RE: [hlcoders] OnQueryCvarValueFinished Orange Box
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. ___ 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] sv_pure broken for mods?
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?
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?
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???
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 ___ 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] Is there a Bug in the Engine with Plugins???
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 ___ 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] Debugging is a problem
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I am at the point where coffee just makes my teeth vibrate. - Tycho, Penny-Arcade.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] new SDK version is live
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] multiple passes with shaders
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 MartÃn 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? -- ___ 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] Shaders
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 ___ 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] Networking Minimap entities
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 ___ 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] Why do the ladders work smooth in hl2 death match but not the sdk?
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 ___ 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] Modifying The Lost Cost
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 __ Yahoo! Mail Mobile Take Yahoo! Mail with you! Check email on your mobile phone. http://mobile.yahoo.com/learn/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] Don't understand how to get models into the game
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. ___ 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] game_SDK.sln in Modify HL2 Multiplayer
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. ___ 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] game_SDK.sln in Modify HL2 Multiplayer
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? ___ 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] game_SDK.sln in Modify HL2 Multiplayer
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 ___ 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] Shader fallbacks
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 ___ 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] Full screen postprocess
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 -- ___ 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 Control document
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
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source Control document
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.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 -- - Ben Davison - http://www.shadow-phoenix.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 -- - Ben Davison - http://www.shadow-phoenix.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] Source Control document
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Debugging HL2DM Sdk
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 ___ 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] Dedicated server for mods broken by new steam update
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.
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? ___ 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] GetAttachment in client side and SetupBones (Strider)
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. ___ 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] filesystem_steam.dll
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 ___ 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] Singleplayer port to Multiplayer
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 ___ 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] Respawn Bug MP SDK
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.. -- ___ 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] M_iPrimaryAmmoType
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. ___ 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 issues: a list
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]) ___ 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