[hlcoders] EmitSound being cut off, and forcing the player to spectate an entity
EmitSound: I have an entity that derives from CItem, and I'm using ItemTouch. I set DEFINE_ENTITYFUNC( ItemTouch ), in my DATA_DESC. The function works fine, but if the player leaves the collision box of the entity while the sound is playing it just stops the sound. This doesn't happen in the case of it's Respawn sound, which uses EmitSound without the CPASAttenuationFilter. Am I using the CPASAttenuationFilter wrong? Or is it something to do with the ItemTouch function itself? Here's the relevant functions: http://pastebin.com/Mu72VBxQ Spectating an Entity: I've been trying unsuccessfully for a few days now to get the player to spectate a custom entity. I did SetObserverTarget( entity ), and if I debug it, it goes into player.cpp-bool CBasePlayer::SetObserverTarget( CBaseEntity *target) (Line 2551 or so) (Code Here: http://pastebin.com/YytP90ua ). I modified IsValidObserverTarget to not kick out when trying to observe something other than a player. It hits m_hObserverTarget.Set( target ). It also hits SetObserverTarget on C_BasePlayer ( http://pastebin.com/eAWZy41A ), and hits everything. It doesn't hit the if ( m_iObserverMode == OBS_MODE_ROAMING ) on CBasePlayer::SetObserverTarget -- Do you have to be in OBS_MODE_ROAMING to observe something? When the player spectates another player, what is he doing. Is his logical entity moving around, or just his camera? Any help over these two issues would be great, I've been stuck here for 2 days now... :P -Matt ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound being cut off, and forcing the player to spectate an entity
It's an entity, not a brush entity/volume. I could see it being called again though... What's the fix, toggling a boolean when you enter, and don't run it if it's true? I don't recall this ever being a problem in actual HL2/HL2DM. On Tue, Apr 5, 2011 at 5:33 PM, Adam amckern McKern amck...@yahoo.comwrote: You have a 6 sided trigger - each side will trigger when its touched, so if your enter the brush it will trigger, the same as when you exit the brush it will trigger. You might be better off using the InEntity code (been ages from last time i needed to use it so forgot its real name) Owner Nigredo Studios http://www.nigredostudios.com --- On *Wed, 6/4/11, Matt Hoffman lord.matt.hoff...@gmail.com* wrote: From: Matt Hoffman lord.matt.hoff...@gmail.com Subject: [hlcoders] EmitSound being cut off, and forcing the player to spectate an entity To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Received: Wednesday, 6 April, 2011, 10:12 AM EmitSound: I have an entity that derives from CItem, and I'm using ItemTouch. I set DEFINE_ENTITYFUNC( ItemTouch ), in my DATA_DESC. The function works fine, but if the player leaves the collision box of the entity while the sound is playing it just stops the sound. This doesn't happen in the case of it's Respawn sound, which uses EmitSound without the CPASAttenuationFilter. Am I using the CPASAttenuationFilter wrong? Or is it something to do with the ItemTouch function itself? Here's the relevant functions: http://pastebin.com/Mu72VBxQ Spectating an Entity: I've been trying unsuccessfully for a few days now to get the player to spectate a custom entity. I did SetObserverTarget( entity ), and if I debug it, it goes into player.cpp-bool CBasePlayer::SetObserverTarget( CBaseEntity *target) (Line 2551 or so) (Code Here: http://pastebin.com/YytP90ua ). I modified IsValidObserverTarget to not kick out when trying to observe something other than a player. It hits m_hObserverTarget.Set( target ). It also hits SetObserverTarget on C_BasePlayer ( http://pastebin.com/eAWZy41A ), and hits everything. It doesn't hit the if ( m_iObserverMode == OBS_MODE_ROAMING ) on CBasePlayer::SetObserverTarget -- Do you have to be in OBS_MODE_ROAMING to observe something? When the player spectates another player, what is he doing. Is his logical entity moving around, or just his camera? Any help over these two issues would be great, I've been stuck here for 2 days now... :P -Matt -Inline Attachment Follows- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Scaleform in Source?
You should be safe if you in general launch with -insecure or stay through VS launched builds which are also in Vac Insecure mode. On Tue, Apr 5, 2011 at 6:11 PM, Cale Dunlap cale.dun...@gmail.com wrote: Agreed, but we just acquired a Scaleform GFx evaluation license for a project I'm working on. I was just curious if anybody has ever hacked up enough of the Source SDK code to implement essentially a different UI package in general, I would figure the process would be similar regardless of what package it is. Of course being a Source SDK licensee would make things easier, but unfortunately the license that this project has with Valve is limiting to say the least. I'm still going to try, just to see how far I can get :) I'm sure I'll hit a huge roadblock somewhere. Got myself another Steam account specifically for this task, in case VAC flags me =/ Thanks Tony. -Cale On Tue, Apr 5, 2011 at 8:15 PM, Tony omega Sergi omegal...@gmail.comwrote: I would think, given that scaleform requires a license to use, and to attain their SDK, that noone would be implementing scaleform into SDK code, but would rather do it as a licensee, and into the engine properly. Speaking of that, Mabinogi (vindictus) uses scaleform instead of VGUI. On Wed, Apr 6, 2011 at 4:48 AM, Cale Dunlap cale.dun...@gmail.comwrote: This is probably a long-shot, but I thought I might ask before I embark on this journey... has anybody made any sort of attempt at implementing Scaleform into the Source SDK? I assume that since without the code to the material system interface this is nearly impossible, short of injecting assembly jumps into Direct3D after it's been loaded into memory and hijacking the render loop. I also assume this would get an account VAC-banned pretty quick? Any input/feedback is appreciated. -Cale ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Anyone know of an animation pack for social actions?
And can convert it to Source rigs. On Fri, Dec 3, 2010 at 4:30 PM, Minh minh...@telus.net wrote: I remember seeing such a pack on www.turbosquid.com It wasn't free though so I hope you have some mad cheddah to spend. On 12/4/2010 9:18 AM, Phlox wrote: I haven't had any luck finding a pack with animations in it relating to regular social activities. I plan to implement a Sims-style game (for research purposes) where the NPCs will dance, joke, laugh, wash themselves etc. Anyone know of such a pack? Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Tony's Rain Splash tutorial on VDC
I think he's trying to precache the particle system in his code via: CClient_Precipitation::ClientThink() { Simulate( gpGlobals-frametime ); PrecacheParticleSystem(Rain_01_impact); } Which seems odd to me, shouldn't there be a initialize/precache section that he could do it in there? I also don't know if he's trying to precache the right particle name. And then I think they don't show up in his code because they aren't precached? Here's the tutorial he followed: http://developer.valvesoftware.com/wiki/Rain_splashes *finishes guessing* On Tue, Nov 30, 2010 at 10:57 PM, Adam amckern McKern amck...@yahoo.comwrote: All your line breaks where removed, i cant read that, and the link is 404 Owner Nigredo Studios http://www.nigredostudios.com --- On Wed, 1/12/10, James Warner jamste...@windowslive.com wrote: From: James Warner jamste...@windowslive.com Subject: [hlcoders] Tony's Rain Splash tutorial on VDC To: hlcoders@list.valvesoftware.com Received: Wednesday, 1 December, 2010, 5:51 PM Hi all on the mailing list.First post on here, hope it works :)Was following the tutorial on the VDC (rain splashes).I have come to a problem, when I run the mod, I get Client: Missing precache for particle system Rain_01!Rain_01 being the particle effect in Hl2:Ep2. I was trying to use the Rain_01_impact as the particle for water splashes.Full code here: http://pastebin.com/PsqqByA1I have tried:void CClient_Precipitation::ClientThink(){Simulate( gpGlobals-frametime ); PrecacheParticleSystem(Rain_01);}andvoid CClient_Precipitation::ClientThink(){Simulate( gpGlobals-frametime ); PrecacheParticleSystem(Rain_01_impact);}along with tryingDispatchParticleEffect( Rain_01, trace.endpos,trace.m_pEnt-GetAbsAngles() , NULL );andDispatchParticleEffect( Rain_01_impact, trace.endpos,trace.m_pEnt-GetAbsAngles() , NULL );None of which seems to work.Any ideas? Many thanks, FiX ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] AppID 217?
http://developer.valvesoftware.com/wiki/SteamAppId On Sat, Nov 27, 2010 at 3:20 PM, Andy Nemer an...@overwatchmod.com wrote: I see. Not sure where you found that, but thanks! Andy On 27 November 2010 17:38, Didrole didr...@gmail.com wrote: [217] Multiplayer OB Binaries 2010/11/27 Andy Nemer an...@overwatchmod.com Hello all, One of our users is having a bit of a problem launching our mod. This is the error he's getting: MountFilesystem( 217 ) failed: SteamMountFilesystem(4532,217,0x53afd28=,0x53afc18) failed with error 116: Cache needs repair Now I've seen this error before and we've gone through every step conceivable (short of uninstalling/reinstalling Steam) to try and resolve it. The part that bothers me is the AppID in the error message (217). That ID isn't listed anywhere on the VDC, so I'm not sure to what it's referring. I'm hoping one of you might have the answer. Since this may be of use, here's what we have in the FileSystem section of our gameinfo.txt file: FileSystem { SteamAppId 218 ToolsAppId 211 AdditionalContentId 320 SearchPaths { Game |gameinfo_path|. Game |all_source_engine_paths|hl2mp Game |all_source_engine_paths|hl2 } } and in steam.inf: appid=218 Any information would be greatly appreciated! Best regards, Andy -- Andy Nemer Overwatch Mod an...@overwatchmod.com http://www.overwatchmod.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Andy Nemer Overwatch Mod an...@overwatchmod.com http://www.overwatchmod.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] AppID 217?
Sigh, that's what I get for not reading/looking myself. :( On Sat, Nov 27, 2010 at 4:19 PM, Andy Nemer an...@overwatchmod.com wrote: It's not in that list, that's the first place I looked. Either that or I'm completely blind. Andy On 27 November 2010 18:25, Matt Hoffman lord.matt.hoff...@gmail.com wrote: http://developer.valvesoftware.com/wiki/SteamAppId On Sat, Nov 27, 2010 at 3:20 PM, Andy Nemer an...@overwatchmod.com wrote: I see. Not sure where you found that, but thanks! Andy On 27 November 2010 17:38, Didrole didr...@gmail.com wrote: [217] Multiplayer OB Binaries 2010/11/27 Andy Nemer an...@overwatchmod.com Hello all, One of our users is having a bit of a problem launching our mod. This is the error he's getting: MountFilesystem( 217 ) failed: SteamMountFilesystem(4532,217,0x53afd28=,0x53afc18) failed with error 116: Cache needs repair Now I've seen this error before and we've gone through every step conceivable (short of uninstalling/reinstalling Steam) to try and resolve it. The part that bothers me is the AppID in the error message (217). That ID isn't listed anywhere on the VDC, so I'm not sure to what it's referring. I'm hoping one of you might have the answer. Since this may be of use, here's what we have in the FileSystem section of our gameinfo.txt file: FileSystem { SteamAppId 218 ToolsAppId 211 AdditionalContentId 320 SearchPaths { Game |gameinfo_path|. Game |all_source_engine_paths|hl2mp Game |all_source_engine_paths|hl2 } } and in steam.inf: appid=218 Any information would be greatly appreciated! Best regards, Andy -- Andy Nemer Overwatch Mod an...@overwatchmod.com http://www.overwatchmod.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Andy Nemer Overwatch Mod an...@overwatchmod.com http://www.overwatchmod.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Andy Nemer Overwatch Mod an...@overwatchmod.com http://www.overwatchmod.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Remember June 2006?
Actual proper non-commander first person? We'll take it. On Sat, Oct 30, 2010 at 9:43 PM, Tony omega Sergi omegal...@gmail.comwrote: Yeah, I'm in Korea. Anyway, I was messing around with the Alien Swarm stuff today and I've gotten most of the template ported over and working. Before it's easily useable I have to convert the VGUI panels though. http://www.omegaowns.us/omega/swarm/sdk_teams_hdr0002.jpg When I have more time, i'll see about finishing it up if anyone is interested. Since I'm just doing it for fun, I may not actually finish it ;) The main issues that I have to deal with before it's complete is the vgui panels, and getting around the overriding of scripts via vpks (as override_vpk doesn't stop the overriding of resources completely..) and a few misc things like the lack of hl2 content, so I'll need to replace things with alien swarm stuff to make it work properly. also of note is that my projects use vs2008 not 2005. -Tony On Fri, Oct 29, 2010 at 1:50 PM, Psy_Commando psycomma...@gmail.com wrote: I had the same issue with Alien Swarm. But not only is the Alien Swarm source code a hard coded mess, it constantly tries to get games statistics or authorisations from the steam server!!! What's the point of leaving that in? I could put up with that, but there is no documentation, even if its based on the same engine as the source sdk, lots of things differ. However, I must say ASw was an improvement, in the sense that there is only one codebase(unlike source 2006-2007-2009) and it's easy to keep it up to date. -Original Message- From: Harry Jeffery Sent: Friday, October 29, 2010 3:05 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Remember June 2006? A scratch sdk option for the Alien Swarm code would be nice. I looked through the code with an intent to mod it but the alienswarm specific stuff got in the way so much. I just gave up on it as there was no easy way to remove the alienswarm stuff without going through thousands of inter-dependencies. On 29 October 2010 19:52, Dan L djl4...@gmail.com wrote: The thing i am most upset about is there is still no create a mod option for source 2009 based games. I wish valve would include full hl2:dm code and update it as it patches like alien swarm. Can we at least get an ETA for 2009 sdk? On Fri, Oct 29, 2010 at 4:41 AM, Jed j...@wunderboy.org wrote: I like Valve but yeah, I've been vocal about my growing dislike of the SDK for a while. Heck some numpty quotes me on the wiki page... :( As a third-party SDK tool developer I've been smacking my head into the desk with all the different versions for a while and it's a nightmare keeping up with it. I'm getting to the point where I might just stop because it feels like a colossal waste of my free time that I could be using for something more rewarding. As for the mod I'm working on - if I'd know using the Source SDK would of been this much of a pain I'd of chosen something else from the beginning. I reckon trying to keep up with SDK changes has put at least 2 years onto our development time. So much for the release soon and release often advice Valve pushed. - Jed ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Engine 2009?
It's also totally gimped for anything that's not a top-down player-controls-an-npc shooter. Atleast that's my understanding after poking through the code a bit. On Sat, Sep 11, 2010 at 9:43 PM, KnightmareRichard assaultar...@hotmail.com wrote: Actually it's already available. The one Alien Swarm using is a version in between Left 4 Dead 2 and Portal 2, if I remembered correctly. One of the developers mentioned that on Facepunch. And Alien Swarm is TOTALLY FREE, along with its full source code. Date: Sat, 11 Sep 2010 21:24:06 -0300 From: samuelga...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source Engine 2009? When It's Done* *Approx Valve Time On Sat, Sep 11, 2010 at 9:13 PM, Matheus Lima Faiotto m...@revgamers.netwrote: Does anyone have an estimate of when? -- From: James Pizzurro ja...@agentredproductions.com Sent: Saturday, September 11, 2010 7:27 PM To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source Engine 2009? The answer is no, not yet. On Sep 11, 2010 7:24 PM, Matheus Lima Faiotto m...@revgamers.net wrote: Alright guys, I'm sorry I'm kind of late here, however, Is it possible to Create a Mod with the Source Engine 2009? because while attempting to, I get an error about being able to open \CreateAMod\something\gameinfo_mp.txt ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam
But you were at the time that you wrote in our beautiful sdk and that's how we all know it. :P On Tue, Jul 27, 2010 at 12:32 AM, Tony omega Sergi omegal...@gmail.comwrote: Correction: I'm not contracting right now. -Tony On Tue, Jul 27, 2010 at 12:19 PM, Cory de La Torre gear@gmail.com wrote: Even Toni Sergi replied, a *VALVE EMPLOYEE*, and you kept going. Men, we need to build additional Pylons to stop this injustice. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam
I like how you point out the fact that english may not be his primary language, and then proceed to use a higher level lexicon that would require a lot of word lookups to fully understand. On Sat, Jul 24, 2010 at 2:53 PM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: In the very unlikely occurrence that the OP is not a troll--but from the looks of things, not speaking english as a first language. (Is there really a nonexistant/zero/undefined hotmail for Spanish people? I mean--his provider's signature seems odd.) Well, first let us understand: Visual Studio is not a language. It is a concept known as an Integrated Development Environment. Typically Visual Studio could be used to work on stuff in any language. Heck if Microsoft released and Intercal Visual Studios--you could do stuff in Visual Studios in Intercal if need be (Though, that is more stuff the more masochistic people in Linux communities do when they want to joke around and amuse themselves--the Visual Studio equivalent would probably use the drastically less masochistic COBOL). Now, in the IDE of your choice, in this case Visual Studio, you can typically make use of any language that is compatible with C++ based DLLs and header files. For simplicity purposes I am going to suggest just sticking with C++ for now. Next, we can move on: You were seemingly purportedly vague in what your error was. Perhaps if you can post what the first few lines of errors was that Visual Studio is coming up to, when you try to build it. Or, if it successfully builds--what is the first few lines of errors of errors when you run it. It may possibly be a linking error. As while you may have the library on your computer--you still need to tell the program to link against it. Typically this is done in the linking stage of compilation. Hope your issues get solved soon. Be if legit programming issues, or the ensuing lulz from trolling a mailing list (whatever the case may be). ~Katrina On Saturday, July 24, 2010 12:26:07 pm Dexter wrote: I will plase halp him I guess. http://metamod.sourceforge.net/files/sdk/hl_sdk_v23_source.exe Compile it wid da visul C++ compiler, try converting to visual C++ 2005 express edition Maybe an expert troll On Sat, Jul 24, 2010 at 10:26 AM, Simon Rapilly simonrapi...@gmail.com wrote: Nope I don't think he is 2010/7/24 AnAkIn . anakin...@gmail.com Are you kidding? 2010/7/24 joel olgado hl_...@hotmail.com a question im creating a mod for HALF-LIFE called Sector B-12 and I want to work in non steam hl version , and the hl won version . I need to create a new hl.dll ? I do not know what to do? i install a WON HL MOD (normal mod with the HL original dll) in NON STEAM HL and does not work and i saw several mods with compatibility with non steam and WON... and a ultimate question : and that language use hl non steam VISUAL C++ or visual situdio 2008 (or other) Thanks help me plase _ Pronto descubrirás un nuevo Hotmail. Nos estamos reinventando. Preparate para lo que se viene. http://www.nuevohotmail.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Best regards, AnAkIn, - ESL EU TF2 Admin http://www.esl.eu/eu/tf2 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Alien Swarm
Large amounts of fragmentation... Nem wrote an article on it on his site somewhere. On Wed, Jul 21, 2010 at 12:34 PM, Ryan Sheffer darksk...@gmail.com wrote: They should drop the GCF in all source games, but it doesn't seem like this is going to happen. Why the GCF hate all of the sudden? Too slow to read from or something? ~Ryan On Jul 21, 2010, at 12:10 PM, Tom Edwards t_edwa...@btinternet.com wrote: VPK/Addons are no surprise as Valve have said GCF is being dropped, and the menu system is entirely gamecode, but Squirrel support is convincing as it doesn't seem to actually be used by the game. I still can't quite believe that Valve would persist with two separately-maintained branches though. This must be a merge. On 21/07/2010 7:54, Stephen Swires wrote: - VPK file format over GCFs - Addon support - (pretty much) Identical menus - Squirrel scripting language support - Code probably reused for L4D2 such as the AI director Haven't checked the build number though On Wed, Jul 21, 2010 at 7:42 PM, Tom Edwardst_edwa...@btinternet.com wrote: Alien Swarm: Protocol version 7108 Exe version 7.1.0.8 (swarm) Exe build: 10:58:16 Jul 19 2010 (4272) (630) TF2: Protocol version 15 Exe version 1.1.0.0 (tf) Exe build: 16:21:09 Jul 16 2010 (4269) (440) And I don't own L4D2. The protocol version is different but the build numbers are very close...on what grounds are you saying L4D2 branch? Since L4D2 is coming out on Mac at some point it may be that Source 2009 is a merge between the two offices' trees. (It turns out that visibility isn't a problem BTW: it's done simply by running VBSP with -alldetail.) On 21/07/2010 5:33, Stephen Swires wrote: Alien Swarm is based on L4D2, not Source 2009. If someone can solve the VVIS issue then there should be no issues in using it for TCs - server browser's still there. On Wed, Jul 21, 2010 at 4:59 PM, Ollyoli...@gmail.com wrote: AlienSwarm isn't using Source 2009. S2k9 doesn't have support for VPK. On 21 July 2010 16:55, Jonas 'Sortie' Termansenhlcod...@maxsi.dk wrote: On 2010-07-21 17:45, Tom Edwards wrote: That simply isn't true. If another user of the computer owns HL2 then the GCFs will be there, and I expect most of them will be there if the HL2 demo is installed too. Requiring HL2 to be installed makes your whole effort redundant anyway! It's already on Source 2009 (though evidently not exactly the same version since it won't mount GCFs). HL2 is on the Source 2009 engine, indeed, but HL2 mods are not. Our project is simply porting HL2 mods to this engine. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Alien Swarm
That's fine by me, no need to shove old 2004 content down everyone's throats again and having it show up in every bloody thing you try to make. On Sat, Jul 17, 2010 at 1:34 AM, Tom Edwards t_edwa...@btinternet.comwrote: It's a brand new SDK. http://forums.steampowered.com/forums/showthread.php?p=16106943#post16106943 Making the SDK separate clears the way for it being absolutely free to *everyone*, without it granting access to existing 2006/2007 Source mods (which mount HL2 content) too. I'm betting that the AS SDK won't have the normal shared engine content we're used to from SDK Base, just like UDK only has a subset of UT3's. On 17/07/2010 1:18, Cory de La Torre wrote: They said Codebase homie. On Fri, Jul 16, 2010 at 5:00 PM, [|NoFaTe|]support@gmail.com wrote: Seperate SDK actually... .No Cory de La Torre wrote: Oh man, SDK update. Thank you Valve. On Fri, Jul 16, 2010 at 4:39 PM, Ben Mearsb...@noesisinteractive.com wrote: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Alien Swarm
My guess is it might come later. I'm sure they started before the mac ported code was ready to be integrated into more projects. However, I wonder if the tile-based map editor is a bunch of prefab-type things that snap to a large grid. I wait for monday when it releases to go poke in the files and code. And I wonder if they're shipping any other SDK updates besides the code branch? On Fri, Jul 16, 2010 at 3:36 PM, Tom Edwards t_edwa...@btinternet.comwrote: If you hadn't heard already, the SDK is being updated on Monday with the complete source code to Alien Swarm, a brand new Source 2009 game by the team who made the original UT2004 mod (and who now work for Valve). It's going to be a sample project in the same vein as TFC. AS has a tile-based map editor, omnidirectional projected textures, real-time depth of field and Steamworks integration...but apparently no Mac support? http://store.steampowered.com/app/630 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Alien Swarm
Excited to see Alien Swarm. Not only does it not look like source (And yet still be source), it looks like good fun. And it's free. Is there reasoning behind it being free? (Other than allowing anyone to become a Source developer for free) On Fri, Jul 16, 2010 at 4:02 PM, Alfred Reynolds alf...@valvesoftware.comwrote: Right, no Mac support yet, they got ahead of us :) -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders- boun...@list.valvesoftware.com] On Behalf Of Tom Edwards Sent: Friday, July 16, 2010 3:37 PM To: hlcoders Subject: [hlcoders] Alien Swarm If you hadn't heard already, the SDK is being updated on Monday with the complete source code to Alien Swarm, a brand new Source 2009 game by the team who made the original UT2004 mod (and who now work for Valve). It's going to be a sample project in the same vein as TFC. AS has a tile-based map editor, omnidirectional projected textures, real-time depth of field and Steamworks integration...but apparently no Mac support? http://store.steampowered.com/app/630 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Particle Editor
Mostly related, has anyone tried this with the now updated HL2 or Ep1? However I suppose it doesn't matter as EP2 particles should work for them. On Thu, Jul 15, 2010 at 9:30 AM, Casey Doran wer4ge...@gmail.com wrote: The Particle Editor is an in game tool that comes with the orangebox engine. Can be launched in both games or mod utilizing it's engine. It allows particle systems to be created, changed and tested on the fly. To run the particle editor, run the game with -tools on the commandline and select 'Particle Editor' from the tool menu on the far right. (http://developer.valvesoftware.com/wiki/Category:Particle_System) On Thu, Jul 15, 2010 at 12:27 PM, adam chance adam.chanc...@btinternet.comwrote: How do I access the Particle Editor? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] x currently playing Source SDK Base 200x
I believe it's been like this for a while. In the past it would display X is now playing Mod Name in the Steam toast in the corner, but as soon as that went away it would revert to playing SDK Base (on friends list and in group chats) On Wed, Jun 23, 2010 at 1:07 PM, jetscope jetsc...@gmail.com wrote: Me and a bunch of friends were on a spree testing MP mods last week and we played through a good number of them... they all displayed SDK Base 2006/2007. I guess it's something wrong with Steam. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Engine 2!!!
Pretty sure a fix was found. VVIS worked fine (to my memory) and VRAD crashed. However if you use LAA on the vrad process, it worked again. Fix by The Pro here: http://www.facepunch.com/showpost.php?p=16482883postcount=23 I recall this working, but I do not know if Valve has fixed/broken it since then. On Thu, Jun 17, 2010 at 8:20 AM, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: VMPI is supported for vvis and broken for vrad isn't it? I haven't checked since the last SDK update, but imagine it isn't fixed. Which is lame. - ScarT On 17 June 2010 16:53, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: On 2010-06-17 16:24, Adam Buckland wrote: You say that, I'm not sure it's that the lighting 'sucks', but more that it's a pain in the arse for modders because they don't have server farms to compile lightmaps unlike Valve. What do you mean? I have an Intel Core i7 920 (8 cores @ 2.66Ghz). Combined with heavily optimized maps, that's practically a server farm. ;) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Receiving messages out of order
All's fine on this front. (Using GMail) Sometimes however, I see a reply being split from the original 'thread' per say. That however, is more of a user error than a mailing list error I think. On Sat, May 15, 2010 at 6:54 AM, Tony omega Sergi omegal...@gmail.com wrote: Sounds like an issue with your mail provider. gmail's working properly for me;) -Tony On Sat, May 15, 2010 at 6:57 PM, Tom Edwards t_edwa...@btinternet.comwrote: Has anyone else been seeing this lately? The list server often sends me messages hours or even days late, even though I receive all the replies posted afterwards at the right time. I just got a message that had been sent on the 13th! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update 5/11/2009
Seeing reports of Grid not showing up on 2009 engine Ep2. Works fine for TF2 still... Would appreciate my 2d lines back. :) On Tue, May 11, 2010 at 5:06 PM, Ryan Sheffer darksk...@gmail.com wrote: Interesting portal being part of the 2009. I guess because of the new achievements and such, the binaries were updated with the new compile. On Tue, May 11, 2010 at 3:47 PM, Saul Rennison saul.renni...@gmail.comwrote: Would you mind fixing: http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes, too? It's locked for us mortal beings ;) Thanks, - Saul. On 11 May 2010 23:30, Mike Durand mik...@valvesoftware.com wrote: Yes. Thanks! -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery Sent: Tuesday, May 11, 2010 3:16 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] SDK Update 5/11/2009 You have Episode 1 listed twice. Is the entry in 2007 supposed to be Episode 2? Also, thanks for the news and the update. On 11 May 2010 22:56, Saul Rennison saul.renni...@gmail.com wrote: Thanks for the clarification Mike, I understand you're going through a tough time with all the Mac updates :) Thanks, - Saul. On 11 May 2010 22:52, Mike Durand mik...@valvesoftware.com wrote: Hi All- We are updating the SDK later today to address the issues with using Hammer and Model Viewer with games built with the 2007 release of Source. Here are the release notes: ==Source SDK Update== The Source SDK was updated today to fix tool problems for some games and mods. We are sorry for the disruption to your work that the SDK issues may have caused for the past week. Thanks very much for your patience. =SDK Launcher= The terminology for Engine Version has changed and now maps to the year of release rather than to particular products. Here are the options now present in the list of engine versions along with the games which utilize them: Source Engine 2006 Half-Life 2 Counter-Strike: Source Half-Life 2: Deathmatch Half-Life 2: Episode 1 Source Engine 2007 Half-Life 2: Episode 1 Source Engine 2009 Day of Defeat:Source Portal Team Fortress 2 Please note that you may need to re-create the game configurations for total conversion mods that were built using 'Source Engine 2007'. Simply run the 'Edit Game Configurations' utility to do this. Valve games should show up under the appropriate engine version. If they do not correspond to the list given above then you can either manually edit the configurations or run the [I]Reset Game Configurations[/I] utility. =SDK Tools= There are now tools supporting three versions of Source in the SDK distribution. If you are creating content for a game or total conversion based on 'Source Engine 2007' you may need to run some of the command-line tools now located at: sourcesdk\bin\source2007\bin The command-line tools needed for 'Source Engine 2006' and 'Source Engine 2009' are still located at: sourcesdk\bin\ep1\bin and sourcesdk\bin\orangebox\bin ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Ryan ( skidz ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update 5/11/2009
Alright. I'll spread that around and see if we can't get that well known. On Tue, May 11, 2010 at 6:47 PM, Mike Durand mik...@valvesoftware.com wrote: You need to remove your Ep2 configuration from the Source 2009 list and the choose Source 2007 and Ep2. That will get you editing Ep2 with the proper version of the tools. On May 11, 2010, at 18:17, Matt Hoffman lord.matt.hoff...@gmail.com wrote: Seeing reports of Grid not showing up on 2009 engine Ep2. Works fine for TF2 still... Would appreciate my 2d lines back. :) On Tue, May 11, 2010 at 5:06 PM, Ryan Sheffer darksk...@gmail.com wrote: Interesting portal being part of the 2009. I guess because of the new achievements and such, the binaries were updated with the new compile. On Tue, May 11, 2010 at 3:47 PM, Saul Rennison saul.renni...@gmail.com wrote: Would you mind fixing: http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes, too? It's locked for us mortal beings ;) Thanks, - Saul. On 11 May 2010 23:30, Mike Durand mik...@valvesoftware.com wrote: Yes. Thanks! -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery Sent: Tuesday, May 11, 2010 3:16 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] SDK Update 5/11/2009 You have Episode 1 listed twice. Is the entry in 2007 supposed to be Episode 2? Also, thanks for the news and the update. On 11 May 2010 22:56, Saul Rennison saul.renni...@gmail.com wrote: Thanks for the clarification Mike, I understand you're going through a tough time with all the Mac updates :) Thanks, - Saul. On 11 May 2010 22:52, Mike Durand mik...@valvesoftware.com wrote: Hi All- We are updating the SDK later today to address the issues with using Hammer and Model Viewer with games built with the 2007 release of Source. Here are the release notes: ==Source SDK Update== The Source SDK was updated today to fix tool problems for some games and mods. We are sorry for the disruption to your work that the SDK issues may have caused for the past week. Thanks very much for your patience. =SDK Launcher= The terminology for Engine Version has changed and now maps to the year of release rather than to particular products. Here are the options now present in the list of engine versions along with the games which utilize them: Source Engine 2006 Half-Life 2 Counter-Strike: Source Half-Life 2: Deathmatch Half-Life 2: Episode 1 Source Engine 2007 Half-Life 2: Episode 1 Source Engine 2009 Day of Defeat:Source Portal Team Fortress 2 Please note that you may need to re-create the game configurations for total conversion mods that were built using 'Source Engine 2007'. Simply run the 'Edit Game Configurations' utility to do this. Valve games should show up under the appropriate engine version. If they do not correspond to the list given above then you can either manually edit the configurations or run the [I]Reset Game Configurations[/I] utility. =SDK Tools= There are now tools supporting three versions of Source in the SDK distribution. If you are creating content for a game or total conversion based on 'Source Engine 2007' you may need to run some of the command-line tools now located at: sourcesdk\bin\source2007\bin The command-line tools needed for 'Source Engine 2006' and 'Source Engine 2009' are still located at: sourcesdk\bin\ep1\bin and sourcesdk\bin\orangebox\bin ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Ryan ( skidz ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
[hlcoders] Do entities need to think to process things like being Hit, etc?
Simple question, I'm making an entity (Let's call it a building) which has health and it's health can go up when the player uses it or down when it's hit. How often would this entity need to think for this? Maybe I'm just confused as to what Thinking entities do on their own. Cheers, Matt ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Do entities need to think to process things like being Hit, etc?
I've gotten OnUse working with: virtual intObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE; }; virtual voidUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); Can't get OnTakeDamage working though, I have: virtual intOnTakeDamage( const CTakeDamageInfo inputInfo ); In the header of my entity, but it doesn't fire in game Do I need another part of ObjectCaps? Either way I now have a basic health system working (Still using an input to remove life since I can't get OTD to work) so that's good. Thanks! On Fri, Mar 26, 2010 at 10:03 PM, Jorge Rodriguez bs.v...@gmail.com wrote: I think what you want to do would be done best not through thinking but with the entity OnUse and OnTakeDamage functions. Check out how things like buttons and breakables do that. To answer your question no I don't think entities need to have a think function in order to process other things. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fwd: Retrieve List of entities in a level
That sounds like a pretty good one. There's also the ability to look in a sphere (Which is actually a box(?)), etc. I used this to create a 3d radar that found entities in a 512 sphere and put a debug box over them. However, looping through the entities (in my case) is expensive to my knowledge. Just something you might watch out for. On Tue, Mar 23, 2010 at 10:08 AM, Iain Breen iain.br...@gmail.com wrote: Trawled through the hlcoders archives, think I found the answer: http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg23102.html points to gEntList - I'm testing that now, but please correct me if I'm on the wrong track. Thanks, Iain. -- Forwarded message -- From: Iain Breen iain.br...@gmail.com Date: Tue, Mar 23, 2010 at 4:43 PM Subject: Retrieve List of entities in a level To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Is there a way to retrieve a list of all entities in a level? I've created a test level with a custom NPC and a custom Area trigger, so is there some structure that contains pointers to these objects? Basically, I'm looking to retrieve a boolean from a function inArea(Entity, Area) in the Area class. I have the Area object detecting whether a relevant object is inside or not (for now either the player or the NPC) using inputs/outputs in Hammer, so I need the NPC's think function to be able to retrieve the status of inArea() for each area in the level. In the future, I'll need to retrieve status from a few more custom entities that I'll be adding, so I need to be able to parse all entities in the level (I'll probably bound this to a certain radius around the NPC). Thanks Iain ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
Says the guy on their Coder's mailing list... Who's probably got a significant investment... Probably doesn't know much about account security. I can make it work perfectly if you give me your credit card details, pin number, steam account/password, email password, etc. Trust me, look! I have pen. http://www.youtube.com/watch?v=0o8XMlL8rqY On Mon, Mar 15, 2010 at 8:39 PM, Nick xnicho...@gmail.com wrote: Steam is for gamers. Gamers know about it. Most gamers like it, or at least consider it the least evil DRM available. What could work, then, is selling game-related media. ??? Offline mode is a frozen bird poop in july joke. Steam only works on windows. Do you really expect anyone to buy anything but cheap and popular games? You must either be joking or out of your mind for you to think anyone with half a brain would buy movies from steam. Nothing on steam is yours, your games are just a small bit on valve servers. If valve servers go offline or someone steals your account you have nothing. You cannot even sell your account or unlink purchased games. Digital restrictions management is all about big corporations restricting your rights to do what you paid for. I wish some of you noobcakes would look around once in a while .. So, wake up, noobcaks. Wake up and smell the ashes. STEAM IS A RIPOFF THAT BARELY WORKS. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Spawning the Jalopy in OB MP SDK?
Does the 'template' jeep come with the new NPC passenger and so on that the Ep2 jeep does? If not, is it worth porting my (relatively few) changes from the template jeep to that? And once done that, how do I return to prop_vehicle_jeep being the Ep2 jeep and not the sdk Buggy? Thanks! On Thu, Feb 25, 2010 at 12:11 AM, Tony omega Sergi omegal...@gmail.comwrote: Yeah, that's what I had done. you are indeed correct. The _hl2buggy one is the original one, as in episode 2 the jeep was converted into the charger. Take a look at the 'template' sdk's 'jeep' as it's setup to work in multiplayer. It's been a while, and I don't remember everything I had to do to make it work again. -Tony On Thu, Feb 25, 2010 at 4:22 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: I'm probably just being a retard but after sitting infront of code for the last 6-8 hours, I can't figure out how to get the Episode 2 Jalopy in-game... There's a prop_vehicle_jeep, and a prop_vehicle_hl2buggy, and I believe that they took the HL2 jeep and made it into the _hl2buggy, and replace the _jeep with the new Jalopy. However I can't figure out how to make the connection and get it in game. Thank you to anyone who points me in the right direction, and for excusing my noobishness. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Spawning the Jalopy in OB MP SDK?
I'm probably just being a retard but after sitting infront of code for the last 6-8 hours, I can't figure out how to get the Episode 2 Jalopy in-game... There's a prop_vehicle_jeep, and a prop_vehicle_hl2buggy, and I believe that they took the HL2 jeep and made it into the _hl2buggy, and replace the _jeep with the new Jalopy. However I can't figure out how to make the connection and get it in game. Thank you to anyone who points me in the right direction, and for excusing my noobishness. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hitbox Specific Actions
Is the trace hitting the hitgroups? Could it be colliding with a player bounding box or some other thing? Check the parameters of your trace? On Sun, Feb 21, 2010 at 1:43 PM, James Martin altplu...@gmail.com wrote: I'm just using the player models (dod) that came with the sdk. I've not messed with modeling at all :-/ In the model viewer, it shows each of the hitboxes in proper groups. Hitbox 13 and 14 are neck and head, respectively. They are both in group 1. (HITGROUP_HEAD) So, everything seems to be just fine outside of the code. Let me know if you have any more ideas, maybe there's something I overlooked... On Sun, Feb 21, 2010 at 4:33 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com wrote: If you are using a custom model, maybe it has autogenerated hitboxes or all of them are set as group 0. Check the VDC for more info: http://developer.valvesoftware.com/wiki/$hbox 2010/2/21 James Martin altplu...@gmail.com Yes, I've fully compiled both DLLs. As for the models, they show the different hitboxes, also I can grab the entity's CBaseAnimating and iterate through the hitboxes. So I know they are there. The problem is that the enginetrace, is done via the engine (hence the name.) So I have no way of knowing how it's checking for the hitboxes, or altering the code in question. It really makes no sense to me why it returns the hitbox/hitgroup as 0. Anyway, thanks for the input. On Sun, Feb 21, 2010 at 4:18 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com wrote: Did you recompile both DLLs? Are you sure the model contains hitgroup-specific info, so they are properly identified? 2010/2/21 James Martin altplu...@gmail.com A friend asked me to help start a mod, and I ran into a problem quite early on. The request was for specific damage amount on a headshot. This seemed like an easy goal, but has me stumped. What would be the proper way to detect a headshot? My first assumption was to check the hitbox or hitgroup members from the CGameTrace. After searching the SDK, this seemed to be the right method. CBasePlayer::TraceAttack checks the hitgroup there for scaling damage. The problem is, this just simply does not work for me. I added a simple console message to print the hitbox and hitgroup specified, and they ALWAYS show as 0. (Which explains why the different damage doesn't work.) I've not messed with modeling any however, loading the model in the model viewer, I can see the hitboxes are there... I'm starting to think there is something painfully obvious that I'm overlooking here. If someone could please give me a hint as to what I'm doing wrong, I'd greatly appreciate it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hitbox Specific Actions
I thought about suggesting it after the first email and figured other people would know more than me. :P Here's what the Jeep uses for the Ammo-crate: UTIL_TraceLine( vecStart, vecStart + vecForward * 1024, MASK_SOLID | CONTENTS_DEBRIS | CONTENTS_HITBOX, pPlayer, COLLISION_GROUP_NONE, tr ); On Sun, Feb 21, 2010 at 1:59 PM, James Martin altplu...@gmail.com wrote: Thank you so much Matt! That seemed to be the problem... I was overlooking the fact that the melee was using MASK_SHOT_HULL for the trace, which excludes CONTENTS_HITBOX. I knew it was something stupid I was overlooking (as this has to have been a very easy concept.) Anyway, all is working perfectly fine now. Sorry for my stupidity :p On Sun, Feb 21, 2010 at 4:45 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Is the trace hitting the hitgroups? Could it be colliding with a player bounding box or some other thing? Check the parameters of your trace? On Sun, Feb 21, 2010 at 1:43 PM, James Martin altplu...@gmail.com wrote: I'm just using the player models (dod) that came with the sdk. I've not messed with modeling at all :-/ In the model viewer, it shows each of the hitboxes in proper groups. Hitbox 13 and 14 are neck and head, respectively. They are both in group 1. (HITGROUP_HEAD) So, everything seems to be just fine outside of the code. Let me know if you have any more ideas, maybe there's something I overlooked... On Sun, Feb 21, 2010 at 4:33 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com wrote: If you are using a custom model, maybe it has autogenerated hitboxes or all of them are set as group 0. Check the VDC for more info: http://developer.valvesoftware.com/wiki/$hbox 2010/2/21 James Martin altplu...@gmail.com Yes, I've fully compiled both DLLs. As for the models, they show the different hitboxes, also I can grab the entity's CBaseAnimating and iterate through the hitboxes. So I know they are there. The problem is that the enginetrace, is done via the engine (hence the name.) So I have no way of knowing how it's checking for the hitboxes, or altering the code in question. It really makes no sense to me why it returns the hitbox/hitgroup as 0. Anyway, thanks for the input. On Sun, Feb 21, 2010 at 4:18 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com wrote: Did you recompile both DLLs? Are you sure the model contains hitgroup-specific info, so they are properly identified? 2010/2/21 James Martin altplu...@gmail.com A friend asked me to help start a mod, and I ran into a problem quite early on. The request was for specific damage amount on a headshot. This seemed like an easy goal, but has me stumped. What would be the proper way to detect a headshot? My first assumption was to check the hitbox or hitgroup members from the CGameTrace. After searching the SDK, this seemed to be the right method. CBasePlayer::TraceAttack checks the hitgroup there for scaling damage. The problem is, this just simply does not work for me. I added a simple console message to print the hitbox and hitgroup specified, and they ALWAYS show as 0. (Which explains why the different damage doesn't work.) I've not messed with modeling any however, loading the model in the model viewer, I can see the hitboxes are there... I'm starting to think there is something painfully obvious that I'm overlooking here. If someone could please give me a hint as to what I'm doing wrong, I'd greatly appreciate it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicle View Judder
So now that we have a plausible fix for movement, has anyone looked at multiple passengers? My understanding of it is the vehicles are set up with a passenger system. Just Passenger 0 (1?) is considered the driver. My guess on implementing multiple-passengers in the vehicle would require checking hitboxes and making a second vehicle.eyes bone/attachment. However, last time I looked I couldn't find (in the code) where getting into the vehicle picked your eyeposition and moved you into it. I might go poke around it later today though. On Sun, Jan 24, 2010 at 11:07 AM, Chief Whosm chiefwhosmoralsareelas...@googlemail.com wrote: Wow! Thanks for that code it works beautifully for the interior view. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicle View Judder
Could you ask your team if it would be okay to post the code up? I think it'd be great if there was a completed VDC article for mostly fixed vehicles with passengers in MP. On Sun, Jan 24, 2010 at 12:09 PM, Christopher Harris char...@resrchnet.comwrote: We have a multiple passenger system. Basically it is a matter of having a hitbox, and attachments per role and then modifying some of the vehicle logic to work with more roles. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Matt Hoffman Sent: Sunday, January 24, 2010 2:34 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Vehicle View Judder So now that we have a plausible fix for movement, has anyone looked at multiple passengers? My understanding of it is the vehicles are set up with a passenger system. Just Passenger 0 (1?) is considered the driver. My guess on implementing multiple-passengers in the vehicle would require checking hitboxes and making a second vehicle.eyes bone/attachment. However, last time I looked I couldn't find (in the code) where getting into the vehicle picked your eyeposition and moved you into it. I might go poke around it later today though. On Sun, Jan 24, 2010 at 11:07 AM, Chief Whosm chiefwhosmoralsareelas...@googlemail.com wrote: Wow! Thanks for that code it works beautifully for the interior view. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicle View Judder
I take it that it would be a lot of work and take a skilled programmer to re-write prediction for the vehicles to put more of it client-side? On Sat, Jan 23, 2010 at 2:33 PM, Christopher Harris char...@resrchnet.comwrote: Here is a page which has needed fixes: http://developer.valvesoftware.com/wiki/Multiplayer_Vehicle_Fixes It fixes vehicle view jitter, but there is no true prediction because the vehicle movement logic only occurs on the server. So in a high latency situation players will experience the vehicle taking some time to respond to input. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Chief Whosm Sent: Saturday, January 23, 2010 5:04 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Vehicle View Judder Hi, Whenever you use vehicles in hl2mp, the view in them is all out of synch, ghosting/juddering are the best terms I can think of. Now I originally wasn't going to ask this because in ShadowSource it wasn't *too* bad, it jumped around but it was *just* bearable. However todays test game had vehicles in, and while we have changed no code related to either views, cameras or vehicles - the view judder was awful. It was like the advisor barn scene where your screen is shaken everywhere, and it really was terrible to look at (and very hard to drive as you couldnt judge very easily which direction was forward). So I'm wondering if anyone knows how to sort this so the camera is properly locked and doesn't bounce around so much in vehicles. Thanks, Chief. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicle View Judder
I know little about networking and interpolation, but why can't the vehicles be set up like a client? Clients only appear jerky in high ping (150+) situations. -- Theoretically you could stop interpolating the player entity in the vehicle (movement wise) and do the vehicle instead. I think. :p On Sat, Jan 23, 2010 at 5:44 PM, Minh minh...@telus.net wrote: Yea, that's definitely an issue.. but if the server did some checks on his end, the server can see if the updates were valid or not and basically just ignore the invalid updates or do something accordingly. Like if the client sent an update that he was at position X, and then half a second later, he is at position Y (which is like halfway across the map), that could raise a red flag. Client side physics objects are interpolated.. other players are interpolated.. are you sure server side physics objects are interpolated? God, I gotta go install hl2dm and play with the gravity gun... Saul Rennison wrote: All objects are interpolated I think... the problem is the client could send bogus origins and result in hacking. Never trust the client! On Sunday, January 24, 2010, Minh minh...@telus.net wrote: We actually managed to do a vehicle implementation that made the controls strictly client authorative. Basically, the driver of the vehicle gets his own vphysics object created and he controls it on his client machine, and passes the origin and angles to the server. The server then passes that info to the rest of the clients. The result is perfectly lag free controls for the driver. The only hitch is, since the client is the one actually moving the vehicle, vehicle collisions become a problem. In our first implementation, when a vehicle ran into another vehicle, it would stop dead in its tracks. There was no collision forces being imparted on either vehicle. We managed to come up with a hacky method to fix this but it didn't result in the most realistic collisions. Another problem we encountered was that there was no interpolation going on for the other players, so when they saw the vehicle moving, it wasn't smooth. I'm not sure if this is a problem inherent in the Source SDK though. When you take a server side physics object, and throw it, do all the clients see it move in a smooth fashion? The object's position is getting sent to each client at about 10 updates/sec (in a best case scenario). There is no interpolation going on between each update, so the object would exhibit a slight jerkiness. Maybe we broke something in our code but I think this is something the SDK didn't do properly (interpolate server-side vphysics objects). I think I need to go play HL2DM and throw a toilet around... Matt Hoffman wrote: I take it that it would be a lot of work and take a skilled programmer to re-write prediction for the vehicles to put more of it client-side? On Sat, Jan 23, 2010 at 2:33 PM, Christopher Harris char...@resrchnet.comwrote: Here is a page which has needed fixes: http://developer.valvesoftware.com/wiki/Multiplayer_Vehicle_Fixes It fixes vehicle view jitter, but there is no true prediction because the vehicle movement logic only occurs on the server. So in a high latency situation players will experience the vehicle taking some time to respond to input. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Chief Whosm Sent: Saturday, January 23, 2010 5:04 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Vehicle View Judder Hi, Whenever you use vehicles in hl2mp, the view in them is all out of synch, ghosting/juddering are the best terms I can think of. Now I originally wasn't going to ask this because in ShadowSource it wasn't *too* bad, it jumped around but it was *just* bearable. However todays test game had vehicles in, and while we have changed no code related to either views, cameras or vehicles - the view judder was awful. It was like the advisor barn scene where your screen is shaken everywhere, and it really was terrible to look at (and very hard to drive as you couldnt judge very easily which direction was forward). So I'm wondering if anyone knows how to sort this so the camera is properly locked and doesn't bounce around so much in vehicles. Thanks, Chief. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list
Re: [hlcoders] Making WorldVertexTransition, $blendmodulate and $detail play nice?
DX6? What is this, 1998? http://en.wikipedia.org/wiki/DirectX#Releases On Tue, Jan 19, 2010 at 5:24 PM, ZuM eduardo...@gmail.com wrote: As far as i know, DX6 is not fully supported and result in quite some graphic issues, so it's best if you don't use it. For the other problems, unfortunately i don't have much knowledge in these areas to help :( 2010/1/19 Robert Briscoe robert.bris...@littlelostpoly.co.uk Also wanted to add that I've been additionally having problems with the UnlitTwoTexture shader only working properly if I use UnlitTwoTexture_DX6, this also causes a secondary problem using DX6 mode in that it causes artifacts with the flashlight. Anyone else experienced this or know why it's broken? Thanks, Rob -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Robert Briscoe Sent: 18 January 2010 09:06 To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Making WorldVertexTransition, $blendmodulate and $detail play nice? I'd be very grateful if you let me know if you manage to get this working on 2.0b! Thanks! Rob -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Christopher Harris Sent: 17 January 2010 22:32 To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Making WorldVertexTransition, $blendmodulate and $detail play nice? I've been working on this for our mod, but the shader is this way from 2.0 instruction limits. For 2.0b and up I've been working to allow all these things together. Christopher Harris Software Engineer Research Network Incorporated 770-235-8190 On Jan 17, 2010, at 5:15 PM, Saul Rennison saul.renni...@gmail.com wrote: Not a fix but: from the screenshot those textures look awesome :o Thanks, - Saul. 2010/1/17 Robert Briscoe robert.bris...@littlelostpoly.co.uk Yeah sorry that's what I meant! My vmt looks like this: WorldVertexTransition { $blendmodulatetexture esther/nature/Blendmod_02 // $seamless_scale 0.005 - disabled as it really messes things up! %detailtype esther_grass01 $basetexture esther/nature/rock/rockface_002 $basetexture2 esther/nature/grass/grass_001 %tooltexture esther/nature/grass/grass_001 $detail esther/nature/rock/rocks_depth $detailscale 0.20 $surfaceprop rock $surfaceprop2 grass } I have also quickly made a comparison image here which shows how it breaks: http://www.littlelostpoly.co.uk/PVT/Misc/blendmodbroke.jpg thanks again, Rob -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison Sent: 17 January 2010 20:43 To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Making WorldVertexTransition, $blendmodulate and $detail play nice? Have you tried using *$blendmodulatetexture* instead? Thanks, - Saul. 2010/1/17 Robert Briscoe robert.bris...@littlelostpoly.co.uk Hi everyone, I've recently hit a bit of a bump in the road with my mod recently due to issues I'm currently having with the WorldVertexTransition shader. I have discovered that you can't have $detail and $blendmodulate (and/or $seamless scale) enabled at the same time with WorldVertexTransition and it's causing me some big problems. The problems seem to come from the $detail parameter as all the other options seem to work together fine. I'm wondering if it's actually at all possible to fix the WorldVertexTransition shader to make these parameters work nicely together? I'm no coder, but I'd appreciate any help or advice you could give me! If I could get this solved the visual quality of my mod could be immensely improved! Thanks, Rob Briscoe P.S. more info on the mod can be found here: http://www.littlelostpoly.co.uk/devblog/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your
Re: [hlcoders] Garry's Mod - gamemode contest
I agree, especially seeing as we're dealing with some real dollars here. Perhaps it should be a combined voting, with public's votes counting towards 60% and the Staff vote counting for 40%. You could even go as far as make people rate X out of Y gamemodes, and rate them based on: Re playability, Inventiveness, How fun it is, etc. (5 or 10 point scale). By making them rate the minimum amount of games out of the total you keep people from just rating their friends/the best one. On Wed, Dec 2, 2009 at 8:05 PM, Nick xnicho...@gmail.com wrote: After long discussion with well known modders, it seems one of the biggest flaws with this contest is the judging, or lack of formal judging. I quote http://frettacontest.facepunchstudios.com/: Winners will be decided by the staff of Facepunch Studios (not the forums). Is there any way to have some sort of open judging? Why not invite someone from Valve or someone from hlcoders to be a judge? Such an elaborate contest should have some sort of well known guest judge... ask Gabe Newell to help judge! Or even John Carmack (he could use the publicity).. On Wed, Dec 2, 2009 at 11:32 AM, Joel R. joelru...@gmail.com wrote: Definately a good place to post this, I would have never have seen it. Looks like I may have to win 10 grand. On Wed, Dec 2, 2009 at 11:16 AM, Lech unatten...@gmail.com wrote: Whoever remakes Build Bridge/To The Top automatically wins 1st place! On Wed, Dec 2, 2009 at 9:29 AM, Garry Newman garrynew...@gmail.com wrote: I don't know whether this will be considered spam, but I thought I'd let the list know about this contest incase anyone's interested (to my mind it's probably the 2nd most logical place to post this) The basic facts are this. Coding a gamemode for GMod, using Lua. Best 5 gamemodes win a prize. Top prize is $5,000. I'm sure a lot of people here know C++, and the Source engine, but don't really know Lua.. To be totally honest if you could code a mod you will find it insanely easy to code one in Lua. Many of the functions are named the same, you don't have to code common things like class or round based systems because they're already done. You can read more about it here: http://frettacontest.facepunchstudios.com/ garry ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] L4D Glow Effects
The blur shader - you can just take the shader dll from GMod if you want - I don't mind at all. If you want to implement it yourself it's just a shader that blurs the texture. More of modders need to be like this. :) On Thu, Nov 26, 2009 at 1:58 AM, Garry Newman garrynew...@gmail.com wrote: LL_Function( render, GetRenderTarget ) { RENDER_CONTEXT(); Push_ITexture( pRenderContext-GetRenderTarget() ); return 1; } Pretty much returns a texture LL_Function( cam, IgnoreZ ) { RENDER_CONTEXT(); if ( g_Lua-GetBool(1) ) { pRenderContext-DepthRange( 0.0f, 0.01f ); return 0; } pRenderContext-DepthRange( 0.0f, 1.0f ); return 0; } Probably the most hacky way to do it. The blur shader - you can just take the shader dll from GMod if you want - I don't mind at all. If you want to implement it yourself it's just a shader that blurs the texture. garry On Thu, Nov 26, 2009 at 12:34 AM, Jonathan White killermonke...@gmail.comwrote: OK, I have implemented the LUA code that was posted by that guy on facepunch.com into C++. I am having a couple problems though, and translation issues that maybe Garry can help with. Here is the code: http://www.copypastecode.com/16117/?view=lines I included the header at the top and the important definitions underneath (NOT COMPILABLE). I implemented this guy as a IScreenSpaceEffect and it works GREAT. The only issue I am having is the glow is not being cutout where the model is. I believe the problem lies with the way the stencil is being created. Garry, what does the GetRenderTarget(...) function actually do? Right now I am doing CTextureReference::InitRenderTarget(...) Also, what does cam.IgnoreZ( ... ) do? I cannot find an equivalent call in the C++ One last thing, pp/blurx does not exist in the Source Materials. Is this a Garry's Mod material? Thanks for your help so far! Jonathan White GoldenEye: Source ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Looking for some advice and direction
Why not replacing the player with a vehicle, and making him fast? Wouldn't that cut an unnecessary segment out of the loop and make life more peaceful/less effin source physics grr? Depends on what he's trying to accomplish. On Wed, Nov 25, 2009 at 1:33 AM, Tom Edwards t_edwa...@btinternet.comwrote: I was going to compliment you on your use of the English language, but then I realised that you should have said /effect/. :-P The player model can be defined anywhere you see fit, but it's normally done either in the player ent's Spawn() function or the GameRules' FinshPutClientInServer() - or whatever its precise name is. That's going to be a tricky way of doing things however. It could be considered a hack, but spawning the existing player ent inside a vehicle and making sure he can never leave would be much more effective. Shawn Somers wrote: I'm relatively new to Source modding, and I need some help getting off the ground, I'm trying to create a mod that replaces the player with a vehicle, bu am having trouble determining what all I need to do in order to affect these changes. I already have the vehicle model, (static with no anims yet) and am capable of placing the model in a map as a static prop. What code do I need to change, to replace the player model with the vehicle, and use the weapon/weapons on the vehicle? Where do I start? can someone point me in the right direction? Shawn I ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Looking for some advice and direction
I always was impressed with Empires lack of traditional mp vehicle view lag. Still want multiple-body groups for them though. :P On Wed, Nov 25, 2009 at 6:27 AM, David Kraeutmann da...@davidkra.netwrote: We somehow solved that problem in Empires, need to lookup tho how. Maybe we have a vehicle movement class somewhere, but I doubt that. IIRC we had rather large issues with prediction, tho. On 11/25/09, Christopher Harris char...@resrchnet.com wrote: I'd think it be best to derive a new gamemovement class where you implement movement logic for how your vehicle will behave, I suggest highly to not use the vehicle interface because then it will require that players have a decent ping or it will lag big time. By making a custom gamemovement logic you can run the logic both server and client side meaning the player can predict it and therefore not appear to suffer as much from latency. You could start out simplistic with just getting the player to behave like a vehicle and then focus on issues such as suspension and decoupling turning from mouselook, etc. Mainly, with players you want movement to be responsive, and when dealing with latency that means that the movement code must exist on both client and server so they can predict what their commands will do and show it as quick as possible. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David Kraeutmann Sent: Wednesday, November 25, 2009 6:21 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Looking for some advice and direction Vehicles have a couple of specific physics rules, I'd suggest creating a CVehiclePlayer which extends some vehicle class or interface and implements the needed methods. On 11/25/09, Matt Hoffman lord.matt.hoff...@gmail.com wrote: Why not replacing the player with a vehicle, and making him fast? Wouldn't that cut an unnecessary segment out of the loop and make life more peaceful/less effin source physics grr? Depends on what he's trying to accomplish. On Wed, Nov 25, 2009 at 1:33 AM, Tom Edwards t_edwa...@btinternet.comwrote: I was going to compliment you on your use of the English language, but then I realised that you should have said /effect/. :-P The player model can be defined anywhere you see fit, but it's normally done either in the player ent's Spawn() function or the GameRules' FinshPutClientInServer() - or whatever its precise name is. That's going to be a tricky way of doing things however. It could be considered a hack, but spawning the existing player ent inside a vehicle and making sure he can never leave would be much more effective. Shawn Somers wrote: I'm relatively new to Source modding, and I need some help getting off the ground, I'm trying to create a mod that replaces the player with a vehicle, bu am having trouble determining what all I need to do in order to affect these changes. I already have the vehicle model, (static with no anims yet) and am capable of placing the model in a map as a static prop. What code do I need to change, to replace the player model with the vehicle, and use the weapon/weapons on the vehicle? Where do I start? can someone point me in the right direction? Shawn I ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Looking for some advice and direction
Who's code, yours or valve's? ;) On Wed, Nov 25, 2009 at 1:29 PM, David Kraeutmann da...@davidkra.netwrote: I can clean it up and post there. It's a real mess tbh, but the whole code is. On Wed, Nov 25, 2009 at 7:14 PM, Saul Rennison saul.renni...@gmail.com wrote: Is the Empires team willing to post their vehicle code on * developer.valvesoftware.com*? Thanks, - Saul. 2009/11/25 Nick xnicho...@gmail.com I was also impressed with Empiresmod's vehicles, extremely well coded and developed. Fun to drive and fun to play. I would suggest you visit http://www.empiresmod.com/ for all those who haven't played it. On Thu, Nov 26, 2009 at 11:37 AM, Matt Hoffman lord.matt.hoff...@gmail.com wrote: I always was impressed with Empires lack of traditional mp vehicle view lag. Still want multiple-body groups for them though. :P On Wed, Nov 25, 2009 at 6:27 AM, David Kraeutmann da...@davidkra.net wrote: We somehow solved that problem in Empires, need to lookup tho how. Maybe we have a vehicle movement class somewhere, but I doubt that. IIRC we had rather large issues with prediction, tho. On 11/25/09, Christopher Harris char...@resrchnet.com wrote: I'd think it be best to derive a new gamemovement class where you implement movement logic for how your vehicle will behave, I suggest highly to not use the vehicle interface because then it will require that players have a decent ping or it will lag big time. By making a custom gamemovement logic you can run the logic both server and client side meaning the player can predict it and therefore not appear to suffer as much from latency. You could start out simplistic with just getting the player to behave like a vehicle and then focus on issues such as suspension and decoupling turning from mouselook, etc. Mainly, with players you want movement to be responsive, and when dealing with latency that means that the movement code must exist on both client and server so they can predict what their commands will do and show it as quick as possible. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David Kraeutmann Sent: Wednesday, November 25, 2009 6:21 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Looking for some advice and direction Vehicles have a couple of specific physics rules, I'd suggest creating a CVehiclePlayer which extends some vehicle class or interface and implements the needed methods. On 11/25/09, Matt Hoffman lord.matt.hoff...@gmail.com wrote: Why not replacing the player with a vehicle, and making him fast? Wouldn't that cut an unnecessary segment out of the loop and make life more peaceful/less effin source physics grr? Depends on what he's trying to accomplish. On Wed, Nov 25, 2009 at 1:33 AM, Tom Edwards t_edwa...@btinternet.comwrote: I was going to compliment you on your use of the English language, but then I realised that you should have said /effect/. :-P The player model can be defined anywhere you see fit, but it's normally done either in the player ent's Spawn() function or the GameRules' FinshPutClientInServer() - or whatever its precise name is. That's going to be a tricky way of doing things however. It could be considered a hack, but spawning the existing player ent inside a vehicle and making sure he can never leave would be much more effective. Shawn Somers wrote: I'm relatively new to Source modding, and I need some help getting off the ground, I'm trying to create a mod that replaces the player with a vehicle, bu am having trouble determining what all I need to do in order to affect these changes. I already have the vehicle model, (static with no anims yet) and am capable of placing the model in a map as a static prop. What code do I need to change, to replace the player model with the vehicle, and use the weapon/weapons on the vehicle? Where do I start? can someone point me in the right direction? Shawn I ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] L4D Glow Effects
I believe it's a shader as it actively updates and effects weapons/held objects too. On Tue, Nov 24, 2009 at 2:25 PM, Jonathan White killermonke...@gmail.comwrote: Has anyone figured out how exactly L4D does the entity glow effects? I am talking about the glow that surrounds pickup entities when you look at them and when players are elsewhere in the map. I want to implement this in our Gameplay Token system so that keys/flags get a nice halo effect for better visibility. Does L4D use a special shader for this or a special particle effect? I can't think of any way to actually do it in OB SDK... Jonathan White KillerMonkey GoldenEye: Source ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dedicated Server Release Essentials
Wouldn't that be the VMT for surfaceproperties, etc? On Mon, Nov 23, 2009 at 6:14 AM, Jed j...@wunderboy.org wrote: Well you'd need the models so the server can do collision and hitbox detection and possibly purity tests for pure servers. Materials are used by some games for player movement checks (slide/don't slide) and some things like bullet penetration. While I know a lot of that is client-side the server still has to do some of it. 2009/11/23 Skillet skillet5...@gmail.com: This seems like a stupid question but what exactly does a dedicated server require in terms of content? I've noticed a few released mods that include everything from the client in their servers, but can VTFs and other things be excluded safely to reduce size? Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Replacing rain particles with updated real particles?
Except L4D uses func_precipitation for their ran which is a brush entity (obviously). That's just slapping down info_particle_systems. ;) On Sun, Nov 22, 2009 at 11:44 AM, Jorge Rodriguez bs.v...@gmail.com wrote: L4D2 made all their weather effects with particles. Rain is a pretty easy particle to make. Open up the particle editor and give it a shot. Just throw the particles down with some decent speed and remove them when they hit something. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Replacing rain particles with updated real particles?
Tom: Wouldn't particle systems overflow the edges of the brush? On Sun, Nov 22, 2009 at 12:04 PM, Jorge Rodriguez bs.v...@gmail.com wrote: I haven't seen how they actually do it but I doubt they would use anything but particles. Either way it would be very easy for you to do it with particles. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Replacing rain particles with updated real particles?
Those are info_particle_system's. On Sun, Nov 22, 2009 at 5:46 PM, Lech unatten...@gmail.com wrote: I think there's rain/snow on some of the newest TF2 maps, no? On Sun, Nov 22, 2009 at 4:40 PM, Michael Corsaro corsa...@gmail.com wrote: Also, keep in mind that L4D2 uses a newer version of the particle systems. I'm not sure if Valve even plans on updating the old systems for Tf2 or for the SDK. On Sun, Nov 22, 2009 at 3:34 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Tom: Wouldn't particle systems overflow the edges of the brush? On Sun, Nov 22, 2009 at 12:04 PM, Jorge Rodriguez bs.v...@gmail.com wrote: I haven't seen how they actually do it but I doubt they would use anything but particles. Either way it would be very easy for you to do it with particles. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Quake Style Movement
Remove friction. On Sat, Nov 14, 2009 at 10:45 AM, Harry Jeffery harry101jeff...@googlemail.com wrote: Has anyone here got any experience with the quake 3 movement physics? I'm trying to swap out the bhopping in source engine with strafe jumping from the quake series but the two codebases deviate quite a lot. I've tried adding checks here and there, removing all speed clamps, changing gravity, changing movement vars etc. but nothing I do gets me anywhere near the desired result. So, could anyone here help me out with this problem? Cheers, Harry ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] BSP V21
I thought entdata was only a suggested limit anyways? On Thu, Oct 29, 2009 at 3:35 AM, BananaSandbags gear@gmail.com wrote: Looking like they moved up the entity data limits. Finally? On Wed, Oct 28, 2009 at 10:15 AM, Saul Rennison saul.renni...@gmail.com wrote: I can confirm VMEX Thanks, - Saul. 2009/10/28 Matt Hoffman lord.matt.hoff...@gmail.com Wonderful that means they broke VMex again... Hope we get all of the map's vmfs as part of the SDK update... On Wed, Oct 28, 2009 at 8:46 AM, 1nsane 1nsane...@gmail.com wrote: I attempted to load LFD2 maps in LFD. But didn't really get far. map c5m1_waterfront Host_NewGame Compact released 131072 bytes to the backing store Host_Error: Map_LoadModelGuts: bad LUMP_TEXINFO size in maps/c5m1_waterfront.bsp On Wed, Oct 28, 2009 at 11:12 AM, Tom Edwards t_edwa...@btinternet.com wrote: Everyone I've ever emailed at Valve has replied graciously and has usually been able to help with my problem. Except Doug Lombardi, but of course ignoring people asking difficult questions is his job. ;-) botman wrote: I'm sure the Valve guys really appreciate you sending them unsolicited email. I bet they'll get right on that. :) On 10/28/2009 8:43 AM, Saul Rennison wrote: That line was directed at VALVe, I sent that email to Mike Durand and Erik Johnson. I was wondering if anyone else has tried messing with L4D2 BSPs? Thanks, - Saul. 2009/10/28 Olly Gingeroli...@gmail.com You want a file from the sdk a game that the demo hasn't even been relesed for yet? Sent from my iPhone On 28 Oct 2009, at 11:57, Saul Rennison saul.renni...@gmail.com wrote: Hey, I've just tried decompiling *c5m1_waterfront*, to find that the BSP version has changed to 21. After putting it through my BSP lump introspector, I've found that the BSP format has changed slightly (an integer has been placed somewhere, I think in each lump header). Are VALVe willing to elaborate on this new BSP format, possibly with just the *bspfile.h* in the L4D2 SDK? Much appreciated, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] BSP V21
Wonderful that means they broke VMex again... Hope we get all of the map's vmfs as part of the SDK update... On Wed, Oct 28, 2009 at 8:46 AM, 1nsane 1nsane...@gmail.com wrote: I attempted to load LFD2 maps in LFD. But didn't really get far. map c5m1_waterfront Host_NewGame Compact released 131072 bytes to the backing store Host_Error: Map_LoadModelGuts: bad LUMP_TEXINFO size in maps/c5m1_waterfront.bsp On Wed, Oct 28, 2009 at 11:12 AM, Tom Edwards t_edwa...@btinternet.com wrote: Everyone I've ever emailed at Valve has replied graciously and has usually been able to help with my problem. Except Doug Lombardi, but of course ignoring people asking difficult questions is his job. ;-) botman wrote: I'm sure the Valve guys really appreciate you sending them unsolicited email. I bet they'll get right on that. :) On 10/28/2009 8:43 AM, Saul Rennison wrote: That line was directed at VALVe, I sent that email to Mike Durand and Erik Johnson. I was wondering if anyone else has tried messing with L4D2 BSPs? Thanks, - Saul. 2009/10/28 Olly Gingeroli...@gmail.com You want a file from the sdk a game that the demo hasn't even been relesed for yet? Sent from my iPhone On 28 Oct 2009, at 11:57, Saul Rennisonsaul.renni...@gmail.com wrote: Hey, I've just tried decompiling *c5m1_waterfront*, to find that the BSP version has changed to 21. After putting it through my BSP lump introspector, I've found that the BSP format has changed slightly (an integer has been placed somewhere, I think in each lump header). Are VALVe willing to elaborate on this new BSP format, possibly with just the *bspfile.h* in the L4D2 SDK? Much appreciated, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] whats happening with this engine
I'm sure most of us would Harry. :P On Thu, Oct 8, 2009 at 2:59 PM, Harry Jeffery harry101jeff...@googlemail.com wrote: What I would give for a sneak peek at Ep3. Hell, I'd even sign an NDA. 2009/10/8 Adam Buckland adamjbuckl...@gmail.com: Only the chosen few who believe will be able to play it... On 8 Oct 2009, at 22:48, Garry Newman wrote: I heard they're aiming to raise the bar by not only developing HL3 in secret - but also releasing it in secret. garry On Thu, Oct 8, 2009 at 9:36 PM, Joshua Scarsbrook jscarsbr...@gmail.com wrote: Well what we want to know is what are the next features that are going to be added to source. Also an company as big as valve is going to tell the world of hl3 at E3. On 9/10/2009 5:31 a.m., botman wrote: On 10/8/2009 11:12 AM, Jorge Rodriguez wrote: This list is for programming in Source, not complaining about Source. Aren't they the same thing? ZING! :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dynamic weapon attachments
The body/legs is a seperate model. (Turns off on low model-detail) Pretty sure each character still has a v_smg, v_huntingrifle, etc, because as far as I know each character has separate animations for each weapon (Instead of one animation for everyone). On Tue, Oct 6, 2009 at 6:53 AM, Christopher Harris char...@resrchnet.comwrote: Yes I agree bodygroups is the best method to do this. I was wondering also what method is Left4Dead using for its models? Even though it is a full-body awareness it looks somewhat like it might still be a viewmodel. I'd looked at scripts and it seems they replace the arms based off the player model in use instead of having all the guns with models for each time the hands need to change. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh Sent: Tuesday, October 06, 2009 1:19 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Dynamic weapon attachments Lots of games still use view models. CoD4, Gears of War, Medal of Honour Airborne., Battlefield series, FarCry2, etc.. The only game that I recall that doesn't use view models is OP Flashpoint. The huge advantage of using view models is that it allows the animator total freedom to use whatever bone setup he wants allowing him to do some funky things with the animation. Imagine trying to make an animation where the player switches the gun from one hand to another, or he holds the gun from a different part of the gun at different part of the animation. This sort of stuff is easy to do when the bones are all animated and exported in their own local space. It gets tricky to do this with third person anims cuz you have to work closely with the code to detach the model from the hand at various points in the animation. getting back to the original question, it's MUCH easier to just use bodygroups. I actually have done this successfully with my guns and it looks really solid. Plus, it's more efficient cuz you don't have an extra entity for the game to worry about. Ryan Sheffer wrote: It only looks bad if you stick with the Valve formula, make third person models look like crap. You would have to redo the third person anims but if you can pull it off, from the players view, things would look more fluid and realistic since the gun it moving like it should with the animation that is currently running. Not just some fake hacky movements put in place for every movement animation. You can use LODs to scale quality, have a first person LOD only the local player can see for themselves. You could even make players first person animations different to fix some of the issues that could arrise. Im pretty sure valve are one of the only companies still using v models. Might be wrong, but doom 3 even seemed to be using only world models. On Mon, Oct 5, 2009 at 9:06 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: I'd imagine it looks bad, would be harder to rig/setup things, you'd have to re-do the third-person animations, etc. On Mon, Oct 5, 2009 at 8:56 PM, Ryan Sheffer darksk...@gmail.com wrote: Consider totally ridding the game of the view models and just positioning the camera where you can see the world model. Its 100% possible, but will take some time to pull off. On Mon, Oct 5, 2009 at 3:57 PM, Stephen Swires stephen.swi...@gmail.com wrote: Having them as seperate models makes it even more of a pain On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison saul.renni...@gmail.com wrote: I want to save animating till later to be honest. And I'd prefer to have all the attachments as seperate models and attach them when need be. I don't want players to be removing / attaching on the fly; a bit like CoD4 attachments. All I want is code / concepts of how I would spawn this model and attach it to the local client's viewmodel (doing worldmodel later). FYI Viewmodels are bummers :( Thanks, - Saul. On 5 Oct 2009, at 22:35, Ryan Sheffer darksk...@gmail.com wrote: Its best to just have the scope as a model group mentioned above. If you want the players hand to put the scope on, making the scopes verts part of bone and parent that bone to the hand during the animation and once attached unparent in the animation. Then just have the scope model group stay on until the player removed it again. If you dont want to do this, parenting new models to the player v model is going to be an annoying task, but its possible. Just need to keep in mind that it is hidden to all players cept the local. Maybe having the model entirely client side would be wise? But maybe too much work to setup. On Mon, Oct 5, 2009 at 2:14 PM, Stephen Swires stephen.swi...@gmail.com wrote: You could try using bodygroups on the weapon and view model On Mon, Oct 5
Re: [hlcoders] terrains...finally its here:)
Now add some export to Max options... On Tue, Oct 6, 2009 at 11:59 AM, Saul Rennison saul.renni...@gmail.comwrote: Yeah I noticed the LOD-popping too. Otherwise I think that this is absolutely immense :D Thanks, - Saul. 2009/10/3 Nathan Voge hl2fr...@msn.com I've seen you around here for years and I'm happy you posted it. It is good to see what people are up to every now and then. I think it looks great. There were a few LOD jumps at unexpected distances but I guess you gotta do it at some point. Congratulations. Date: Fri, 2 Oct 2009 22:52:39 +0200 From: adamjjdono...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] terrains...finally its here:) chill I love Valve..and realized that I needed to go elswhere to make what I wanted..I have been on this board for just soo long that I thought I would post it..It would be possible to put in some sort of LOD terrain system though..I mean this can run on the xbox so most modern pcs playing ep2 would be ok with it..but dont worry your heads about it..just enjoy the view :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dynamic weapon attachments
I'd imagine it looks bad, would be harder to rig/setup things, you'd have to re-do the third-person animations, etc. On Mon, Oct 5, 2009 at 8:56 PM, Ryan Sheffer darksk...@gmail.com wrote: Consider totally ridding the game of the view models and just positioning the camera where you can see the world model. Its 100% possible, but will take some time to pull off. On Mon, Oct 5, 2009 at 3:57 PM, Stephen Swires stephen.swi...@gmail.com wrote: Having them as seperate models makes it even more of a pain On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison saul.renni...@gmail.com wrote: I want to save animating till later to be honest. And I'd prefer to have all the attachments as seperate models and attach them when need be. I don't want players to be removing / attaching on the fly; a bit like CoD4 attachments. All I want is code / concepts of how I would spawn this model and attach it to the local client's viewmodel (doing worldmodel later). FYI Viewmodels are bummers :( Thanks, - Saul. On 5 Oct 2009, at 22:35, Ryan Sheffer darksk...@gmail.com wrote: Its best to just have the scope as a model group mentioned above. If you want the players hand to put the scope on, making the scopes verts part of bone and parent that bone to the hand during the animation and once attached unparent in the animation. Then just have the scope model group stay on until the player removed it again. If you dont want to do this, parenting new models to the player v model is going to be an annoying task, but its possible. Just need to keep in mind that it is hidden to all players cept the local. Maybe having the model entirely client side would be wise? But maybe too much work to setup. On Mon, Oct 5, 2009 at 2:14 PM, Stephen Swires stephen.swi...@gmail.com wrote: You could try using bodygroups on the weapon and view model On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison saul.renni...@gmail.com wrote: Hey hlcoders, I'm wondering how I'd go about adding normal static props (i.e. a small scope) to an existing weapon. I've tried bone merging the viewmodel to a static prop I created to no avail, albeit I'm not sure I'm doing it correctly. I'm basically requesting: - How would I go about spawning a prop/another viewmodel, and where I should do this in the code; - How would I attach this newly spawned prop to my viewmodel (it's currently a bone, v_weapon.Scope.Attachment) - Has anyone tried this before and are they willing to release code [snippets]. Thanks so much in advance, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Ryan ( skidz ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Ryan ( skidz ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dynamic weapon attachments
Yeah but the only thing we learned from Doom 3 was Doom 3 Syndrome.http://ucguides.savagehelp.com/Doom3/FAQ_Brightnesss.htm On Mon, Oct 5, 2009 at 9:26 PM, Ryan Sheffer darksk...@gmail.com wrote: It only looks bad if you stick with the Valve formula, make third person models look like crap. You would have to redo the third person anims but if you can pull it off, from the players view, things would look more fluid and realistic since the gun it moving like it should with the animation that is currently running. Not just some fake hacky movements put in place for every movement animation. You can use LODs to scale quality, have a first person LOD only the local player can see for themselves. You could even make players first person animations different to fix some of the issues that could arrise. Im pretty sure valve are one of the only companies still using v models. Might be wrong, but doom 3 even seemed to be using only world models. On Mon, Oct 5, 2009 at 9:06 PM, Matt Hoffman lord.matt.hoff...@gmail.com wrote: I'd imagine it looks bad, would be harder to rig/setup things, you'd have to re-do the third-person animations, etc. On Mon, Oct 5, 2009 at 8:56 PM, Ryan Sheffer darksk...@gmail.com wrote: Consider totally ridding the game of the view models and just positioning the camera where you can see the world model. Its 100% possible, but will take some time to pull off. On Mon, Oct 5, 2009 at 3:57 PM, Stephen Swires stephen.swi...@gmail.com wrote: Having them as seperate models makes it even more of a pain On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison saul.renni...@gmail.com wrote: I want to save animating till later to be honest. And I'd prefer to have all the attachments as seperate models and attach them when need be. I don't want players to be removing / attaching on the fly; a bit like CoD4 attachments. All I want is code / concepts of how I would spawn this model and attach it to the local client's viewmodel (doing worldmodel later). FYI Viewmodels are bummers :( Thanks, - Saul. On 5 Oct 2009, at 22:35, Ryan Sheffer darksk...@gmail.com wrote: Its best to just have the scope as a model group mentioned above. If you want the players hand to put the scope on, making the scopes verts part of bone and parent that bone to the hand during the animation and once attached unparent in the animation. Then just have the scope model group stay on until the player removed it again. If you dont want to do this, parenting new models to the player v model is going to be an annoying task, but its possible. Just need to keep in mind that it is hidden to all players cept the local. Maybe having the model entirely client side would be wise? But maybe too much work to setup. On Mon, Oct 5, 2009 at 2:14 PM, Stephen Swires stephen.swi...@gmail.com wrote: You could try using bodygroups on the weapon and view model On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison saul.renni...@gmail.com wrote: Hey hlcoders, I'm wondering how I'd go about adding normal static props (i.e. a small scope) to an existing weapon. I've tried bone merging the viewmodel to a static prop I created to no avail, albeit I'm not sure I'm doing it correctly. I'm basically requesting: - How would I go about spawning a prop/another viewmodel, and where I should do this in the code; - How would I attach this newly spawned prop to my viewmodel (it's currently a bone, v_weapon.Scope.Attachment) - Has anyone tried this before and are they willing to release code [snippets]. Thanks so much in advance, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Ryan ( skidz ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Water Buoyancy
I think Source does it by Material property, but that may be a fallback? On Sat, Sep 26, 2009 at 2:00 PM, Saul Rennison saul.renni...@gmail.comwrote: I'm pretty sure mass and density calculates buoyancy :) Thanks, - Saul. 2009/9/26 Ryan Horton d.ryan.hor...@gmail.com I'm trying to make certain props float when they otherwise wouldn't / shouldn't (for example, large metal objects) Now, I've gotten this to work to an extent, using IPhysicsObject::SetBuoyancyRatio() However, it seems that the way this works depends upon the material used maybe? So, for example, if I do BigMetalThing-SetBuoyancyRatio( 0.085 ) in one type of water (the murky, poisonous canal water), it floats well, but in a different type of water (clear, plain water), it floats poorly. So I'm wanting to make it so I don't have to save custom buoyancies on a per material basis (assuming the material is what's causing this behavior), how do I go about modifying the 'buoyancy factor' so that all water entities are created equal? Thanks! Ryan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] In game map editing
That's just props... That doesn't include any sort of brushes or solids. On Tue, Sep 22, 2009 at 1:27 AM, Joshua Scarsbrook jscarsbr...@gmail.comwrote: Well this has already been done in an unpolished way using lua. There is a tool made by a comunatiy member that takes a vmf file with the bsp loaded into the engine and saves any new props added to it. This would not be hard to change for all ents. Ryan Sheffer wrote: VMF files just use the standard keyvalues syntax so I don't see a problem. I'm sure Garry has exposed creating and exporting of KV files through lua. On Sun, Sep 20, 2009 at 1:02 PM, Joshua Scarsbrook jscarsbr...@gmail.comwrote: True this has been done using a simple stool, the mesh building is built using a conblocks system and each object is a entiry, i am starting to think that using it in garrysmod would allow saving to a vmf, but i am not completely sure, i have the vmf for the conblocks map already and i think a modded version without the system would work fine Ryan Sheffer wrote: If you could use mesh builder to build the mesh ingame with an interface and such, and once done have the ability to get all vertex positions and export that correctly to a VMF file which you would then compile. Placing entities could be done the same way, in fact this has already been done for garrys mod. A project like this would be a lot of unnecessary work, but would be pretty interesting. On Sat, Sep 12, 2009 at 5:01 PM, Joshua Scarsbrook jscarsbr...@gmail.comwrote: Hi Thanks for the hint about the map, i have seen one made for hl2ep2 as well called cb_conblocks and i finaly got a download link for it. http://solidfiles.com/d/BCs9, this map is just like the portal one but for hl2ep2 Thanks, Vbitz Lech wrote: I believe someone already did something like this for portal: http://www.youtube.com/watch?v=65EDQB4OWcg While I don't know the exact specifics behind what else might be needed or how well it works, you can however see everything from building the map to applying game logic available from right within portal itself. -L On Sat, Sep 12, 2009 at 5:25 PM, Harry Jeffery harry101jeff...@googlemail.com wrote: Or go fullbright and apply a drawdistance of 1024 units to keep the fps friendly. 2009/9/12 Andrew Ritchie gotta...@gmail.com: VMF != BSP You CAN reference brushes and things back to the VMF from a BSP but I'd suggest you go and do a little more reading and file browsing to see why what you are suggesting would require the elimination of seperate file formats and if you want it in real time either an massive overhaul of the RAD calculation or full transition to dynamic lighting. On Sat, Sep 12, 2009 at 11:07 PM, Joshua Scarsbrook jscarsbr...@gmail.comwrote: Well the vmf file contains alot of data and it is easy to draw the brushs but you can still not do lighting without alot of extra work on valves part. from what i know we can have a map load draw brushs and put colsision physics on it, is that not something that can be doen with the sdk, anyway the uses of this are opening map editing to more less knolageable players wanting to make a map. Andrew Ritchie wrote: What would the difference between this and normal hammer be? The only thing you could do was run game logic, you'd still have to run the compilers each time to see the resulting changes. There are rough features in place that make it appear like at some point Source was able to talk back to Hammer, especially with the Source BSP format having precompiled brush data in it. However the advantages of the feature you want and hammer is nothing, except ingame you'd have to reload the map all the time. On Sat, Sep 12, 2009 at 10:45 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Because this totally doesn't go against the BSP/Compile mindset? On Sat, Sep 12, 2009 at 2:43 PM, Joshua Scarsbrook jscarsbr...@gmail.com wrote: Hi I was wondering if it is possable to make a version of hammer that works ingame and renders the vmf as somesort of mesh and then allows you to edit it using ingame tools. Thanks, Vbitz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender
Well... One specific difference that it has: Pop open the Heavy's DMX file for his Morphs. Instead of a quasi-binary file format, there's actual strings and words. With my (admittedly limited knowledge) leads me to believe that they set the Flex's up in Maya with some tool in Maya, and then exported it. There seems to be no flex- part in the qc anymore, and it all seems to be done via the DMX File. Very curious... But yes, I'd love updated tools for Max. Someone get Jed what he needs please. :) On Mon, Sep 21, 2009 at 10:25 AM, Jed j...@wunderboy.org wrote: Having looked at the DMX and the associated SMD files I can't immediately see what it offers apart from maybe a tighter file format (and all the lovely information about Burke at Valve and his Windows XP service packs and choice of nVidia graphic card circa 2007). At first glance I thought it was just binary XML (which the compiler also seems to support...) Looking at the QC/QCI combos it seems that as far as modelling is concerned SMD is still good for a while yet, DMX just seems like a more efficient way of storing mesh/bone/animation data. I suppose the only people who will care are those trying to decompile DMX files and cant. For new models SMD will do for a while yet. That said if Valve want to release the DMX file format (and I'll be happy to sign an NDA if they wish) I'll have a go at making a Max exporter/importer/transporter/howsyourdaughter. - Jed 2009/9/21 Saul Rennison saul.renni...@gmail.com: Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe like DMX :D Thanks, - Saul. 2009/9/21 Nick xnicho...@gmail.com Good site. I liked the very quick tutorial on how to make prop using blender and smd exporter:: http://www.dvondrake.com/tutorials/modeling-for-source-in-blender On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards t_edwa...@btinternet.com wrote: The release of the Heavy model sources (which is excellent BTW) has confirmed that Valve's modellers now use Maya, and revealed the quasi-binary DMX format as the successor to SMD. What does this mean for XSI support, particularly the Mod Tool? Its exporter has needed updating for a long time, mainly in terms of UI but also core functionality. I'm sure the Maya plugin is an improvement on all fronts but it's no help to most modders, as Maya doesn't have a free Mod Tool equivalent. I'm also a little wary about DMX, since it can't be easily understood by someone wanting to write a new exporter. Can we (and by we I mostly mean Jed of course) see a spec for it? Does it support new features that SMD does not? The good news is that there's a new Blender exporter out http://dvondrake.com/scripts/blendersmd that does everything except VTA. Blender may have to become the new modder's choice for Source, which, as much as I like it, isn't ideal given the exotic UI. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender
And some of us who strive for quality work and animation are continuously locked out. Even now that we FINALLY (Months late) have a model source, we still can't do much with it. Neither of us (Me and Mystfit who did this: http://www.youtube.com/watch?v=WyuM65dctBs ) use Maya. Were quickly correcting this to make up for the lack of DMX for Max but... It kinda means throwing out all of our CAT motion rigs and such. It's kind of a bummer. We've been fighting against what we have since day one... no vtas for a while... finally got vta's working, massive amounts of work... Decided to put it off until we got model sources because they were Coming and now we still can't use them. Such is life. On Mon, Sep 21, 2009 at 12:50 PM, Tom Edwards t_edwa...@btinternet.comwrote: This is exactly what I was worried about. There's several new flex animation features in those files, chiefly wrinklemaps and tongues, that (AFAIK) can't be achieved with SMD. Matt Hoffman wrote: Well... One specific difference that it has: Pop open the Heavy's DMX file for his Morphs. Instead of a quasi-binary file format, there's actual strings and words. With my (admittedly limited knowledge) leads me to believe that they set the Flex's up in Maya with some tool in Maya, and then exported it. There seems to be no flex- part in the qc anymore, and it all seems to be done via the DMX File. Very curious... But yes, I'd love updated tools for Max. Someone get Jed what he needs please. :) On Mon, Sep 21, 2009 at 10:25 AM, Jed j...@wunderboy.org wrote: Having looked at the DMX and the associated SMD files I can't immediately see what it offers apart from maybe a tighter file format (and all the lovely information about Burke at Valve and his Windows XP service packs and choice of nVidia graphic card circa 2007). At first glance I thought it was just binary XML (which the compiler also seems to support...) Looking at the QC/QCI combos it seems that as far as modelling is concerned SMD is still good for a while yet, DMX just seems like a more efficient way of storing mesh/bone/animation data. I suppose the only people who will care are those trying to decompile DMX files and cant. For new models SMD will do for a while yet. That said if Valve want to release the DMX file format (and I'll be happy to sign an NDA if they wish) I'll have a go at making a Max exporter/importer/transporter/howsyourdaughter. - Jed 2009/9/21 Saul Rennison saul.renni...@gmail.com: Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe like DMX :D Thanks, - Saul. 2009/9/21 Nick xnicho...@gmail.com Good site. I liked the very quick tutorial on how to make prop using blender and smd exporter:: http://www.dvondrake.com/tutorials/modeling-for-source-in-blender On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards t_edwa...@btinternet.com wrote: The release of the Heavy model sources (which is excellent BTW) has confirmed that Valve's modellers now use Maya, and revealed the quasi-binary DMX format as the successor to SMD. What does this mean for XSI support, particularly the Mod Tool? Its exporter has needed updating for a long time, mainly in terms of UI but also core functionality. I'm sure the Maya plugin is an improvement on all fronts but it's no help to most modders, as Maya doesn't have a free Mod Tool equivalent. I'm also a little wary about DMX, since it can't be easily understood by someone wanting to write a new exporter. Can we (and by we I mostly mean Jed of course) see a spec for it? Does it support new features that SMD does not? The good news is that there's a new Blender exporter out http://dvondrake.com/scripts/blendersmd that does everything except VTA. Blender may have to become the new modder's choice for Source, which, as much as I like it, isn't ideal given the exotic UI. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman
Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender
Thanks. I already map, model, and animate. Source is my toolset. I've debated another engine such as UT3 but there's just not the content for it... Plus I don't like how little content is available. And source on-the-hole is open, no? Unless you mean open as in another way? And not only does Source provide entertainment, it also provides practice, skill, and knowledge that would work in any engine. On Mon, Sep 21, 2009 at 1:03 PM, Nick xnicho...@gmail.com wrote: Wouldn't your time and energy be better spent on an open game engine? or some program that provides actual value besides entertainment ? If you need ideas, msg me. On Mon, Sep 21, 2009 at 2:56 PM, Matt Hoffman lord.matt.hoff...@gmail.com wrote: And some of us who strive for quality work and animation are continuously locked out. Even now that we FINALLY (Months late) have a model source, we still can't do much with it. Neither of us (Me and Mystfit who did this: http://www.youtube.com/watch?v=WyuM65dctBs ) use Maya. Were quickly correcting this to make up for the lack of DMX for Max but... It kinda means throwing out all of our CAT motion rigs and such. It's kind of a bummer. We've been fighting against what we have since day one... no vtas for a while... finally got vta's working, massive amounts of work... Decided to put it off until we got model sources because they were Coming and now we still can't use them. Such is life. On Mon, Sep 21, 2009 at 12:50 PM, Tom Edwards t_edwa...@btinternet.com wrote: This is exactly what I was worried about. There's several new flex animation features in those files, chiefly wrinklemaps and tongues, that (AFAIK) can't be achieved with SMD. Matt Hoffman wrote: Well... One specific difference that it has: Pop open the Heavy's DMX file for his Morphs. Instead of a quasi-binary file format, there's actual strings and words. With my (admittedly limited knowledge) leads me to believe that they set the Flex's up in Maya with some tool in Maya, and then exported it. There seems to be no flex- part in the qc anymore, and it all seems to be done via the DMX File. Very curious... But yes, I'd love updated tools for Max. Someone get Jed what he needs please. :) On Mon, Sep 21, 2009 at 10:25 AM, Jed j...@wunderboy.org wrote: Having looked at the DMX and the associated SMD files I can't immediately see what it offers apart from maybe a tighter file format (and all the lovely information about Burke at Valve and his Windows XP service packs and choice of nVidia graphic card circa 2007). At first glance I thought it was just binary XML (which the compiler also seems to support...) Looking at the QC/QCI combos it seems that as far as modelling is concerned SMD is still good for a while yet, DMX just seems like a more efficient way of storing mesh/bone/animation data. I suppose the only people who will care are those trying to decompile DMX files and cant. For new models SMD will do for a while yet. That said if Valve want to release the DMX file format (and I'll be happy to sign an NDA if they wish) I'll have a go at making a Max exporter/importer/transporter/howsyourdaughter. - Jed 2009/9/21 Saul Rennison saul.renni...@gmail.com: Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe like DMX :D Thanks, - Saul. 2009/9/21 Nick xnicho...@gmail.com Good site. I liked the very quick tutorial on how to make prop using blender and smd exporter:: http://www.dvondrake.com/tutorials/modeling-for-source-in-blender On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards t_edwa...@btinternet.com wrote: The release of the Heavy model sources (which is excellent BTW) has confirmed that Valve's modellers now use Maya, and revealed the quasi-binary DMX format as the successor to SMD. What does this mean for XSI support, particularly the Mod Tool? Its exporter has needed updating for a long time, mainly in terms of UI but also core functionality. I'm sure the Maya plugin is an improvement on all fronts but it's no help to most modders, as Maya doesn't have a free Mod Tool equivalent. I'm also a little wary about DMX, since it can't be easily understood by someone wanting to write a new exporter. Can we (and by we I mostly mean Jed of course) see a spec for it? Does it support new features that SMD does not? The good news is that there's a new Blender exporter out http://dvondrake.com/scripts/blendersmd that does everything except VTA. Blender may have to become the new modder's choice for Source, which, as much as I like it, isn't ideal given the exotic UI. ___ To unsubscribe, edit your list preferences, or view the list
Re: [hlcoders] DXSupport.CFG - An Attempt at HQ Hammer
But some of the settings adjusted work fine. (Such as mipmapping)... So I'm not sure why they would code some and not others and have them all in the DXSupport? On Sun, Sep 20, 2009 at 11:33 AM, Ryan Sheffer darksk...@gmail.com wrote: Valve probably have the settings you are trying to alter strictly set in code. On Sun, Sep 13, 2009 at 12:24 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Silly title is silly. Anyways. I'm attempting to use dxsupport.cfg (sourcesdk/bin/orangebox/bin) to force Hammer to anti-alias, picmips, antistropic, etc. I've poked around a bit and made some changes. However, nothing seems to be taking effect. The DXSupport file looks like this: 0 { name 50 Unsupported1 Convars } All the way up to DX 9 5 { name 95 DefaultRes1024 Convars } However, changing these convars doesn't seem to have an effect on Hammer after restarting it. Am I editing the wrong file/wrong section? (I edited the 90 section and 95 section). In addition to that there are card-specific changes, eg: 317 { name NVIDIA GeForce2 MX 100/200 VendorID0x10DE MinDeviceID0x002B MaxDeviceID0x002B m_nDriverVersion_Build8421 Convars } I'd assume you could make your own entries. However, What does it read? The Name field? Or the VendorID/DeviceID? If it's the Device ID, where can I get that for my card? (Radeon 4870). There's no existing entry for any of the 4xxx series for Radeon. I think with the convar CentroidHack1 I could fix the off-set pixel centers on the text. (All the Radeon things have this, and only the 4xxx series has this issue... Since there's no entry for them... Thoughts? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Ryan ( skidz ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How safe is it to travel into The Void
Erm. Can you explain to me... WHY you want to go into the void? And how do you have a semi-sealable leak? The door won't stop the leak as it's a brush entity... So it's a leak On Sat, Sep 19, 2009 at 10:27 PM, Joshua Scarsbrook jscarsbr...@gmail.comwrote: Hi Using Garrysmod and Entiry Infomation Outputs i was able to send a normal prop down to a z of - 16000 aprox without a crash, the map i made is designed to work well with the void, it has a semi sealable leek that is a large door and a area out into the void. All of this has been done in hl2ep2 engine and has worked without a sign of abnormalty, no console spam, so i am asking here, how safe is the Void? i have already found that the crashing that is normal is caused by a complex map, so i do not know alot about the void and i want to know what problems i will encounter, i am thinking that if i travel down to about -10 there could be a buffer overflow and a engine crash but aside from that, what problems will i encounter. Thanks, Vbitz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CSS FOV since last update?
Remember when they broke them all? It wasn't even that long ago... On Tue, Sep 15, 2009 at 3:38 PM, Nick xnicho...@gmail.com wrote: Remember when valve gave modders good tools and fixed bugs? no, neither do i.. On Tue, Sep 15, 2009 at 5:32 PM, Tony Paloma drunkenf...@hotmail.com wrote: You guys remember when they broke say in hl2mp? -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jay Croghan Sent: Tuesday, September 15, 2009 12:42 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] CSS FOV since last update? Thanks for your help but I've been around long enough to know all about network vars. I can't think of how it wouldn't be intentional though, breaking console commands wouldn't be too easily done! - Jay Quoting Saul Rennison saul.renni...@gmail.com: A) No it wouldn't have been intentional. B) Change the CBasePlayer::m_iFOV SendProp to change FOV Thanks, - Saul. 2009/9/15 Jay Croghan c...@c0ld.net Hey, I would consider it a coding question as I'm writing code which used to use it server side via the IServerPluginHelpers interface and it stopped working after the last update with no console messages. I was simply wondering if this was intentional or not :) - Jay Quoting ZuM eduardo...@gmail.com: Well, but he asked why it isn't working with sv_cheats enable, so it is considered as cheat but changing the values with sv_cheats enable does nothing. Honestly, i don't know why it isn't working since i'm not a Valve employee and also i don't play CS:S anymore to check if this is true :X. 2009/9/15 Jorge Rodriguez bs.v...@gmail.com Jay, I'm not sure if this is even a coding question, which is why you probably got all of the snarky replies. I'm not a Valve employee, but it think I would be accurate if I said that the reason fov is considered a cheat is because players used to set it to ridiculously large values to be able to see other players who were directly behind them, or zoom in to be able to see players far away, even without a scope or binoculars. It shouldn't be restricted entirely, but rather capped to a certain value range, like 80 to 120 or so. Can we stop bickering now? -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] DXSupport.CFG - An Attempt at HQ Hammer
Silly title is silly. Anyways. I'm attempting to use dxsupport.cfg (sourcesdk/bin/orangebox/bin) to force Hammer to anti-alias, picmips, antistropic, etc. I've poked around a bit and made some changes. However, nothing seems to be taking effect. The DXSupport file looks like this: 0 { name 50 Unsupported1 Convars } All the way up to DX 9 5 { name 95 DefaultRes1024 Convars } However, changing these convars doesn't seem to have an effect on Hammer after restarting it. Am I editing the wrong file/wrong section? (I edited the 90 section and 95 section). In addition to that there are card-specific changes, eg: 317 { name NVIDIA GeForce2 MX 100/200 VendorID0x10DE MinDeviceID0x002B MaxDeviceID0x002B m_nDriverVersion_Build8421 Convars } I'd assume you could make your own entries. However, What does it read? The Name field? Or the VendorID/DeviceID? If it's the Device ID, where can I get that for my card? (Radeon 4870). There's no existing entry for any of the 4xxx series for Radeon. I think with the convar CentroidHack1 I could fix the off-set pixel centers on the text. (All the Radeon things have this, and only the 4xxx series has this issue... Since there's no entry for them... Thoughts? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Huge SDK/Hammer Problems
I'm running on Windows 7 RC (Build 7100) 64 Bit and it works fine. On Sat, Sep 12, 2009 at 2:33 PM, Tom Edwards t_edwa...@btinternet.comwrote: You're running a pre-release 64bit operating system. Hmm... The Hammer problems happen to everyone who launches Hammer directly. I really wish they'd fix it! Alex Kane wrote: Firstly, I'm running Windows 7 RC, 64 bit, for reference. So basically, the problem is firstly, that the Source SDK is not working. I try to launch it through Steam, and the program appears to start, appearing in the Superbar, however nothing ever appears on screen (I left it going all day). However, this is not a huge deal as I can get around this by manually launching Hammer from its executable in the orangebox folder. Again, however, upon launching and choosing the TF2 launch option and trying to load my map, I get the message Failed to load the default scheme file. The map views may be missing some visual elements. This is true, as I cannot see any measurements for my brushes - e.g. how high, wide, long something is. It's simply not there. Then, the second problem is that the editor will crash as soon as I attempt to browse for models. I create a prop entity and try to choose a world model, however a few seconds after clicking 'browse', the editor will close completely with no error message. As well as this, when I try to compile a map I get errors, and vbsp.exe crashes. Here's a log: http://pastebin.com/m1eb545cd I'm really stuck here, as this makes it really tricky to do anything but copy/paste existing brushes and fit them to already existing areas in my level. If anyone could help, I'd greatly appreciate it! Thanks, - Beacon ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] In game map editing
Because this totally doesn't go against the BSP/Compile mindset? On Sat, Sep 12, 2009 at 2:43 PM, Joshua Scarsbrook jscarsbr...@gmail.comwrote: Hi I was wondering if it is possable to make a version of hammer that works ingame and renders the vmf as somesort of mesh and then allows you to edit it using ingame tools. Thanks, Vbitz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Backface Culling
I don't know if $nocull works on brushes but try adding $nocull 1 to the VMT. On Thu, Sep 3, 2009 at 5:50 PM, Bob Somers magicbob...@gmail.com wrote: Is there a way to turn off backface culling for a particular entity? I'd like to draw the texture on the inside of a brush entity when a player walks inside it. Thanks for your help. --Bob ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Possable Improvements to the Source SDK
I don't think that's quite true Saul. Our copy seems to differer from theirs because they keep breaking ours and not theirs. :p On Sat, Aug 29, 2009 at 2:54 PM, Saul Rennison saul.renni...@gmail.comwrote: You also have to take into account VALVe's priorities are: 1. VALVe 2. Everyone else The Source SDK is basically just ripped from their *src/* folder which contains the engine, VPhysics, Havok, etc. They aren't going to re-organise the entire code base just to suit 20 people who want to save 1 hour per week with the improvement it results in. Thanks, - Saul. 2009/8/29 Paul Peloski paulpelo...@gmail.com The SDK is improving all the time, but only to the extent necessary for Valve to make awesome games. While an XML-based weapon system might be what *you* need, or maybe what *you think the community needs*, it's not what Valve needed. I suggest if that if you have list of massive improvements that *you get to work on them*, or pick an engine that already has the features and tools you need. Paul On Sat, Aug 29, 2009 at 3:37 PM, Joshua Scarsbrook jscarsbr...@gmail.com wrote: Hi Tony I think that the source sdk is a bit out dated; I think that with the realece of hl2ep3 or just after it, there needs to be a massive improvement in the source software development kit. For one there needs to be a weapon generator that uses tags and xml to define a weapon a basic weapon to speed up development of new weapons. For two there needs to be a technical improvement to hammer. Hammer as said by many members of the community is out dated and needs to be improved; a simple improvement would be to add a progress bar to the run map window, also there needs to be a lighting render button to give a preview of the dev. In addition, there needs to be profiles added to the engine, say like a dev mode, which does not load custom content. Another thing would be to add crash tracking in the engine, the report bug system is not implicated enough and most map devs will understand technical details. A micro-engine in hammer to test whether a player can fit under a league is also a importing thing. A defeat visleef system would be a very powerful improvement to show things the player would be seeing and only that. The hammer editor is treated very much like a cad program and should be made easier to understand and with inbuilt documentation to help newcomers to mapping, the doc would be placed as tooltips and info in the entries window. In addition, it would be important make the skeathup plug-in more available though it is hidden in the source sdk gcf. In addition, improvements need to be made to the documentation of the source sdk, such as a separate wiki that contains a detailed expiation of what each coding file does. With all of this said I think that the source sdk and Valve Developers Wiki is out of date and both need an improvemt considering the amount of people that use them. Also worth noting, that it is too hard to change basic game play rules and they should be in a collective header file. What I propose is both employees of valve and the coumumatiy surrounding them do this as to continue communality support for years to come. Though these improvements would require a lot of development, I think that they would appeal to the entire communality. Thanks, Vbitz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Possable Improvements to the Source SDK
We'll see how pretty Episode 3 is when it's released. It will blow UE3 out of the fucking water. (I still dunno how to do a quote :p) Why wait for Ep3 when Ep2 already blows UE3 out of the water? If you look at most UT mods you can recognize them in a snap as a Ut mod for one reason. Their bump/normals look incredibly fugly/odd and I can tell almost any UE3 mod from it. It's also very brown and generic, least as far as Gears of War, UT3, etc. Mirrors Edge is an exception but it's also liscenced from Unreal and not made by them. On Sat, Aug 29, 2009 at 3:36 PM, Joshua Scarsbrook jscarsbr...@gmail.comwrote: Well the doc is almost done. Lighting RENDER, not really just real time the compile map is good and a bar is not too hard to make since valve was so kind as to give us the source for the compile apps added stuff. we need the maps to work for alot of people, i have seen ugly custom texture problems and the wiki, working on it right now and finaly adding directx 10 to source would be wonderful but i think that thay are doing that for ep3 and lfd2 Thanks for all the coments Vbitz p.s. i have alot of stuff to work on and you are almost the first to complain on my grammer, no offence p.s.s. thunderbird likes my spelling and sending it to word would take to long Harry Jeffery wrote: Well please run a spellcheck on it, format it into neat paragraphs and get someone to proof read it before you post it. That first message here nearly killed me. The lighting is not as it is seen inside the engine when you use that That's probably because your computer really wouldn't be able to calculate the lightmaps in realtime. What do you think vrad spends those minutes doing? The progruss bar needs to show total progruss Once you know the process of compiling a map you can easily tell how far through you are. I can at least. No need for a progress bar. Profiles are to test weather the map will work without added stuff. Why would you even want the map to work without added stuff? That's what modding is about. ADDING STUFF. Players fitting under the leage is something that needs alot of testing normaly Err no, It's like 58 or 64 units isn't it? It can be measured in hammer easily. finaly the wiki needs more coding documatasion Sure it does, but that's not valve's no.1 priority. Why don't you go out there, learn the source engine and add some useful stuff to it yourself? also thay do not keep braking ours, thay use a seprate copy that has direct links with true engine heders. Well actually wait what??? Nope, we have the same thing they do. We just don't get access to the engine itself. We have everything we need to make a game like TF2/L4D without engine access anyways. Tony, I for one am actually satisfied with the source SDK, you're doing a great job. The only thing I'd like in future is for valve to add more functionality to the engine itself. Dynamic model scaling, DirectX 10 support and other stuff that would put the engine at a commercial and featurewise par with UE3 and thus earn more licenses and more money for valve in future and give valve greater resources to keep improving the engine. 2009/8/29 Joshua Scarsbrook jscarsbr...@gmail.com: Hi Well the only other engine i liked is irrlicht but source is much beter for indie projects. i hope valve does not mind that i am making my own help file for the sdk, it will take forever to make but it will be preaty cool, it is working right now. with the ok from valve i will put it on the Valve Devlopers Wiki. Hope theres no repeat of last time Thanks Vbitz Logan Baldock wrote: Meh, I like it the way it is actually. I got into modding using the same methods that are there right now, and it just works. Unlike some other engines. You also have to take into account VALVe's priorities are: 1. VALVe 2. Everyone else The Source SDK is basically just ripped from their *src/* folder which contains the engine, VPhysics, Havok, etc. They aren't going to re-organise the entire code base just to suit 20 people who want to save 1 hour per week with the improvement it results in. Thanks, - Saul. 2009/8/29 Paul Peloski paulpelo...@gmail.com The SDK is improving all the time, but only to the extent necessary for Valve to make awesome games. While an XML-based weapon system might be what *you* need, or maybe what *you think the community needs*, it's not what Valve needed. I suggest if that if you have list of massive improvements that *you get to work on them*, or pick an engine that already has the features and tools you need. Paul On Sat, Aug 29, 2009 at 3:37 PM, Joshua Scarsbrook jscarsbr...@gmail.com wrote: Hi Tony I think that the source sdk is a bit out dated; I think that with the realece of hl2ep3 or just after it, there
Re: [hlcoders] Possable Improvements to the Source SDK
It worked fine on my Intel/Geforce XP build, but does the problem you describe on my AMD/ATI Win7 build. On Sat, Aug 29, 2009 at 4:04 PM, Jorge Rodriguez bs.v...@gmail.com wrote: This is only slightly off topic, but: Every version of Hammer (even back to Worldcraft and before) I've ever worked with, the build window always stops updating about 20 or 30 seconds into the process. All of Hammer then freezes up until the build is completely done, so progress isn't visible. Does this happen to anybody else? -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)
More popularity. If you see on the novient site it says GAMES SUPPORTED: . I'd assume it was a fairly easy implementation into Source, and Valve thought Cool another way to get more customers and please existing ones, so they went ahead and did it. On Sat, Aug 22, 2009 at 1:49 PM, Jorge Rodriguez bs.v...@gmail.com wrote: The guys at Novint probably had something to do with it. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Trouble Implementing Ironsights
Because most of the tutorials say Here's C++ and not 'Here's how to effectively use and work Visual Studios. Course, you could find it on MSDN/M$/Google I'd imagine. On Thu, Aug 20, 2009 at 11:42 AM, Tom Edwards t_edwa...@btinternet.comwrote: I prefer to use Class View. Not many people seem to know about it, which is odd. Jorge Rodriguez wrote: A quick Find in Files for CWeaponInfo should find you a class declaration in some file that ends in .h and that will be your file. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)
Is it really a good idea to post the link? Not everyone on this list has the best intentions, nor do I think anyone can do anything about it? (Correct me if I'm wrong) Wouldn't it work better directly mailed to Valve? On Thu, Aug 20, 2009 at 7:37 PM, Saul Rennison saul.renni...@gmail.comwrote: Luigi has found yet another exploit in Valve's up-to-date, unexploitable engine :D Thanks, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)
I don't personally know a ton of stuff about this, but: Maybe it's not a simple thing to fix or is heavily embedded and hard to fix and [to valve] not worth the trouble? On Thu, Aug 20, 2009 at 9:54 PM, Zach Kanzler they4k...@gmail.com wrote: As many have said, these exploits have been known for years, and still haven't been fixed, so Valve definitely needs more than just a little nudge. On Fri, Aug 21, 2009 at 00:42, Spencer 'voogru' MacDonald voo...@voogru.com wrote: Not really. I've personally seen valve fix stuff like this once they were made aware of it. I'm wondering if this guy even alerted valve to it before releasing it. I don't mind him publicly disclosing stuff, but giving out pre-packaged binaries with the exploit that any 13 year old could figure out how to use is a little silly in my opinion. It's enough to describe the exploit and the specifics related to it. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joel R. Sent: Friday, August 21, 2009 12:21 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access) Public disclosure is the only way to get something fixed. On Thu, Aug 20, 2009 at 11:09 PM, Adam amckern McKern amck...@yahoo.comwrote: Dont you just love public disclosure by black hats? Owner Nigredo Studios http://www.nigredostudios.com --- On Fri, 21/8/09, 1nsane 1nsane...@gmail.com wrote: From: 1nsane 1nsane...@gmail.com Subject: Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access) To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Received: Friday, 21 August, 2009, 12:55 PM And there's still some left. But hey, now this is super public! On Thu, Aug 20, 2009 at 10:49 PM, AzuiSleet azuisl...@gmail.com wrote: These exploits are already public, and have been floating around for years before anyway. On Thu, Aug 20, 2009 at 8:43 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Is it really a good idea to post the link? Not everyone on this list has the best intentions, nor do I think anyone can do anything about it? (Correct me if I'm wrong) Wouldn't it work better directly mailed to Valve? On Thu, Aug 20, 2009 at 7:37 PM, Saul Rennison saul.renni...@gmail.com wrote: Luigi has found yet another exploit in Valve's up-to-date, unexploitable engine :D Thanks, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Find local businesses and services in your area with Yahoo!7 Local. Get started: http://local.yahoo.com.au ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Barnacle weapon
Someone with more experience is gonna have to take a look at making a SP variation. Since SP doesn't have the weapon_hl2mpbasehlmpcombatweapon.h, switching it to the basehlcombatweapon just starts a string of errors. On Mon, Aug 17, 2009 at 7:56 PM, Ryan Sheffer darksk...@gmail.com wrote: It needs to be included in the client and server code, no weapon stub is needed. Here is the weapon script. // Grapple Hook WeaponData { // Weapon data is loaded by both the Game and Client DLLs. printnameGRAPPLE HOOK viewmodelmodels/weapons/v_crossbow.mdl playermodelmodels/weapons/w_crossbow.mdl anim_prefixbow bucket5 bucket_position2 //clip_size1 //default_clip5 //primary_ammoXBowBolt //secondary_ammoNone clip_size-1 clip2_size-1 primary_ammoNone secondary_ammoNone default_clip-1 default_clip2-1 autoswitchto0 autoswitchfrom0 weight0 item_flags0 // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 single_shot sounds) SoundData { single_shotWeapon_Crossbow.Single reloadWeapon_Crossbow.Reload special1Weapon_Crossbow.BoltElectrify special2Weapon_Crossbow.BoltFly } // Weapon Sprite data is loaded by the Client DLL. TextureData { weapon { fontWeaponIcons characterg } weapon_s { fontWeaponIconsSelected characterg } ammo { fontWeaponIcons characterw } crosshair { fontCrosshairs characterQ } autoaim { filesprites/crosshairs x0 y96 width24 height24 } zoom { fontCrosshairs characterQ } zoom_autoaim { filesprites/crosshairs x24 y112 width104 height16 } } } On Mon, Aug 17, 2009 at 3:54 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Doesn't appear to work for OB SP. Compiles fine, added it to the c_weapon__stubs_hl2 (STUB_WEAPON_CLASS( weapon_grapple, WeaponGrapple, C_BaseHLCombatWeapon ); ) but can't get it in game. Even copy-and pasted a weapon_crossbow weapon script and renamed to weapon_grapple to no dice. Just get: ] give weapon_grapple Attempted to create unknown entity type weapon_grapple! NULL Ent in GiveNamedItem! On Mon, Aug 17, 2009 at 2:58 PM, Gabriel ga29sm...@yahoo.com wrote: Thank you so much! I will take a look at it! Gabriel Smith On Aug 17, 2009, at 5:38 PM, Ryan Sheffer darksk...@gmail.com wrote: I have posted the Obsidian Conflict Grapple Hook code on the Source SDK wiki for all to view. http://developer.valvesoftware.com/wiki/Grapple_Hook I am sure it would come in handy, all you would need to do is get a barnacle weapon view model and world model going, and perhaps change the color of the rope used, and the hook model. Cheers, On Sun, Aug 9, 2009 at 5:56 PM, Gabriel Smith ga29sm...@yahoo.com wrote: ob Gabriel Smith From: Adam amckern McKern amck...@yahoo.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Sunday, August 9, 2009 5:45:01 PM Subject: Re: [hlcoders] Barnacle weapon It uses a sprite attachment - are you doing this in goldsrc or ob? Owner Nigredo Studios http://www.nigredostudios.com --- On Mon, 10/8/09, Harry Jeffery harry101jeff...@googlemail.com wrote: From: Harry Jeffery harry101jeff...@googlemail.com Subject: Re: [hlcoders] Barnacle weapon To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Received: Monday, 10 August, 2009, 7:41 AM I think it used a rope for the visuals but for moving the player I have no idea. 2009/8/9 Gabriel ga29sm...@yahoo.com: I am trying to implement a barnacle like weapon like the weapon in Hl:OP in my mod. Does any one know the extendable tougue was made, since I am sure it was not just a long cillinder modeled in. Gabriel Smith ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Barnacle weapon
Ahaha I love you. Not that I needed it for barnacles, but I love grappling hooks. Will defintly implement this into my mod, thanks! On Mon, Aug 17, 2009 at 2:38 PM, Ryan Sheffer darksk...@gmail.com wrote: I have posted the Obsidian Conflict Grapple Hook code on the Source SDK wiki for all to view. http://developer.valvesoftware.com/wiki/Grapple_Hook I am sure it would come in handy, all you would need to do is get a barnacle weapon view model and world model going, and perhaps change the color of the rope used, and the hook model. Cheers, On Sun, Aug 9, 2009 at 5:56 PM, Gabriel Smith ga29sm...@yahoo.com wrote: ob Gabriel Smith From: Adam amckern McKern amck...@yahoo.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Sunday, August 9, 2009 5:45:01 PM Subject: Re: [hlcoders] Barnacle weapon It uses a sprite attachment - are you doing this in goldsrc or ob? Owner Nigredo Studios http://www.nigredostudios.com --- On Mon, 10/8/09, Harry Jeffery harry101jeff...@googlemail.com wrote: From: Harry Jeffery harry101jeff...@googlemail.com Subject: Re: [hlcoders] Barnacle weapon To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Received: Monday, 10 August, 2009, 7:41 AM I think it used a rope for the visuals but for moving the player I have no idea. 2009/8/9 Gabriel ga29sm...@yahoo.com: I am trying to implement a barnacle like weapon like the weapon in Hl:OP in my mod. Does any one know the extendable tougue was made, since I am sure it was not just a long cillinder modeled in. Gabriel Smith ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Find local businesses and services in your area with Yahoo!7 Local. Get started: http://local.yahoo.com.au ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Ryan ( skidz ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Barnacle weapon
Doesn't appear to work for OB SP. Compiles fine, added it to the c_weapon__stubs_hl2 (STUB_WEAPON_CLASS( weapon_grapple, WeaponGrapple, C_BaseHLCombatWeapon ); ) but can't get it in game. Even copy-and pasted a weapon_crossbow weapon script and renamed to weapon_grapple to no dice. Just get: ] give weapon_grapple Attempted to create unknown entity type weapon_grapple! NULL Ent in GiveNamedItem! On Mon, Aug 17, 2009 at 2:58 PM, Gabriel ga29sm...@yahoo.com wrote: Thank you so much! I will take a look at it! Gabriel Smith On Aug 17, 2009, at 5:38 PM, Ryan Sheffer darksk...@gmail.com wrote: I have posted the Obsidian Conflict Grapple Hook code on the Source SDK wiki for all to view. http://developer.valvesoftware.com/wiki/Grapple_Hook I am sure it would come in handy, all you would need to do is get a barnacle weapon view model and world model going, and perhaps change the color of the rope used, and the hook model. Cheers, On Sun, Aug 9, 2009 at 5:56 PM, Gabriel Smith ga29sm...@yahoo.com wrote: ob Gabriel Smith From: Adam amckern McKern amck...@yahoo.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Sunday, August 9, 2009 5:45:01 PM Subject: Re: [hlcoders] Barnacle weapon It uses a sprite attachment - are you doing this in goldsrc or ob? Owner Nigredo Studios http://www.nigredostudios.com --- On Mon, 10/8/09, Harry Jeffery harry101jeff...@googlemail.com wrote: From: Harry Jeffery harry101jeff...@googlemail.com Subject: Re: [hlcoders] Barnacle weapon To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Received: Monday, 10 August, 2009, 7:41 AM I think it used a rope for the visuals but for moving the player I have no idea. 2009/8/9 Gabriel ga29sm...@yahoo.com: I am trying to implement a barnacle like weapon like the weapon in Hl:OP in my mod. Does any one know the extendable tougue was made, since I am sure it was not just a long cillinder modeled in. Gabriel Smith ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Find local businesses and services in your area with Yahoo!7 Local. Get started: http://local.yahoo.com.au ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Ryan ( skidz ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Unable to reset Hammer's Model Viewers Layout (And it's somewhat broken)
It appears only the position and size of the entire model browser window is stored there, and not the actual layout. On Wed, Aug 5, 2009 at 4:12 AM, Tom Edwards t_edwa...@btinternet.comwrote: It's all stored in the registry at HKEY_CURRENT_USER\Software\Valve\Hammer. Matt Hoffman wrote: First off is a personal issue: When I noticed that the Model viewer inside of hammer had a Screen Cap button or something, I was fooling with the window size trying to make it bigger and make the font readable. In the process I dragged the bar down and now it looks like this: http://img34.imageshack.us/img34/2569/ss20090805202523.png While I like seeing my model nice and big, I like being able to search too. I can't seem to find where the file that controls this is kept. I've tried restarting hammer, the SDK, my computer, resetting game configurations, refreshing SDK content, etc. All to no avail. I'm stuck like this. D: Now, what's broken about model viewer(Before I broke it): I'm having trouble rotating models recently. I can tilt them but not rotate around them. Sometimes fooling with the lock camera button fixes it, other times no. Also, sometimes when the model browser is launched it locks up and refuses to let you click anything or type anything. Sometimes closing it and re-opening it fixes it, but often not. Usually the only fix is to restart hammer. Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Unable to reset Hammer's Model Viewers Layout (And it's somewhat broken)
Thanks Tom! On Wed, Aug 5, 2009 at 10:15 AM, Tom Edwards t_edwa...@btinternet.comwrote: There's also hammer.vdf, in the same folder as the executable. In fact it looks like the sole purpose of that file is to store the information you want to delete. :-P Matt Hoffman wrote: It appears only the position and size of the entire model browser window is stored there, and not the actual layout. On Wed, Aug 5, 2009 at 4:12 AM, Tom Edwards t_edwa...@btinternet.com wrote: It's all stored in the registry at HKEY_CURRENT_USER\Software\Valve\Hammer. Matt Hoffman wrote: First off is a personal issue: When I noticed that the Model viewer inside of hammer had a Screen Cap button or something, I was fooling with the window size trying to make it bigger and make the font readable. In the process I dragged the bar down and now it looks like this: http://img34.imageshack.us/img34/2569/ss20090805202523.png While I like seeing my model nice and big, I like being able to search too. I can't seem to find where the file that controls this is kept. I've tried restarting hammer, the SDK, my computer, resetting game configurations, refreshing SDK content, etc. All to no avail. I'm stuck like this. D: Now, what's broken about model viewer(Before I broke it): I'm having trouble rotating models recently. I can tilt them but not rotate around them. Sometimes fooling with the lock camera button fixes it, other times no. Also, sometimes when the model browser is launched it locks up and refuses to let you click anything or type anything. Sometimes closing it and re-opening it fixes it, but often not. Usually the only fix is to restart hammer. Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Unable to reset Hammer's Model Viewers Layout (And it's somewhat broken)
First off is a personal issue: When I noticed that the Model viewer inside of hammer had a Screen Cap button or something, I was fooling with the window size trying to make it bigger and make the font readable. In the process I dragged the bar down and now it looks like this: http://img34.imageshack.us/img34/2569/ss20090805202523.png While I like seeing my model nice and big, I like being able to search too. I can't seem to find where the file that controls this is kept. I've tried restarting hammer, the SDK, my computer, resetting game configurations, refreshing SDK content, etc. All to no avail. I'm stuck like this. D: Now, what's broken about model viewer(Before I broke it): I'm having trouble rotating models recently. I can tilt them but not rotate around them. Sometimes fooling with the lock camera button fixes it, other times no. Also, sometimes when the model browser is launched it locks up and refuses to let you click anything or type anything. Sometimes closing it and re-opening it fixes it, but often not. Usually the only fix is to restart hammer. Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Increasing cubemap max size
The whole upside-down-reflection isn't helping the screen imo. Maybe it looks better in motion but right now it looks disorienting. Anyways: Have you tried assigning a 256^2 to the specific faces of that glass panel, one for each panel? On Fri, Jul 31, 2009 at 11:57 PM, Minh minh...@telus.net wrote: http://www3.telus.net/public/a6a91102/1.jpg I think I'm gonna try splitting the glass up and using more cubemaps... Matt Hoffman wrote: Interesting idea but it sounds like you could better accomplish this with multiple cubemaps on smaller surfaces than single cubemaps on large glass surfaces. There's also the concern of large BSP's from these. Each cubemap taking a 1024^2 or 2048^2 screenshot, six times PER CUBEMAP is going to add quite a bit of filesize if your map has anywhere near the proper amount of cubemaps. Not saying that every cubemap is going to be big however... Could you possibly show us an example of what your trying to cubemap? Only thing I can think of is large glass buildings like in mirrors edge. (In which case, I'm interested!) http://cloroshare.files.wordpress.com/2009/06/mirrors_edge_wallpaper_by_fuzzy13.jpg I haven't looked, but I imagine it's buried deep in engine code we don't have. On Fri, Jul 31, 2009 at 11:24 PM, Minh minh...@telus.net wrote: Has anyone tried to increase the max cubemap resolution of 256x256? We're running into some ugly ass large glass windows that look terrible because of the low cubemap resolution. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Increasing cubemap max size
Couldn't you take a 1024^2 map, and then in the glass's vmt set $envmapto that texture? I've never tried making a glass with a reflective texture like that but it seems like it would work. You could probably get away with one texture for all the panels in the area. On Sat, Aug 1, 2009 at 4:11 AM, Adam amckern McKern amck...@yahoo.comwrote: Why not use a decal projector? Owner Nigredo Studios http://www.nigredostudios.com --- On Sat, 1/8/09, Minh minh...@telus.net wrote: From: Minh minh...@telus.net Subject: Re: [hlcoders] Increasing cubemap max size To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Received: Saturday, 1 August, 2009, 5:28 PM right now, im only using 1 cubemap for the entire curved glass (which consists of 5 seperate glass panels). Using 1 cubemap for each panel, I'd really run up my cubemap budget as I have about 20 of these curved glass pieces.. 20 x 5 = 100 cubemap entities, each using 256x256. That's a lot of memory :( Matt Hoffman wrote: The whole upside-down-reflection isn't helping the screen imo. Maybe it looks better in motion but right now it looks disorienting. Anyways: Have you tried assigning a 256^2 to the specific faces of that glass panel, one for each panel? On Fri, Jul 31, 2009 at 11:57 PM, Minh minh...@telus.net wrote: http://www3.telus.net/public/a6a91102/1.jpg I think I'm gonna try splitting the glass up and using more cubemaps... Matt Hoffman wrote: Interesting idea but it sounds like you could better accomplish this with multiple cubemaps on smaller surfaces than single cubemaps on large glass surfaces. There's also the concern of large BSP's from these. Each cubemap taking a 1024^2 or 2048^2 screenshot, six times PER CUBEMAP is going to add quite a bit of filesize if your map has anywhere near the proper amount of cubemaps. Not saying that every cubemap is going to be big however... Could you possibly show us an example of what your trying to cubemap? Only thing I can think of is large glass buildings like in mirrors edge. (In which case, I'm interested!) http://cloroshare.files.wordpress.com/2009/06/mirrors_edge_wallpaper_by_fuzzy13.jpg I haven't looked, but I imagine it's buried deep in engine code we don't have. On Fri, Jul 31, 2009 at 11:24 PM, Minh minh...@telus.net wrote: Has anyone tried to increase the max cubemap resolution of 256x256? We're running into some ugly ass large glass windows that look terrible because of the low cubemap resolution. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Access Yahoo!7 Mail on your mobile. Anytime. Anywhere. Show me how: http://au.mobile.yahoo.com/mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Disable Warning
I don't see why people mix that up. 95% of the time I see trigger_push mentioned, they type func_push. :s On Sat, Aug 1, 2009 at 9:31 AM, Tom Edwards t_edwa...@btinternet.comwrote: BTW, it's trigger_push not func_push. Harry Jeffery wrote: Is it possible to disable this warning from within the SDK or would I need engine access? My mod will involve players travelling at somewhat high speeds and being pushed around by func_push brush entities. I cannot find func_push in the SDK either so I cant edit that. It'd be really nice if my console wasn't spammed like this as I use the console a lot. If this warning is in the engine could it be possible in future for specific warnings to be disabled, like in visual studio? The out of range value varies depending on the velocity with which the func_push, pushes the player. DataTable warning: (class player): Out-of-range value (-2000.00) in SendPropFloat 'm_vecBaseVelocity', clamping. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Skeleton gamerules giving client errors
You wanna post how you fixed it, as it seems to affect the base template too? On Sat, Aug 1, 2009 at 1:33 PM, Tom Edwards t_edwa...@btinternet.comwrote: Fixed: it was somehow related to the base viewport not being created properly! :-S Tom Edwards wrote: I'm trying to make a skeleton game that provides a featureless framework for new mods. Everything compiles at this point, but when I run the game it quits soon after the map starts loading with the classic OnGameRulesCreationStringChanged: missing gamerules class on the client error. My code is at http://pastebin.com/m7d40cf7f. Uncommenting the networking section has no effect. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] whats happening with this engine
I for one would also like a fix for the ATI Hammer text... jaggies. Or should I make a separate hlcoders email about that instead of including all my hard-earned research in this one? On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris char...@resrchnet.comwrote: My only wish for updates to the tools is to update Faceposer to work fully with Vista. Currently it is not possible to do auto-generation of the lip-synch data in Vista, and furthermore another dev and I both had trouble on his XP machine locating a working link to the Speech SDK that Faceposer requires, all the MS links were 404, etc. I will just say that doing the lip synch data yourself is extremely lemons, not to mention that I am a coder not an artiste :D Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Pidcock Sent: Saturday, July 25, 2009 9:32 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] whats happening with this engine Whitespace should be easy to embed in the engine if you create a wrapper that works with the feature I presented before. Whitespace is a very visual language that is great for particle effects and shaders(it is then translated into complex hlsl). -- From: Harry Jeffery harry101jeff...@googlemail.com Sent: Sunday, July 26, 2009 4:40 AM To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] whats happening with this engine I thought it looked so clean and easy, then I selected the whitespace. =[ 2009/7/25 Spencer 'voogru' MacDonald voo...@voogru.com: I like this one better. http://compsoc.dur.ac.uk/whitespace/ -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly Sent: Saturday, July 25, 2009 10:54 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] whats happening with this engine Its a good job you used tinyurl, otherwise it wouldn't have fit on my screen!... 2009/7/25 Harry Pidcock haz...@tpg.com.au Valve contacted me yesterday to tell me they have successfully implemented a new feature. http://tinyurl.com/4f6mt I hope to see more of these innovations in the future. -- From: Andrew Ritchie gotta...@gmail.com Sent: Saturday, July 25, 2009 10:21 AM To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] whats happening with this engine Surely this topic could be split into several different points. Personally I see 4 different ones here. 1) Engine features 2) Tools Capabilities 3) Tools Availability 4) Tools Presentation The first is ignorable, Valve is clearly only going to add new features or change things, like BSP and displacement maps, when they think it's important. It's their engine and it needs to do what their games need doing. If you choose to use Source then you have to accept you are modding their engine. Sure TF, CS, DoD etc.. all were mods that made Valve a lot of money and brought huge success but they were also developed around the constraints of the engine rather than the engine being built FOR these mods to be made. If a technical limitation is big enough to warrent an engine change then do so rather than hanging about wanting Valve to add the feature, as big as the previous mentioned mods are you'd need to really prove you're up to their popularity before Valve would make a drastic change for you. So either accept the engine's features before you get underway or be prepared to encounter the fact you can't do certain things without a lot of work, if not at all. The Tools Capabilities I think is what Jed was really getting at, I don't mean like adding features to hammer and stuff but specifically allowing the chance for modders to by pass say model exporting to smd and just use a common format. The tool would need to have the importer and converter written but I personally think that approaching Valve with a specific and industry accepted intermediate format might be a good cause. Especially if it makes life easier for getting the raw assets into a format that the tool can then use. With the availability of tools, I mean those asking that they be open source. Specifically referring to a comment about hammer, look at Worldcraft and BSP ( Yahn's editor iirc ) they were originally personal projects. So you could take a leaf and have a bash at your own editor and open source it, you never know might turn out to be a better designed tool. However just having the source code to hammer, I doubt would be of any
[hlcoders] ATI Hammer 2d View Text Errors (Jaggies)
I'm sure at one time or another, we've all seen the thread HALP HAMMAR TEXT IS BROKED. This is usually in response to the 2d view's text jaggies caused by Radeon 4xxx series cards. (And more?) This can be seen here: http://hailaeros.com/ZScreen_Uploads/SS-2009.07.27-10.41.03.png While all hope seemed lost for a while, On 09-29-2008 Toni Sergi wrote: Looks like we need to update the dxoverride.cfg in a Steampowered forum post ( http://forums.steampowered.com/forums/showpost.php?p=8210699postcount=5). He also said: ati probably changed settings, which means dxoverride needs to be updated for the new cards, so antialiasing etc shuts off, and other things. Either Valve didn't update it, or their update didn't do anything. If you look at the rest of the thread, Users tried to do it on their own, disabling picmips, and antialiasing, etc. dxsupport { 0 { ConVar.mat_picmip-2 ConVar.mat_antialias0 } } All to no dice. I haven't had time to look into it myself, but I doubt I'll be able to do anything. Then, a new hope arose. Using the ATI Tray Tools, you could Enable Alternate-Pixel Centers, and suddenly, IT WAS FIXED! (So I don't think it's a anti-aliasing thing, or such) However, this breaks the text in Model Viewer and Games so it's kinda a tossup... Have trouble mapping, or have trouble playing games and browsing for models. :/ http://forums.steampowered.com/forums/showthread.php?p=10718929 More pictures available here: http://forums.guru3d.com/showpost.php?p=3218866postcount=792 Is Valve aware of this problem? Or is this going to become another one of those Oh we don't give support for our tools things? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ATI Hammer 2d View Text Errors (Jaggies)
Has anyone gotten Hammer to run outside of the SDK? If so, you can use a Game Profile in the ATI Tray Tools, and launch hammer from that with the specific thing fixed. Then only model browser is broken, and you don't exactly need the text there. However, I'm unable to test this. Hammer crashes if I have the ATI Tray Tools open. (Yet enabling the setting and closing works) On Sun, Jul 26, 2009 at 2:00 PM, Saul Rennison saul.renni...@gmail.comwrote: I have this issue too, ATI 4870X2, latest drivers. Thanks, - Saul. 2009/7/26 Matt Hoffman lord.matt.hoff...@gmail.com I'm sure at one time or another, we've all seen the thread HALP HAMMAR TEXT IS BROKED. This is usually in response to the 2d view's text jaggies caused by Radeon 4xxx series cards. (And more?) This can be seen here: http://hailaeros.com/ZScreen_Uploads/SS-2009.07.27-10.41.03.png While all hope seemed lost for a while, On 09-29-2008 Toni Sergi wrote: Looks like we need to update the dxoverride.cfg in a Steampowered forum post ( http://forums.steampowered.com/forums/showpost.php?p=8210699postcount=5 ). He also said: ati probably changed settings, which means dxoverride needs to be updated for the new cards, so antialiasing etc shuts off, and other things. Either Valve didn't update it, or their update didn't do anything. If you look at the rest of the thread, Users tried to do it on their own, disabling picmips, and antialiasing, etc. dxsupport { 0 { ConVar.mat_picmip-2 ConVar.mat_antialias0 } } All to no dice. I haven't had time to look into it myself, but I doubt I'll be able to do anything. Then, a new hope arose. Using the ATI Tray Tools, you could Enable Alternate-Pixel Centers, and suddenly, IT WAS FIXED! (So I don't think it's a anti-aliasing thing, or such) However, this breaks the text in Model Viewer and Games so it's kinda a tossup... Have trouble mapping, or have trouble playing games and browsing for models. :/ http://forums.steampowered.com/forums/showthread.php?p=10718929 More pictures available here: http://forums.guru3d.com/showpost.php?p=3218866postcount=792 Is Valve aware of this problem? Or is this going to become another one of those Oh we don't give support for our tools things? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Advanced Video Options for Mod Multi-core combo is empty.
Ep2 is like this too. (Actually EP2) I think Valve added it to the default res for all OB? I dunno. On Sun, Jul 26, 2009 at 3:55 PM, Christopher Harris char...@resrchnet.comwrote: Does anyone know if there is some file needing to be extracted to get this combo to have choices in it. Would be excellent to have the rendering done multi-core for those machines that can support it. Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] whats happening with this engine
If I can write a bloody GUI to StudioMDL, why can't Valve? Because you already wrote it. Why would they need to duplicate your work? Why pay paid developers to do something the modding community does for free? ;) I do wish Hammer was open-source, or atleast had a plugin-system (Maybe written in Lua or C++ or such), so that even if Valve didn't take the time to make their tools more user-friendly, the users could. What Source lacks in high-end graphics, and ultra precise physics and so on, I do think that they make up for it in Gameplay. You still see huge gaming communities playing CSS, CS, DOD:S, TF2, L4D, etc. These games are years old, yet people still play them daily. And yeah, content creation is way too much of a fight. Un-descriptive errors, illogical errors, etc. While the CLI doesn't bother me, having learned to use it, I could see how it could be an issue for a new user. (Keep in mind I'm only 16) And alot of the stuff isn't documented which irks me. Also not having the model sources for more complex things really annoys me, because it's left the modders to try and figure it out on their own. Things like MDLDecompiler aren't a terrible help with the new stuff because it isn't even put into the qcs or models, so we have NO clue if some of the commands even exist. On Thu, Jul 23, 2009 at 2:45 PM, Adam Donovan adamjjdono...@gmail.comwrote: I agree that gameplay options are great in hammer..its more some of the oldschool stuff in hammer that could use an update..as for the spelling comments I dont care Im employed as an artist not a public relations officer ot spelling bee judge. nava ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] whats happening with this engine
They seem to break stuff fixing other things. On Thu, Jul 23, 2009 at 10:11 PM, Jonathan Murphy nuclearfri...@gmail.comwrote: I certainly couldn't complain, where I work we make our level environments entirely in 3DSMAX... :( I imagine that if Valve is like most developers then they are quite adept enough at using their own tools that they don't see a huge need to revamp things into the more agile form that today's engines tool chains are moving towards. Sure there might be some benefit there but they seem to quite suffice as the quality of Valves games attest to. If it ain't broke, why fix it? On Fri, Jul 24, 2009 at 1:10 PM, Ryan Sheffer darksk...@gmail.com wrote: I remember some guy was developing an alternative to Hammer. I don't know what happened with that but it looked promising. On Thu, Jul 23, 2009 at 7:55 PM, Bob Somers magicbob...@gmail.com wrote: G typos... send = sending without = within --Bob On Thu, Jul 23, 2009 at 7:53 PM, Bob Somersmagicbob...@gmail.com wrote: There's nothing wrong with improvement, offering suggestions, or send your own improvements. Just be civil about it. I just get really tired of one guy making a perfectly civil suggestion, and then without hours my email box gets flooded with people tossing in their 2 cents and bitching about things like here's why the engine sucks or here's a laundry list of stuff they need to fix. Geez, if you hate it that much go mod on a different platform. Or at least keep your bitching off the list. This is a QA mailing list, not a feel-good Modders Anonymous support group. *steps off soap box* --Bob On Thu, Jul 23, 2009 at 6:59 PM, Giancarlo Rivas giaym.m...@gmail.com wrote: The solution is that valve hires Jed as Tools programmer. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Ryan ( skidz ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for Resistance and Liberation www.resistanceandliberation.com Programmer for Red Tribe www.redtribe.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Mod crashes on loading map with custom entity inside, how to debug?
I'm trying to resurrect the Jetski from the HL2 Beta. I found the serverside file still shipping with Ep2's Mod code so I figured I'd give it a shot. I got the code to compile, but now it crashes the map if I start with a prop_vehicle_jetski in it. (Added a FGD entry based off the Airboat, uses the Airboat's model). So now my question is, how do I debug this crash (Memory could not be read) when it happens on load time? Or should I go about spawning the entity a different way that might be more prone to letting me debug? Also I assume not having a client-side file is going to be bad? (And may be the source of my crashes even?) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?
I guess maybe the question was of how to debug it. Build it in Debug Config, and then put a breakpoint...where? Or just wait until it crashes and then step through? /me is new to debugging something this big. On Sun, Jul 19, 2009 at 10:04 AM, Alexander Hirsch 1ze...@googlemail.comwrote: Not having it client-side produces an error, not a crash though.What's wrong with crashing while it loads? Debugging should work regardless of the game-state :S On Sun, Jul 19, 2009 at 6:59 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: I'm trying to resurrect the Jetski from the HL2 Beta. I found the serverside file still shipping with Ep2's Mod code so I figured I'd give it a shot. I got the code to compile, but now it crashes the map if I start with a prop_vehicle_jetski in it. (Added a FGD entry based off the Airboat, uses the Airboat's model). So now my question is, how do I debug this crash (Memory could not be read) when it happens on load time? Or should I go about spawning the entity a different way that might be more prone to letting me debug? Also I assume not having a client-side file is going to be bad? (And may be the source of my crashes even?) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?
It crashes at m_pVehicle-Update( gpGlobals-frametime, m_controls); in fourwheelvehiclephysics.cpp, with the error: Unhandled exception at 0x0e60f730 in hl2.exe: 0xC005: Access violation reading location 0x. However, I'm not sure/can't find what is actually crashing. If I look under gpGlobalsCGlobalVarBasepSaveData, I find several red X's saying CXX0030: Error: expression cannot be evaluated. I'd say this would be my problem, but I haven't touched anything to do with save data and normal maps don't crash, just ones with my Jetski in them... So now I'm throughly confused. :D On Sun, Jul 19, 2009 at 10:54 AM, Alexander Hirsch 1ze...@googlemail.comwrote: Yes, just wait for the crash and analyze it in the debugger. On Sun, Jul 19, 2009 at 7:46 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: I guess maybe the question was of how to debug it. Build it in Debug Config, and then put a breakpoint...where? Or just wait until it crashes and then step through? /me is new to debugging something this big. On Sun, Jul 19, 2009 at 10:04 AM, Alexander Hirsch 1ze...@googlemail.com wrote: Not having it client-side produces an error, not a crash though.What's wrong with crashing while it loads? Debugging should work regardless of the game-state :S On Sun, Jul 19, 2009 at 6:59 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: I'm trying to resurrect the Jetski from the HL2 Beta. I found the serverside file still shipping with Ep2's Mod code so I figured I'd give it a shot. I got the code to compile, but now it crashes the map if I start with a prop_vehicle_jetski in it. (Added a FGD entry based off the Airboat, uses the Airboat's model). So now my question is, how do I debug this crash (Memory could not be read) when it happens on load time? Or should I go about spawning the entity a different way that might be more prone to letting me debug? Also I assume not having a client-side file is going to be bad? (And may be the source of my crashes even?) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?
How do I find which part of that line points to a NULL-pointer? On Sun, Jul 19, 2009 at 11:23 AM, Alexander Hirsch 1ze...@googlemail.comwrote: Whatever line it is pointing at, that line contains an access to a NULL-pointer (Access violation reading location 0x).I have too little information to find out how to fix that. That CXX0030-error could just be because of insufficient debug-information and code-optimazations. On Sun, Jul 19, 2009 at 8:08 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: It crashes at m_pVehicle-Update( gpGlobals-frametime, m_controls); in fourwheelvehiclephysics.cpp, with the error: Unhandled exception at 0x0e60f730 in hl2.exe: 0xC005: Access violation reading location 0x. However, I'm not sure/can't find what is actually crashing. If I look under gpGlobalsCGlobalVarBasepSaveData, I find several red X's saying CXX0030: Error: expression cannot be evaluated. I'd say this would be my problem, but I haven't touched anything to do with save data and normal maps don't crash, just ones with my Jetski in them... So now I'm throughly confused. :D On Sun, Jul 19, 2009 at 10:54 AM, Alexander Hirsch 1ze...@googlemail.com wrote: Yes, just wait for the crash and analyze it in the debugger. On Sun, Jul 19, 2009 at 7:46 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: I guess maybe the question was of how to debug it. Build it in Debug Config, and then put a breakpoint...where? Or just wait until it crashes and then step through? /me is new to debugging something this big. On Sun, Jul 19, 2009 at 10:04 AM, Alexander Hirsch 1ze...@googlemail.com wrote: Not having it client-side produces an error, not a crash though.What's wrong with crashing while it loads? Debugging should work regardless of the game-state :S On Sun, Jul 19, 2009 at 6:59 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: I'm trying to resurrect the Jetski from the HL2 Beta. I found the serverside file still shipping with Ep2's Mod code so I figured I'd give it a shot. I got the code to compile, but now it crashes the map if I start with a prop_vehicle_jetski in it. (Added a FGD entry based off the Airboat, uses the Airboat's model). So now my question is, how do I debug this crash (Memory could not be read) when it happens on load time? Or should I go about spawning the entity a different way that might be more prone to letting me debug? Also I assume not having a client-side file is going to be bad? (And may be the source of my crashes even?) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?
I mean, I know which line the code is breaking on. How do I find out which part of the line (m_pVehicles, or the Update, or gpGlobals, or Frametime or m_Controls, etc) is causing the problem? Or is it caused by the entire line? Or is there not enough information provided by the engine/crash to help me here? On Sun, Jul 19, 2009 at 11:44 AM, Yorg Kuijs yorg.ku...@home.nl wrote: Ehm the pointer itself would be the null pointer? So m_pVehicle is a NULL pointer, not enough to know when or how the pointer should get something to point to though. Matt Hoffman wrote: How do I find which part of that line points to a NULL-pointer? On Sun, Jul 19, 2009 at 11:23 AM, Alexander Hirsch 1ze...@googlemail.comwrote: Whatever line it is pointing at, that line contains an access to a NULL-pointer (Access violation reading location 0x).I have too little information to find out how to fix that. That CXX0030-error could just be because of insufficient debug-information and code-optimazations. On Sun, Jul 19, 2009 at 8:08 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: It crashes at m_pVehicle-Update( gpGlobals-frametime, m_controls); in fourwheelvehiclephysics.cpp, with the error: Unhandled exception at 0x0e60f730 in hl2.exe: 0xC005: Access violation reading location 0x. However, I'm not sure/can't find what is actually crashing. If I look under gpGlobalsCGlobalVarBasepSaveData, I find several red X's saying CXX0030: Error: expression cannot be evaluated. I'd say this would be my problem, but I haven't touched anything to do with save data and normal maps don't crash, just ones with my Jetski in them... So now I'm throughly confused. :D On Sun, Jul 19, 2009 at 10:54 AM, Alexander Hirsch 1ze...@googlemail.com wrote: Yes, just wait for the crash and analyze it in the debugger. On Sun, Jul 19, 2009 at 7:46 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: I guess maybe the question was of how to debug it. Build it in Debug Config, and then put a breakpoint...where? Or just wait until it crashes and then step through? /me is new to debugging something this big. On Sun, Jul 19, 2009 at 10:04 AM, Alexander Hirsch 1ze...@googlemail.com wrote: Not having it client-side produces an error, not a crash though.What's wrong with crashing while it loads? Debugging should work regardless of the game-state :S On Sun, Jul 19, 2009 at 6:59 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: I'm trying to resurrect the Jetski from the HL2 Beta. I found the serverside file still shipping with Ep2's Mod code so I figured I'd give it a shot. I got the code to compile, but now it crashes the map if I start with a prop_vehicle_jetski in it. (Added a FGD entry based off the Airboat, uses the Airboat's model). So now my question is, how do I debug this crash (Memory could not be read) when it happens on load time? Or should I go about spawning the entity a different way that might be more prone to letting me debug? Also I assume not having a client-side file is going to be bad? (And may be the source of my crashes even?) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Internal Virus Database is out of date. Checked by AVG - www.avg.com Version: 8.5.375 / Virus Database: 270.13.11/2232 - Release Date: 07/11/09 17:56
Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?
You are correct on the C++ statement Bot. However, I'm not entirely new to it, no. Anyways, I set a breakpoint on my Jetski's Think function. This gets called when the level is loaded. I go into the BaseClass::Think() function, which takes me into vehicle_base.cpp's Think. Then we go back to fourwheelvehiclephysics.cpp's think function. Once I step over m_pVehicle-Update, I error. // Set save data. float carSpeed = fabs( INS2MPH( carState.speed ) ); m_nLastSpeed = m_nSpeed; m_nSpeed = ( int )carSpeed; m_nRPM = ( int )carState.engineRPM; m_nHasBoost = vehicleData.engine.boostDelay;// if we have any boost delay, vehicle has boost ability m_pVehicle-Update( gpGlobals-frametime, m_controls); So now I know that there is a problem with it thinking... How do I track it down from here? Here's the Jetski's think function: http://pastebin.com/m3f9cfeec , but it never executes anything past BaseClass::Think();. Where can I go from here to try and determine what is wrong? It doesn't have any errors on the ::Precache() or ::Spawn() functions. Here's the entire cpp file. http://pastebin.com/m7da2b209 On Sun, Jul 19, 2009 at 1:16 PM, Joel R. joelru...@gmail.com wrote: You can see the values the variables are holding on that line. Use that to figure out which is bonkers. On Sun, Jul 19, 2009 at 3:01 PM, botman botman.hlcod...@gmail.com wrote: Maybe this will help... http://msdn.microsoft.com/en-us/library/k0k771bt%28VS.71%29.aspx From your questions, it sounds like you really don't know C++. Is that the case? On 7/19/2009 1:50 PM, Matt Hoffman wrote: I mean, I know which line the code is breaking on. How do I find out which part of the line (m_pVehicles, or the Update, or gpGlobals, or Frametime or m_Controls, etc) is causing the problem? Or is it caused by the entire line? Or is there not enough information provided by the engine/crash to help me here? On Sun, Jul 19, 2009 at 11:44 AM, Yorg Kuijsyorg.ku...@home.nl wrote: Ehm the pointer itself would be the null pointer? So m_pVehicle is a NULL pointer, not enough to know when or how the pointer should get something to point to though. Matt Hoffman wrote: How do I find which part of that line points to a NULL-pointer? On Sun, Jul 19, 2009 at 11:23 AM, Alexander Hirsch 1ze...@googlemail.comwrote: Whatever line it is pointing at, that line contains an access to a NULL-pointer (Access violation reading location 0x).I have too little information to find out how to fix that. That CXX0030-error could just be because of insufficient debug-information and code-optimazations. On Sun, Jul 19, 2009 at 8:08 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: It crashes at m_pVehicle-Update( gpGlobals-frametime, m_controls); in fourwheelvehiclephysics.cpp, with the error: Unhandled exception at 0x0e60f730 in hl2.exe: 0xC005: Access violation reading location 0x. However, I'm not sure/can't find what is actually crashing. If I look under gpGlobalsCGlobalVarBasepSaveData, I find several red X's saying CXX0030: Error: expression cannot be evaluated. I'd say this would be my problem, but I haven't touched anything to do with save data and normal maps don't crash, just ones with my Jetski in them... So now I'm throughly confused. :D On Sun, Jul 19, 2009 at 10:54 AM, Alexander Hirsch 1ze...@googlemail.com wrote: Yes, just wait for the crash and analyze it in the debugger. On Sun, Jul 19, 2009 at 7:46 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: I guess maybe the question was of how to debug it. Build it in Debug Config, and then put a breakpoint...where? Or just wait until it crashes and then step through? /me is new to debugging something this big. On Sun, Jul 19, 2009 at 10:04 AM, Alexander Hirsch 1ze...@googlemail.com wrote: Not having it client-side produces an error, not a crash though.What's wrong with crashing while it loads? Debugging should work regardless of the game-state :S On Sun, Jul 19, 2009 at 6:59 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: I'm trying to resurrect the Jetski from the HL2 Beta. I found the serverside file still shipping with Ep2's Mod code so I figured I'd give it a shot. I got the code to compile, but now it crashes the map if I start with a prop_vehicle_jetski in it. (Added a FGD entry based off the Airboat, uses the Airboat's model). So now my question is, how do I debug this crash (Memory could not be read) when it happens on load time? Or should I go about spawning the entity a different way that might be more prone to letting
Re: [hlcoders] Two quick questions.
I was going to say that until I remembered It's 1/4th Life. I don't think he's ever released anything, just does all these cool looking things everyone wants. On Sun, Jul 19, 2009 at 5:47 PM, Jorge Rodriguez bs.v...@gmail.com wrote: If you have a quad core and you're having problems with the particle effects being too expensive, probably you need to lighten up on those particle effects. Not everybody has a quad core. Open up the showbudget panel to see how long your particles are taking to render. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting self-shadowing models in OB?
Search it up on youtube. There's still a res file called BoxRocket which was Valve's internal name for it in L4D. (\Resource) I can't get env_projectedtexture to work in TF2. Not sure if I'm doing it wrong or what. Will continue to tinker with it. However, using dynamic_light, I can get this: http://hailaeros.com/ZScreen_Uploads/SS-2009.07.12-22.21.14.png Which looks pretty good. However if you get too close to the light source you see it lighting per-vertex (Triangle face?) and becomes really jagged. Probably a setting. Also anyone know what mat_softwarelighting 1 does? It makes the model not be lit by my dynamic light, and makes other lights only effect it to some extent. On Mon, Jul 13, 2009 at 1:03 AM, Kohan Venets idr...@hotmail.com wrote: How exciting! I would love to tinker with those tools. Thanks for that image, I had no idea there was any public info on it. -Kohan From: lord.matt.hoff...@gmail.com Date: Sun, 12 Jul 2009 22:09:14 -0700 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting self-shadowing models in OB? Well I wager they need to release it. I know it exists: http://img80.imageshack.us/img80/3809/sourcefilmmakerdg3.jpg It was in the TF2 beta I think, there's youtube videos of people claiming to use it. A steampost by Eram (Steam forums Moderator) claims that ...The tools will be released after the final meet the team video. However, this doesn't take Valve time into it's account... And I like my own ways. I'm looking into both the light_dynamic entity (Looks pretty broken) and the EP2 scene. On Sun, Jul 12, 2009 at 9:58 PM, Kohan Venets idr...@hotmail.com wrote: Episode 2 does have self-shadowing, so it's definitely possible. Nevertheless, I'm just about positive that none of the Meet the Team videos were done using the conventional Source engine. I wager that they have their own special utility for making such high-quality videos. -Kohan From: lord.matt.hoff...@gmail.com Date: Sun, 12 Jul 2009 21:40:05 -0700 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Getting self-shadowing models in OB? I've noticed that none of the models in the Source engine self shadow. (As in cast a shadow on themselves, caused by themselves) A good example of this would be from Meet the Spy: https://files.getdropbox.com/u/586461/vlcsnap-2009-07-11-15h57m36s184.png As you can see the soldiers arms are shadowing on him, so is his shotgun. Even his collar casts a shadow (And it doesn't suck). Is there anyway we can do something like this? Preferably without any new code or shaders (Eg. So it will work in TF2) I don't want them for anything realtime or player models running around, so preformance isn't an issue. Thanks! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Windows Live™: Keep your life in sync. http://windowslive.com/explore?ocid=TXT_TAGLM_WL_BR_life_in_synch_062009 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Lauren found her dream laptop. Find the PC that’s right for you. http://www.microsoft.com/windows/choosepc/?ocid=ftp_val_wl_290 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Getting self-shadowing models in OB?
I've noticed that none of the models in the Source engine self shadow. (As in cast a shadow on themselves, caused by themselves) A good example of this would be from Meet the Spy: https://files.getdropbox.com/u/586461/vlcsnap-2009-07-11-15h57m36s184.png As you can see the soldiers arms are shadowing on him, so is his shotgun. Even his collar casts a shadow (And it doesn't suck). Is there anyway we can do something like this? Preferably without any new code or shaders (Eg. So it will work in TF2) I don't want them for anything realtime or player models running around, so preformance isn't an issue. Thanks! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting self-shadowing models in OB?
Well I wager they need to release it. I know it exists: http://img80.imageshack.us/img80/3809/sourcefilmmakerdg3.jpg It was in the TF2 beta I think, there's youtube videos of people claiming to use it. A steampost by Eram (Steam forums Moderator) claims that ...The tools will be released after the final meet the team video. However, this doesn't take Valve time into it's account... And I like my own ways. I'm looking into both the light_dynamic entity (Looks pretty broken) and the EP2 scene. On Sun, Jul 12, 2009 at 9:58 PM, Kohan Venets idr...@hotmail.com wrote: Episode 2 does have self-shadowing, so it's definitely possible. Nevertheless, I'm just about positive that none of the Meet the Team videos were done using the conventional Source engine. I wager that they have their own special utility for making such high-quality videos. -Kohan From: lord.matt.hoff...@gmail.com Date: Sun, 12 Jul 2009 21:40:05 -0700 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Getting self-shadowing models in OB? I've noticed that none of the models in the Source engine self shadow. (As in cast a shadow on themselves, caused by themselves) A good example of this would be from Meet the Spy: https://files.getdropbox.com/u/586461/vlcsnap-2009-07-11-15h57m36s184.png As you can see the soldiers arms are shadowing on him, so is his shotgun. Even his collar casts a shadow (And it doesn't suck). Is there anyway we can do something like this? Preferably without any new code or shaders (Eg. So it will work in TF2) I don't want them for anything realtime or player models running around, so preformance isn't an issue. Thanks! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Windows Live™: Keep your life in sync. http://windowslive.com/explore?ocid=TXT_TAGLM_WL_BR_life_in_synch_062009 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] G-15 Support?
Dunno if this helps you... I've found from what I've read on other forums, the SDK (located C:\Program Files\Logitech G15\SDK\LCDSDK_1.02.218.zip) My question is, how do I install/run it? I checked the readme but it wasn't very specific. Or do I have to have Visual C++ to be able to design app's for the G15? You can also ask here. http://www.g15forums.com/ On Sat, Jul 11, 2009 at 3:04 PM, David Kraeutmann da...@davidkra.netwrote: There must be a G15 SDK somewhere. Get it. On 7/11/09, Christopher Harris char...@resrchnet.com wrote: No, because there is no g15.dll anywhere I can find which is what makes it bomb out when trying to init. It is looking for a bin/g15.dll Thanks Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Sergi Sent: Saturday, July 11, 2009 6:09 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] G-15 Support? You just have to launch your mod with -g15 on the command line, and add the code to all of your hud elements (or any other place you want to print text to it, as by default it's only health and ammo) and it'll work. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David Kraeutmann Sent: July-11-09 3:10 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] G-15 Support? Well, if it doesn't work, do it yourself. On Sat, Jul 11, 2009 at 7:23 AM, Christopher Harrischar...@resrchnet.com wrote: Will we ever get the g15.dll to implement direct in-game lcd functionality, or should we just create our own dll from the sdk and use it in place of the one referenced in ig15.h? Thanks Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from my mobile device ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Access reception to hlcoders forum
Don't think they have a checksum? On Sun, Jul 5, 2009 at 3:55 PM, Saul Rennison saul.renni...@gmail.comwrote: won't modifying DEM files raw screw up the checksum? :\ Sent from my iPhone On 5 Jul 2009, at 23:41, Tom Leighton tomrleigh...@googlemail.com wrote: The STEAM id's are indeed in the demo files aswell, in plain text, which is why you should never rely on demos to be entirely secure on their own, and 100% proof someone's a hacker. Harry Jeffery wrote: Yeah - I thought that when I found out about how demos are stored. Very easy to incriminate an opposing team in CSS if you're desperate to win. 2009/7/4 Matt Hoffman lord.matt.hoff...@gmail.com: Demo's look easy to fake. I was poking around in one the other day and found the server name/player names as strings. I was unable to test it, but I wonder if you can change the strings and save and have the differences in game... Make it easy to be an imposter and incriminate someone else. ;) On Fri, Jul 3, 2009 at 3:40 PM, Harry Jeffery harry101jeff...@googlemail.com wrote: IIRC .dem files are just logs of the packets received and sent. Thats why going to a tick in a CSS demo is a bit glitchy - it has to roll forwards to that tick so that everything is correct - it's mere updates not exactly where everything was each tick. 2009/7/3 Joel R. joelru...@gmail.com: I think he is trying to learn how to remove speed hackers by using recorded demos. In any case, he definately needs some work on that engrish. On Fri, Jul 3, 2009 at 7:38 AM, botman botman.hlcod...@gmail.com wrote: Jonas 'Sortie' Termansen wrote: Engrish anyone? Trinitron, I have no idea what you are talking about. This isn't a 'forum', it's a mailing list. But if you want to see the previous mails, there should be some website where you can browse them. But what I understood was, you want the current .dem format? There is a searchable archive of the hlcoders email list here... http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/ ...but the history doesn't go back as far as the archives here... http://list.valvesoftware.com/mailman/private/hlcoders/ -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Access reception to hlcoders forum
Demo's look easy to fake. I was poking around in one the other day and found the server name/player names as strings. I was unable to test it, but I wonder if you can change the strings and save and have the differences in game... Make it easy to be an imposter and incriminate someone else. ;) On Fri, Jul 3, 2009 at 3:40 PM, Harry Jeffery harry101jeff...@googlemail.com wrote: IIRC .dem files are just logs of the packets received and sent. Thats why going to a tick in a CSS demo is a bit glitchy - it has to roll forwards to that tick so that everything is correct - it's mere updates not exactly where everything was each tick. 2009/7/3 Joel R. joelru...@gmail.com: I think he is trying to learn how to remove speed hackers by using recorded demos. In any case, he definately needs some work on that engrish. On Fri, Jul 3, 2009 at 7:38 AM, botman botman.hlcod...@gmail.com wrote: Jonas 'Sortie' Termansen wrote: Engrish anyone? Trinitron, I have no idea what you are talking about. This isn't a 'forum', it's a mailing list. But if you want to see the previous mails, there should be some website where you can browse them. But what I understood was, you want the current .dem format? There is a searchable archive of the hlcoders email list here... http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/ ...but the history doesn't go back as far as the archives here... http://list.valvesoftware.com/mailman/private/hlcoders/ -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders