RE: [hlcoders] OnQueryCvarValueFinished Orange Box

2007-10-29 Thread Mike Dussault
I'll take a look.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer
'voogru' MacDonald
Sent: Saturday, October 27, 2007 5:04 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] OnQueryCvarValueFinished  Orange Box

^

-Original Message-
From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED]
Sent: Tuesday, October 23, 2007 1:55 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] OnQueryCvarValueFinished  Orange Box

Why are my questions always so hard :(

- voogru.

-Original Message-
From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED]
Sent: Monday, October 22, 2007 1:40 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] OnQueryCvarValueFinished  Orange Box

Is anyone noticing that this is not working properly on Orange Box?

It's always returning eQueryCvarValueStatus_CvarNotFound regardless of
what cvar I look for.

But if I try it on a command, it properly states that it's not a cvar
(returning eQueryCvarValueStatus_NotACvar)

I am using the plug-in helper interface to query the cvars rather than
the engine (The engine interface seems to do absolutely nothing).

- voogru.




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RE: [hlcoders] sv_pure broken for mods?

2007-10-26 Thread Mike Dussault
Does the problem happen if you make an hl2mp map with a cycler using
that caltrop model, then run an hl2mp linux server with that whitelist?
If so, send me email directly with the (hl2mp) .vmf file, caltrop model
files, and both (good and bad) whitelists and I should be able to repro
and fix it here.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
Sent: Thursday, October 25, 2007 7:25 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] sv_pure broken for mods?

--
[ Picked text/plain from multipart/alternative ] Some more info that may
be useful. Finally got hlds updated via hldsupdate tool so I can try to
test locally. Seems to work perfectly fine for a windows server. I can
join as a client with or without the +check_crc from the grenade line,
as I would expect to be able to do. This appears to be isolated to the
linux server, as it is the only server we are having trouble with at the
moment(and admittedly the only server we've tried so far to get it
working on).

Jeremy

On 10/25/07, Jeremy [EMAIL PROTECTED] wrote:

 Mike, we did some testing last night to try and get pure working and
 here's what we found out.

 With the whitelist set up as

materials\...   allow_from_disk
materials\effects\...   allow_from_disk+check_crc
models\...  allow_from_disk
models\player\... allow_from_disk+check_crc
models\grenades\...   allow_from_disk+check_crc
models\projectiles\...  allow_from_disk+check_crc
models\flag\... allow_from_disk+check_crc
shaders\... allow_from_disk+check_crc
sound\...   allow_from_disk
sound\sound\player\footsteps\...   allow_from_disk+check_crc
sound\buildable\sentry\sg_scan1allow_from_disk+check_crc
sound\buildable\sentry\sg_scan2allow_from_disk+check_crc

 The clients were getting booted with this error:

 Disconnect: Pure server: client has loaded extra file
 [GAME]\models/grenades\caltrop\caltrop_holster.mdl. File must be
 removed to play on this server..

 The server both has this file and should be precaching it like
 everything else. Oddly, even if I changed the grenades line to not crc
like:
 models\grenades\...allow_from_disk
 it was still booting clients with the same error.

 According to http://developer.valvesoftware.com/wiki/Pure_Servers
 under stacking, the way I'm attempting to do the models folder should
 be fine, so it appears there might be 2 problems.

 1) Why was it booting when the grenades hierarchy was not set to
 +check_crc?
 2) Why was it booting at all when the file both exists and matches on
 both sides, and it

 Was able to join without getting booted if I removed all the model
 lines in the pure server file for now.

 Is there something wrong with this?

models\... allow_from_disk
models\player\...  allow_from_disk+check_crc
models\grenades\...allow_from_disk+check_crc
models\projectiles\... allow_from_disk+check_crc
models\flag\...allow_from_disk+check_crc

 Even without crcing the grenades line it was complaining of the file
 under the grenades folder.

 sv_pure 1 on a listen server works with this defined. I'm downloading
 a windows srds to test.

 sv_precacheinfo shows the model on a listen server, which is expected
 I suppose since it works.

 117:  models/grenades/caltrop/caltrop_holster.mdl (RES_FATALIFMISSING
|
 RES_PRELOAD):never used

 Why would we be having this problem on a linux server ?

 It's being precached properly as far as I know.

 #define CALTROPGRENADE_MODEL_HOLSTER
 models/grenades/caltrop/caltrop_holster::mdl
 void CFFGrenadeCaltrop::Precache()
 {
 PrecacheModel( CALTROPGRENADE_MODEL_HOLSTER );
 BaseClass::Precache();
 }

 If we delete this model from the client as the error suggests it
 complains about other models.

 Anything I can do to debug this issue? It would be nice to get pure
 working, but this bug is being a pain.

 Jeremy

 On 10/15/07, Mike Dussault [EMAIL PROTECTED] wrote:
 
  sv_pure works for windows and linux servers.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto: [EMAIL PROTECTED] On Behalf Of Jeremy
  Sent: Monday, October 15, 2007 1:06 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] sv_pure broken for mods?
 
  --
  [ Picked text/plain from multipart/alternative ] I was running a
  windows server at the time for my test. Does sv_pure work on windows

  servers as well? I got it from the hldsupdate tool. I'm not familiar

  with what goldsrc is.
 
  On 10/15/07, Mike Dussault [EMAIL PROTECTED] wrote:
  
   Are you running a goldsrc server? sv_pure should be there in a
   Source Linux server.
  
   As far as sv_pure with mods, it was designed to work with mods and

   I just verified it. Made a fresh mod, build

RE: [hlcoders] sv_pure broken for mods?

2007-10-15 Thread Mike Dussault
Are you running a goldsrc server? sv_pure should be there in a Source
Linux server.

As far as sv_pure with mods, it was designed to work with mods and I
just verified it. Made a fresh mod, build a map with a custom material,
connected with sv_pure 1, modified the material on the client side,
connected again, and the server booted me.

sv_pure 2 and sv_pure 1 work virtually the same. sv_pure 2 just
hardcodes the whitelist to look like this:


{
sound\... from_steam
models\... from_steam
materials\... from_steam
}


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mulchman
Sent: Thursday, October 04, 2007 10:49 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] sv_pure broken for mods?

We also have the issue where typing sv_pure on a linux server from
inside the 'console' saying Unknown command sv_pure...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
Sent: Thursday, October 04, 2007 09:21
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] sv_pure broken for mods?

--
[ Picked text/plain from multipart/alternative ] Anyone manage to get
sv_pure working for mods?

I've defined a pure_server_whitelist.txt properly as far as I can tell,
I enable pure stuff on the dedicated server

sv_pure 1
sv_pure_kick_clients 1
sv_pure_trace 1

I join the server with the client, and observe several things.

First, on the client, if I type sv_pure it prints the description, along
with The server is using sv_pure = 0 (no whitelist).

which is wrong according to the server, which prints Current sv_pure
value is 1.

Second, the server didn't print out anything as a result of the
sv_pure_trace 1 on this initial client join, am I missing something with
this?

I'm using hlds, as per
http://www.srcds.com/db/engine.php?subaction=showfullid=1097362093 with
our mod folder copied over.

I can verify that the server is at least printing out the crc caching
stuff.
I can also verify that changing a file that is crc checked on the server
has no effect on the clients ability to join, and there is also no
resulting error message or kick as would be expected.

Caching file CRCs for pure server...
(Unique   ): [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vmt -
3929000697
(Unique   ): [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vtf -
4191249401
...
(Unique   ): [GAME]\materials\effects\water_highlight.vmt - 1986976483
(Unique   ): [GAME]\materials\effects\yellowflare.vmt - 2841543358
(Unique   ): [GAME]\materials\effects\yellowflare_noz.vmt - 2384634143
...

(Unique   ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx80.vtx -
2015996037
(Unique   ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx90.vtx -
2080765850
(Unique   ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.mdl -
2757397667
...
Finished caching file CRCs for pure server in 10 seconds.

So it appears to be working to some extent server side. My whitelist is
pasted down below.

whitelist
{
   //
   // 3 modifiers are allowed on file specifications:
   //
   //   from_steam - only check the Steam cache for the file
(ignore
anything on disk)
   //   allow_from_disk  - allow the file to come from disk
   //   check_crc - used with allow_from_disk - server does CRC
checks on the client's file to make sure it matches
   //
   //   The default modifier on all files is allow_from_disk. Thus, all
files can come from disk and don't need CRC checks unless
   //   allow_from_disk can be set at the same time as check_crc. Use
the +
character in between them to signify this: allow_from_disk+check_crc.


   //
   // Three types of file specifications:
   //
   //   1. directory\*.* - refers to all files under the
directory
   //   2. directory\... - refers to all files under the
directory
and all directories under that (recursively)
   //   3. directory\filename  - refers to a single file


   //
   // By default, when in pure server mode, most content file types are
only allowed to come from Steam.
   //
   materials\...allow_from_disk
   materials\effects\...
allow_from_disk+check_crc
   models\...allow_from_disk
   models\player\...
allow_from_disk+check_crc
   models\grenades\...
allow_from_disk+check_crc
   models\projectiles\...
allow_from_disk+check_crc
   models\flag\...
allow_from_disk+check_crc
   shaders\...
allow_from_disk+check_crc
   sound\...allow_from_disk
   sound\sound\player\footsteps\...
allow_from_disk+check_crc
   sound\buildable\sentry\sg_scan1
allow_from_disk+check_crc
   sound\buildable\sentry\sg_scan2
allow_from_disk+check_crc

   //
   // Allow custom player models. Don't do CRC checks on them because
the clients may all
   // have different custom models and the server won't have them all.
   //
   //models\player\... allow_from_disk
   

RE: [hlcoders] sv_pure broken for mods?

2007-10-15 Thread Mike Dussault
sv_pure works for windows and linux servers.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
Sent: Monday, October 15, 2007 1:06 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] sv_pure broken for mods?

--
[ Picked text/plain from multipart/alternative ] I was running a windows
server at the time for my test. Does sv_pure work on windows servers as
well? I got it from the hldsupdate tool. I'm not familiar with what
goldsrc is.

On 10/15/07, Mike Dussault [EMAIL PROTECTED] wrote:

 Are you running a goldsrc server? sv_pure should be there in a Source
 Linux server.

 As far as sv_pure with mods, it was designed to work with mods and I
 just verified it. Made a fresh mod, build a map with a custom
 material, connected with sv_pure 1, modified the material on the
 client side, connected again, and the server booted me.

 sv_pure 2 and sv_pure 1 work virtually the same. sv_pure 2 just
 hardcodes the whitelist to look like this:

 
 {
 sound\... from_steam
 models\... from_steam
 materials\... from_steam
 }


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mulchman
 Sent: Thursday, October 04, 2007 10:49 AM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] sv_pure broken for mods?

 We also have the issue where typing sv_pure on a linux server from
 inside the 'console' saying Unknown command sv_pure...

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
 Sent: Thursday, October 04, 2007 09:21
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] sv_pure broken for mods?

 --
 [ Picked text/plain from multipart/alternative ] Anyone manage to get
 sv_pure working for mods?

 I've defined a pure_server_whitelist.txt properly as far as I can
 tell, I enable pure stuff on the dedicated server

 sv_pure 1
 sv_pure_kick_clients 1
 sv_pure_trace 1

 I join the server with the client, and observe several things.

 First, on the client, if I type sv_pure it prints the description,
 along with The server is using sv_pure = 0 (no whitelist).

 which is wrong according to the server, which prints Current sv_pure
 value is 1.

 Second, the server didn't print out anything as a result of the
 sv_pure_trace 1 on this initial client join, am I missing something
 with this?

 I'm using hlds, as per
 http://www.srcds.com/db/engine.php?subaction=showfullid=1097362093
 with our mod folder copied over.

 I can verify that the server is at least printing out the crc caching
 stuff.
 I can also verify that changing a file that is crc checked on the
 server has no effect on the clients ability to join, and there is also

 no resulting error message or kick as would be expected.

 Caching file CRCs for pure server...
 (Unique   ): [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vmt -
 3929000697
 (Unique   ): [DEFAULT_WRITE_PATH]\materials\effects\blood_gore.vtf -
 4191249401
 ...
 (Unique   ): [GAME]\materials\effects\water_highlight.vmt - 1986976483
 (Unique   ): [GAME]\materials\effects\yellowflare.vmt - 2841543358
 (Unique   ): [GAME]\materials\effects\yellowflare_noz.vmt - 2384634143
 ...

 (Unique   ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx80.vtx -
 2015996037
 (Unique   ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.dx90.vtx -
 2080765850
 (Unique   ): [DEFAULT_WRITE_PATH]\models\player\pyro\pyro.mdl -
 2757397667
 ...
 Finished caching file CRCs for pure server in 10 seconds.

 So it appears to be working to some extent server side. My whitelist
 is pasted down below.

 whitelist
 {
//
// 3 modifiers are allowed on file specifications:
//
//   from_steam - only check the Steam cache for the file
 (ignore
 anything on disk)
//   allow_from_disk  - allow the file to come from disk
//   check_crc - used with allow_from_disk - server does
CRC
 checks on the client's file to make sure it matches
//
//   The default modifier on all files is allow_from_disk. Thus,
all
 files can come from disk and don't need CRC checks unless
//   allow_from_disk can be set at the same time as check_crc. Use
 the +
 character in between them to signify this: allow_from_disk+check_crc.


//
// Three types of file specifications:
//
//   1. directory\*.* - refers to all files under the
 directory
//   2. directory\... - refers to all files under the
 directory
 and all directories under that (recursively)
//   3. directory\filename  - refers to a single file


//
// By default, when in pure server mode, most content file types
 are only allowed to come from Steam.
//
materials\...
allow_from_disk
materials\effects\...
 allow_from_disk+check_crc
models\...
allow_from_disk
models\player\...
 allow_from_disk+check_crc
models\grenades\...
 allow_from_disk+check_crc
models\projectiles\...
 allow_from_disk+check_crc

RE: [hlcoders] Is there a Bug in the Engine with Plugins???

2007-09-04 Thread Mike Dussault
It looks like you're specifying a plugin name in the code below. The
plugin_unload command takes an index, not a plugin name. You can use
plugin_print to list the currently-loaded plugins and their indices.
Then specify an index like this:

Engine-ServerCommand( plugin_unload 0\n );


Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
Sent: Monday, September 03, 2007 9:53 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins???

Hello,

i like the Valve Interface... i have no problems with it..

Ok its a very bit to small / not enaugth functions but all is fine with
it for me... All what you can do without the Intervace, you can do with
the same way with the interface :) You only need to know what you are
doing :P

Is there a work around to clear the plugin manual Alfred / Mike?

Or can you tell the Function, we need to call to free the plugin manual?
(Like memory function name or other to call it to free the plugin it
self!)

With friendly Reguard

Ratman2000

- Original Message -
From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, September 04, 2007 4:29 AM
Subject: RE: [hlcoders] Is there a Bug in the Engine with Plugins???


 I agree.

 The Valve plug-in interface is a slap in the face.

 - voogru.


 -Original Message-
 From: dackz [mailto:[EMAIL PROTECTED]
 Sent: Monday, September 03, 2007 10:06 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins???

 Don't use Valve's poorly implemented and poorly documented plugin
 interface and you'll be much better off. There are alternatives, you
 know.

 On 9/1/07, Ratman2000 [EMAIL PROTECTED] wrote:
  Hello,
 
  i have written a small plugin what removes only a special entity
  from a
 Map
  and Unloads
  itself after doing that...
 
  So i have added a small log text to Game Frame to see whats doing
becouse
  the unload...
 
  So i have startet it, the plugin starts, removes the entity and
  unloads fine...
 
  But after server activate, my plugin begins to printing the Game
  Frame Funktion AFTER unloading the Plugin
 
  whats wrong??? Why CS:S calls the Plugin after its Unloaded???
 
  Why we can unload plugins, when they dont get unloaded???
 
  I call in my Plugin in Load this:
 
  Engine-ServerCommand( plugin_unload MyPlugin\n );
 
  Is there a bug or a feature???

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RE: [hlcoders] Is there a Bug in the Engine with Plugins???

2007-09-04 Thread Mike Dussault
It probably was unloading the correct plugin for you anyway because it
would've acted like you did plugin_unload 0 if you passed a non-numeric
string.

I found the problem Tony reported where the plugins never really get
unloaded. Will release a fix asap.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike
Dussault
Sent: Tuesday, September 04, 2007 2:37 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Is there a Bug in the Engine with Plugins???

It looks like you're specifying a plugin name in the code below. The
plugin_unload command takes an index, not a plugin name. You can use
plugin_print to list the currently-loaded plugins and their indices.
Then specify an index like this:

Engine-ServerCommand( plugin_unload 0\n );


Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
Sent: Monday, September 03, 2007 9:53 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins???

Hello,

i like the Valve Interface... i have no problems with it..

Ok its a very bit to small / not enaugth functions but all is fine with
it for me... All what you can do without the Intervace, you can do with
the same way with the interface :) You only need to know what you are
doing :P

Is there a work around to clear the plugin manual Alfred / Mike?

Or can you tell the Function, we need to call to free the plugin manual?
(Like memory function name or other to call it to free the plugin it
self!)

With friendly Reguard

Ratman2000

- Original Message -
From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, September 04, 2007 4:29 AM
Subject: RE: [hlcoders] Is there a Bug in the Engine with Plugins???


 I agree.

 The Valve plug-in interface is a slap in the face.

 - voogru.


 -Original Message-
 From: dackz [mailto:[EMAIL PROTECTED]
 Sent: Monday, September 03, 2007 10:06 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins???

 Don't use Valve's poorly implemented and poorly documented plugin
 interface and you'll be much better off. There are alternatives, you
 know.

 On 9/1/07, Ratman2000 [EMAIL PROTECTED] wrote:
  Hello,
 
  i have written a small plugin what removes only a special entity
  from a
 Map
  and Unloads
  itself after doing that...
 
  So i have added a small log text to Game Frame to see whats doing
becouse
  the unload...
 
  So i have startet it, the plugin starts, removes the entity and
  unloads fine...
 
  But after server activate, my plugin begins to printing the Game
  Frame Funktion AFTER unloading the Plugin
 
  whats wrong??? Why CS:S calls the Plugin after its Unloaded???
 
  Why we can unload plugins, when they dont get unloaded???
 
  I call in my Plugin in Load this:
 
  Engine-ServerCommand( plugin_unload MyPlugin\n );
 
  Is there a bug or a feature???

 ___
 To unsubscribe, edit your list preferences, or view the list archives,

 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


 ___
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RE: [hlcoders] Debugging is a problem

2005-06-29 Thread Mike Dussault
There's an article on the wiki about how to setup for debugging.

http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Sou
rce_Code


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Zach
Brockway
Sent: Monday, June 27, 2005 11:25 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Debugging is a problem

Don't attach. Go into your project's property pages, debugging, and set
the Command to the path to your SteamApps\(username)\half-life
2\hl2.exe, then set the command arguments to something like the
following:

-dev -game d:\steam\steamapps\SourceMods\hyper -allowdebug -sw

-dev and -game should be obvious. -allowdebug prevents the engine from
barfing when it tries to load debug versions of the game/client DLLs,
and -sw starts in windowed mode.

Set attach to no, then just make sure Steam is running before you hit
F5. Works fine for me.

On 6/27/05, bob [EMAIL PROTECTED] wrote:
 I have gone through the SourceWiki, as well as had 12+ people try to
 help me out with this problem, but it continues to arise as more and
 more of a wall that is slowing me down as a developer.

 I cannot debug my mod. I can use the developer mode and do DevMsg()'s
 everywhere but I cannot use MSVS for what its more than good for and
 be able to view an array or whatever. I have built the debug
 configuration, it builds perfectly, even recognizes the #ifdef DEBUG
 tests, but for one reason or another it is not able to attach to hl2.
 Do I have to start up the game before hand? I was under the impression

 that I could just hit
 F5 and let it run and I would see it go nuts without my interaction or

 previous action for that matter.

 I appreciate any help.
 -Bob Chatman


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[hlcoders] new SDK version is live

2005-06-02 Thread Mike Dussault
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]

The release notes here describe what's in it:

http://www.valve-erc.com/srcsdk/prerelease_notes.html


Also, the MotionMapper and networking docs are updated.

http://www.valve-erc.com/srcsdk/models/motion_mapper.html

http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html


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RE: [hlcoders] multiple passes with shaders

2005-06-01 Thread Mike Dussault
It depends on what you want to do in your extra passes. If you need to do 
something simple (alpha blending, multiplies, adds), then you can do something 
like this in passes after the first one.

pShaderShadow-EnableBlending( true );
pShaderShadow-BlendFunc( ... );


If you want to do anything more complicated, then you'd need to make another 
shader and have that one use the FB texture.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ignacio Martín
Sent: Monday, May 30, 2005 12:49 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] multiple passes with shaders

--
[ Picked text/plain from multipart/alternative ] I'm coding new shaders for our 
mod, and we want to do some post processing.
I copy the framebuffer and I bind it with
ShaderAPI-BindFBTexture( SHADER_TEXTURE_STAGE0 );
so I can use it inside the shader, with a simple sampler.
I would like to add a new pass, to add some blurring, I know that I should add 
another SHADOW_STATE DYNAMIC_STATE pair, followed by a call to Draw()..
but how I can use the result of the previous pass? It is that possible or 
should copy again the framebuffer and create a new shader material that uses it?
--

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RE: [hlcoders] Shaders

2005-05-23 Thread Mike Dussault
Yep. They share all the Half-Life 2 shaders. Custom ones you make have
to go in your shaders directory and ship with your mod.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Sunday, May 22, 2005 12:09 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Shaders


Does the hl2mp sdk or the  base MP SDK use the standard shaders that
shipped with halflife 2 if you do not compile the shaders which ship
with the sdk's?

I am just wondering if we have access to all those. Plus any custom ones
we make. etc..

r00t 3:16
CQC Gaming
www.cqc-gaming.com


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RE: [hlcoders] Networking Minimap entities

2005-05-20 Thread Mike Dussault
Take a look at dlls\player_resource.cpp and cl_dll\c_playerresource.cpp.
It has arrays of per-player data that get periodically updated. You
could add player X and Y coordinates here so you'd have minimap
coordinates.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spk Spk
Sent: Friday, May 20, 2005 11:56 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Networking Minimap entities

Hello,

I'm currently implementing a minimap that is similar to Starcraft (it
shows the whole map). The graphical part of it is done already, and Im
now working on displaying some of my game entities (such as players and
structures) on it from the client side, of course.

The problem Im facing is that a client only knows about entities in its
PVS, and therefore doesn't know if his team has built structures at the
other side of the map. Making my structures and player entities to
broadcast their current state to all clients all the time is out of
question.

So after thinking a bit about it, I figured I just needed to know 2 or 3
properties of these game elements to display them correctly on the
minimap (ie the structures team index, world position and type, and the
players team
+ position).

Now the question is: what's the best/most optimal way of communicating
these information from the server to the clients, keeping in mind that I
don't want blue team players to receive information about red team's
structures, and vice-versa?

So far I see two possible ways of doing this: using a TeamData entity
set to always transmit to clients on a specific team, or UserMessages. I
think the networked entity way is the best one, but I'm still not sure
if it's possible to send composite data structures over the network.
Ideally, I'd like my TeamData object to hold a vector of playerData_t
and a vector of structureData_t, which would be defined that way:

struct playerData_t
{
Vector pos;
int team;
};

struct structureData_t
{
   Vector pos;
   int team;
   int type;
};

But from the look of it, it seems I can only send base data types such
as int/floats usnig the SDK's networking system. Can anyone give me some
pointers on how to achieve what I want to do in a not-too-painful way
(ie not implementing a different array for each entity property like it
is done in PlayerResources for the connected clients' pings/kills/etc).

Thanks in advance!
Spk
- Nuclear Dawn



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RE: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?

2005-05-20 Thread Mike Dussault
The code released with the SDK is a couple revisions behind the released
HL2MP binaries. I'll make sure that the ladder fix is in the code that
goes with the next release (very soon).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Friday, May 20, 2005 1:45 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Why do the ladders work smooth in hl2 death
match but not the sdk?


From: Stephen Micheals
I just wanted to chime in and say i would also very much like to see a

comment on this.

I believe alot of the community would like to know. It really affects
all mods.


r00t 3:16
CQC Gaming
www.cqc-gaming.com


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RE: [hlcoders] Modifying The Lost Cost

2005-05-12 Thread Mike Dussault
The SDK will be updated around the time when the lost coast is released.
If you follow the steps in our source control doc
(http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.html),
then you can start using the current SDK now and you will be able to
integrate the changes that lost coast includes easily.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam
amckern Mckern
Sent: Wednesday, May 11, 2005 6:03 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Modifying The Lost Cost

I'm just wondering what people needs to do, to be able to mod The Lost
Coast when its out in a few months.

I'm only going on the PCG interview, but what are the
4 Levels that are used in the textures?

Second, will there be a sdk, or will teams just be able to add maps?

Will HDR be ported to d0d:s, cs:s, hl2/dm, etc?

I'm just trying to work out what code base to build my mod on, and the
more infomation i have the better informed my choices

Thanks

Adam

http://ammahls.com




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RE: [hlcoders] Don't understand how to get models into the game

2005-04-11 Thread Mike Dussault
What are the steps you've taken so far and where, specifically, is the
problem happening?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of BigFoot
Sent: Sunday, April 10, 2005 3:54 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Don't understand how to get models into the game

I've got some problems, and I think it's in the coding, I can't seem to
replace the pistol model for my mod. It's getting on my nerves, and I
can't find any good tutorials out there, any help is appreciated.

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RE: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer

2005-03-16 Thread Mike Dussault
Just tried it and it works for me. In your original email, you said that
game_sdk.sln isn't valid. Can you elaborate?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Kiger
Sent: Wednesday, March 16, 2005 7:32 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer

On Sat, 12 Mar 2005 13:41:27 -0800, Mike Dussault
[EMAIL PROTECTED] wrote:
 I'll look into the game_sdk.sln bug.

Just wondering if there's any update on this.  Seems like it should be a
pretty quick test of No, it doesn't work, or Yes, it does, this guy's
just messing something up.  :)

Thanks again.

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RE: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer

2005-03-16 Thread Mike Dussault
BTW, this doesn't have to block you on anything. Just open
src\dlls\hl_sdk.vcproj and src\cl_dll\client_sdk.vcproj separately if
game_sdk.sln isn't working.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Kiger
Sent: Wednesday, March 16, 2005 2:20 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer

Latest and greatest, and I'm using VS.NET 2003.

[EMAIL PROTECTED] wrote:
 Are you using the latest and greatest SDK (March 9th, 2005) or some
 earlier SDK release?

 Are you using Microsoft Visual Studio .NET 2003 or some previous
 Visual Studio?

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RE: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer

2005-03-12 Thread Mike Dussault
I'll look into the game_sdk.sln bug.

When you create a mod, it also creates a directory under your [steam
folder]\steamapps\sourcemods folder, so make sure to nuke the right
folders under there. That will get rid of the mods in the Steam wnidow.
hen you do that, the mods won't show up in the Steam window anymore. You
can remove them from the SDK's combo box via vconfig.exe or Hammer.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Kiger
Sent: Saturday, March 12, 2005 10:24 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer

I've just now gotten around to playing with the SDK, and I'm running
into a problem right off the bat.  It seems that the game_SDK.sln file
that is included in the Modify HL2 Multiplayer isn't valid.  Visual
Studio recognizes the Everything_SDK.sln file, and the game_SDK.sln file
in other options under Create a mod, but not the one I'd like to use.
I've tested other setup options and the files work, so I really don't
think it's anything I'm doing wrong.

As a side note, from testing different configurations I now have about
5 or 6 TEST mods listed under Current Game:.  How can I get rid of
them?  I've nuked the directories and (I think) all associated files,
but they're still showing up.

Thanks,
Dave

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RE: [hlcoders] Shader fallbacks

2005-03-12 Thread Mike Dussault
You have to manually determine what platform your shader will work on,
and what it will fall back to. This is done in the SHADER_FALLBACK
section of code.

Usually, a DX9 shader would do this:

SHADER_FALLBACK
{
if( g_pHardwareConfig-GetDXSupportLevel()  90 )
return the name of the next shader you want it
to try;

return 0;
}

Then whatever shader you point to there would have a similar block. For
example, if it was a DX8 shader, then the SHADER_FALLBACK could look
like this:

SHADER_FALLBACK
{
if( g_pHardwareConfig-GetDXSupportLevel()  80 )
return the name of the next shader you want it
to try;

return 0;
}

and so on..

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Janes
Sent: Friday, March 11, 2005 5:15 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Shader fallbacks

My mod team has managed to create fallback shaders for our refraction
effect for every level *except* for dx8 at low shader settings - I'd
have thought that at the least, dx8 low would fall back to dx 7 / 6, but
that doesn't happen!

Any ideas how we should go about setting this up?

Cheers,

Ging


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RE: [hlcoders] Full screen postprocess

2005-03-03 Thread Mike Dussault
I added a sample of this to the next SDK update (going out today).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dan Partelly
Sent: Thursday, March 03, 2005 8:38 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Full screen postprocess

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

Is there any way to do full screen post process steps from the shader
API ?

Dan

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RE: [hlcoders] Source Control document

2005-02-27 Thread Mike Dussault
A few things to check:

- What's the path to the source code in your previously-existing project
(and am I reading what you wrote correctly - you said it was 800 megs?)

- What's the path to the new code?
- Is there anything on the Perforce site about this error?
- Have you emailed Perforce support?

Try breaking down the add command into one for each file type, so you
can make sure you're not adding compiler-generated files like .obj or
.pch files:

for /R %i in (*.cpp) do @p4 add %i
for /R %i in (*.h) do @p4 add %i
for /R %i in (*.vcproj) do @p4 add %i
for /R %i in (*.lib) do @p4 add %i


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: Sunday, February 27, 2005 3:14 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source Control document

Well for some reason it adds code from a clean create mod selection, but
it won't add the code from my project even when I stripped everything
down to the essentials.

It only adds client_dll then spams that error message.


On Sun, 27 Feb 2005 21:51:01 +, Ben Davison
[EMAIL PROTECTED] wrote:
 Mike I think I know why it gives me that error message. It's because 
 it's an 800 meg directory, do you know any programs that will get rid 
 of the IDE helper files that intellisense uses? And all the other 
 random junk? So I just get a clean 30MB  directory?
 
 On Fri, 25 Feb 2005 16:53:20 -0800, Mike Dussault 
 [EMAIL PROTECTED] wrote:
  Try emailing Perforce tech support. You should be allowed 2 users 
  and any number of clientspecs, so I don't know why you'd be getting 
  license spam.
 
  The source control doc tells how to setup both the client and the 
  server on a machine. If you want to setup a separate client-only 
  machine, I sent info on that few emails back:
 
  
  If you're setting up a separate client to connect to the perforce 
  server, then you need to:
 
  1. In Settings-Options, under p4 port, give it the IP of the 
  machine that the perforce server is on.
  2. Create a new clientspec by going ClientSpec-New, then give it 
  any name. In the next dialog, under View, enter:
 
   //depot/LocalModCode/... //[whatever name you want]/...
 
  example: //depot/LocalModCode/... //BobsMachine/...
 
  Then you can sync and work using the clientspec you just created 
  (and you'll be working in the //depot/LocalModCode codeline).
  
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of r00t 
  3:16
  Sent: Friday, February 25, 2005 4:20 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Source Control document
 
  Well i got everything working but the license thing has me a little 
  stumped keeps coming with exceeded license and I am the only user 
  using the software?
 
  I would image the steps that valve provided are for the server side?
  Is there any help setting up client side? Or possibly a few tips :P
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
 
  - Original Message -
  From: Ben Davison [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Friday, February 25, 2005 6:10 PM
  Subject: Re: [hlcoders] Source Control document
 
   Gives me the error, Cannont add filenames with wildcards [EMAIL 
   PROTECTED] in

   them, use -f to force add.
  
   I'm gonna try force adding them
  
  
   On Fri, 25 Feb 2005 14:48:07 -0800, Mike Dussault 
   [EMAIL PROTECTED] wrote:
   Maybe it's because it's doing a p4.exe for each file. Try this, 
   and it'll only run p4.exe for each directory:
  
   for /D /R %i in (*.*) do @p4 add %i\*.*
  
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Ben 
   Davison
   Sent: Friday, February 25, 2005 2:34 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Source Control document
  
   I'll try that.
  
   It's weird because it adds about half the files then spams that
  error.
  
   On Fri, 25 Feb 2005 14:27:43 -0800, Mike Dussault 
   [EMAIL PROTECTED] wrote:
Haven't seen that one before. It looks like either your sockets

are
 
not getting released by Perforce correctly, or it doesn't know 
which IP address to use to connect to your server.
   
You could try setting the p4port environment variable to
localhost:1666 or [your ip address]:1666 and see if that fixes
it.
Also try searching their tech notes:
http://www.perforce.com/perforce/technotes.html
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben

Davison
Sent: Friday, February 25, 2005 12:22 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source Control document
   
I have an error were I add the ValveSDKCode using the command 
line it will add most of the files then it will start spewing 
out this
  error.
   
Perforce Client Error:
Connect To server failed check $p4port Connect :1666 :
WSAEADDRINUSE

[hlcoders] Source Control document

2005-02-25 Thread Mike Dussault
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
There's a new document up that describes how to use Perforce to ease the
process of integrating SDK changes into your codebase. Check it out
here:

http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.html



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RE: [hlcoders] Source Control document

2005-02-25 Thread Mike Dussault
Maybe it's because it's doing a p4.exe for each file. Try this, and
it'll only run p4.exe for each directory:

for /D /R %i in (*.*) do @p4 add %i\*.*


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: Friday, February 25, 2005 2:34 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source Control document

I'll try that.

It's weird because it adds about half the files then spams that error.


On Fri, 25 Feb 2005 14:27:43 -0800, Mike Dussault
[EMAIL PROTECTED] wrote:
 Haven't seen that one before. It looks like either your sockets are
 not getting released by Perforce correctly, or it doesn't know which
 IP address to use to connect to your server.

 You could try setting the p4port environment variable to
 localhost:1666 or [your ip address]:1666 and see if that fixes it.
 Also try searching their tech notes:
 http://www.perforce.com/perforce/technotes.html

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ben
 Davison
 Sent: Friday, February 25, 2005 12:22 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source Control document

 I have an error were I add the ValveSDKCode using the command line it
 will add most of the files then it will start spewing out this error.

 Perforce Client Error:
 Connect To server failed check $p4port Connect :1666 : WSAEADDRINUSE

 Weird, it adds alot of files then spams that error.

 On Fri, 25 Feb 2005 14:52:42 -0500, r00t 3:16 [EMAIL PROTECTED]
 wrote:
  Nice on perforce I was working on this today for our mod.
 
  Couple of questions though (yes I know :P )
 
  I didn't see much mention for client side setup.
  How do you go about setting up things on the client side?
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
  - Original Message -
  From: Ben Davison [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Friday, February 25, 2005 2:04 PM
  Subject: Re: [hlcoders] Source Control document
 
   Very nice :)
  
   I installed perforce a while back and got a bit stuck, so
   hopefully this will help.
  
  
   On Fri, 25 Feb 2005 10:53:12 -0800, Mike Dussault
   [EMAIL PROTECTED] wrote:
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ] There's a new
   document up that describes how to use Perforce to ease the
   process of integrating SDK changes into your codebase. Check it
   out
   here:
  
   http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.
   ht
   ml
  
   --
  
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   --
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   - http://www.shadow-phoenix.com
  
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- http://www.shadow-phoenix.com

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RE: [hlcoders] Source Control document

2005-02-25 Thread Mike Dussault
Try emailing Perforce tech support. You should be allowed 2 users and
any number of clientspecs, so I don't know why you'd be getting license
spam.

The source control doc tells how to setup both the client and the server
on a machine. If you want to setup a separate client-only machine, I
sent info on that few emails back:


If you're setting up a separate client to connect to the perforce
server, then you need to:

1. In Settings-Options, under p4 port, give it the IP of the machine
that the perforce server is on.
2. Create a new clientspec by going ClientSpec-New, then give it any
name. In the next dialog, under View, enter:

 //depot/LocalModCode/... //[whatever name you want]/...

example: //depot/LocalModCode/... //BobsMachine/...

Then you can sync and work using the clientspec you just created (and
you'll be working in the //depot/LocalModCode codeline).


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Friday, February 25, 2005 4:20 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source Control document

Well i got everything working but the license thing has me a little
stumped keeps coming with exceeded license and I am the only user using
the software?

I would image the steps that valve provided are for the server side?
Is there any help setting up client side? Or possibly a few tips :P

r00t 3:16
CQC Gaming
www.cqc-gaming.com


- Original Message -
From: Ben Davison [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, February 25, 2005 6:10 PM
Subject: Re: [hlcoders] Source Control document


 Gives me the error, Cannont add filenames with wildcards [EMAIL PROTECTED] in
 them, use -f to force add.

 I'm gonna try force adding them


 On Fri, 25 Feb 2005 14:48:07 -0800, Mike Dussault
 [EMAIL PROTECTED] wrote:
 Maybe it's because it's doing a p4.exe for each file. Try this, and
 it'll only run p4.exe for each directory:

 for /D /R %i in (*.*) do @p4 add %i\*.*


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ben
 Davison
 Sent: Friday, February 25, 2005 2:34 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source Control document

 I'll try that.

 It's weird because it adds about half the files then spams that
error.

 On Fri, 25 Feb 2005 14:27:43 -0800, Mike Dussault
 [EMAIL PROTECTED] wrote:
  Haven't seen that one before. It looks like either your sockets are

  not getting released by Perforce correctly, or it doesn't know
  which IP address to use to connect to your server.
 
  You could try setting the p4port environment variable to
  localhost:1666 or [your ip address]:1666 and see if that fixes it.
  Also try searching their tech notes:
  http://www.perforce.com/perforce/technotes.html
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ben
  Davison
  Sent: Friday, February 25, 2005 12:22 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Source Control document
 
  I have an error were I add the ValveSDKCode using the command line
  it will add most of the files then it will start spewing out this
error.
 
  Perforce Client Error:
  Connect To server failed check $p4port Connect :1666 :
  WSAEADDRINUSE
 
  Weird, it adds alot of files then spams that error.
 
  On Fri, 25 Feb 2005 14:52:42 -0500, r00t 3:16
  [EMAIL PROTECTED]
  wrote:
   Nice on perforce I was working on this today for our mod.
  
   Couple of questions though (yes I know :P )
  
   I didn't see much mention for client side setup.
   How do you go about setting up things on the client side?
  
   r00t 3:16
   CQC Gaming
   www.cqc-gaming.com
   - Original Message -
   From: Ben Davison [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Friday, February 25, 2005 2:04 PM
   Subject: Re: [hlcoders] Source Control document
  
Very nice :)
   
I installed perforce a while back and got a bit stuck, so
hopefully this will help.
   
   
On Fri, 25 Feb 2005 10:53:12 -0800, Mike Dussault
[EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] There's a new

document up that describes how to use Perforce to ease the
process of integrating SDK changes into your codebase. Check
it out
here:
   
   
http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.
ht
ml
   
--
   
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--
- Ben Davison
- http://www.shadow-phoenix.com
   
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RE: [hlcoders] Debugging HL2DM Sdk

2005-02-22 Thread Mike Dussault
What's the command line you're running with? Is there a client.dll and
server.dll getting built into the bin directory under where the -game
parameter points at? Are they the ones you're building? Try inserting
some Msg() code into cdll_client_int.cpp, OnRenderStart and see if that
spits anything out.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Monday, February 21, 2005 11:07 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Debugging HL2DM Sdk

Noone has a clue about this?
I can not for the life of me do anything with the HL2DM sdk?

I tried the MP SDK and everything works as it should.
Not sure what the deal is...

Also in the solution explorer it shows CounterStrike DLL TF2 DLL and
these were never there before. They have some files under those but the
system can not find the path error when I try to open one of the files.

Maybe I got a screwed up download?

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, February 19, 2005 9:46 PM
Subject: Re: [hlcoders] Debugging HL2DM Sdk


 Also while doing more testing...


 void CHL2MPRules::Think( void )
 {
 DevMsg(2,%s\n, ShouldRestartRound() ); 
 }

 That does not Give me anything when I launch the game, with developer
 2 set in the console.
 That should scoll in the console and does not.

 So why does it seem changes can not be made to the hl2dm_ files ?

 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com


 - Original Message -
 From: r00t 3:16 [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Saturday, February 19, 2005 9:39 PM
 Subject: [hlcoders] Debugging HL2DM Sdk


 Anyone try to debug this ?
 It will not allow me to go into the hl properties to add the debug
 options.

 Client or Server projects.

 Box comes up and says unspecified error

 Any ideas what might cause this?



 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com

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RE: [hlcoders] Dedicated server for mods broken by new steam update

2005-02-22 Thread Mike Dussault
Yeah, we should include that. Will do for the next SDK update.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick
Flanagan
Sent: Tuesday, February 22, 2005 11:50 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Dedicated server for mods broken by new steam
update

Looks like the Make a DM mod option in the SDK doesn't actually
include a ModEvents.res file. I extracted the DM one and copied that
over and that seems to work. Is there any reason this isn't included in
the default DM mod dir?


On Tue, 22 Feb 2005 11:25:05 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
 The death notice problem is caused by the modevents.res file being out

 of sync with the client, make sure both the client and server have the

 same version of the file (the new IGameEventManager2 interface doesn't

 have this limitation, the server communicates the event formats to the

 client on connect).

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Patrick
 Flanagan
 Sent: Tuesday, February 22, 2005 10:05 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Dedicated server for mods broken by new steam
 update

 I tracked down the animation problem. For some reason, even though the

 mod was created as a DM mod, it wasn't reading the animation mdl's
 from DM. Extracting them manually and copying them to the mod
 directory fixed that. This is very strange because the animations were

 only not working on dedicated servers, on listen servers they worked
fine.

 The death notice thing I talked about earlier still sporadically
 happens. Sometimes (so far I've only seen it on dedicated servers) it
 just reports all the player deaths as a player named unconnected
 suiciding no matter who dies or who. I'm not sure what the cause of
 that is.

 On Mon, 21 Feb 2005 11:12:39 -0800, Alfred Reynolds
 [EMAIL PROTECTED] wrote:
  I don't know about that problem sorry, haven't had any reports of it

  either. Could you elaborate on the death notice problems?
 
  - Alfred
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Patrick
  Flanagan
  Sent: Sunday, February 20, 2005 11:14 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Dedicated server for mods broken by new
  steam update
 
  Thanks Alfred, I was able to get it to show up in the list again by
  adding the game key in gameinfo.txt.
 
  Do you have any ideas about the DM mod dedicated server problem?
  Running a dedicated server of an unmodified DM mod has player
  animation problems and death notice problems that don't seem to
  happen

  if you're just running a listen server.
 
  On Sun, 20 Feb 2005 22:20:27 -0800, Alfred Reynolds
  [EMAIL PROTECTED] wrote:
   You need to update your gameinfo.txt, I will cut and paste the
   note I sent to this list last week about it:
   --
   On a related note, the name that is displayed in the games list
   (and

   in the server browser) will be from the game key in your mod
   dir/gameinfo.txt file (and it will fall back to the name key
   dirfor the
   games list if a game key does not exist).
   ---
  
   So, just add that key to your gameinfo.txt and it will work again.
  
   - Alfred
  
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of
   Patrick Flanagan
   Sent: Sunday, February 20, 2005 7:42 PM
   To: hlcoders@list.valvesoftware.com
   Subject: [hlcoders] Dedicated server for mods broken by new steam
   update
  
   Ever since the new Steam update, my mod has been having problems
   with dedicated servers.
  
   Before the Steam update, I copied my mod into
   /SteamApps/username/source dedicated server/ and then when I
   launched the Dedicated Server program from within Steam, the mod
   would show up in the list of games that you could run a dedicated
 server with.
  
   After the Steam update, with no changes at all to the mod, the mod

   no longer shows up in the dropdown of available games in the
   Dedicated Server program and if I try to start it manually via the

   command line then it doesn't work.
  
   I tried testing this by using the updated SDK to create a new DM
 mod.
   I did not change any of the files created by the DM mod except for

   the
 
   game name in GameInfo.txt so I could tell it apart from the
others.
   I compiled the DM code to put in the /bin directory for that mod
   but

   did
 
   not modify the code at all. I then copied this mod directory into
   /SteamApps/username/source dedicated server/ like I had done
   before and it showed up in the list of available games to run a
   dedicated server for. When I ran the dedicated server using the
   unmodified DM mod, none of the animations worked at all and
   whenever anyone was killed it would just say that player
   unconnected suicided. If I ran a listen (non-dedicated server)
   using this DM mod, then 

RE: [hlcoders] RE: SDK Code update.

2005-02-18 Thread Mike Dussault
We use Perforce for all of our assets (code, contents, docs, libraries,
etc).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
British_Bomber
Sent: Friday, February 18, 2005 3:40 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] RE: SDK Code update.

Out of curiosity does Valve use a CVS of some sort on their local
network?  Or how do you handle changes and their effects on the in house
games?

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RE: [hlcoders] GetAttachment in client side and SetupBones (Strider)

2005-02-10 Thread Mike Dussault
At what point in OnRenderStart (in cdll_client_int.cpp) do you call
GetAttachment on the strider? What happens if you call
InvalidateBoneCache after GetAttachment?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
Gonzalez
Sent: Tuesday, February 08, 2005 10:40 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] GetAttachment in client side and SetupBones
(Strider)

Hi. Somebody understand my mail?. Sorry, my english is no good.

I only want a way to call GetAttachment in the client side of the
entity, without touch setupbones.

I only added a ViewSmoothing function in the client side of the strider
for my vehicle purposes. This funcion gets the vehicle_driver_eyes
attachment, and calls SetupBone.

When clientthink function of the strider calls the bone cache, this may
be corrupted, because don't get well the cache. The view of the strider
shows bad the bones.

Only wanted a best way to do this. InvalidateBoneCache or something
else???.

Thanks, please i need some help.



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RE: [hlcoders] filesystem_steam.dll

2005-01-15 Thread Mike Dussault
You should only have 1 steam.dll per installation, and it should be in
your base steam folder (where steam.exe is). If you have a steam.dll up
in your half-life 2\bin directory, you'll be in trouble when there's an
update.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Scott
McNaught
Sent: Thursday, January 13, 2005 12:43 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] filesystem_steam.dll

Hi guys,

I started a full time job at the start of this week, so I havent been
doing anything since the last steam update...
I went to do some modding this afternoon and got this error:

Can't load c:\games\\half-life2\bin\filesystem_steam.dll

I have copied the steam\bin dll to half-life2\bin and this didnt help
either.

Heres my launch params:

C:\Games\Half-Life\steam\SteamApps\fragmented\half-life
2\hl2.exe -steam -game
C:\Games\Half-Life\steam\SteamApps\SourceMods\hlrally -dev -sw -width
800 -allowdebug +map construction_test +sv_lan 1 +maxplayers 8
+mat_picmip
3 -dti


This has only happened since the last update - whats going on?

Scott


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RE: [hlcoders] Singleplayer port to Multiplayer

2005-01-12 Thread Mike Dussault
Can you run in the debugger and get a call stack? Also, are you building
both the client and the server DLL or just one of them? (Try building
both).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick Roth
Sent: Wednesday, January 12, 2005 12:43 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Singleplayer port to Multiplayer

ok, so I made a few new classes (nothing that changes the existing cpp
files), and it compiles and runs fine using the Create Single Player
Mod package, but when I try placing the files in the Multiplayer mod
package, it compiles fine, but crashes out when I try to load a map. I
know others have had similar problems with this. Unfortunately, I
haven't seen any solutions to the problem. I've tried loading single
player maps, hl2mptest.bsp, and a CS map. All crash out.

Any ideas or a thread I missed?
--
Nick Roth

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RE: [hlcoders] Respawn Bug MP SDK

2005-01-10 Thread Mike Dussault
Doing AddEffects( EF_NOINTERP ) when the player respawns will fix this
in most cases. There's a known bug in EF_NOINTERP where they'll still
interpolate sometimes, but we'll be fixing that in an SDK update.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tommi Bordi
Sent: Monday, January 10, 2005 11:08 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Respawn Bug MP SDK

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

Has anyone else noticed the respawn bug in multiplayer?
If not, heres a short description of it:

When you kill a player and when he is about to respawn, you can see that
the playermodel is created first above his corpse (ragdoll, what you
wish to call it).
And then you can actually see how the playermodel is moved to the
spawnpoint and ends the rest of the spawn code there.

Yes, it moves rather fast but you can easily predict where he is going
to spawn and it Can be seen rather easily in a small map where you have
visual range to the spawnpoint(s).

I have tried to trace it, but with not much success. (*bump*) Tried to
look in the different functions that involve playerdeath and respawning.
Both in CBasePlayer and CSDKPlayer.

Can anyone confirm this, or is just my SDK/Code/Computer/Friends
Computer?
Or even perhaps a solution? Hehe :-)

Thanks!

Best Regards
Tommi 'MindBlaster' Bordi

Note: Please forgive me for any typos..
--


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RE: [hlcoders] M_iPrimaryAmmoType

2004-12-13 Thread Mike Dussault
m_iPrimaryAmmo tells the ammo type that a gun uses. It comes from the
primary_ammo field of the weapon's script file (in
scripts\weapon_class name.txt). m_iAmmo tells how much of each type of
ammo a character has on them.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Xas
Sent: Sunday, December 12, 2004 6:57 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] M_iPrimaryAmmoType

Can someone explain me how works the m_iPrimaryAmmoType.
How is it initialized exactly ?
How the m_iAmmo array of CBaseCombatCharacter class is initialized too ?

Because I'm missing something about adding a new weapon (and not
replacing one).

Xas.


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RE: [hlcoders] SDK issues: a list

2004-12-01 Thread Mike Dussault
Thanks for the list, this is helpful. The dropdown box entries are
shared with the configurations in Hammer, so you can remove them in
Hammer. We'll add a way to do this in the launcher, too.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James
Williams
Sent: Wednesday, December 01, 2004 1:15 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] SDK issues: a list

I've managed to find a few bugs/issues with the Source SDK. Some have
been repeated elsewhere, but it might be a good idea to start a list for
Valve's sake. :) If you've found any others, feel free to post them
here.

* Dropdown box in SDK window doesn't resize with window: Trivial.

* run_mod.bat chokes on paths with spaces: This appears to be an issue
with Steam itself, not the SDK. I like having my code and such under My
Documents, which is all fine and dandy with the Create A Mod
wizard. However, when you run the batch file, Steam chokes and dies
saying it can't find the gameinfo.txt file in C:\Documents. Doesn't
look like it handles spaces in the -game parameter very well.

* Source control: This has been mentioned on the list already, but I
figured I'd throw it in here too. The solutions the SDK ships with are
bound to Valve's SCC source, which appears to be rather difficult to
remove or replace with your own versioning system.

* Can't edit dropdown box entries: As far as I can tell, there's no way
to add or remove entries the Create a Mod wizard adds in the SDK
dropdown box. This is a bit problematic, as it makes it near-impossible
to have multiple developers working on the same source (i.e. with some
SCC solution). You also can't get rid of them, so I have about a
half-dozen entries in there I've managed to create and can't get rid of
now. :/

An update to fix these ASAP would be _greatly_ appreciated. TIA.

-James Corvidae Williams ([EMAIL PROTECTED])

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