related to the autodirector not having any targets and mp_forcerespawn 0 so 
that the proxy never actually gets spawned anywhere.  There may also be no 
point_viewcontrol on the map (which seems to fix it for DODS at least).

If putting in a point_viewcontrol doesn't fix it then try having the server 
start with mp_forcerespawn 1.



- Original Message - 
From: "Yorg Kuijs"
To: "Discussion of Half-Life Programming" 
Sent: Thursday, August 07, 2008 1:54 PM
Subject: [hlcoders] Spectate bug


> Hey list,
> didnt manage to fix auto assign yet but its not important, just a nice
> side function so I decided to move the next problem, fixing a bug with
> spectate.
>
> When you join a game instead of immediatly spawning and joining a team
> you join the spectators, works fine but if you fly into anything(such as
> a wall) you start falling down the map until you reach the bottom and
> then start falling again from ground to inside the map to bottom of maps
> boundaries...
>
> This is really annoying and I was wondering if anyone knows this bug and
> knows a fix? I've been looking for a while but there's just tons of code
> relating to spectate modes and other spectate related things.. but I
> think the fault may be in the following code(this is as is not editted
> by me):
>
> 
>
> so anyone any idea? am I looking in the right place and if so whats
> wrong.. if not where should I look?
>


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Re: [hlcoders] height2ssbump

2008-08-26 Thread Kevin Ottalini
Jake,
Try this or one of the associated links:
 http://developer.valvesoftware.com/wiki/WorldVertexTransition

The individual textures themselves are normal textures with pretty much all 
the normal attributes - all three textures probably need to be the same 
size.

The %tooltexture is the merged version of the two textures, I'm unsure 
exactly how Valve made them so that they are seamless but I suspect it's a 
function that a tool like PSP can perform - some sort of gradient / alpha 
applied to each individual texture and the two overlayed on each other.

Something like this is probably easily done in a dedicated tool that could 
be written in c# as well.

qUiCkSiLvEr



- Original Message - 
From: "Jake Breen"
To: "Discussion of Half-Life Programming" 
Sent: Tuesday, August 26, 2008 11:36 AM
Subject: Re: [hlcoders] height2ssbump


> Ok people are obviously not understanding what I'm saying..I mean
> actually making the blend textures (Like the examples I gave in my last
> email...), I know how to apply a blend material.
>
> Tony "omega" Sergi wrote:
>> That's done with the alpha painting tool on the displacements, in hammer.
>> -Tony
>>
>>
>> On Tue, Aug 26, 2008 at 11:28 AM, Jake Breen wrote:
>>
>>
>>> I meant the actual texture that determines which texture will show over
>>> another texture. Like in Day of Defeat: Source
>>> (materials/ground/snowgrassblendtexture.vtf) or Episode Two
>>> (materials/nature/webblendtexture.vtf)
>>> Tobias Kammersgaard wrote:
>>>
 It's actually pretty simple, unless you're talking about some sort of
 special blend texture I haven't heard about yet.

 This is the /Materials/Nature/blenddirtgrass008a.vmt file. Everything

>>> more
>>>
 or less explains itself (just ask if it doesn't ;))

 "WorldVertexTransition"
 {
  "$basetexture" "nature/dirtfloor012a"
  "$basetexture2" "nature/dirtfloor006a"

  "$detail" "overlays/macro01a"
  "$detailscale" .1

  "%tooltexture" "nature/blenddirtgrass008a_tooltexture"

 "$basetexturetransform" "center .5 .5 scale 1 1 rotate 0

>>> translate 0
>>>
 0"
 "$basetexturetransform2" "center .5 .5 scale 1 1 rotate 10

>>> translate
>>>
 0 0"

  "%detailtype" "coastline_redgrass01"
  "$surfaceprop" "dirt"
 // "$bumpbasetexture2withbumpmap" "0"
 // "$bumpmap" "nature/dirtfloor012b_normal"
  "%keywords" "coastline"
 }

 /ScarT

 n 25/08/2008, Jake Breen  wrote:

> Ok thanks Tony, just a quick question how would one go about making a
> blend texture? Did you guys use any special tools because it looks
> pretty complicated, and I just can't figure it out..
>
> Tony "omega" Sergi wrote:
>> he needs us to update the sdk, I had to modify all of the tools for 
>> the
> SDK
>> so that they run. Some still aren't updated.
>> -Tony
>> On Mon, Aug 25, 2008 at 12:15 PM, Chris Green <
>>
>>> [EMAIL PROTECTED]
>>>
>> wrote:
>>> It should work. What arguments are you giving and what happens when
>>>
>>> you run it?

>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of Jake
>>>

> Breen

>>> Sent: Sunday, August 24, 2008 6:42 PM
>>> To: Discussion of Half-Life Programming
>>> Subject: [hlcoders] height2ssbump
>>>
>>> Has anyone got this working? I've tried to use it like I would with
>>> height2normal, but no luck.


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Re: [hlcoders] height2ssbump

2008-08-26 Thread Kevin Ottalini
http://forums.tf2maps.net/showthread.php?p=21168

According to that post,  Source/ TF2 doesn't like ssbump on blended 
displacement textures. He says that all of the working textures used a 
normal map.

Looking in the TF2 materials list, I see however that ssbump is used for the 
$bumpmap:

material:
blendgrassground001.vmt

"WorldVertexTransition"
{
 "$basetexture" "Nature/dirtground007"
 "$basetexture2" "Nature/rockground007"
 "%tooltexture" "Nature/grass_02"
 "%detailtype" "tf_granary_grass"
 "%keywords" "tf"
 "$bumpmap" "Nature/dirtground005_height-ssbump"
 "$ssbump" "1"
 "$surfaceprop" "dirt"
}

What I would do is start by copying a known working texture blend set and 
rename it to your textures, make sure it still works, then substitute your 
textures and verify that it still works, tweak as needed.

These two articles might have some additional information:
http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_EfficientSelfShadowedRadiosityNormalMapping.pdf

http://www.valvesoftware.com/publications/2008/GDC2008_PostProcessingInTheOrangeBox.pdf

Chris Green in "Efficient Self-Shadowed Radiosity Normal Mapping" wrote:
It is also possible to generate textures in this format through standard 3D 
rendering packages, by the careful placement of area lights in the scenes. 
Analogously, such maps could be captured from real world materials via 
photography with appropriately placed lights and reflectors.

lots of other great articles here:
http://www.valvesoftware.com/publications.html

qUiCkSiLvEr


- Original Message - 
From: "Jake Breen"
To: "Discussion of Half-Life Programming" 
Sent: Tuesday, August 26, 2008 2:12 PM
Subject: Re: [hlcoders] height2ssbump


> To make it really clear, you use it with...
> $blendmodulatetexture
>
> Jake Breen wrote:
>> I want to cry because Kevin is the only person so far that has
>> understood what I'm saying. I said Blend Texture people not Blend
>> Material. But yeah thanks for your help so far.
>>
>> Kevin Ottalini wrote:
>>
>>> Jake,
>>> Try this or one of the associated links:
>>>  http://developer.valvesoftware.com/wiki/WorldVertexTransition
>>>
>>> The individual textures themselves are normal textures with pretty much 
>>> all
>>> the normal attributes - all three textures probably need to be the same
>>> size.
>>>
>>> The %tooltexture is the merged version of the two textures, I'm unsure
>>> exactly how Valve made them so that they are seamless but I suspect it's 
>>> a
>>> function that a tool like PSP can perform - some sort of gradient / 
>>> alpha
>>> applied to each individual texture and the two overlayed on each other.
>>>
>>> Something like this is probably easily done in a dedicated tool that 
>>> could
>>> be written in c# as well.
>>>
>>> qUiCkSiLvEr
>>>
>>>
>>>
>>> - Original Message - 
>>> From: "Jake Breen"
>>> To: "Discussion of Half-Life Programming" 
>>> 
>>> Sent: Tuesday, August 26, 2008 11:36 AM
>>> Subject: Re: [hlcoders] height2ssbump
>>>
>>>> Ok people are obviously not understanding what I'm saying..I mean
>>>> actually making the blend textures (Like the examples I gave in my last
>>>> email...), I know how to apply a blend material.
>>>>
>>>> Tony "omega" Sergi wrote:
>>>>
>>>>
>>>>> That's done with the alpha painting tool on the displacements, in 
>>>>> hammer.
>>>>> -Tony
>>>>>
>>>>>
>>>>> On Tue, Aug 26, 2008 at 11:28 AM, Jake Breen wrote:
>>>>>
>>>>>> I meant the actual texture that determines which texture will show 
>>>>>> over
>>>>>> another texture. Like in Day of Defeat: Source
>>>>>> (materials/ground/snowgrassblendtexture.vtf) or Episode Two
>>>>>> (materials/nature/webblendtexture.vtf)
>>>>>> Tobias Kammersgaard wrote:
>>>>>>
>>>>>>> It's actually pretty simple, unless you're talking about some sort 
>>>>>>> of
>>>>>>> special blend texture I haven't heard about yet.
>>>>>>>
>>>>>>> This is the /Materials/Nature/blenddirtgrass008a.vmt file. 
>>>>>>> Everything
>>>

Re: [hlcoders] Detecting point is outside world

2008-09-18 Thread Kevin Ottalini
Andrew,
You could make a custom invisible (solid) tool brush (like 
"teleport_clip") or see if you can test against "player_clip" perhaps that 
you would use in all your maps both in areas outside (or just in outside 
walls) and inside where you don't want players going.

Players attempting to go past that brush would be not allowed to teleport, 
bounced back to their starting position or just stop a certain distance from 
the brush.

I would guess that you could also use tools/trigger on a custom brush entity 
like trigger_teleport that you can test against, see if any of that code 
might be useful.

You must have some sort of testing going on already to make sure players 
don't teleport inside walls, solids, models (hollows inside the map 
structure?)and each other.

This way all you have to add is a (hopefully simple) test and make very 
simple changes to your maps and as a result you would have pretty good 
control over this feature.

qUiCkSiLvEr


- Original Message - 
From: "Andrew Watkins"
To: 
Sent: Thursday, September 18, 2008 12:19 AM
Subject: [hlcoders] Detecting point is outside world


> Hey all, very simple question that I can't seem to find the answer to - 
> how
> to tell if a point is outside the game world or not?
>
> I've added an ability allowing players to teleport a short distance,
> including through walls, to our HL2MP OB mod. This is great, and the code
> successfully avoids getting the player stuck inside world brushes or
> anything else when teleporting. It is unfortunately possible for them to
> teleport to completely outside the world geometry, and I can't work out 
> how
> to stop this. I've tried my hull traces using various likely-looking masks 
> &
> collision groups, and have looked at all the UTIL_PointContents flags, but 
> I
> can't see how to determine if a point is outside the world or not.
>
> I've also looked through gamemovement.cpp, as players don't fall when they
> teleport outside the world, so something must be stopping them, as they
> aren't "in a solid" - but nothing jumps out at me. So, does anyone know 
> how
> to determine if a point / trace / entity is completely outside the world
> geometry?
>
> The best "hacky" method I can come up with is testing if a
> several-thousand-unit-long trace can be done in any direction
> (up/down/n/s/e/w), and if any can, assume its outside. I'm sure there's a
> point contents method, but I can't work it out. Help would be appreciated.
>
> Thanks


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[hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-14 Thread Kevin Ottalini
Some questions for folks working on Custom Mods:

I've just released a level compile manager, basically a multithreaded
GUI front-end for compiling maps outside of Hammer.

You can see pics and download the tool from here:
http://qsextreme.com/vbct

I've implemented support for custom mods but it appears that custom mods
that are released in-GCF with assigned appids won't work natively with
Hammer, the contents have to be extracted and put into the sourcemods folder
for them to work with the SDK.  I set the tool up to work properly if there
are two installs like this on a client system but I need mod teams to make
sure this scheme works properly with their mod.

The tool also has support for VMPI, although the DLLs are somewhat broken in
the SDK right now.

I have the tool set up to launch VMPI workers but it probably could be
improved. If your mod team does use or would like to use VMPI please let me
know so I can improve this feature for you.

VMPI will work for EP1 games and vVIS is ok for Orangebox games but vRAD for
OB will crash in vmpi mode.  Valve has an updated set of EP1 DLLs
(unreleased) but has yet to update those changes into the OrangeBox DLLs.

One other feature I'm working on now is group compiles, the ability for mod
teams to submit a list of maps that they want to compile in one run.  If
you're part of a team that does / would like to do this please let me know.

Certainly if any of you see anything that could be improved with how the
tool works please let me know offlist, I welcome comments, wish-list items
and constructive criticism.

qUiCkSiLvEr


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Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-14 Thread Kevin Ottalini
Thank you Jonas,
You can customize the background color and text color or even load a 
custom image into the background in the main panel to jazz the tool up a 
bit. Save the default profile to save all your custom settings.

You can also drag and drop a vmf from anywhere onto the desktop icon or the 
main panel and the tool will remember where the last file came from.  There 
is also an MRU list - just right-click on the open file button.

I can certainly have it default to the"MapDir" path in the SDK 
gameconfig.txt file, good suggestion.

Themes have been tested and work with the tool in XP and Vista, perhaps 
offlist email me a pic of what you see and what you would like to see.

When Hammer does a compile it just launches vbsp, vvis and vrad tasks with 
options and captures the redirected output to the compile console window 
which is what I do here but I've implemented async child processes and a 
queue system so the compile won't lock up your desktop while the compile is 
happening.

This also gave me the ability to gracefully cancel a compile as well or have 
a fatal error automatically stop a compile.

I've submitted the tool to Valve for review and would be very happy to 
consign the sourcecode for to them so it can be included in the SDK, 
something like this really should have been part of the tools a long time 
ago.

qUiCkSiLvEr


- Original Message - 
From: "Jonas 'Sortie' Termansen"
To: "Discussion of Half-Life Programming" 
Sent: Tuesday, October 14, 2008 1:16 PM
Subject: Re: [hlcoders] Level Compile Tool - Custom Mod Questions


> Kevin, I love you.
>
> Valve broke all the batch tools for the Orange Box and forced me to use
> Hammer!
>
> While I've just tried it once, it's much faster than Hammer and is quite
> simple. The only problem is that the UI is really ugly, but I can live 
> with
> that of course. I'd be really interesting in knowing how you emulated
> Hammer, what you did to make batch compiles work. Maybe release the source
> code under some closed license?
>
> A suggestion is to make the Open File button default to the .vmf dir set 
> in
> the GameConfig.txt?
>
> Great work, keep on improving this!
>
> Sortie
>
> - Original Message - 
> From: "Kevin Ottalini"
> To: "Discussion of Half-Life Programming" 
> 
> Sent: Tuesday, October 14, 2008 9:46 PM
> Subject: [hlcoders] Level Compile Tool - Custom Mod Questions
>
>
>> Some questions for folks working on Custom Mods:
>>
>>I've just released a level compile manager, basically a multithreaded
>> GUI front-end for compiling maps outside of Hammer.
>>
>> You can see pics and download the tool from here:
>> http://qsextreme.com/vbct
>>
>> I've implemented support for custom mods but it appears that custom mods
>> that are released in-GCF with assigned appids won't work natively with
>> Hammer, the contents have to be extracted and put into the sourcemods
>> folder
>> for them to work with the SDK.  I set the tool up to work properly if
>> there
>> are two installs like this on a client system but I need mod teams to 
>> make
>> sure this scheme works properly with their mod.
>>
>> The tool also has support for VMPI, although the DLLs are somewhat broken
>> in
>> the SDK right now.
>>
>> I have the tool set up to launch VMPI workers but it probably could be
>> improved. If your mod team does use or would like to use VMPI please let
>> me
>> know so I can improve this feature for you.
>>
>> VMPI will work for EP1 games and vVIS is ok for Orangebox games but vRAD
>> for
>> OB will crash in vmpi mode.  Valve has an updated set of EP1 DLLs
>> (unreleased) but has yet to update those changes into the OrangeBox DLLs.
>>
>> One other feature I'm working on now is group compiles, the ability for
>> mod
>> teams to submit a list of maps that they want to compile in one run.  If
>> you're part of a team that does / would like to do this please let me
>> know.
>>
>> Certainly if any of you see anything that could be improved with how the
>> tool works please let me know offlist, I welcome comments, wish-list 
>> items
>> and constructive criticism.
>>
>> qUiCkSiLvEr


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Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-14 Thread Kevin Ottalini
this is c#.net 2008, I'll check that, thank you Tom.

I don't have themes enabled in the screenshots, perhaps that's what everyone 
is looking at?


- Original Message - 
From: "Tom Leighton"
To: "Discussion of Half-Life Programming" 
Sent: Tuesday, October 14, 2008 1:56 PM
Subject: Re: [hlcoders] Level Compile Tool - Custom Mod Questions


> With VB programs, you need a manifest with the exe.
>
> For .net winforms programs, you can enable it with:
>
> Application.EnableVisualStyles();
>
>
>
> Kevin Ottalini wrote:
>> Thank you Jonas,
>> You can customize the background color and text color or even load a
>> custom image into the background in the main panel to jazz the tool up a
>> bit. Save the default profile to save all your custom settings.
>>
>> You can also drag and drop a vmf from anywhere onto the desktop icon or 
>> the
>> main panel and the tool will remember where the last file came from. 
>> There
>> is also an MRU list - just right-click on the open file button.
>>
>> I can certainly have it default to the"MapDir" path in the SDK
>> gameconfig.txt file, good suggestion.
>>
>> Themes have been tested and work with the tool in XP and Vista, perhaps
>> offlist email me a pic of what you see and what you would like to see.
>>
>> When Hammer does a compile it just launches vbsp, vvis and vrad tasks 
>> with
>> options and captures the redirected output to the compile console window
>> which is what I do here but I've implemented async child processes and a
>> queue system so the compile won't lock up your desktop while the compile 
>> is
>> happening.
>>
>> This also gave me the ability to gracefully cancel a compile as well or 
>> have
>> a fatal error automatically stop a compile.
>>
>> I've submitted the tool to Valve for review and would be very happy to
>> consign the sourcecode for to them so it can be included in the SDK,
>> something like this really should have been part of the tools a long time
>> ago.
>>
>> qUiCkSiLvEr
>>
>>
>> - Original Message - 
>> From: "Jonas 'Sortie' Termansen"
>> To: "Discussion of Half-Life Programming" 
>> 
>> Sent: Tuesday, October 14, 2008 1:16 PM
>> Subject: Re: [hlcoders] Level Compile Tool - Custom Mod Questions
>>
>>
>>
>>> Kevin, I love you.
>>>
>>> Valve broke all the batch tools for the Orange Box and forced me to use
>>> Hammer!
>>>
>>> While I've just tried it once, it's much faster than Hammer and is quite
>>> simple. The only problem is that the UI is really ugly, but I can live
>>> with
>>> that of course. I'd be really interesting in knowing how you emulated
>>> Hammer, what you did to make batch compiles work. Maybe release the 
>>> source
>>> code under some closed license?
>>>
>>> A suggestion is to make the Open File button default to the .vmf dir set
>>> in
>>> the GameConfig.txt?
>>>
>>> Great work, keep on improving this!
>>>
>>> Sortie
>>>
>>> - Original Message - 
>>> From: "Kevin Ottalini"
>>> To: "Discussion of Half-Life Programming"
>>> 
>>> Sent: Tuesday, October 14, 2008 9:46 PM
>>> Subject: [hlcoders] Level Compile Tool - Custom Mod Questions
>>>
>>>
>>>
>>>> Some questions for folks working on Custom Mods:
>>>>
>>>>I've just released a level compile manager, basically a 
>>>> multithreaded
>>>> GUI front-end for compiling maps outside of Hammer.
>>>>
>>>> You can see pics and download the tool from here:
>>>> http://qsextreme.com/vbct
>>>>
>>>> I've implemented support for custom mods but it appears that custom 
>>>> mods
>>>> that are released in-GCF with assigned appids won't work natively with
>>>> Hammer, the contents have to be extracted and put into the sourcemods
>>>> folder
>>>> for them to work with the SDK.  I set the tool up to work properly if
>>>> there
>>>> are two installs like this on a client system but I need mod teams to
>>>> make
>>>> sure this scheme works properly with their mod.
>>>>
>>>> The tool also has support for VMPI, although the DLLs are somewhat 
>>>> broken
>>>> in

Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-14 Thread Kevin Ottalini
Ah I got it, I've updated the tool so styles should now work, get the 1.0b 
version:
http://qsextreme.com/vbct



- Original Message - 
From: "Jonas 'Sortie' Termansen"
To: "Discussion of Half-Life Programming" 
Sent: Tuesday, October 14, 2008 2:15 PM
Subject: Re: [hlcoders] Level Compile Tool - Custom Mod Questions


>> this is c#.net 2008, I'll check that, thank you Tom.
>>
>> I don't have themes enabled in the screenshots, perhaps that's what
>> everyone
>> is looking at?
>
> Well it looks the same for me, running XP.
>
>>
>>
>> - Original Message - 
>> From: "Tom Leighton"
>> To: "Discussion of Half-Life Programming"
>> 
>> Sent: Tuesday, October 14, 2008 1:56 PM
>> Subject: Re: [hlcoders] Level Compile Tool - Custom Mod Questions
>>
>>
>>> With VB programs, you need a manifest with the exe.
>>>
>>> For .net winforms programs, you can enable it with:
>>>
>>> Application.EnableVisualStyles();
>>>
>>>
>>>
>>> Kevin Ottalini wrote:
>>>> Thank you Jonas,
>>>> You can customize the background color and text color or even load 
>>>> a
>>>> custom image into the background in the main panel to jazz the tool up 
>>>> a
>>>> bit. Save the default profile to save all your custom settings.
>>>>
>>>> You can also drag and drop a vmf from anywhere onto the desktop icon or
>>>> the
>>>> main panel and the tool will remember where the last file came from.
>>>> There
>>>> is also an MRU list - just right-click on the open file button.
>>>>
>>>> I can certainly have it default to the"MapDir" path in the SDK
>>>> gameconfig.txt file, good suggestion.
>>>>
>>>> Themes have been tested and work with the tool in XP and Vista, perhaps
>>>> offlist email me a pic of what you see and what you would like to see.
>>>>
>>>> When Hammer does a compile it just launches vbsp, vvis and vrad tasks
>>>> with
>>>> options and captures the redirected output to the compile console 
>>>> window
>>>> which is what I do here but I've implemented async child processes and 
>>>> a
>>>> queue system so the compile won't lock up your desktop while the 
>>>> compile
>>>> is happening.
>>>>
>>>> This also gave me the ability to gracefully cancel a compile as well or
>>>> have
>>>> a fatal error automatically stop a compile.
>>>>
>>>> I've submitted the tool to Valve for review and would be very happy to
>>>> consign the sourcecode for to them so it can be included in the SDK,
>>>> something like this really should have been part of the tools a long
>>>> time ago.
>>>>
>>>> qUiCkSiLvEr
>>>>
>>>>
>>>> - Original Message - 
>>>> From: "Jonas 'Sortie' Termansen"
>>>> To: "Discussion of Half-Life Programming"
>>>> 
>>>> Sent: Tuesday, October 14, 2008 1:16 PM
>>>> Subject: Re: [hlcoders] Level Compile Tool - Custom Mod Questions
>>>>
>>>>
>>>>
>>>>> Kevin, I love you.
>>>>>
>>>>> Valve broke all the batch tools for the Orange Box and forced me to 
>>>>> use
>>>>> Hammer!
>>>>>
>>>>> While I've just tried it once, it's much faster than Hammer and is
>>>>> quite
>>>>> simple. The only problem is that the UI is really ugly, but I can live
>>>>> with
>>>>> that of course. I'd be really interesting in knowing how you emulated
>>>>> Hammer, what you did to make batch compiles work. Maybe release the
>>>>> source
>>>>> code under some closed license?
>>>>>
>>>>> A suggestion is to make the Open File button default to the .vmf dir
>>>>> set in
>>>>> the GameConfig.txt?
>>>>>
>>>>> Great work, keep on improving this!
>>>>> Sortie
>>>>>
>>>>> - Original Message - 
>>>>> From: "Kevin Ottalini"
>>>>> To: "Discussion of Half-Life Programming"
>>>>> 
>>>>> Sent: Tuesday, October 14, 2008 9:46 PM
>>>&g

Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-15 Thread Kevin Ottalini
It's best to get Hammer out of the way if you're doing a compile (especially 
a group compile), it takes up resources.

I'm almost done with implementing a compile from a list of maps, should have 
a version working this afternoon.
qUiCkSiLvEr


- Original Message - 
From: "Jonas 'Sortie' Termansen"
To: "Tim Baker" "Discussion of Half-Life Programming" 

Sent: Wednesday, October 15, 2008 3:02 AM
Subject: Re: [hlcoders] Level Compile Tool - Custom Mod Questions


> Nope. DOS Batch compiles doesn't work for some mysterious reason, only 
> works
> when run from inside Hammer. Sadly Hammer eats a lot of memory and 
> generally
> just slows down the compiles.
>
> But I'd love some details on how you're doing it
>
> From: "Tim Baker" >> You run the batch file from *within* Hammer. I use 
> the Tcl scripting
>> language
>> to batch compile Heart of Evil Source maps.  You're saying DOS batch
>> files don' t work though?
>>
>> -- Tim Baker
>>
>> --
>> From: "Jonas 'Sortie' Termansen"
>>
>>> Yep, but vbsp, vvis and vrad doesn't mount the appropriate game content
>>> when
>>> doing so, and thus the compiles doesn't work.
>>>
>>> - Original Message - 
>>> From: "Tim Baker" >>>
 You can run a batch file from within Hammer to compile a bunch of maps.
 Just add a new config in Hammer that runs your batch file.

 -- Tim Baker

 --
 From: "Jonas 'Sortie' Termansen"
> Great!
>
> Oh and as you suggested, a system to compile multiple maps in a row
> would
> be
> really nice. It's hell to manually recompile 7+ maps in a row using 
> the
> Hammer method.
>
> Thanks for making this great tool, and the themes seem to work.
>
> Jonas



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Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-15 Thread Kevin Ottalini
I've updated VBCT (1.0c) with the group compile options, pretty simple to 
use.

Make a .lst file with the full path to each map file, pre-pend fast, full, 
or final (or nothing) with a comma to the mapname (case is ignored) and then 
open or drag/drop the list on vbct.

Comments are supported on a line by themselves only, blank lines are ignored
Here is an example:

# group compile list for testing
# no compile quality option will use the default of "FULL"

D:\Maps_HL1MP\grouptest\1.vmf

FAST,D:\Maps_HL1MP\grouptest\1.vmf
final,D:\Maps_HL1MP\grouptest\2.vmf
Full,D:\Maps_HL1MP\grouptest\3.vmf

# that's all!


- Original Message - 
From: "Tim Baker"
To: "Discussion of Half-Life Programming" 
Sent: Wednesday, October 15, 2008 12:28 PM
Subject: Re: [hlcoders] Level Compile Tool - Custom Mod Questions


>I guess you'll have to wait for qUiCkSiLvEr's compile tool for that.
>
> -- Tim Baker
>
> --
> From: "Jonas 'Sortie' Termansen"
>
>> Ah great. Any way to do it without Hammer open?
>>
>> From: "Tim Baker"
>>>I just tried it with a BAT file and it seems to work.
>>> In Hammer do F9 > Edit > New to create a new
>>> configuration. Then add a new command:
>>> Command: cmd.exe /c
>>> Parameters: "C:\Programming\heart of evil source\compile_newer.bat"
>>>
>>> 
>>> set USER=tnbaker
>>> set MOD=hoe
>>>
>>> set SDKBIN="C:\Program
>>> Files\Steam\SteamApps\%USER%\sourcesdk\bin\orangebox\bin"
>>> set GAME="C:\Program Files\Steam\SteamApps\SourceMods\%MOD%"
>>> set SRC="C:\Programming\heart of evil source"
>>>
>>> set BSP="C:\Program
>>> Files\Steam\SteamApps\%USER%\sourcesdk\bin\orangebox\bin\vbsp.exe"
>>> set VIS="C:\Program
>>> Files\Steam\SteamApps\%USER%\sourcesdk\bin\orangebox\bin\vvis.exe"
>>> set RAD="C:\Program
>>> Files\Steam\SteamApps\%USER%\sourcesdk\bin\orangebox\bin\vrad.exe"
>>>
>>> set MAP=YOURMAPNAME
>>> %BSP% -game %GAME% %SRC%\mapsrc\%MAP%.vmf
>>> %VIS% -game %GAME% %SRC%\mapsrc\%MAP%.vmf
>>> %RAD% -game %GAME% %SRC%\mapsrc\%MAP%.vmf
>>> COPY %SRC%\mapsrc\%MAP%.bsp %GAME%\maps\%MAP%.bsp
>>>
>>> set MAP=YOURMAPNAME
>>> %BSP% -game %GAME% %SRC%\mapsrc\%MAP%.vmf
>>> %VIS% -game %GAME% %SRC%\mapsrc\%MAP%.vmf
>>> %RAD% -game %GAME% %SRC%\mapsrc\%MAP%.vmf
>>> COPY %SRC%\mapsrc\%MAP%.bsp %GAME%\maps\%MAP%.bsp
>>> =


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Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-16 Thread Kevin Ottalini
Chris,
Valve knows about the OB (SDK) VRAD problem but hasn't had time to fix 
it yet.

There is a set of EP1 vmpi updates and fixes that have been implemented (and 
tested) but not yet released for EP1 but those updates still need to be 
applied to the OB modules (but Valve knows what they all are and that's a 
big help).

I set things up in vbct to run vmpi and work around the default port 
conflict problems but obviously we'll have to wait for L4D to get released 
before we can hope for some developer time to finish this.
qUiCkSiLvEr


- Original Message - 
From: "Chris Deegan"
To: "Discussion of Half-Life Programming" 
Sent: Thursday, October 16, 2008 1:39 AM
Subject: Re: [hlcoders] Level Compile Tool - Custom Mod Questions


> err...VMPI is available to us peons without any hacking or extra tools -
> you just have to follow the destructions on the wiki. The problem is
> that vrad doesn't work for distributed OB compiles as per my post way
> back here
> http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg24322.html
>
> If I'm not mistaken this tool does not resolve that, it is just a (very
> much appreciated - I'm not knocking it!) front end to the same stuff.
> <http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg24830.html>
> Chris
>
> Minh wrote:
>> Kevin's tool actually has distributed computing (much like the
>> bally-hooed VMPI, which is unavailable to us peons)
>> I tested it and it works quite nicely. Saves a buttload of time if you
>> have a spare computer or two to help compile your map.
>>
>> Matt Hoffman wrote:
>>
>>> What's wrong with compiling outside of Hammer using batch tools? Don't 
>>> you
>>> just have to set the VPROJECT?
>>>
>>> On Wed, Oct 15, 2008 at 6:40 PM, Kevin Ottalini wrote:
>>>
>>>
>>>
>>>> I've updated VBCT (1.0c) with the group compile options, pretty simple 
>>>> to
>>>> use.
>>>>
>>>> Make a .lst file with the full path to each map file, pre-pend fast, 
>>>> full,
>>>> or final (or nothing) with a comma to the mapname (case is ignored) and
>>>> then
>>>> open or drag/drop the list on vbct.
>>>>
>>>> Comments are supported on a line by themselves only, blank lines are
>>>> ignored
>>>> Here is an example:
>>>>
>>>> # group compile list for testing
>>>> # no compile quality option will use the default of "FULL"
>>>>
>>>> D:\Maps_HL1MP\grouptest\1.vmf
>>>>
>>>> FAST,D:\Maps_HL1MP\grouptest\1.vmf
>>>> final,D:\Maps_HL1MP\grouptest\2.vmf
>>>> Full,D:\Maps_HL1MP\grouptest\3.vmf
>>>>
>>>> # that's all!
>>>>
>>>>


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Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-16 Thread Kevin Ottalini
Jonas,
Assuming that you have recently reset your game configurations and 
properly installed any custom game configurations, VBCT will compile  for 
all stock and most if not all custom mods (I'm still fussing with TheShip 
since it has it's own set of custom tools).

I've tested all of the stock mods for both EP1 and OB and a number of custom 
mods including most of the ones just released on Steam.

There are some Hammer problems with custom mods in-gcf but not doing 
compiles.
qUiCkSiLvEr


- Original Message - 
From: "Jonas 'Sortie' Termansen"
To: "Discussion of Half-Life Programming" 
Sent: Thursday, October 16, 2008 4:44 AM
Subject: Re: [hlcoders] Level Compile Tool - Custom Mod Questions


> My experience is that vbsp, vvis and vrad is unable to correctly mount the
> game content from .gcf files when run outside Hammer, without this
> information vbsp can't process textures, vrad can't take models into
> consideration, and everything just fails horribly.
>
> From: "Matt Hoffman"
>> What's wrong with compiling outside of Hammer using batch tools? Don't 
>> you
>> just have to set the VPROJECT?
>>
>> On Wed, Oct 15, 2008 at 6:40 PM, Kevin Ottalini wrote:
>>
>>> I've updated VBCT (1.0c) with the group compile options, pretty simple 
>>> to
>>> use.
>>>
>>> Make a .lst file with the full path to each map file, pre-pend fast,
>>> full,
>>> or final (or nothing) with a comma to the mapname (case is ignored) and
>>> then
>>> open or drag/drop the list on vbct.
>>>
>>> Comments are supported on a line by themselves only, blank lines are
>>> ignored
>>> Here is an example:
>>>
>>> # group compile list for testing
>>> # no compile quality option will use the default of "FULL"
>>>
>>> D:\Maps_HL1MP\grouptest\1.vmf
>>>
>>> FAST,D:\Maps_HL1MP\grouptest\1.vmf
>>> final,D:\Maps_HL1MP\grouptest\2.vmf
>>> Full,D:\Maps_HL1MP\grouptest\3.vmf
>>>
>>> # that's all!
>>>
>>>
>>> - Original Message -
>>> From: "Tim Baker"
>>> To: "Discussion of Half-Life Programming"
>>> >> >
>>> Sent: Wednesday, October 15, 2008 12:28 PM
>>> Subject: Re: [hlcoders] Level Compile Tool - Custom Mod Questions
>>>
>>>
>>> >I guess you'll have to wait for qUiCkSiLvEr's compile tool for that.
>>> >
>>> > -- Tim Baker
>>> >


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Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-18 Thread Kevin Ottalini
I just updated VBCT, it now can directly select any engine / game listed in
your SDK GameConfig.txt so you don't have to go to the SDKLauncher when you
want to change mods (sort of like having VConfig built into VBCT).

I was unable to update the two environment strings however (child process
limitations) so the settings can be different from what you have in the
SDKLauncher (when you go launch Hammer for example).  Obviously the
SDKLauncher can do this so it's possible somehow, I'll keep looking at it.

qUiCkSiLvEr


- Original Message - 
From: "Jonas 'Sortie' Termansen"
To: "Discussion of Half-Life Programming" 
Sent: Thursday, October 16, 2008 1:55 PM
Subject: Re: [hlcoders] Level Compile Tool - Custom Mod Questions


> Oh, that was why I liked your tools: they work, unlike my own batch tools.
>
> - Jonas
>
> From: "Kevin Ottalini"
>> Jonas,
>>Assuming that you have recently reset your game configurations and
>> properly installed any custom game configurations, VBCT will compile  for
>> all stock and most if not all custom mods (I'm still fussing with TheShip
>> since it has it's own set of custom tools).
>>
>> I've tested all of the stock mods for both EP1 and OB and a number of
>> custom
>> mods including most of the ones just released on Steam.
>>
>> There are some Hammer problems with custom mods in-gcf but not doing
>> compiles.
>> qUiCkSiLvEr
>>
>>
>> From: "Jonas 'Sortie' Termansen"
>>> My experience is that vbsp, vvis and vrad is unable to correctly mount
>>> the
>>> game content from .gcf files when run outside Hammer, without this
>>> information vbsp can't process textures, vrad can't take models into
>>> consideration, and everything just fails horribly.
>>>
>>> From: "Matt Hoffman"
>>>> What's wrong with compiling outside of Hammer using batch tools? Don't
>>>> you
>>>> just have to set the VPROJECT?
>>>>
>>>> On Wed, Oct 15, 2008 at 6:40 PM, Kevin Ottalini wrote:
>>>>
>>>>> I've updated VBCT (1.0c) with the group compile options, pretty simple
>>>>> to
>>>>> use.
>>>>>
>>>>> Make a .lst file with the full path to each map file, pre-pend fast,
>>>>> full,
>>>>> or final (or nothing) with a comma to the mapname (case is ignored)
>>>>> and
>>>>> then
>>>>> open or drag/drop the list on vbct.
>>>>>
>>>>> Comments are supported on a line by themselves only, blank lines are
>>>>> ignored
>>>>> Here is an example:
>>>>>
>>>>> # group compile list for testing
>>>>> # no compile quality option will use the default of "FULL"
>>>>>
>>>>> D:\Maps_HL1MP\grouptest\1.vmf
>>>>>
>>>>> FAST,D:\Maps_HL1MP\grouptest\1.vmf
>>>>> final,D:\Maps_HL1MP\grouptest\2.vmf
>>>>> Full,D:\Maps_HL1MP\grouptest\3.vmf
>>>>>
>>>>> # that's all!
>>>>>
>>>>>
>>>>> - Original Message -
>>>>> From: "Tim Baker"
>>>>> To: "Discussion of Half-Life Programming"
>>>>> >>>> >
>>>>> Sent: Wednesday, October 15, 2008 12:28 PM
>>>>> Subject: Re: [hlcoders] Level Compile Tool - Custom Mod Questions
>>>>>
>>>>>
>>>>> >I guess you'll have to wait for qUiCkSiLvEr's compile tool for that.
>>>>> >
>>>>> > -- Tim Baker
>>>>> >


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Re: [hlcoders] Level Compile Tool

2008-10-18 Thread Kevin Ottalini
Hi Adam,
I'm working on a topology tool like you are describing, it's partially
done.

If you look at the example1b.vmf that is in the vbct zip file, it was
generated by the current version of the tool.

It only generates solids right now (and the base skybox and ents) but it
will eventually generate displacements (for general topology) when I get a
chance to implement it.  I have a lot of fun features planned but I needed
to get vbct done first.

example1b was basically a one-button push, about 1/10 second to render and
write and a few seconds in hammer to generate what you see there.

I know that Valve had/has some in-game functions like you are describing but
they were never completed, perhaps they were just never needed.

Hammer has a limit of 32K units which at ~1 inch resolution is only about
1/2 mile of linear space - you can lose a lot a players in that "small"
space though!  Multiplayer maps need a small mean-time to interaction
between players or the map is just boring.

In single-player maps, Valve chose to make many smaller high-complexity maps
(feature rich) that the player transitions across instead of a few monster
maps that take a lot more time to implement and compile.  Even these smaller
maps are (for the most part) just too large for multiplayer mods where you
are mostly limited to slinking along hunting for someone (or something) to
kill.

DIPRIP source mod that was just released over Steam (free) has maps that use
the max XY space of Hammer, HUGE maps to play on but driving around it's
great.

qUiCkSiLvEr



- Original Message - 
From: "Adam Donovan"
To: 
Sent: Saturday, October 18, 2008 4:21 AM
Subject: Re: [hlcoders] Level Compile Tool


> yeah I also looked at this tool..nice esp for one map i was working on the
> option for don't fix up t junc's was pretty helpful.  As for stuff that's
> lacking the the valve tools..something that I desperately would like to
> see
> is a change in the displacement's system...i mean cannonfodders tools is
> no
> longer being supported and most other games have some pretty fancy tools
> for
> terrain...we don't even have an LOD system for displacement's..which makes
> it pretty limited to produce a fast map with any kind of detail..It would
> be
> something pretty easy for Valve to put into the SDK as there are a
> plethora
> of LOD algorithm's available for LOD terrains..and before you comment
> about
> how source is only for small to medium maps ..or how its not really an
> outdoor renderer...shh..I've heard that all before
>
> adam
> (Nav)
>


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Re: [hlcoders] WARNING: VAC may be banning developers bymisdetecting server plugins as cheats.

2008-11-05 Thread Kevin Ottalini
Please post exactly what you were doing, what addons you were using, the 
command lines you added.



- Original Message - 
From: "Michael Barr"
To: "Discussion of Half-Life Programming" 
Sent: Wednesday, November 05, 2008 2:23 PM
Subject: Re: [hlcoders] WARNING: VAC may be banning developers 
bymisdetecting server plugins as cheats.


> Trust me, I expected to be flamed.  I have been just as skeptical, if not
> more, than a few that have replied in this thread when I have seen similar
> posts, and thought the same thing. This is an "open forum" for discussion.
> If it makes someone feel better to call me a script kiddie that hacks or
> cheats, feel free to do so. Feel free to question my motives, but I have
> nothing but good intentions here.
>
> The primary point of this posting is simple. It is a warning of genuine
> concern, as I can not see any reasoning behind the ban aside from what I
> stated above. While I would love to be unbanned, that is not quite the
> point.
>


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Re: [hlcoders] Request

2008-11-16 Thread Kevin Ottalini
this might be useful:

http://forums.insmod.net/index.php?showtopic=16258&pid=255719



>>>
>>> On Sat, Nov 15, 2008 at 2:47 PM, red box <[EMAIL PROTECTED]> wrote:
>>> > Hi list.
>>> > I have request to Mike, Valve, and maybe God. Please, give us plugin 
>>> > for
>>> Maya, for export *.VTA.
>>> >
>>> > Thanks!
>>> >


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

2007-02-12 Thread Kevin Ottalini

If I try and use vbspinfo it gives me the filesize then errors out:

vbspinfo" dm_overwatch
-
dm_overwatch.bsp: 4480012
Error opening dm_overwatch.bsp



- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Monday, February 12, 2007 1:13 PM
Subject: RE: [hlcoders] Re: Open Source Mods (again)



Oh, sorry. It was a missing link:

http://developer.valvesoftware.com/wiki/PreviousReleaseNotes




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

2007-02-12 Thread Kevin Ottalini


Very good this works indeed, thanks Jay!


vbspinfo" -treeinfo -worldtexturestats maps\dm_spookface2
-
maps\dm_spookface2.bsp: 36243144

Object names   Objects/Maxobjs  Memory / Maxmem  Fullness
   ---  ---  
models 686/102432928/49152(67.0%)
brushes   3810/819245720/98304(46.5%)
brushsides   30166/65536  241328/524288   (46.0%)
planes   27702/65536  554040/1310720  (42.3%)
vertexes 30096/65536  361152/786432   (45.9%)
nodes10581/65536  338592/2097152  (16.1%)
texinfos  6413/12288  461736/884736   (52.2%)
texdata209/2048 6688/65536(10.2%)
dispinfos  409/0   71984/0( 0.0%)
disp_verts   11481/0  229620/0( 0.0%)
disp_tris15296/0   30592/0( 0.0%)
disp_lmsamples   99532/0   99532/0( 0.0%)
faces17398/65536  974288/3670016  (26.5%)
hdr faces0/65536   0/3670016  ( 0.0%)
origfaces13874/65536  776944/3670016  (21.2%)
leaves   11268/65536  360576/2097152  (17.2%)
leaffaces20637/65536   41274/131072   (31.5%)
leafbrushes   8658/65536   17316/131072   (13.2%)
areas   14/256   112/2048 ( 5.5%)
surfedges   134577/512000 538308/2048000  (26.3%)
edges77623/256000 310492/1024000  (30.3%)
LDR worldlights532/819246816/720896   ( 6.5%)
HDR worldlights  0/81920/720896   ( 0.0%)
waterstrips   1004/32768   10040/327680   ( 3.1%)
waterverts   0/65536   0/786432   ( 0.0%)
waterindices 16767/65536   33534/131072   (25.6%)
cubemapsamples 108/1024 1728/16384(10.5%)
overlays 4/512  1408/180224   ( 0.8%)
LDR lightdata [variable] 2357404/0( 0.0%)
HDR lightdata [variable]   0/0( 0.0%)
visdata   [variable]  368779/16777216 ( 2.2%)
entdata   [variable]  518659/393216   (131.9%) VERY FULL!
LDR leaf ambient 11268/65536  270432/1572864  (17.2%)
HDR leaf ambient 0/65536   0/1572864  ( 0.0%)
occluders   16/0 640/0( 0.0%)
occluder polygons   93/01116/0( 0.0%)
occluder vert ind  398/01592/0( 0.0%)
detail props  [variable]   1/12   ( 8.3%)
static props  [variable]   1/5652 ( 0.0%)
pakfile   [variable]25293218/0( 0.0%)

Level flags = 0

Win32 Specific Data:
physics   [variable] 1582162/4194304  (37.7%)
 Total Win32 BSP file data space used: 35980752 bytes 

Total triangle count: 43518

   ---
   TREE INFO:
   ---
   Number of nodes -- : 10581
   Optimum tree depth (logN)  : 13.000
   Minimum tree depth --- : 4
   Maximum tree depth --- : 32
   Average tree depth --- : 8.114
   Average leaf variance from optimum : 2.144

-


- Original Message -
From: "Jay Stelly" <[EMAIL PROTECTED]>
To: 
Sent: Monday, February 12, 2007 1:56 PM
Subject: RE: [hlcoders] Re: Open Source Mods (again)



We had a bug like this a while back - maybe the fix isn't out on the SDK
tools yet.  The workaround is to run from one directory above the map:

Vbspinfo maps\dm_overwatch.bsp

So if it's the same problem that should be a usable workaround until the
fix is out.

Jay



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Kevin Ottalini
Sent: Monday, February 12, 2007 1:25 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: Open Source Mods (again)

If I try and use vbspinfo it gives me the filesize then errors out:

vbspinfo" dm_overwatch
-
dm_overwatch.bsp: 4480012
Error opening dm_overwatch.bsp



- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Monday, February 12, 2007 1:13 PM
Subject: RE: [hlcoders] Re: Open Source Mods (again)


> Oh, sorry. It was a missing link:
>
> http://developer.valvesoftware.com/wiki/PreviousReleaseNotes
>


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Re: [hlcoders] This is how you enable Steam Offline Mode

2007-02-12 Thread Kevin Ottalini

Minh, you must mean that you have to _uncheck_ that option box ...
if Steam doesn't save the information then it will never go into offlline
mode at all.

I just tried this (with it checked) and it will not work.



- Original Message -
From: "Minh" <[EMAIL PROTECTED]>
To: 
Sent: Monday, February 12, 2007 5:59 PM
Subject: Re: [hlcoders] This is how you enable Steam Offline Mode



Ok, ignore my last post about adding the -dev parameter to steam to get
offline mode working. Apparently, that doesn't do anything. The real
reason
I managed to get steam working in offline mode was because I clicked on
"Don't save account information on this computer".

Note, in order to click on this option, you actually have to be logged
onto
steam.. so you must log onto steam atleast once in order to get offline
mode
working. Log onto it , go to settings, and check mark that option to not
save account info. Log off steam, unplug your internet, and then log back
on
and this time when you select offline mode, it won't complain about "not
being able to connect to the steam network"

Oh, and once you log back into steam in offline mode, you can un-check
that
option to not save acccount info. on this computer. Once you get offline
mode working once, it will work fine anytime afterwards (regardless of
that
option being check marked or not).

Oh, and I tested this on two of my laptops, so I'm pretty confident that
this procedure works.





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[hlcoders] Decal Problem - path search or cache problem with embedded custom decals?

2007-02-12 Thread Kevin Ottalini


I've been trying to get custom decals working (testing in HL2MP), but when
the decal files are bspzip'd into the bsp they don't show up in the map at
run time.

All stock decals appear to work fine on both win32 and linux source servers,
so to test this I took one of the stock decals and renamed the files and
embedded them into a test map.

Here were the results:
1.  external custom decals are always visible on all servers (as are all
stock decals in the GCF).

2.  embedded decals are always visible on listenservers (HL2.exe  clients).

3.  embedded decals are never normally visible on stand-alone (SRCDS)
servers (linux or Win32)

4. running a listenserver with the map, then connecting to a dedicated
server with the same map will always make the decals visible
(so this indicates a precache problem?)

In all cases, there are no material errors reported by the server or the
client.

The test map can be found here:
http://qsextreme.com/source/custom_decal_problem.bsp

Is this a known problem?
Any suggestions welcome!


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Re: [hlcoders] Inverse Vector

2007-02-14 Thread Kevin Ottalini

programmatically:
http://www.extremeoptimization.com/Reference/html/Extreme.Mathematics.LinearAlgebra.Vector.Inverse.htm

overall review:
http://en.wikipedia.org/wiki/Vector_space

... unless you meant some other sort of Vector ...


- Original Message -
From: "Jay C."
To: 
Sent: Wednesday, February 14, 2007 10:50 AM
Subject: [hlcoders] Inverse Vector



Hey,

Anyone know the quickest way to inverse a Vector?

I tried x,y and z *= -1 but that wasn't correct.

Thanks in advance.

Jay




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[hlcoders] VTEX Problem with Skybox and compression

2007-03-04 Thread Kevin Ottalini

I've been trying to transfer and update some custom skybox textures but the
current VTEX appears to have two problems that are messing up the files.

I verified that this happens even taking a stock skybox, converting it to
TGA and then back to VTF again.

I also have verified that VTEX is detecting this as a skybox conversion and
it issues the appropriate message:
   'skybox' detected. Treating skybox like a cubemap for edge-matching
purposes.

Here is one of the original good panels (in jpg for viewing here):
http://www.qsextreme.com/source/tornsky_512up.jpg

The first problem (allowing compression) is that VTEX shifts the skybox
texture creating a line on the left side:
http://www.qsextreme.com/source/tornsky_512up_compressed.jpg

Then using "nocompress" "1" VTEX introduces some weird color problem in
addition to the alignment shift:
http://www.qsextreme.com/source/tornsky_512up_nocompress.jpg

Here is a complete zip with all the materials and materialsrc files:
http://www.qsextreme.com/source/vtex_skybox_conversion_problem.zip

I've looked extensively through the sourcewiki but there is nothing about
this.

Any help here very much appreciated.
KevinO


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Re: [hlcoders] VTEX Problem with Skybox and compression

2007-03-04 Thread Kevin Ottalini

Thanks for the responses everyone, after looking at all these things, I
discovered that the problem was actually the VTF2TGA tool that was messing
up and not the VTEX tool.

VTEX was converting the files ok but when I converted it back it was messed
up.

What was throwing me off was VTF2TGA was converting all the older skybox
textures ok.

The current VTF2TGA tool is not working at all, it won't even give a usage
back so there is something very broken there.
By luck I had a number of older versions in backups and after testing found
these results:

MD5:
49f81fae00c701412d18850b8a5867fc *vtf2tga.exe <--- good 173kb 2005
ba5c8729dcc29957cfab9004a754de55 *vtf2tga.exe <--- good 173kb 2005
0f3eda00cbd51eafffb2c72e1531 *vtf2tga.exe <--- good 240kb 2006 requires
current VSTDLIB
482c53edd11b375b52ae92fd3c102a4e *vtf2tga.exe <--- Current release, bad
version won't even give a usage response.

Using the 1531 version appears to be ok for now.

I found nems tool to be ... odd hehe. I really dont need an editor I need
only a converter and I really prefer to use the SDK tools.

KevinO


- Original Message -
From: "Adam "amckern" Mckern"
To: 
Sent: Sunday, March 04, 2007 6:24 PM
Subject: Re: [hlcoders] VTEX Problem with Skybox and compression



I know you prob want to use the VTEX app, but nem's &
jed's VTF Edit is much more powerful.

You can download it from
http://nemesis.thewavelength.net/index.php?c=178#p178

Adam

--- Kevin Ottalini wrote:


I've been trying to transfer and update some custom
skybox textures but the
current VTEX appears to have two problems that are
messing up the files.

I verified that this happens even taking a stock
skybox, converting it to
TGA and then back to VTF again.

I also have verified that VTEX is detecting this as
a skybox conversion and
it issues the appropriate message:
'skybox' detected. Treating skybox like a
cubemap for edge-matching
purposes.

Here is one of the original good panels (in jpg for
viewing here):
http://www.qsextreme.com/source/tornsky_512up.jpg

The first problem (allowing compression) is that
VTEX shifts the skybox
texture creating a line on the left side:


http://www.qsextreme.com/source/tornsky_512up_compressed.jpg


Then using "nocompress" "1" VTEX introduces some
weird color problem in
addition to the alignment shift:


http://www.qsextreme.com/source/tornsky_512up_nocompress.jpg


Here is a complete zip with all the materials and
materialsrc files:


http://www.qsextreme.com/source/vtex_skybox_conversion_problem.zip


I've looked extensively through the sourcewiki but
there is nothing about
this.

Any help here very much appreciated.
KevinO



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Re: [hlcoders] hl1mp source modding?

2007-05-20 Thread Kevin Ottalini

Sorry Ooks, there isn't an sdk kit available for hl1:Source or hl1mp.


- Original Message -
From: "Ook" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, May 20, 2007 9:00 PM
Subject: [hlcoders] hl1mp source modding?



Does anyone have any info on mod making for Half-Life Deathmatch:Source? I
created a "mod from scratch", and noticed DLLs for CS, hl2, hl2mp, and
even
tf2, but nothing for hl1 source, or hl1mp source.




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Re: [hlcoders] hl1mp source modding?

2007-05-21 Thread Kevin Ottalini

It's my guess that unless Valve figures out a way to support a real
dedicated server for HL1MP they won't be releasing an SDK Kit for it either.



- Original Message -
From: ooks
To: 
Sent: Monday, May 21, 2007 9:43 AM
Subject: Re: [hlcoders] hl1mp source modding?



Ouch. That bites. Anyone know if there are any plans to release one?



Sorry Ooks, there isn't an sdk kit available for hl1:Source or hl1mp.




Does anyone have any info on mod making for Half-Life Deathmatch:Source?
I
created a "mod from scratch", and noticed DLLs for CS, hl2, hl2mp, and
even
tf2, but nothing for hl1 source, or hl1mp source.




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Re: [hlcoders] coin collecing system

2007-05-26 Thread Kevin Ottalini

Just remember that there is a max limit of 2047 total ents in the source
engine and you need to make sure your base map ent limit and player count is
set so you don't max out (and crash) the server.

For HL2DM, I've seen as many as 50+ dynamic entities generated per player so
with 16 players that's 800 dynamic ents.

2047 - 800 = ~1247 max baseline ents in a map.

If your mod supports 32 players then that would be 50 * 32 = 1600 dynamic
ents and your maps will all have to have a baseline of  only 447 ents.

And yes, I've substantially exceeded the existing ent limit on one very
popular map (and could have easily made it larger) so it's very possible and
quite likely to do this.

In maps that are little more then huge open killboxes with nothing to block
VIS, chances are very good that even half of that max number of visible
entities will lag out many middle-range video cards (GForce 6600 class).

KevinO


- Original Message -
From: "Joshua S."
To: 
Sent: Saturday, May 26, 2007 7:31 PM
Subject: Re: [hlcoders] coin collecing system




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  wrote:





I'd suggest looking at how the health packs are done in HL2, it's
practically going to be the same way health is handled for the player and
instead of NPCs dropping the health packs it will be other players.



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[hlcoders] Airboat / Jeep Spawn problem in Stock HL2MP

2007-06-06 Thread Kevin Ottalini

Something happened to the stock HL2MP back around the Verizon/FIOS
competition update that made the prop vehicle code misbehave on multiplayer.

The stock HL2MP stopped being able to spawn prop_vehicle_airboat (although
it will spawn in listenserver).  buggies/jeeps wont spawn at all.   No error
messages are generated when it fails.

Strangely, the sound ents all get created for the airboat though.

A lot of maps that had airboats and buggies in them are broken now.

Has anyone seen anything in the HL2MP code that would explain why this might
be happening?



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Re: [hlcoders] New Source SDK Beta

2007-06-12 Thread Kevin Ottalini


This (net_graph crash) was a reported problem that was fixed in the
srcds0407 beta that just went live:

http://www.mail-archive.com/[EMAIL PROTECTED]/msg22724.html

setting net_graph 0 would fix the problem but setting it to 1,2,3 wiould
cause a crash.

It looks like the problematic code made it over to the SDK release.

Mike, Alfred knows about this one.



- Original Message -
From: "Matt Stafford"
To: 
Sent: Tuesday, June 12, 2007 7:59 PM
Subject: Re: [hlcoders] New Source SDK Beta



Consider this bug confirmed, its happening to me in NightFall as well.

On 6/13/07, Drak  wrote:


I'm sorry, I gotta stop spamming this message XP
But, I noticed now that "net_graph" crashes any source (so far, i only
tested thrid party) games. 'net_graph' which i had included in my config,
and when removed (along with video settings) it starts fine.

- Original Message -
From: "Drak"
To: 
Sent: Tuesday, June 12, 2007 10:21 PM
Subject: Re: [hlcoders] New Source SDK Beta


> Both, which seemed to crash only when I changed video settings outside
the
> game (Launch Options / Config ).
> But, it's all fine now. :D
>
> - Original Message -
> From: "Mike Durand"
> To: 
> Sent: Tuesday, June 12, 2007 10:06 PM
> Subject: RE: [hlcoders] New Source SDK Beta
>
>
>> Does your original mod work fine now as well, or only the new ones you
>> made?
>>
>> -Mike
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Drak
>> Sent: Tuesday, June 12, 2007 6:55 PM
>> To: hlcoders@list.valvesoftware.com
>> Subject: Re: [hlcoders] New Source SDK Beta
>>
>> Oh, well now.  It seems that when I reset my video settings on both
>> SP/MP mods, it worked fine...
>> - Original Message -
>> From: "Drak"
>> To: 
>> Sent: Tuesday, June 12, 2007 9:48 PM
>> Subject: Re: [hlcoders] New Source SDK Beta
>>
>>
>>> Anyone have anymore information on HLMP/SP based mods crashing with
>>> the latest update Or, is it still only me? I tried createing a new
>>> mod, and compiling it.
>>> Still crashed.




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[hlcoders] teamplay team titles in scoreboard?

2007-07-03 Thread Kevin Ottalini

I'm looking for where the team name variables and attributes are defined for
teamplay if anyone can point me to the res or other related files.

I have teamplay working somewhat although players that join still have to
manually change models (the models aren't enforced for some reason until
models are changed at least once).  The team scores are also not summed
either which is a bit of a problem.

When I look at the scoreboard, I see the teams properly grouped, but I don't
see the team name/title information.

http://qsextreme.com/hl1mp/hldms_teamplay_missing_team_names2.jpg

Any help much appreciated!
KevinO


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Re: [hlcoders] Model Decompile & Recompile Issues (Cannonfodders Tool)

2007-07-21 Thread Kevin Ottalini

You do know that the source for that model is part of the SDK, you don't
have to disassemble it?

...\sourcesdk_content\hl2\modelsrc\weapons\v_pistol




- Original Message -
From: "Mukkan Yhtiö" To: 
Sent: Saturday, July 21, 2007 11:35 AM
Subject: [hlcoders] Model Decompile & Recompile Issues (Cannonfodders Tool)


>I don't know if this is a known issue or something caused by
Cannonfodders
> Decompiler but:
>
> **
> Decompiler: Cannonfodder
> SMD Import / Export: Cannonfodder
> **
>
> I decompiled the v_pistol model, loaded the reference into 3dsmax and
made
> what changes I needed, exported the reference.
>
> I then tried to run the decompiled qc script through studiomdl and it
> instantly returned an error about 'left finger bone 3'. (or 2 I cant
> remember, but that's not the point)
>
> The strange thing is, I check the SMD and QC file and it IS refrenced in
> them both.
>
>
> Anyone have any idea what's hit the fan here? May it be something to do
> with
> one of the cannonfodder tools?
>
>
> Thanks.



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Re: [hlcoders] Weird request ... sound logs?

2007-08-14 Thread Kevin Ottalini

I just tested this in the current beta, and although the cvar is there and
appears active, when I set it to "1" I'm not seeing any files being created
on the server (or client).



- Original Message -
From: "Yahn Bernier" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, August 14, 2007 3:59 PM
Subject: RE: [hlcoders] Weird request ... sound logs?



voice_writevoices writes each player's voice out separately to file (I
think this cvar has shipped out, but if not, it will go out the next
time the Source engine updates on Steam).

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer
'voogru' MacDonald
Sent: Tuesday, August 14, 2007 3:14 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Weird request ... sound logs?

I highly wish that server admins would get the option of recording all
voice traffic on the server with an individual file for each STEAMID.
(Probably one file for each day or so).

But, I'm just daydreaming.

Oh well.

- voogru


-Original Message-
From: Keeper [mailto:[EMAIL PROTECTED]
Sent: Tuesday, August 14, 2007 11:05 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Weird request ... sound logs?

We have often used chat logs to determine people that were being abusive
on our servers.  Lately we've had some problems and there is no way to
back it up because they use the microphone instead of the keyboard.

The quality doesn't have to be great, but does anyone know if it's
possible via plugin to record that sound stream to a file?  I would love
to add it to my plugin.

TIA,
Keeper



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Re: [hlcoders] Weird request ... sound logs?

2007-08-14 Thread Kevin Ottalini

Steamids can be STEAM_0: or STEAM_1:


- Original Message -
From: "Spencer 'voogru' MacDonald"
To: 
Sent: Tuesday, August 14, 2007 4:24 PM
Subject: RE: [hlcoders] Weird request ... sound logs?



Also, another quick question about steamids.

Say I have a STEAMID of STEAM_0:1:1182... Does that mean there could also
be
a STEAM_0:0:1182 or no?

Thanks.




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Re: [hlcoders] RE: New Chat

2007-08-28 Thread Kevin Ottalini

Thank you Mike (and team), very much appreciated.


- Original Message -
From: "Mike Durand"
To: 
Sent: Tuesday, August 28, 2007 10:51 AM
Subject: RE: [hlcoders] RE: New Chat



Hi All-

I was planning on having a pretty long beta period for the major update
coming after Orange Box so that people have plenty of warning before the
new SDK code and tools replace the old one. I typically do a one week
beta for minor updates and at least two weeks for major updates since I
started updating the SDK last August.

If teams are close to releasing then I wouldn't suggest that they switch
their mod over to the new engine/SDK code. Mods based on the current
engine will still work once the new one is released. At a later date you
will probably want to update your mod to use the new engine/SDK code but
you shouldn't feel compelled to do so just because a new SDK version is
out.

My goal is to update the SDK tools so that people can begin making maps
for Ep2, TF2, and Portal as soon as Orange Box ships. I hope to have the
SDK code merge complete such that people will be able to create mods
that utilize the new engine within a month after the release of Orange
Box. When I get a chance I will put together a list of the new features
and send it to the list.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark
Chandler
Sent: Tuesday, August 28, 2007 10:12 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] RE: New Chat

I wouldn't mind signing a nda for access to early sdk code (wink wink
mike
:D)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega"
Sergi
Sent: Wednesday, August 29, 2007 12:18 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] RE: New Chat




it would be nice if you could "beta" the SDK along with the engine
like when SDK 2.0 came out.. valve released the source early to mods.
(you
had to sign an NDA if you wanted more than mp, too for the 1.x sdk if
any of
you remember that ;))
because of the engine change.. so it allowed the popular mods a chance
to
update at the same time.




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

2007-09-06 Thread Kevin Ottalini


I hear you ... I maxed out the entity limit on one map and it was only the
beginning of what I wanted to do there.

Yahn was kind enough to define the limit for the source engine:
// How many bits to use to encode an edict.
#define MAX_EDICT_BITS 11

// # of bits needed to represent max edicts
// Max # of edicts in a level (1024)
#define MAX_EDICTS

(1 << MAX_EDICT_BITS)

The index is networked as an unsigned, so the max # of entities is 2048  for
networking.
Yahn

The problem is that in a multiplayer mod (from the SDK, based on HL2DM)
there are the base entities and there are dynamic ents added for every
player (dead bodies, gibs, etc), so in testing what I actually discovered
was:

Reference single map had 1599 entities with one player, run on a 9 player
HL2DM server, finally crashed after several weeks with a "no edicts" error

2048 - 1599 = 499 / 9 = ~ 50 dynamic ents per player, add one more for a
little margin

so for a 16 player server:
16 * 51 = 816 total dynamic ents

2048 - 816 = 1232 maximum base entities in a map

and for a 32 player server:
32 * 51 = 1632 dynamic ents

2048 - 1632 = 416 maximum base entities in a map (!)

Not all mods are going to be as expensive as HL2DM, but developers need to
keep a close eye on what these limits will do to their final product.

Of course this isn't anywhere near as much of an issue for a single-player
mod where a single player can be a lot more expensive.

qUiCkSiLvEr


- Original Message -
From: "Minh"
To: 
Sent: Thursday, September 06, 2007 2:11 AM
Subject: [hlcoders] increasing the model limit on a map



I seem to have maxed out the modelprecache table, and the only way to fix
the problem is to increase the modelprecache table. Unfortunately for me,
this portion of code is not exposed in the SDK. Any chance we can expose
this in a future version, so I can increase the number of models that I
can
precache per map. FYI, this is the exact error message that I'm getting

Warning:   Table modelprecache is full, can't add
models/props_kitchen/bowl-5_p2.mdl
Host_Error:  CVEngineServer::PrecacheModel:
'models/props_kitchen\bowl-5_p2.mdl'   overflow, too many models


My mod has a lot of custom gibs and it would be a shame if I had to
cheapify
my model count :(




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Re: [hlcoders] No Steam Content Servers are available

2007-09-08 Thread Kevin Ottalini

Looks like this just got fixed, give it a try now!
qUiCkSiLvEr


- Original Message -
From: "Justin Krenz"
To: 
Sent: Friday, September 07, 2007 10:58 PM
Subject: [hlcoders] No Steam Content Servers are available



What's the deal?  Trying to run the Source SDK gives an error message:

MountFilesystem( 236 ) failed:
SteamMountFilesystem(1264,236,0x12e0fc74=,0x12e0fd75) failed with error
5? No Steam Content Servers are available

Everyone else I've asked has had the same problem.  Trying to run
off-line says that it can't be done.

Is there anyone who can open the Source SDK right now?




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Re: [hlcoders] I want to play TF2 already

2007-09-17 Thread Kevin Ottalini

woohoo, client is unlocked and there are 140+ servers online!

now where is that FGD (and updated hammer!)


- Original Message -
From: "Minh"
To: 
Sent: Monday, September 17, 2007 11:40 PM
Subject: Re: [hlcoders] I want to play TF2 already



I think he just came from the steam forums...
I can even see the sweat dripping from his forehead.

- Original Message -
From: "Tony Paloma"
To: 
Sent: Monday, September 17, 2007 11:23 PM
Subject: RE: [hlcoders] I want to play TF2 already



Please take yourself to the steam forums.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Joel R.
Sent: Monday, September 17, 2007 11:14 PM
To: hlcoders
Subject: [hlcoders] I want to play TF2 already

Preload the client.dll already!!! =(



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Re: [hlcoders] Orange Box Release breaks Episode 1 SDK...

2007-10-12 Thread Kevin Ottalini

You'll have to wait for a full OrangBox SDK update before trying to use any
of the 2007 materials or models, the new engine is required for them.

Hammer and the other SDK tools will need to be updated as well, so just be
patient.


- Original Message -
From: "Andrew Ritchie"
To: 
Sent: Friday, October 12, 2007 4:27 AM
Subject: Re: [hlcoders] Orange Box Release breaks Episode 1 SDK...


Does the Ep1 SDK automatically mounts the 2007 Materials? I thought it
still
used the older engines materials which would be fine for hammer, otherwise
if you're mounting the GCFs yourself I'd suggest waiting for Valve to
officially update the SDK.



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Re: [hlcoders] Orange Box Release breaks Episode 1 SDK...

2007-10-13 Thread Kevin Ottalini

I'm not seeing any problems here and don't see hammer or the model viewer
trying to open any (2007) EP2/TF2 content unless I make the EP1 hammer open
EP2/TF2 content and then (as expected) it has problems.

If someone manually extracted EP2/TF2 content or hacked an SDK EP2/TF2 entry
for the current SDK (or changed appid's somewhere) and are trying to access
these new resources then they will be disappointed.


- Original Message -
From: "Mike Durand"
To: 
Sent: Saturday, October 13, 2007 9:01 AM
Subject: Re: [hlcoders] Orange Box Release breaks Episode 1 SDK...


The SDK is not yet updated so I am surprised to hear that Hammer is
behaving differently for you.
Is anyone else seeing problems with it?

-Mike


- Original Message -
Sent: Fri Oct 12 15:43:39 2007
Subject: Re: [hlcoders] Orange Box Release breaks Episode 1 SDK...

No a vanilla ep1 sdk tries to mount them it seems. Because all of the
grids
are broken. This means maybe hammer is updated in more ways we know???

- Original Message -----
From: "Kevin Ottalini"
To: 
Sent: Friday, October 12, 2007 3:35 PM
Subject: Re: [hlcoders] Orange Box Release breaks Episode 1 SDK...


You'll have to wait for a full OrangBox SDK update before trying to use
any
of the 2007 materials or models, the new engine is required for them.
Hammer and the other SDK tools will need to be updated as well, so just
be
patient.


- Original Message -
From: "Andrew Ritchie"
To: 
Sent: Friday, October 12, 2007 4:27 AM
Subject: Re: [hlcoders] Orange Box Release breaks Episode 1 SDK...


Does the Ep1 SDK automatically mounts the 2007 Materials? I thought it
still
used the older engines materials which would be fine for hammer,
otherwise
if you're mounting the GCFs yourself I'd suggest waiting for Valve to
officially update the SDK.



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Re: [hlcoders] Hammer crash

2007-10-15 Thread Kevin Ottalini

Maarten,
   I haven't been seeing any problems with hammer build 3700, and there
hasn't been an SDK update in a while so chances are good that you have
something in the map vmf that is causing this.

Hammer can crash for a number of problems, usually invalid numbers and
unexpected linewraps have both happened to me and were fixed by editing the
vmf in wordpad.

I've had a number of map authors send me their broken VMFs to see if I can
fix them and they were basically all similar causes.

Usually there is an error message the gives you a line number where the
cause of the crash is happening but not always.

The first step is to isolate the cause and if after fixing it, you find it
returns then look for something in the edit process (or the system) that is
causing it, crashes while hammer is running is a common cause of problems.



- Original Message -
From: 
To: 
Sent: Monday, October 15, 2007 1:31 AM
Subject: [hlcoders] Hammer crash



This mail is mostly directed to the valve members, or to people who know
which  valve members I best contact about this.

Basically, our mapper has hammer crashing at the end of map loading ( just
when the viewports are about to be rendered ) since one of the latest
updates. We've tried a lot to fix this, and once or twice they actually
loaded without problems, but we're running out of options to have him
continue mapping & finish the mod already :p

So:

1. anyone recognise this problem and has any additional information?
2. we have minidumps of the crash ( in hammer.dll iirc ), where can I send
them to get some (preferably quick) feedback?

Thanks a lot,

-- Maarten



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Re: [hlcoders] Adding downloads via downloadables table

2007-10-19 Thread Kevin Ottalini

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: 
Sent: Friday, October 19, 2007 10:56 AM
Subject: Re: [hlcoders] Adding downloads via downloadables table



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


On 10/19/07, Mark Chandler  wrote:


Add it to the bsp using pakrat

On Oct 19, 2007, at 2:10 PM, Jeremy  wrote:

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



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Re: [hlcoders] tracking down infinite loops

2007-10-31 Thread Kevin Ottalini

Minh,
   This is not likely a code problem but more likely a subsystem problem on
your computer.

Try disabling sound and see if you still get crashes, that's the quickest
way to verify the source.

One common fix for sound-looping-system hangs is to decrease the directx
sound acceleration level to "basic" (lower then that isn't recommended).
You can do this via dxdiag, with from start > run > dxdiag  or I have
a little toolkit with a lot of useful system tools and links including a
button to run dxdiag:

http://qsextreme.com/qs_toolkit

Having two sound cards/ chips on your system can also cause this, if you
have an add-on sound card be sure to uninstall the old mobo soundchip
drivers and disable the onboard sound chip in the BIOS.

Creative sound cards have also been known to cause this if they are in the
farthest PCI slot away from the video card slot.

KevinO


- Original Message -
From: "Minh" 
To: 
Sent: Wednesday, October 31, 2007 4:37 PM
Subject: [hlcoders] tracking down infinite loops



I've been playtesting my mod lately and every so often it will hang (with
looping sound) Resulting in no minidumps.
I'm guessing this is due to an infinite loop in my code somewhere. Does
anyone know a good method of debugging this sort of bug ? (ie. infinite
loops). The fact that they dont spit out any minidumps makes tracking them
impossible for me..




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Re: [hlcoders] tracking down infinite loops

2007-11-01 Thread Kevin Ottalini

code crashes are (usually) very different from total system hangs with the
sound looping.

Sure it could be something he's doing in his code but it's easy to test and
see.


- Original Message -

On 11/1/07, Jorge Rodriguez  wrote:


How do you know it's not a source code problem? His mod is still in
development and infinite loop problems are common. Maybe if this was a
retail game with all the kinks worked out you could talk about audio
subsystems. His best bet is what Jay describes.

--
Jorge "Vino" Rodriguez



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Re: [hlcoders] prop_dynamic don't have animated collision boxes

2007-11-01 Thread Kevin Ottalini

I found this:
http://www.chatbear.com/unity2/4990/124,1152124504,3705?v=flatold

and from the ravendoor model:

$modelname "props_lab/RavenDoor.mdl"
$model "Body" "RavenDoor_reference.smd"

$lod 35
{
 replacemodel "RavenDoor_reference" "lod1_RavenDoor_reference"
}

$cdmaterials "models\props_lab/"

$hboxset "default"
$hbox 0 "RavenDoor.Door_Bone" -90.535  -2.066  -4.194  90.847  112.003
4.194

// Model uses material "ravendoor_sheet.vmt"

$surfaceprop "metalpanel"
$keyvalues  { bone_followers { "bone" "RavenDoor.Door_Bone"  } }
$illumposition 0.000 0.156 54.969

$sequence idle "idle" ACT_IDLE 1 fps 30.00
$sequence RavenDoor_Open "RavenDoor_Open" fps 30.00
$sequence RavenDoor_Hold "RavenDoor_Hold" fps 30.00
$sequence RavenDoor_Drop "RavenDoor_Drop" fps 30.00
$sequence RavenDoor_Drop_postidle "RavenDoor_Drop_postidle" fps 30.00

$collisionmodel "phymodel.smd" {

$mass 1.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}



- Original Message -
From: "Minh" 
To: 
Sent: Thursday, November 01, 2007 4:10 PM
Subject: Re: [hlcoders] prop_dynamic don't have animated collision boxes



actually Jay, do you have an example .qc you can show us because I can't
seem to find any information on "bonefollowers" on the Valve SDK Wiki.

- Original Message -
From: "Jay Stelly" > To: 
Sent: Thursday, November 01, 2007 3:57 PM
Subject: RE: [hlcoders] prop_dynamic don't have animated collision boxes


prop_dynamic already does this.  In the orange box version of the engine
you just set it up like a ragdoll and it happens automatically.  In the
previous versions you have to add a "bonefollowers" section to the qc to
specify which bones need animated collisions.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Minh
Sent: Thursday, November 01, 2007 3:45 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] prop_dynamic don't have animated collision boxes

   I want to make a big animating oil pump (that has a moving piston)
and
have the player be able to walk on top of it and be affected by the
moving
piston.. but realised that animating props don't actually animate their
phys
box.
   Currently, is there any prop that supports animating phys boxes? or
is
this something I need to modify..?
   I guess I should take a look at prop_door_rotating...



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Re: [hlcoders] RE: Collision Model never compile correctly

2007-11-06 Thread Kevin Ottalini

Adam,
   It would be valuable for you to save a before and after version of the
model so the actual problem cause can be verified and tested.

KevinO

- Original Message -
From: "Adam Donovan"
To: 
Sent: Tuesday, November 06, 2007 11:59 AM
Subject: [hlcoders] RE: Collision Model never compile correctly


Hi,

 Just wanted to say thanks to Minh and Jay for
being so helpful with the collision model problem I was having.  Firstly I
tried Minh’s solution because it
was the first post but seeing a the model wasn’t really that thin then it
didn’t
seem to work in this case(though I am glad to know of this problem too).  I
think it was that the faces were touching
and confusing the compile process as when I edited the same Cm model with
some
gaps in between then it worked ok.  I
guess it would now be good to have that problem documented somewhere else so
I
will over the next weeks re do some of the tutorials on hl2world that seem
to
be missing all there helpful screenshot images..  If Minh or Jay are
interested in the document
I put together to comment or add other helpful tips to modelers then I could
send you a link for the article as a test..How does that sound?

thanks guys
Adam



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Re: [hlcoders] RE: Collision Model never compile correctly

2007-11-06 Thread Kevin Ottalini

Nick,
   I'm no fan of the Wiki, but the only saving grace is the fact that folks
have to register before they can start hacking the content there.

Without registration there would be only chaos.


- Original Message -
From: "Nick"
To: 
Sent: Tuesday, November 06, 2007 2:42 PM
Subject: Re: [hlcoders] RE: Collision Model never compile correctly



Yeah, the wiki sucks. Registering defeats the entire purpose of a wiki.

"A defining characteristic of wiki technology is the ease with which
pages can be created and updated. "

Registering kills the ease that makes wiki popular. Valve, please
remove need to register.

On Nov 6, 2007 2:33 PM, Minh  wrote:



I think making an entry on the Valve SDK wiki would be good. I couldn't
find
any information regarding this. I'd do this myself but I'm allergic to
the
wiki



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Re: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-06 Thread Kevin Ottalini

lol poor Mike!

Give them time to see what problems we run into with this first release, I'm
certain that will define when any future releases will happen.


- Original Message -
From: "Adam Maras (memzero)"
To: 
Sent: Tuesday, November 06, 2007 8:02 PM
Subject: RE: [hlcoders] SDK Update Available Tomorrow Morning



Pardon my prodding, but do you have any idea of what the date of that
subsequent release would be?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Tuesday, November 06, 2007 9:01 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] SDK Update Available Tomorrow Morning

The new particle system tool is not in this release. But it will be
included in a subsequent one.




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Re: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-07 Thread Kevin Ottalini

Source SDK Update Released
September 14, 2006, 9:00 am - Jason Ruymen

Updates to the Source SDK have been released.
The updates will be applied automatically when your Steam client is
restarted.

The specific changes include:

Source SDK
SDK shaders have been revamped
Linux Dedicated Server Build now properly builds and links
'vbspinfo.exe' and 'splitskybox.exe' have been added to SDK
'mathlib' source code has been added to the Source SDK
Procedural materials now working


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Re: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-07 Thread Kevin Ottalini

doh! I went to news and that was what I got ... NM!


- Original Message -
From: "Ratman2000"
To: 
Sent: Wednesday, November 07, 2007 12:06 PM
Subject: Re: [hlcoders] SDK Update Available Tomorrow Morning



Hello,

thats update is from 2006...
September 14, 2006, 9:00 am - Jason Ruymen

With friendly Reguards

Ratman2000

- Original Message -----
From: "Kevin Ottalini"
To: 
Sent: Wednesday, November 07, 2007 8:56 PM
Subject: Re: [hlcoders] SDK Update Available Tomorrow Morning



Source SDK Update Released
September 14, 2006, 9:00 am - Jason Ruymen

Updates to the Source SDK have been released.
The updates will be applied automatically when your Steam client is
restarted.

The specific changes include:

Source SDK
SDK shaders have been revamped
Linux Dedicated Server Build now properly builds and links
'vbspinfo.exe' and 'splitskybox.exe' have been added to SDK
'mathlib' source code has been added to the Source SDK
Procedural materials now working




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Re: [hlcoders] New SDK problems

2007-11-07 Thread Kevin Ottalini

I can confirm this for HL2, HL2DM, CSS,  DOD:S and EP1

it's ok for TF2, Portal and EP2

some ents don't appear to be loading properly in TF2, point_spotlight and
info_particle_system for example show as ERROR.

I ran a totally scratch install (Renamed the 'sourcesdk' and
'sourcesdk_content' directories)

I'm also seeing # TextEntry messages in the hammer model viewer for
copy/cut/paste and some other strings.



- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 07, 2007 12:15 PM
Subject: RE: [hlcoders] New SDK problems



Try this:

1. Close the SDK tool.
2. Rename the 'sourcesdk' and 'sourcesdk_content' directories.
3. Re-run the SDK tool.

Several people have already reported this and I think that it is due to
the old versions of the DLLs hanging around in the 'sourcesdk\bin'
directory. I'll fix this in the SDK Launcher in an update for now please
try this workaround.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Minh
Sent: Wednesday, November 07, 2007 12:06 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] New SDK problems

--
[ Picked text/plain from multipart/alternative ]
Ok, so I got the new SDK update and when I try to run hammer (the one in
the
\sourcesdk\orangebox\bin )
I get this error:
"Can't load FileSystemOpenDialog.dll"
I click OK and it continues on.

Then I try to creating a new map and get this error:
"Missing material 'editor/flatnocull'. Go to Tools|Options|Game Configu
and
verify that your game directory is correct'

   I did verify that all my directories are pointing at the proper
places
but I can't seem to make that error go away.

   Perhaps the 2nd error is related to the first?

--

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Re: [hlcoders] New SDK problems

2007-11-07 Thread Kevin Ottalini

adding:

-engine ep1

to the SDK launch option will fix the FileSystemOpenDialog.dll error.



- Original Message -
From: "Kevin Ottalini" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 07, 2007 12:43 PM
Subject: Re: [hlcoders] New SDK problems



I can confirm this for HL2, HL2DM, CSS,  DOD:S and EP1

it's ok for TF2, Portal and EP2

some ents don't appear to be loading properly in TF2, point_spotlight and
info_particle_system for example show as ERROR.

I ran a totally scratch install (Renamed the 'sourcesdk' and
'sourcesdk_content' directories)

I'm also seeing # TextEntry messages in the hammer model viewer for
copy/cut/paste and some other strings.



- Original Message -
From: "Mike Durand"
To: 
Sent: Wednesday, November 07, 2007 12:15 PM
Subject: RE: [hlcoders] New SDK problems



Try this:

1. Close the SDK tool.
2. Rename the 'sourcesdk' and 'sourcesdk_content' directories.
3. Re-run the SDK tool.

Several people have already reported this and I think that it is due to
the old versions of the DLLs hanging around in the 'sourcesdk\bin'
directory. I'll fix this in the SDK Launcher in an update for now please
try this workaround.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Minh
Sent: Wednesday, November 07, 2007 12:06 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] New SDK problems




Ok, so I got the new SDK update and when I try to run hammer (the one in
the
\sourcesdk\orangebox\bin )
I get this error:
"Can't load FileSystemOpenDialog.dll"
I click OK and it continues on.

Then I try to creating a new map and get this error:
"Missing material 'editor/flatnocull'. Go to Tools|Options|Game Configu
and
verify that your game directory is correct'

   I did verify that all my directories are pointing at the proper
places
but I can't seem to make that error go away.

   Perhaps the 2nd error is related to the first?



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Re: [hlcoders] New SDK problems

2007-11-07 Thread Kevin Ottalini

It appears that the %VProject% env var is not getting dynamically set
anymore when you change the mod in the SDK launcher.

If you exit the launcher with the mod set, and then run it again, then
%VProject% is set properly.



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Re: [hlcoders] New SDK problems

2007-11-07 Thread Kevin Ottalini

Thank you Mike.


- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 07, 2007 8:07 PM
Subject: RE: [hlcoders] New SDK problems



Nope. This is still the right way to do it but the new vtex_dll.dll was
not included in the SDK distro. It's on the list of things to fix
immediately. Thanks for your patience. :)

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin
Ottalini
Sent: Wednesday, November 07, 2007 4:54 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] New SDK problems

I tried that, still get:

] buildcubemaps
R_RedownloadAllLightmaps took 483.688 msec!

Can't load vtex_dll.dll

checking with filemon, it doesn't even appear to go out to the disk to
find
the file.

perhaps there is a new method of building cubemaps for the ep2 engine.


- Original Message -
From: "Jake Breen"
To: 
Sent: Wednesday, November 07, 2007 2:34 PM
Subject: Re: [hlcoders] New SDK problems



Tried copying the vtex dlls from the new sourcesdk orangebox bin to
ep2/tf2/portal's bin folder?

Christopher Harris wrote:

With the new engine games it seems you can't buildcubemaps in the

game.


Chris



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Re: [hlcoders] New SDK problems

2007-11-07 Thread Kevin Ottalini

I tried that, still get:

] buildcubemaps
R_RedownloadAllLightmaps took 483.688 msec!

Can't load vtex_dll.dll

checking with filemon, it doesn't even appear to go out to the disk to find
the file.

perhaps there is a new method of building cubemaps for the ep2 engine.


- Original Message -
From: "Jake Breen"
To: 
Sent: Wednesday, November 07, 2007 2:34 PM
Subject: Re: [hlcoders] New SDK problems



Tried copying the vtex dlls from the new sourcesdk orangebox bin to
ep2/tf2/portal's bin folder?

Christopher Harris wrote:

With the new engine games it seems you can't buildcubemaps in the game.

Chris



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Re: [hlcoders] Orangebox Map Converter?

2007-11-08 Thread Kevin Ottalini

The EP2 hammer opens vmfs created with the EP1 hammer with no problem.

It also still imports .rmfs but (like the EP1 hammer) still crashes on .map
imports.



- Original Message -
From: "Daniel Menard"
To: 
Sent: Thursday, November 08, 2007 11:52 AM
Subject: [hlcoders] Orangebox Map Converter?



Hey,

I've read that the Orange Box version of Hammer doesn't load old maps.
Will
somesort of converter be available to bring old VMF files into the new
format? The reason I'm asking is because we have a bunch of maps currently
in development for our mod, and we will most likely be upgrading to the
new
engine when it comes out. Are we supposed to re-map everything?

Dan



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Re: [hlcoders] Cinematic Physics?

2007-11-11 Thread Kevin Ottalini

http://en.wikipedia.org/wiki/Source_engine

quote:
Cinematic Physics oversees the destruction of a two-storey forest
shackDuring the July 2006 Electronic Arts Summer Showcase press conference,
it was revealed that former Weta Digital employee Gray Horsfield, special
effects destruction lead on The Return of the King and King Kong among other
roles, is building a "Cinematic Physics" system for Source. GameSpy
described the new system in their conference report:

“ The idea behind this is to give players the opportunity to experience
in-game physics in action on a grander scale. As an example of Cinematic
Physics in action, a clip from Half-Life 2: Episode Two was shown of a huge
bridge collapsing across a vast ravine. ”

The system appears to add the following features to Source's physics
simulator:

Deforming objects — before, physics models could not be modified except
through animation
Dynamic crumbling of brush geometry — before, lines of separation had to be
specified by the mapper
Cinematic Physics supports a keyframe system, [7] but its exact nature is
currently unclear. It could be that an animator creates a largely complete
but low-detail sequence which then sees details added by the physics system,
or it could be that an animator creates a handful of single-frame states
which are then used as motion targets for the ensuing simulation (in a
manner not dissimilar to the Endorphin NaturalMotion technology).

Either method results in a drastic reduction of developer input, thus
allowing the creation of far more complex scenes than before with the same
budget. It is currently unclear both whether or not keyframes are strictly
required, and what number are needed to create a scene as complex as the
bridge collapse demonstration.

<><>

endorphin: http://en.wikipedia.org/wiki/Endorphin_%28software%29

but I don't know if this is what Valve is using.



- Original Message -
From: "Tobias Kammersgaard"
To: 
Sent: Sunday, November 11, 2007 3:41 PM
Subject: Re: [hlcoders] Cinematic Physics?



Well the name of the application would be a start, so the community'd know
what is to deal with :-)

/ProZak


On 12/11/2007, Adam Maras (memzero)  wrote:


Somehow it sounds like if the specifications were that easy to work
with, Valve would have already released something for us.

//Adam Maras (memzero)

Jorge Rodriguez wrote:



> Perhaps if Valve made available some documentation and examples on the
> format of the files generated by that third-party tool, the community
would
> be able to create their own utility for this.
>
> --
> Jorge "Vino" Rodriguez



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[hlcoders] Hammer bug - anyone confirm?

2007-11-13 Thread Kevin Ottalini

This is just a little bug but it's very irritating in that to fix it I have
to close the map and reload it again.

Select a texture, let's use "trigger" since most maps have multiple brushes
with this.

open the texture tool and select replace > "do not replace marked textures
(mark founds solids)

then just align them all to world or to face (the opposite of whatever you
have them), then exit the texture tool.

now click on any of those ents that have trigger as a texture, instead of
being an entity (like say trigger_multiple) Hammer now reports it as being a
solid only.







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Re: [hlcoders] example source files for prop_door_rotating model

2007-11-14 Thread Kevin Ottalini

Minh, I extracted, renamed and recompiled that model and verified that it
all works, qc and batch compile file included:

http://qsextreme.com/source_models/door_02_left.zip

I dont have max here but I did include a basic milkshape file.

That should be enough for you to see how it all works.



- Original Message -
From: "Minh"
To: 
Sent: Tuesday, November 13, 2007 5:45 PM
Subject: Re: [hlcoders] Hammer bug - anyone confirm?

[hlcoders] example source files for prop_door_rotating model
Minh
Tue, 13 Nov 2007 12:06:57 -0800

I'm having trouble creating custom models for a prop_door_rotating entity.

They always end up rotating around the middle of the door (instead of around
the hinges). Has anyone succesfuly created a custom prop_door_rotating model
that rotates correctly around the hinges.

Mike, would it be possible if you could include the source files for the
"models\props_c17\door01_left.mdl"

It would help greatly if I could take a look at the .qc file for that model
and even better if i could see the .max scene files.


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Re: [hlcoders] How to get actual vertices from map/rmf file?

2007-11-14 Thread Kevin Ottalini

This is a good description of the BSP:
http://www.geocities.com/cofrdrbob/bspformat.html

It's probably a little out of date with the release of EP2 and TF2.

a good VMF description is here:
http://developer.valvesoftware.com/wiki/VMF_documentation

VMF is easy to get the coordinates, just open it in wordpad.  I would export
the .RMF to .MAP then open the .MAP in wordpad to get similar information
(or you can import the .RMF to VMF).



- Original Message -
From: "Ook"
To: 
Sent: Tuesday, November 13, 2007 8:22 PM
Subject: [hlcoders] How to get actual vertices from map/rmf file?



Does anyone know of an easy way to get vertices from a map/bsp/vmf/rmf
file?
The rmf, and I think vmf, don't actually store vertices, they store 3 sets
of xyz coordinates and I'm not sure how they get to/from the actual face
it
represents. I'm looking at the format for the rmf file, and if I
understand
what it is telling me, it stores:

  int number of vertices
  Vector[]vertex coordinates in clockwise order looking from front
of face
  Vector[3]   3 points defining plane of face (VHE simply uses a copy
of the first 3 vertices)

( from http://extension.ws/hlfix/rmf.html )

It also stores the texture u and v axis, which is way cool, and if it
really
does have actual vertices, then I can calculate the normals for the
vertices.

I'm guessing that when it says vertex coordinates, it means the actual
vertices of the face, not the "3 points defining plane of face", as those
follow what appears to be the list of vertices. Anyone have experience
with
this, and know if extracting these vertices from the rmf is the easiest
way
to get actual shape vertices?



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[hlcoders] EP1 Hammer internal model browser crashing hammer

2007-11-14 Thread Kevin Ottalini

For some reason the EP1 hammer internal model browser has started crashing
hammer, no error message at all, hammer just disappears.

Looking in the event viewer I get:
Faulting application hammer.exe, version 0.0.0.0, faulting module vgui2.dll,
version 3.0.0.1, fault address 0x0002ed97.

The EP2 Hammer internal model browser is working fine though and the SDK
external model browser appears to work ok.

Is anyone else seeing this?


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Re: [hlcoders] EP1 Hammer internal model browser crashing hammer

2007-11-14 Thread Kevin Ottalini

I tried that "Advisor" fix earlier but it doesn't work.

Thanks Mike.


- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 14, 2007 10:48 AM
Subject: RE: [hlcoders] EP1 Hammer internal model browser crashing hammer



I have a fix for this going out in a little while.

-Mike


- Original Message -
From: "Tobias Kammersgaard"
To: 
Sent: Wednesday, November 14, 2007 7:22 AM
Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer


Loads of people are getting this. Extracting the advisor.jpg from source
models.gcf and placing it in %vproject%\models\ fixes it for some people.
Disabling it, or use EP2 configurations seems to be the only other
alternatives :-(

/ProZak


On 14/11/2007, Kevin Ottalini  wrote:


For some reason the EP1 hammer internal model browser has started
crashing
hammer, no error message at all, hammer just disappears.

Looking in the event viewer I get:
Faulting application hammer.exe, version 0.0.0.0, faulting module
vgui2.dll,
version 3.0.0.1, fault address 0x0002ed97.

The EP2 Hammer internal model browser is working fine though and the SDK
external model browser appears to work ok.

Is anyone else seeing this?



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Re: [hlcoders] EP1 Hammer internal model browser crashing hammer

2007-11-14 Thread Kevin Ottalini

looks like the sdk update was just released.


- Original Message -
From: "Kevin Ottalini" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 14, 2007 11:40 AM
Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer



I tried that "Advisor" fix earlier but it doesn't work.

Thanks Mike.


- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 14, 2007 10:48 AM
Subject: RE: [hlcoders] EP1 Hammer internal model browser crashing hammer



I have a fix for this going out in a little while.

-Mike


- Original Message -
From: "Tobias Kammersgaard"
To: 
Sent: Wednesday, November 14, 2007 7:22 AM
Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer


Loads of people are getting this. Extracting the advisor.jpg from source
models.gcf and placing it in %vproject%\models\ fixes it for some people.
Disabling it, or use EP2 configurations seems to be the only other
alternatives :-(

/ProZak


On 14/11/2007, Kevin Ottalini  wrote:


For some reason the EP1 hammer internal model browser has started
crashing
hammer, no error message at all, hammer just disappears.

Looking in the event viewer I get:
Faulting application hammer.exe, version 0.0.0.0, faulting module
vgui2.dll,
version 3.0.0.1, fault address 0x0002ed97.

The EP2 Hammer internal model browser is working fine though and the SDK
external model browser appears to work ok.

Is anyone else seeing this?



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Re: [hlcoders] EP1 Hammer internal model browser crashing hammer

2007-11-15 Thread Kevin Ottalini

both the SDK model viewer and the in-hammer model viewer for both EP1 and
EP2 Hammer are working for me now.

Thank you Mike.


- Original Message -
From: "Matt Stafford" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 14, 2007 7:55 PM
Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer



This fixes the Hammer crash but the model viewer is still rooted for me :(

On Nov 15, 2007 2:12 PM, Kevin Ottalini <[EMAIL PROTECTED]> wrote:

looks like the sdk update was just released.


- Original Message -
From: "Kevin Ottalini" <[EMAIL PROTECTED]>
To: 

Sent: Wednesday, November 14, 2007 11:40 AM
Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer


>I tried that "Advisor" fix earlier but it doesn't work.
>
> Thanks Mike.
>
>
> - Original Message -
> From: "Mike Durand" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, November 14, 2007 10:48 AM
> Subject: RE: [hlcoders] EP1 Hammer internal model browser crashing
> hammer
>
>
>>I have a fix for this going out in a little while.
>>
>> -Mike
>
> - Original Message -
> From: "Tobias Kammersgaard"
> To: 
> Sent: Wednesday, November 14, 2007 7:22 AM
> Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing
> hammer
>
>> Loads of people are getting this. Extracting the advisor.jpg from
>> source
>> models.gcf and placing it in %vproject%\models\ fixes it for some
>> people.
>> Disabling it, or use EP2 configurations seems to be the only other
>> alternatives :-(
>>
>> /ProZak
>>
>>
>> On 14/11/2007, Kevin Ottalini  wrote:
>>
>>> For some reason the EP1 hammer internal model browser has started
>>> crashing
>>> hammer, no error message at all, hammer just disappears.
>>>
>>> Looking in the event viewer I get:
>>> Faulting application hammer.exe, version 0.0.0.0, faulting module
>>> vgui2.dll,
>>> version 3.0.0.1, fault address 0x0002ed97.
>>>
>>> The EP2 Hammer internal model browser is working fine though and the
>>> SDK
>>> external model browser appears to work ok.
>>>
>>> Is anyone else seeing this?
>
>
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--
Matt Stafford (Wraiyth)
http://www.wraiyth.com
NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com

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Re: [hlcoders] Model compile error

2007-11-17 Thread Kevin Ottalini

Maarten,
   I think this is the %VProject% still getting set wrong, check your path
and make sure it matches the mod you're working on.

checkpath.bat:

@echo off
echo "sourcesdk path:
echo %sourcesdk%
echo
echo vproject path:
echo %VProject%
pause

You have to set the mod in the sdk launcher, exit the launcher, then run it
again a second time to get the %VProject% to take.  If you change mods,
always double check to make sure the path is set properly.



- Original Message -
From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, November 17, 2007 8:15 AM
Subject: Re: [hlcoders] Model compile error


it's probably just an issue with studiomdl running the wrong binaries
you could try adding 2 environment variables like
EP1SDK_BIN
and OBSDK_BIN
and point them to the respective folders ie:
EP1SDK_BIN=c:\steam\steamapps\youraccount\sourcesdk\bin\ep1\bin
OBSDK_BIN=c:\steam\steamapps\youraccount\sourcesdk\bin\orangebox\bin

then when you load up your command prompt
set path=%path%;%EP1SDK_BIN%
compile your model.

and of course you can use the other one for the orange box tools.


On Nov 17, 2007 11:08 AM, Julian Moschüring <[EMAIL PROTECTED]> wrote:

I do not think that this is caused by a bad qc. It propably only happens
if you use the ep1 compiler. If the model viewer is started before
compiling anything works fine.

It happens eg for this qc which is a sample of noasis:

$modelname skeleton\Skull.mdl
$cdmaterials models\skeleton
$surfaceprop "pottery"
$staticprop
$scale 1
$body studio "Skull_reference.smd"
$sequence idle "Skull_idle" fps 1
$collisionmodel "Skull_phys.smd"
{
$Mass 1
$concave
}

-archy


Jake Breen wrote:
> Post your QC please.
>
> maarten wrote:
>> I tried launching hlmv, but it crashed on me too. Restarted steam,
>> lauched
>> hlmv, loaded a model just to be sure, and now it compiles.
>>
>> I thought I'd seen it all, but guess what :D
>>
>> Thanks a bunch archy!
>>
>>
>>> For me starting the model viewer and keep it running while compiling
>>> models solved this problem.
>>> -Archy
>>>
>>> maarten wrote:
>>>
 Hi list!

 this is probably a question for valve, but maybe one of you has hit
 it
 before.  I'm trying to compile a new model, but studiomdl keeps
 crashing
 on me:

 C:\OffLimits\modelsrc\vehicles\greyhound>"C:\Program
 Files\Steam\steamapps\keats
 @off-limits.be\sourcesdk\bin\ep1\bin"\studiomdl.exe greyhound.qc
 qdir:"c:\offlimits\modelsrc\vehicles\greyhound\"
 gamedir: "c:\program
 [EMAIL PROTECTED]
 2\hl2\"

 g_path:  "greyhound"
 Working on "greyhound.qc"
 SMD MODEL greyhound_reference.smd
 SMD MODEL greyhound_physmodel.smd
 SMD MODEL greyhound_idle.smd
 SMD MODEL greyhound_turn.smd
 SMD MODEL greyhound_suspension.smd
 SMD MODEL greyhound_wheelspin.smd
 Model has 20 convex sub-parts
 Collision model completed.
 -
 writing c:\program
 [EMAIL PROTECTED]
 2\hl2\mod
 els/vehicles/greyhound.mdl:
 bones15920 bytes (46)
 animations2720 bytes (24 anims) (30 frames) [0:07]
 sequences 3420 bytes (10 seq)
 ik/pose344 bytes
 eyeballs 0 bytes (0 eyeballs)
 flexes   0 bytes (0 flexes)
 textures72 bytes
 keyvalues  416 bytes
 Collision model volume 5078298.00 in^3
 collision0 bytes
 total25796
 ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
 ERROR: Aborted Processing on 'vehicles/greyhound.mdl'

 Is there any way to debug this further? studiomdl creates an empty
 file
 for the mdl. I've tried finding errors in the model but came up
 empty so
 far, and the error doesn't help much in that direction either.

 Thanks for any info!

 -- maarten



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Re: [hlcoders] Hammer shortcut still not working

2007-11-18 Thread Kevin Ottalini

I see this also when I tried it.


- Original Message -
From: "Minh"
To: 
Sent: Saturday, November 17, 2007 12:52 PM
Subject: [hlcoders] Hammer shortcut still not working



Hi Mike,
   Seems you fixed the Hammer shortcut thingy a couple days ago. My
shortcut on the desktop now runs Hammer (but not 100% correctly). It gives
me the following error:
"Failed to load the default scheme file. The map views may be missing some
visual elements"

Also, in the Messages box, there is a red msg:
"Inavlid game "c:\Program
Files\steam\steamapps\gooseman_1978\sourcesdk\launcher"  found in VPROJECT
environment variable, ignoring."


Any clues as to how I can overcome fix these errors?








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Re: [hlcoders] HL1 / HL 2 / Steam suggestion [OT]

2003-10-31 Thread Kevin Ottalini
You can easily save your Friends list. It's a text (wordpad, not notepad)
editable file:

   program files\steam\config\USERDATA_#.VDF

where the  is your steamid.

If you want to save or move that file (or delete it) then go for it.
I occasionally have to edit this file directly to delete friends that have
been deleted (they get flagged not removed) or to set flags.

If you want the friends in that list to be on another account, you can't
just rename the file name, you need to cut and paste just the friends
portion into the USERDATA file that already exists for the other account,
the header and footer are unique to each account.

Be careful not to mess up the format though, the code that processes this
file is not real robust and can get confused.

qUiCkSiLvEr

>> From: MIKE AKEY
>> Subject: Re: [hlcoders] HL1 / HL 2 / Steam suggestion.
>> Date: Thu, 30 Oct 2003 05:19:24 -0800

>> I think that's a great idea..doubt valve will implement such a thing in
the near
>> future, although, i wish they would hold my friends list...or allow me to
save it so i
>> can use it on a different user account on a different computer.


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