Re: [hlcoders] What the hell is going on here...?

2011-04-14 Thread Kori Barnes
you could always block the address

From: Jonathan Murphy 
Sent: Thursday, April 14, 2011 7:49 PM
To: Discussion of Half-Life Programming 
Subject: Re: [hlcoders] What the hell is going on here...?

Solution: Stay subscribed forever! :p


On Fri, Apr 15, 2011 at 9:38 AM, Ben Mears b...@noesisinteractive.com wrote:

  the un-subscribe is a lie... 


  On 4/14/2011 4:23 PM, Anthony Mann wrote: 
Me too, second time I have been magically re-subscribed...

Sent from my iPhone

On 15 Apr 2011, at 12:17 AM, Ryan Lange cl1mh422...@gmail.com wrote:


  I mean with this list. Early last year I had set it to stop sending me 
emails, but I didn't unsubscribe. Then, some time in the middle of December, I 
start receiving emails again and a friend of mine stops receiving them. I 
completely unsubscribe and he has to resubscribe.

  Then, two days ago I again start receiving emails.

  What gives? Does someone keep restoring old backups of the list?

  --
  Ryan Lange

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[hlcoders] Hunter Code

2008-02-03 Thread Kori

I can't seem to find anycode about the hunter in the EP2 code. Am I missing
it somewhere?


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Re: [hlcoders] Hunter Code

2008-02-03 Thread Kori

Sorry for Spam, I found it right after I sent. I wonder why I never seen it
before.


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[hlcoders] Was this suppose to be here?

2008-01-29 Thread Kori

Was this suppose to be included in the SDK Beta release?

src\game\server\episodic\Episode3

It contains three Files. npc_combine_armored npc_wpnscanner and
weapon_proto1


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Re: [hlcoders] Was this suppose to be here?

2008-01-29 Thread Kori

Yeah I remember how the EP1 SDK release had code for ai_passenger

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Re: [hlcoders] Was this suppose to be here?

2008-01-29 Thread Kori

Ah ok, thanks Mike.

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Re: [hlcoders] DOF-Portal-hl2ep2

2007-12-17 Thread Kori

I'm guessing it couldn't be optimized for ingame use?

- Original Message -
From: Mike Durand [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, December 17, 2007 11:06 AM
Subject: Re: [hlcoders] DOF-Portal-hl2ep2


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

We left depth of field out of the Orange Box games. It was only in the
trailers.

-Mike


- Original Message -
From: [EMAIL PROTECTED]
[EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com hlcoders@list.valvesoftware.com
Sent: Mon Dec 17 07:45:57 2007
Subject: [hlcoders] DOF-Portal-hl2ep2

--
[ Picked text/plain from multipart/alternative ]
I just got the Orange box the other day to have a look at some of the new
fancy GFXs available and was pretty sure I would see some DOF as you do in
the video trailers.  I basically dont get any DOF in game and was wondering
if Valve simply left out this effect?  Has anyone else seen Depth of Field
working in game yet?
If it is working for you is there any console commands that can enable it?
thanks
Adam

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Re: [hlcoders] Proper mod versioning?

2007-11-21 Thread Kori

It was along time ago.
- Original Message -
From: Nick [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, November 21, 2007 7:14 PM
Subject: Re: [hlcoders] Proper mod versioning?


CS isn't free...

On Nov 21, 2007 5:57 PM, Slash [EMAIL PROTECTED] wrote:

Ha! Valve hasn't made money off of mods? Have you lost your marbles?

http://www.steampowered.com/v/index.php?area=stats

See that Counter-Strike thing there at the top? That's a mod. Not
only did it bring in great revenue by itself once Valve adopted it,
but it also made Steam a legitimate and popular platform. Valve
wouldn't be in the position they are right now without HL1 mods and
millions and million of people playing them. With appropriate
resources, anyone can make a platform like Steam- The problem is
getting people to use it. HL1 mods are what got people using Steam.
People = Money. And now it has tons of games and that is very
beneficial to Valve. And it's not just CS- There are a ton of mods
throughout the years that contributed to the success of Valve's online
presence. Without the strong mod community in HL1, I would fancy a
guess that Steam would either not exist or would be an irrelevancy.


On Nov 21, 2007 6:36 PM, Nick [EMAIL PROTECTED] wrote:
 Now before people get upset. Valve helps mods a great deal, but
 clearly it isn't their top priority, nor should it be.


 On Nov 21, 2007 5:35 PM, Nick [EMAIL PROTECTED] wrote:
  Since when did Valve ever make money off free mods? I really see no
  reason for Valve to help mods that could and probably do compete
  against Valve products?
 
 
  On Nov 21, 2007 12:04 PM,  [EMAIL PROTECTED] wrote:
   Indeed, that example falls in to the category of new version
   interpretations, or client/server havoc from differing incompatible
   code bases.  I think we (and all the other modders out there) are in
   violent agreement on this one.
  
   It's just a question at this point as to what Valve's planning to do
   about it, since it's really out of the modders hands to have a
   reasonable solution here.
  
  
  
   At 2007/11/20 12:48 PM, Jeremy wrote:
   It was a simple example, but it illustrates the trivial nature of
   what
   it needs, which is simply a way for the engine to ask the mod for a
   version number. Same thing as your example. It doesn't mean it
   corresponds to the public release version number, just breaking
   changes would need to change that, and not just class table changes
   or
   user messages. Anything that alters the behavior of a game
   entities,
   like our FF 1.1 to 1.11 we tweaked the assault cannon spinup time.
   While technically not a breaking change in the sense that clients
   can
   join 1.1 servers and not get an error, the different values on each
   side result in awkward behavior, and the newer client would appear
   to
   be shooting ineffectively earlier if the server was still using the
   longer spinup time. It's not just a way to catch table mismatches
   early, it's a way to keep client and servers in sync, and more
   importantly, give clients an error message that means something.
   There's no alternative to doing this but for the engine to ask the
   mod. It's a bit short sighted that something like that doesn't
   already
   exist.
   
   J
   
   On Nov 20, 2007 9:53 AM,  [EMAIL PROTECTED] wrote:
Your example is a bit misleading as to what would be needed.  You
shouldn't include version numbers in the description of the mod.
You can always just add an sv_version cvar if you want a
stringified representation of the version.
   
The version that the srcds.exe/HL2.exe closed-source side of
things would be concerned with would only be incremented when the
new version was not backwards-compatible with the old version.
Usually this would occur when class tables changed.  It might
also occur if usermessages needed to be interpreted differently,
or perhaps if there were a critical bug of some sort in a client
previous version and you wanted to prevent it from connecting to
a new server and causing havoc.  If the compatibility_version of
the server differed from the client, then it would just pop up a
message with a link to the manual or developer_url websites
as defined in gameinfo.txt.
   
ConVar sv_version(sv_version, v6.1a beta);
void GameRules::GetGameDescription(char* description, int
compatibility_version)
{
   description = My Mod;
   compatibility_version = 4;
}
   
   
Another possibility would be to leverage some of the sv_pure
functionality to allow for specification of a list of sha1sums of
acceptable client.dll/server.dll on the client, for a given
version of the server.  The only downside there would be that
you'd need to inform server hosts to add a new sha1sum to their
server list every time a new client version was released.
   
   
   
   
At 2007/11/17 02:05 PM, Jeffrey \botman\ Broome wrote:
 

Re: [hlcoders] npc_blob

2007-11-15 Thread Kori

I belive it was a entity in the Particle benchmark.
- Original Message -
From: Jake Breen [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, November 15, 2007 3:52 PM
Subject: [hlcoders] npc_blob



This entity is in the fgd but not in Ep2's Code...Anyone know what it is?

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Re: [hlcoders] Adding extra model on player's head

2007-11-11 Thread Kori

Sounds like you want an Attachment. I don't know anything about Modeling.
But i think you want something like the Silencer on the M4 in counter
strike.

- Original Message -
From: Adam Maras (memzero) [EMAIL PROTECTED]
To: hlcoders hlcoders@list.valvesoftware.com
Sent: Sunday, November 11, 2007 9:59 PM
Subject: [hlcoders] Adding extra model on player's head



I need to put a custom model (party hat!) on the heads of the players of
my mod. Someone's building the model for me right now; I (being rather
new to Source) need to figure out how to put this hat atop the heads of
my players. Of course, soon enough, the hat will be sort of unlockable,
so I don't want to make it part of my player models, I want to add the
model to my players' heads at runtime. It doesn't need to affect phys or
weapons, and I don't really want it to be part of the structure of the
player. It just needs to show up and not affect gameplay. Can some kind
soul help me?

//   Adam Maras (memzero)

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Re: [hlcoders] Source 2007 Engine

2007-10-12 Thread Kori


By Source 2007, I mean the new engine.


- Original Message -
From: [Mk-Ultra] xXx [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, October 12, 2007 3:31 AM
Subject: RE: [hlcoders] Source 2007 Engine


--
[ Picked text/plain from multipart/alternative ]
WHAT? Counter Strike Source 2007???


From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Source 2007 Engine Date: Thu, 11 Oct 2007
17:30:03 -0400  I have a question, in the new engine, what does the
command r_flashlight_version2 Suppose to do? For me it crashes the game
witha memory error.   ___
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[hlcoders] Source 2007 Engine

2007-10-11 Thread Kori

I have a question, in the new engine, what does the command
r_flashlight_version2 Suppose to do? For me it crashes the game witha
memory error.


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Re: [hlcoders] SDK Update heads up?

2007-09-16 Thread Kori

This is question about the Dynamic Shadows, Is the flashlight the only thing
going to be able to cast them, or will you be able to set map lights to cast
them?

- Original Message -
From: Mike Durand [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, September 12, 2007 12:26 PM
Subject: RE: [hlcoders] SDK Update heads up?



Hi All-

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

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

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

-Mike

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

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

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

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

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

Thanks.
-Joel
--

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RE: [hlcoders] Orange Box Release date?

2007-08-28 Thread Kori Barnes

[ Converted text/html to text/plain ]

First it was the 9th of october, but the GC video shown on gametrailers .com
says the 10th for US and Steam and 12th for retail in UK.


--
From: Minh [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Orange Box Release date?
Date: Mon, 27 Aug 2007 23:45:46 -0700
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[ Picked text/plain from multipart/alternative ]
Sorry for sounding like someone that just crawled out from under a rock but
when is Orange Box set to be release?

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Re: [hlcoders] New Source SDK Beta

2007-06-12 Thread Kori

did you guys happen to release a engine update as well? I went to start a
HL2 SP mod and it said it was updating.

- Original Message -
From: Mike Durand [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, June 12, 2007 5:45 PM
Subject: RE: [hlcoders] New Source SDK Beta



We did just release a Source Engine update today, but you shouldn't have
gotten an updated 'SDK' or 'SDK Base' without specifying the -beta
sdk0611 command line option. I suppose it's possible that the engine
update could have impacted your mod, but I would *hope* it didn't.

Could you send me a .mdmp as well as .pdb files for your mod?

-Thanks,
Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Drak
Sent: Tuesday, June 12, 2007 1:51 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] New Source SDK Beta

DSFSDG!
Apparently, steam just updated it self ( Source Base /  CSS / Source SDK
).
Soon as the update compleated, my mod crashes when starting, with a
memory error
- Original Message -
From: Mike Durand [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, June 12, 2007 2:14 PM
Subject: RE: [hlcoders] New Source SDK Beta



Yes your mod's code should work fine. There isn't any particular
linkage between this version of the Source SDK and Source SDK Base. I
hope to always avoid linkage between the two.

And with the exception of a the memoverride.cpp change to fix Linux
compilation there is no update to the client and server code. I've
come to understand that it is much easier on mod teams if I don't
update the game code all that often. And what is being distributed in
the SDK right now is still almost identical to our shipping Ep1

codebase.


-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Minh
Sent: Tuesday, June 12, 2007 11:00 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] New Source SDK Beta

--
[ Picked text/plain from multipart/alternative ] If I choose not to
download the latest Source SDK Code and merge it with my current mod
code, will my mod continue to work with the latest SDK Source Base?

I don't feel like doing a code merge right now... If anything, I'd
rather do a code merge when I'm 100% done my mod.

- Original Message -
From: Mike Durand [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, June 12, 2007 10:17 AM
Subject: [hlcoders] New Source SDK Beta



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

We've released beta updates to the 'Source SDK' and 'Source SDK Base'
that address several of the defects entered in Bugzilla. Here is a
link that explains how to get the beta and has the full release

notes:

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

And here is a quick summary of the enhancements and fixes. Please let



me know if you have any questions.

-Mike.

=== SDK Content ===
* Added new Maya 7.0 SMD exporter
* ParticleDefault Material and Texture Are Now Included in the SDK
* Added Source for Antlion Guard to SDK Content As An Example of A
Quadriped
* Added 'HL Modelviewer' and 'phonemeextractor' Source Code to SDK
Distribution

=== Source SDK Base ===
* Developer Console Now Bound to F12 As Well As '~' Key - Addresses
Console Issues for non-QWERTY Keyboards
* 'envballs.mdl' Now Included In Source SDK Base
* Added Missing Sprite Materials That Caused Gravity Gun to Look
Strange in Multi-player Mods
* Added Reposnse Files to Fix the NPCs Don't Talk Problem

=== SDK Launcher ===
* Mod Creation Wizard Now Places Mod Name In the 'gameinfo.txt'
* Owners of HL2MP But Not HL2 Can Now Create Multi-player Mods

=== SDK Code ===
* 'New Game' and 'Load Game' Now Show Up as Options in Single-player
Mods
* Replaced Semi-colons in Server Project Files with Commas to Fix
Linux Compilation Issue
* Fixed 'memoverride.cpp' Build Failure Under Linux

=== Faceposer ===
* Faceposer Help Menu Now Links to Correct Location on
http://developer.valvesoftware.com




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Re: [hlcoders] SvenCoop like hud?

2007-05-27 Thread Kori

The mod Obsidian Conflict has done this, try asking them.

- Original Message -
From: Drak [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, May 27, 2007 5:36 PM
Subject: [hlcoders] SvenCoop like hud?


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
If anyone has played SvenCoop, you notice when you aim at a monster it shows
some information about it. (Name, Health, Enemy/Friend). I was curious how
this can be done in Source, I was thinking that i can do it in the
PlayerPrethink. But whould i have to send a trace line over and over?
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Re: [hlcoders] Stopping Sounds via QC File

2006-11-09 Thread Kori

The QC is what holds the aniamtion information, were to look for the
textures, and I beleave the sound info.
- Original Message -
From: Nick [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, November 09, 2006 9:44 PM
Subject: Re: [hlcoders] Stopping Sounds via QC File



what is .qc anyway?

On 11/9/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:

I would be interested to hear, seeing i'm new to .qc
my self.

Adam

--- Ben Everett [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Is it possible to have a sound _STOP_ playing in the
 QC file? We have a
 looping burning sound that is played as part of our
 Molotov code. However,
 code that we call specifically to stop the sound
 (viewmodel-StopSound(sound name) does not work.
 Any solution to this or
 is this just a no-no?

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