Re: [hlcoders] void CTripmineGrenade::Spawn( void ) linux crash orangebox stock code.......
Functions like that don't always return a pointer, and can just return null. Check the function to see why it returned null. Sent from my iPhone On 12 Oct 2010, at 01:59, Nick xnicho...@gmail.com wrote: gcc (GCC) 4.2.4 Linux dual-core 2.6.28-19-generic #65-Ubuntu SMP Thu Sep 16 14:14:28 UTC 2010 i686 GNU/Linux n...@dual-core:~/srcds/orangebox/orangebox$ ./srcds_i486 --version Warning: falling back to auto detection of vproject directory. Unable to find gameinfo.txt. Solutions: 1. Read http://www.valve-erc.com/srcsdk/faq.html#NoGameDir ldd server_i486.so linux-gate.so.1 = (0xb7784000) libm.so.6 = /lib/tls/i686/cmov/libm.so.6 (0xb6457000) libdl.so.2 = /lib/tls/i686/cmov/libdl.so.2 (0xb6453000) tier0_i486.so = not found vstdlib_i486.so = not found steam_api_i486.so = not found libc.so.6 = /lib/tls/i686/cmov/libc.so.6 (0xb62ef000) /lib/ld-linux.so.2 (0xb7785000) 69 void CTripmineGrenade::Spawn( void ) 70 { 71 Precache( ); 72 // motor (gdb) l 73 SetMoveType( MOVETYPE_FLY ); 74 SetSolid( SOLID_BBOX ); 75 SetModel( models/Weapons/w_slam.mdl ); 76 77 IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, true ); 78 pObject-EnableMotion( false ); 79 SetCollisionGroup( COLLISION_GROUP_WEAPON ); 80 81 SetCycle( 0.0f ); 82 m_nBody = 3; (gdb) bt #0 0xb520b112 in CTripmineGrenade::Spawn (this=0xbdf5bf0) at ../game/server/hl2mp/grenade_tripmine.cpp:78 #1 0xb4ef5d39 in DispatchSpawn (pEntity=0xbdf5bf0) at ../game/server/util.cpp:1880 #2 0xb4d0d348 in CBaseEntity::Create (szName=0xb53ba629 npc_tripmine, vecorig...@0xbfbedfac, vecangl...@0xbfbedf54, pOwner=0x0) at ../game/server/baseentity.cpp:2976 #3 0xb5064b4e in CWeapon_SLAM::TripmineAttach (this=0xbdf28d8) at ../game/server/../shared/hl2mp/weapon_slam.cpp:381 #4 0xb5064d70 in CWeapon_SLAM::WeaponIdle (this=0xbdf28d8) at ../game/server/../shared/hl2mp/weapon_slam.cpp:875 #5 0xb5063c16 in CWeapon_SLAM::ItemPostFrame (this=0xbdf28d8) at ../game/server/../shared/hl2mp/weapon_slam.cpp:789 #6 0xb4fa108d in CBasePlayer::ItemPostFrame (this=0xbdd0810) at ../game/server/../shared/baseplayer_shared.cpp:229 #7 0xb50af8f1 in CHL2_Player::ItemPostFrame (this=0xbdd0810) at ../game/server/hl2/hl2_player.cpp:3588 #8 0xb4e5b3a9 in CBasePlayer::PostThink (this=0xbdd0810) at ../game/server/player.cpp:4436 #9 0xb50b4643 in CHL2_Player::PostThink (this=0xbdd0810) at ../game/server/hl2/hl2_player.cpp:891 #10 0xb5205732 in CHL2MP_Player::PostThink (this=0xbdd0810) at ../game/server/hl2mp/hl2mp_player.cpp:998 #11 0xb4e68a5e in CPlayerMove::RunPostThink (this=0xb56a56b8, player=0xbdd0810) at ../game/server/player_command.cpp:302 #12 0xb4e69a6c in CPlayerMove::RunCommand (this=0xb56a56b8, player=0xbdd0810, ucmd=0xbdeddac, moveHelper=0xb566cae8) at ../game/server/player_command.cpp:424 (gdb) print pObject $3 = (IPhysicsObject *) 0x0 (gdb) print this $4 = (CTripmineGrenade * const) 0xbdf5bf0 (gdb) how on earth is pObject null when it was just created? 77 IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, true ); 78 pObject-EnableMotion( false ); src\game\server\hl2mp\grenade_tripmine.cpp I am really really lost here. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] void CTripmineGrenade::Spawn( void ) linux crash orangebox stock code.......
When checking function signatures, look at the header, not the cpp Sent from my iPhone On 12 Oct 2010, at 03:10, Nick xnicho...@gmail.com wrote: So i guess the solution is to disable tripmines compleletely? I just did some more digging (gdb is still active on crashed process). It seems that in grenade_ tripmine, (and evwhere else) VPhysicsInitNormal is called with 3 arguments. But in baseentity_shared.cpp (only place coded) VPhysicsInitNormal has 4 arguments? I am more confused. I guess somewhere VPhysicsInitNormal is overided, but it is hard to debug? (gdb) print GetSolidFlags() $5 = 8 (gdb) print m_pPhysicsObject $6 = (IPhysicsObject *) 0x0 (gdb) print VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, true ) too few arguments in function call src\game\shared\baseentity_shared.cpp == stock valve code (4 arguments) IPhysicsObject *CBaseEntity::VPhysicsInitNormal( SolidType_t solidType, int nSolidFlags, bool createAsleep, solid_t *pSolid ) { src\game\server\hl2mp\grenade_tripmine.cpp:: line 77 ( 3 arguments ) IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, true ); On Mon, Oct 11, 2010 at 8:17 PM, Tony Paloma drunkenf...@hotmail.com wrote: VPhysicsInitNormal is not guaranteed to return non-null. It can fail for a variety of reasons. Take a look at CBaseEntity::VPhysicsInitNormal in baseentity_shared.cpp to see. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Nick Sent: Monday, October 11, 2010 6:00 PM To: Discussion of Half-Life Programming Subject: [hlcoders] void CTripmineGrenade::Spawn( void ) linux crash orangebox stock code... gcc (GCC) 4.2.4 Linux dual-core 2.6.28-19-generic #65-Ubuntu SMP Thu Sep 16 14:14:28 UTC 2010 i686 GNU/Linux n...@dual-core:~/srcds/orangebox/orangebox$ ./srcds_i486 --version Warning: falling back to auto detection of vproject directory. Unable to find gameinfo.txt. Solutions: 1. Read http://www.valve-erc.com/srcsdk/faq.html#NoGameDir ldd server_i486.so linux-gate.so.1 = (0xb7784000) libm.so.6 = /lib/tls/i686/cmov/libm.so.6 (0xb6457000) libdl.so.2 = /lib/tls/i686/cmov/libdl.so.2 (0xb6453000) tier0_i486.so = not found vstdlib_i486.so = not found steam_api_i486.so = not found libc.so.6 = /lib/tls/i686/cmov/libc.so.6 (0xb62ef000) /lib/ld-linux.so.2 (0xb7785000) 69 void CTripmineGrenade::Spawn( void ) 70 { 71 Precache( ); 72 // motor (gdb) l 73 SetMoveType( MOVETYPE_FLY ); 74 SetSolid( SOLID_BBOX ); 75 SetModel( models/Weapons/w_slam.mdl ); 76 77 IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, true ); 78 pObject-EnableMotion( false ); 79 SetCollisionGroup( COLLISION_GROUP_WEAPON ); 80 81 SetCycle( 0.0f ); 82 m_nBody = 3; (gdb) bt #0 0xb520b112 in CTripmineGrenade::Spawn (this=0xbdf5bf0) at ../game/server/hl2mp/grenade_tripmine.cpp:78 #1 0xb4ef5d39 in DispatchSpawn (pEntity=0xbdf5bf0) at ../game/server/util.cpp:1880 #2 0xb4d0d348 in CBaseEntity::Create (szName=0xb53ba629 npc_tripmine, vecorig...@0xbfbedfac, vecangl...@0xbfbedf54, pOwner=0x0) at ../game/server/baseentity.cpp:2976 #3 0xb5064b4e in CWeapon_SLAM::TripmineAttach (this=0xbdf28d8) at ../game/server/../shared/hl2mp/weapon_slam.cpp:381 #4 0xb5064d70 in CWeapon_SLAM::WeaponIdle (this=0xbdf28d8) at ../game/server/../shared/hl2mp/weapon_slam.cpp:875 #5 0xb5063c16 in CWeapon_SLAM::ItemPostFrame (this=0xbdf28d8) at ../game/server/../shared/hl2mp/weapon_slam.cpp:789 #6 0xb4fa108d in CBasePlayer::ItemPostFrame (this=0xbdd0810) at ../game/server/../shared/baseplayer_shared.cpp:229 #7 0xb50af8f1 in CHL2_Player::ItemPostFrame (this=0xbdd0810) at ../game/server/hl2/hl2_player.cpp:3588 #8 0xb4e5b3a9 in CBasePlayer::PostThink (this=0xbdd0810) at ../game/server/player.cpp:4436 #9 0xb50b4643 in CHL2_Player::PostThink (this=0xbdd0810) at ../game/server/hl2/hl2_player.cpp:891 #10 0xb5205732 in CHL2MP_Player::PostThink (this=0xbdd0810) at ../game/server/hl2mp/hl2mp_player.cpp:998 #11 0xb4e68a5e in CPlayerMove::RunPostThink (this=0xb56a56b8, player=0xbdd0810) at ../game/server/player_command.cpp:302 #12 0xb4e69a6c in CPlayerMove::RunCommand (this=0xb56a56b8, player=0xbdd0810, ucmd=0xbdeddac, moveHelper=0xb566cae8) at ../game/server/player_command.cpp:424 (gdb) print pObject $3 = (IPhysicsObject *) 0x0 (gdb) print this $4 = (CTripmineGrenade * const) 0xbdf5bf0 (gdb) how on earth is pObject null when it was just created? 77 IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, true ); 78
Re: [hlcoders] Asynchronous threads
Take a look at //public/tier0/threadtools.h unsigned MyThread( void *params ) { // cast params back to MyThreadParams_t or whatever // Do thread stuff here } // --- struct MyThreadParams_t { int iVar; float flFloat; } MyThreadParams_t *some_params = new MyThreadParams_t; some_params.iVar = 1; some_params.flFloat = 0.3f; CreateSimpleThread( MyThread, some_params ); VEEERY simple example, but the MyThread function will run in a seperate thread (along with any subsequent calls from that function). Olly On 6 September 2010 20:16, Tom Edwards t_edwa...@btinternet.com wrote: Hi everyone. I'm trying to push a set of sizeable HTTP downloads off to an asynch thread, but I can't work out how to do it: all of the approaches I've tried have frozen the server while processing. Will any of Source's built-in thread classes actually do what I want? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] String_base error
The source code doesn't officially support Visual Studio 2010, not even VS 2008. Your best bet is probably to use Visual C++ 2005 (Express if you don't have a license). Most of the pre-built lib files that come from Valve are probably compiled on 2005, so depending on what changed since VS2005, and 2010, they might now be incompatible. I'm not saying that 2010 doesn't work, or can't be made to work, but most people here will be using 2005, or 2008. On 4 August 2010 02:56, Jordan Friendshuh jman1156ga...@yahoo.com wrote: Hi. I am new to coding and am having an issue. I'm using Visual Studio 2010 editing Game_HL2-2005 in the single player mod option for regular HL2. Without making any changes to the files except the fix debug compilation, the build fails. It has to do with the linker and not being able to find string_base or something. Can anyone help me? This is what it says when you build. -- Build started: Project: client_hl2, Configuration: Debug HL2 Win32 -- Build started 8/3/2010 8:40:01 PM. InitializeBuildStatus: Creating Debug HL2\client_hl2.unsuccessfulbuild because AlwaysCreate was specified. ClCompile: All outputs are up-to-date. All outputs are up-to-date. All outputs are up-to-date. ManifestResourceCompile: All outputs are up-to-date. C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5): warning MSB8012: TargetPath(C:\Crazy Weapons\src\cl_dll\Debug HL2\client_hl2.dll) does not match the Linker's OutputFile property value (C:\Crazy Weapons\src\cl_dll\Debug HL2\client.dll). This may cause your project to build incorrectly. To correct this, please make sure that $(OutDir), $(TargetName) and $(TargetExt) property values match the value specified in %(Link.OutputFile). C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(992,5): warning MSB8012: TargetName(client_hl2) does not match the Linker's OutputFile property value (client). This may cause your project to build incorrectly. To correct this, please make sure that $(OutDir), $(TargetName) and $(TargetExt) property values match the value specified in %(Link.OutputFile). Link: All outputs are up-to-date. Manifest: All outputs are up-to-date. BscMake: All outputs are up-to-date. CustomBuildStep: Description: Copying to destination folder 1 file(s) copied. FinalizeBuildStatus: Deleting file Debug HL2\client_hl2.unsuccessfulbuild. Touching Debug HL2\client_hl2.lastbuildstate. Build succeeded. Time Elapsed 00:00:03.32 -- Build started: Project: server_hl2, Configuration: Debug HL2 Win32 -- Build started 8/3/2010 8:40:06 PM. InitializeBuildStatus: Touching Debug HL2\server_hl2.unsuccessfulbuild. ClCompile: All outputs are up-to-date. All outputs are up-to-date. All outputs are up-to-date. All outputs are up-to-date. ManifestResourceCompile: All outputs are up-to-date. C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5): warning MSB8012: TargetPath(C:\Crazy Weapons\src\dlls\Debug HL2\server_hl2.dll) does not match the Linker's OutputFile property value (C:\Crazy Weapons\src\dlls\Debug HL2\server.dll). This may cause your project to build incorrectly. To correct this, please make sure that $(OutDir), $(TargetName) and $(TargetExt) property values match the value specified in %(Link.OutputFile). C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(992,5): warning MSB8012: TargetName(server_hl2) does not match the Linker's OutputFile property value (server). This may cause your project to build incorrectly. To correct this, please make sure that $(OutDir), $(TargetName) and $(TargetExt) property values match the value specified in %(Link.OutputFile). Link: Creating library Debug HL2\server.lib and object Debug HL2\server.exp LINK : warning LNK4098: defaultlib 'LIBCMT' conflicts with use of other libs; use /NODEFAULTLIB:library choreoobjects.lib(choreoevent.obj) : error LNK2019: unresolved external symbol public: static void __cdecl std::_String_base::_Xran(void) (?_x...@_string_base@std@@SAXXZ) referenced in function public: class std::basic_stringchar,struct std::char_traitschar,class std::allocatorchar __thiscall std::basic_stringchar,struct std::char_traitschar,class std::allocatorchar ::erase(unsigned int,unsigned int) (?er...@?$basic_string@du?$char_tra...@d@std@@v?$alloca...@d@2@@std@ @qaeaa...@ii@Z) choreoobjects.lib(choreoevent.obj) : error LNK2019: unresolved external symbol public: static void __cdecl std::_String_base::_Xlen(void) (?_x...@_string_base@std@@SAXXZ) referenced in function protected: bool __thiscall std::basic_stringchar,struct std::char_traitschar,class std::allocatorchar ::_Grow(unsigned int,bool) (?_g...@?$basic_string@du?$char_tra...@d@std@@v?$alloca...@d@2@@std@ @iae_n...@z) Debug HL2\server.dll : fatal error LNK1120: 2 unresolved externals Build FAILED. Time Elapsed
Re: [hlcoders] String_base error
Yea, or at very least, 2008 - I have personal experience of the code compiling and running on 2008. But again, it is still not 'officially supported'. Olly On 4 August 2010 03:33, Gabriel ga29sm...@yahoo.com wrote: It may be hard to find VS2005 but trust me it's worth your trouble to find it Gabriel Smith On Aug 3, 2010, at 10:16 PM, Olly oli...@gmail.com wrote: The source code doesn't officially support Visual Studio 2010, not even VS 2008. Your best bet is probably to use Visual C++ 2005 (Express if you don't have a license). Most of the pre-built lib files that come from Valve are probably compiled on 2005, so depending on what changed since VS2005, and 2010, they might now be incompatible. I'm not saying that 2010 doesn't work, or can't be made to work, but most people here will be using 2005, or 2008. On 4 August 2010 02:56, Jordan Friendshuh jman1156ga...@yahoo.com wrote: Hi. I am new to coding and am having an issue. I'm using Visual Studio 2010 editing Game_HL2-2005 in the single player mod option for regular HL2. Without making any changes to the files except the fix debug compilation, the build fails. It has to do with the linker and not being able to find string_base or something. Can anyone help me? This is what it says when you build. -- Build started: Project: client_hl2, Configuration: Debug HL2 Win32 -- Build started 8/3/2010 8:40:01 PM. InitializeBuildStatus: Creating Debug HL2\client_hl2.unsuccessfulbuild because AlwaysCreate was specified. ClCompile: All outputs are up-to-date. All outputs are up-to-date. All outputs are up-to-date. ManifestResourceCompile: All outputs are up-to-date. C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5): warning MSB8012: TargetPath(C:\Crazy Weapons\src\cl_dll\Debug HL2\client_hl2.dll) does not match the Linker's OutputFile property value (C:\Crazy Weapons\src\cl_dll\Debug HL2\client.dll). This may cause your project to build incorrectly. To correct this, please make sure that $(OutDir), $(TargetName) and $(TargetExt) property values match the value specified in %(Link.OutputFile). C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(992,5): warning MSB8012: TargetName(client_hl2) does not match the Linker's OutputFile property value (client). This may cause your project to build incorrectly. To correct this, please make sure that $(OutDir), $(TargetName) and $(TargetExt) property values match the value specified in %(Link.OutputFile). Link: All outputs are up-to-date. Manifest: All outputs are up-to-date. BscMake: All outputs are up-to-date. CustomBuildStep: Description: Copying to destination folder 1 file(s) copied. FinalizeBuildStatus: Deleting file Debug HL2\client_hl2.unsuccessfulbuild. Touching Debug HL2\client_hl2.lastbuildstate. Build succeeded. Time Elapsed 00:00:03.32 -- Build started: Project: server_hl2, Configuration: Debug HL2 Win32 -- Build started 8/3/2010 8:40:06 PM. InitializeBuildStatus: Touching Debug HL2\server_hl2.unsuccessfulbuild. ClCompile: All outputs are up-to-date. All outputs are up-to-date. All outputs are up-to-date. All outputs are up-to-date. ManifestResourceCompile: All outputs are up-to-date. C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5): warning MSB8012: TargetPath(C:\Crazy Weapons\src\dlls\Debug HL2\server_hl2.dll) does not match the Linker's OutputFile property value (C:\Crazy Weapons\src\dlls\Debug HL2\server.dll). This may cause your project to build incorrectly. To correct this, please make sure that $(OutDir), $(TargetName) and $(TargetExt) property values match the value specified in %(Link.OutputFile). C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(992,5): warning MSB8012: TargetName(server_hl2) does not match the Linker's OutputFile property value (server). This may cause your project to build incorrectly. To correct this, please make sure that $(OutDir), $(TargetName) and $(TargetExt) property values match the value specified in %(Link.OutputFile). Link: Creating library Debug HL2\server.lib and object Debug HL2\server.exp LINK : warning LNK4098: defaultlib 'LIBCMT' conflicts with use of other libs; use /NODEFAULTLIB:library choreoobjects.lib(choreoevent.obj) : error LNK2019: unresolved external symbol public: static void __cdecl std::_String_base::_Xran(void) (?_x...@_string_base@std@@SAXXZ) referenced in function public: class std::basic_stringchar,struct std::char_traitschar,class std::allocatorchar __thiscall std::basic_stringchar,struct std::char_traitschar,class std::allocatorchar ::erase(unsigned int,unsigned int) (?er...@?$basic_string@du?$char_tra...@d@std@@v?$alloca...@d@2@@std@ @qaeaa...@ii@Z) choreoobjects.lib
Re: [hlcoders] Alien Swarm
AlienSwarm isn't using Source 2009. S2k9 doesn't have support for VPK. On 21 July 2010 16:55, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: On 2010-07-21 17:45, Tom Edwards wrote: That simply isn't true. If another user of the computer owns HL2 then the GCFs will be there, and I expect most of them will be there if the HL2 demo is installed too. Requiring HL2 to be installed makes your whole effort redundant anyway! It's already on Source 2009 (though evidently not exactly the same version since it won't mount GCFs). HL2 is on the Source 2009 engine, indeed, but HL2 mods are not. Our project is simply porting HL2 mods to this engine. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Show Map List issue..
I'm personally having a problem with this; But care to say what you did to fix it so that it's saved in the archive for years of future modders. On 14 July 2010 02:48, Andy Nemer an...@overwatchmod.com wrote: ARGH! We figured it out. Not only does it not display empty servers, but it also won't display passworded servers (full or otherwise). This calls for a big :FACEPALM: moment. Thanks anyway for the help Jon! Andy On 13 July 2010 21:37, Andy Nemer an...@overwatchmod.com wrote: Hey Jon, I actually even tried using the files from my GE:S folder with no luck. Either way, even if those files aren't there, the default HL2 logo should appear (I even deleted the materials/VGUI/maps folder from gesource and servers still showed up with the default HL2 logo). In our case, nothing is showing up at all. If I toggle Show Map List off, get a server list, then toggle it back on, it'll work. But as soon as I hit refresh (or if I launch the game with it checked), the list disappears. What did you guys use as a starting point for the code base? We're using HL2DM on SDK Base 2007. Andy On 13 July 2010 19:05, Jonathan White killermonke...@gmail.com wrote: Andy, I am the GE:S programmer and I can personally tell you we didn't do anything special to get the map icons to work. Make sure you are saving the .VTF properly (no mipmaps, DX5, no alpha, etc) and that the VMT is UnlitGeneric shader type. $ignorez is also important for any VGUI materials. We don't use the .res files because its part of our official release. Here is one of our VMT files: UnlitGeneric { $basetexture vgui\maps\menu_thumb_ge_aztec $translucent 1 $ignorez 1 $vertexcolor 1 } and the corresponding VTF placed in materials/vgui/maps/: http://www.divshare.com/download/11993942-65c Try renaming these guys to your map name and seeing if they work. Jon Killermonkey GoldenEye: Source ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Andy Nemer Overwatch Mod +1 (514) 250-2684 an...@overwatchmod.com http://www.overwatchmod.com/ -- Andy Nemer Overwatch Mod +1 (514) 250-2684 an...@overwatchmod.com http://www.overwatchmod.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Show Map List issue..
I'm _not_ personally having a problem with this** :P On 14 July 2010 03:28, Olly oli...@gmail.com wrote: I'm personally having a problem with this; But care to say what you did to fix it so that it's saved in the archive for years of future modders. On 14 July 2010 02:48, Andy Nemer an...@overwatchmod.com wrote: ARGH! We figured it out. Not only does it not display empty servers, but it also won't display passworded servers (full or otherwise). This calls for a big :FACEPALM: moment. Thanks anyway for the help Jon! Andy On 13 July 2010 21:37, Andy Nemer an...@overwatchmod.com wrote: Hey Jon, I actually even tried using the files from my GE:S folder with no luck. Either way, even if those files aren't there, the default HL2 logo should appear (I even deleted the materials/VGUI/maps folder from gesource and servers still showed up with the default HL2 logo). In our case, nothing is showing up at all. If I toggle Show Map List off, get a server list, then toggle it back on, it'll work. But as soon as I hit refresh (or if I launch the game with it checked), the list disappears. What did you guys use as a starting point for the code base? We're using HL2DM on SDK Base 2007. Andy On 13 July 2010 19:05, Jonathan White killermonke...@gmail.com wrote: Andy, I am the GE:S programmer and I can personally tell you we didn't do anything special to get the map icons to work. Make sure you are saving the .VTF properly (no mipmaps, DX5, no alpha, etc) and that the VMT is UnlitGeneric shader type. $ignorez is also important for any VGUI materials. We don't use the .res files because its part of our official release. Here is one of our VMT files: UnlitGeneric { $basetexture vgui\maps\menu_thumb_ge_aztec $translucent 1 $ignorez 1 $vertexcolor 1 } and the corresponding VTF placed in materials/vgui/maps/: http://www.divshare.com/download/11993942-65c Try renaming these guys to your map name and seeing if they work. Jon Killermonkey GoldenEye: Source ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Andy Nemer Overwatch Mod +1 (514) 250-2684 an...@overwatchmod.com http://www.overwatchmod.com/ -- Andy Nemer Overwatch Mod +1 (514) 250-2684 an...@overwatchmod.com http://www.overwatchmod.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Show Map List issue..
Ah, I missed that part... Carry on :D On 14 July 2010 04:07, Stephen Swires stephen.swi...@gmail.com wrote: I don't know if you noticed, but he did. The solution is that the map list doesn't show passworded or empty servers - regardless of filter settings - which of course is a bit misleading. On Wed, Jul 14, 2010 at 3:28 AM, Olly oli...@gmail.com wrote: I'm personally having a problem with this; But care to say what you did to fix it so that it's saved in the archive for years of future modders. On 14 July 2010 02:48, Andy Nemer an...@overwatchmod.com wrote: ARGH! We figured it out. Not only does it not display empty servers, but it also won't display passworded servers (full or otherwise). This calls for a big :FACEPALM: moment. Thanks anyway for the help Jon! Andy On 13 July 2010 21:37, Andy Nemer an...@overwatchmod.com wrote: Hey Jon, I actually even tried using the files from my GE:S folder with no luck. Either way, even if those files aren't there, the default HL2 logo should appear (I even deleted the materials/VGUI/maps folder from gesource and servers still showed up with the default HL2 logo). In our case, nothing is showing up at all. If I toggle Show Map List off, get a server list, then toggle it back on, it'll work. But as soon as I hit refresh (or if I launch the game with it checked), the list disappears. What did you guys use as a starting point for the code base? We're using HL2DM on SDK Base 2007. Andy On 13 July 2010 19:05, Jonathan White killermonke...@gmail.com wrote: Andy, I am the GE:S programmer and I can personally tell you we didn't do anything special to get the map icons to work. Make sure you are saving the .VTF properly (no mipmaps, DX5, no alpha, etc) and that the VMT is UnlitGeneric shader type. $ignorez is also important for any VGUI materials. We don't use the .res files because its part of our official release. Here is one of our VMT files: UnlitGeneric { $basetexture vgui\maps\menu_thumb_ge_aztec $translucent 1 $ignorez 1 $vertexcolor 1 } and the corresponding VTF placed in materials/vgui/maps/: http://www.divshare.com/download/11993942-65c Try renaming these guys to your map name and seeing if they work. Jon Killermonkey GoldenEye: Source ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Andy Nemer Overwatch Mod +1 (514) 250-2684 an...@overwatchmod.com http://www.overwatchmod.com/ -- Andy Nemer Overwatch Mod +1 (514) 250-2684 an...@overwatchmod.com http://www.overwatchmod.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] Taking high resolution screenshots?
add -windowed then you won't be limited by the resolution of your screen. On 24 June 2010 21:19, Darth.Hunter hun...@egaming-league.net wrote: Thanks for the replies, folks! Unfortunately, forcing the resolution through start parameters doesn't work. The maximum I get is my TFTs 1280x1024, which isn't quite a high resolution ;) Guess I'll have to dump the banner idea, I'm certain the source film maker isn't gonna released before the end of this month ;) Cheers, Darth ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] Demo tinkering, frames
You wont be able to do much with demo files as far as the actual network data goes. All of that is closed source as part of the engine. If you only want to learn, then play with the demo header, that info is widely known. On 23 June 2010 12:41, C-F Strid wor...@gmail.com wrote: I'm doing some tinkering with demo files, trying to learn more about editing binary files. What should one look for to tell when each frame starts? I had a look at the wiki page for DEM Format, but I feel that didn't help much (Each frame begins with *0 or more* of these commands). Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling SDK Shaders, Pixelshaders not compiling.
Nope, only ~5% of steam users (that took part) still use DX8. http://store.steampowered.com/hwsurvey On 7 May 2010 15:57, Ryan Sheffer darksk...@gmail.com wrote: A lot of dx8 users still. ~Ryan On May 7, 2010, at 6:19 AM, Marek Sieradzki marek.sierad...@gmail.com wrote: On Fri, May 7, 2010 at 1:16 PM, Christopher Fortner tin...@gmx.net wrote: Im trying to track down the problem, so far ive reached the psa.exe, wich gets called in the psh_prep.pl, this file executes the following command: ..\..\dx9sdk\utilities\psa /Foshader0.o /nologo SDK_emissive_scroll_blended_pass_dx8_ps11.psh NIL wich makes psa.exe output the following error: assembly failed; no code produced Im unsure how to display debugging information about this process, any ideas about this error? Google isnt showing any results regarding it. Come on. Who cares about DX8 and .psh/.vsh? Just use DX9 and SM 2.0 or higher. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Profiling
People often get angry when people try and hijack threads - (it makes the archives very hard to read too). I'm sure if someone has a answer to your question, they will answer it in the other thread you created already. On 14 April 2010 18:57, Brent Lewis coder0...@hotmail.com wrote: How do I make the mouse cursor visible? I'd rather not resort to calling the Win32 API directly. Please help. Date: Wed, 14 Apr 2010 19:19:57 +0200 From: marek.sierad...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source Profiling There are 2 ways of doing profiling: - instrumentation (VProf) - sampling VProf covers only some stuff. If you want to get accurate data and for parts that are deep in the engine you should use sampling. AMD CodeAnalyst or Intel VTune. If you use Linux for profiling, you will have access to symbols for engine library files. When I did the profiling it was really helpful because most of CPU load was in the networking in the engine because I sent too much. What's really cool in VTune/CodeAnalyst is checking how much on average each instruction in C++/asm took. (it's an average due to out-of-order execution) You should expect that most of CPU time is spent in the engine and you should try to find which part of the mod causes most of it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Profiling
Just FYI if you are after some more detailed profiling info... type: vprof;+showvprof On 13 April 2010 22:30, Iain Breen iain.br...@gmail.com wrote: Brilliant, thanks again. Iain On Tue, Apr 13, 2010 at 10:26 PM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: Iain Breen wrote: Hi list, how can I bring up the profiling tools ala the screenshot here: http://source.valvesoftware.com/programming.php Is that available to SDK users or just engine purchasers? It's done through the console. Enable cheats using sv_cheats 1 and use stuff like +showbudget, cl_showfps 2, net_graph 1 (not sure about that one), shift+f1 should also enable some debug stuff. There's plenty of stuff around, try developer 1 too. +showtexturebudget is also useful. Read the wiki for more information. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Profiling
There is a bunch of vprof report things (type: find vprof_) but it only outputs to console, so you need to run the game with -condebug to have all console output to console.log On 13 April 2010 22:58, Iain Breen iain.br...@gmail.com wrote: Is there any way to set this up so it outputs to text? I'm basically comparing performance with my custom AI against the performance with the existing AI to see what the performance hit is, so it'd be nice to get the numbers somewhere I can study them. Cheers. On 13 Apr 2010, at 22:44, Olly oli...@gmail.com wrote: Just FYI if you are after some more detailed profiling info... type: vprof;+showvprof On 13 April 2010 22:30, Iain Breen iain.br...@gmail.com wrote: Brilliant, thanks again. Iain On Tue, Apr 13, 2010 at 10:26 PM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: Iain Breen wrote: Hi list, how can I bring up the profiling tools ala the screenshot here: http://source.valvesoftware.com/programming.php Is that available to SDK users or just engine purchasers? It's done through the console. Enable cheats using sv_cheats 1 and use stuff like +showbudget, cl_showfps 2, net_graph 1 (not sure about that one), shift+f1 should also enable some debug stuff. There's plenty of stuff around, try developer 1 too. +showtexturebudget is also useful. Read the wiki for more information. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] Getting commands in an alias (autoexec.cfg)
Looks like all of this has been moved from Tier1/commandbuffer.cpp into the engine. Doesn't look like there is a way to access aliases from outside the engine. On 9 April 2010 16:35, Janek jan...@gmail.com wrote: From what I understand, alias list is stored in memory bu I don't know how to get access to this list. Is there anybody (even in Valve Software) to explain how to access it ? J. 2010/4/9 Janek jan...@gmail.com In fact I found this InstallGlobalChangeCallback but can't use it coz I'm not able to get this alias as a ConCommand. There's probably somethiing different to a standard ConCommand. J. 2010/4/9 Janek jan...@gmail.com I try to find where this callback could be hook for any alias but didn't succeed ;-( Still searching. 2010/4/9 Skillet skillet5...@gmail.com I don't know if checking at runtime whether commands are being executed in a batch as an alias command is possible but it certainly is possible to change the callback for the engine alias ConCommand so you can check the contents before it is fed to the engine. If you're trying to disallow the use of particular primitive commands in aliases, that's the way to go. On Thu, Apr 8, 2010 at 4:41 PM, Janek jan...@gmail.com wrote: Hi, In Source, you can write alias in autoexec.cfg file ala : alias name_of_alias cmd1; cmd2; cmd3. I'd like to be able to check each command in the alias when this alias is executed. I thought it was possible by studying pszCurrentBinding in int CInput::KeyEvent( int down, ButtonCode_t code, const char *pszCurrentBinding ) in in_main.cpp but it failt as pszCurrentBinding is containing the alias name_of_alias and not the primitive command. As it is returning 1, it is up to the engine to process this command. I imagine that the engine is able to properly parse the primitive commands. I'd like to know if there is an other location to get these primitive commands. How would you proceed ? Thank you in advance for your help. --- j...@nek ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- j...@nek -- --- j...@nek -- --- j...@nek ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] I intend to make a free software alternative to VBCT
Nick, I thought you said you would never post on here again. Shame you didn't keep to that. Anyway, I think its good to write something to help others, and even better that its open-source. Its a good way to get stuff on your CV when looking for work, etc. Hammer isn't released as open-source because its a product that is sold (part of each game that's bought); it's hardly comparable. On 17 March 2010 16:19, Nick xnicho...@gmail.com wrote: Why? Valve doesn't much like open source, or linux. Valve doesn't want to release hammer as open source. Why not work on OpenSource projects that for an OpenSource friendly engine? You are in highschool right, why not spend time with your friends or if you have no friends join a club or sports team? Just a suggestion.. On Wed, Mar 17, 2010 at 10:29 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: Hi, my name is Jonas 'Sortie' Termansen and I intend to make a free software alternative to VBCT released under the GNU General Public License. VBCT ('Valve' Batch Compile Tool) was developed by qUiCkSiLvEr and it is one of the most useful tools I have used for modding. It's a batch compile tool that allows me to compile maps outside of Hammer, which is much faster. Unfortunately the VBCT development has come to a halt and the developer has been recently employeed full time. There has been no new release of VBCT since early 2009. And the developer didn't want to make his source code available when I asked him. My vision is to create an user-friendly general purpose batch compile tool for Source Mods. It should be written in pure C++ and licensed under a free software license such as the GNU GPL. It should be developed in union with the modding community. I will start hacking the basics together as soon as I have sent this email and commit the sources to the Maxsi Distribution SVN later on. http://www.maxsi.dk/upload/data/sortie/MaxsiCompile-1.0.zip Feel free to contact me via the following services if you are interested in the project and would like to be part of its development. I would also like to hear on this list what features you would like from the ideal batch compile tool for Valve's Map. SteamId: Sortie MSN: Sortie at Maxsi dot dk Also, Valve broke batch compiling when they released the OB engine, though a workaround is known. I have created a simple GPL-licensed batch system that programmers should have no trouble using if they set it up properly. It's not my actual batch compile tool, but only a proof it's possible. http://www.maxsi.dk/upload/data/sortie/MaxsiCompile-1.0.zip About me: I am a highly skilled programmer with years of experience writing native C++ programs. I am currently working on a free software digital distribution platform platform for mods called Maxsi Distribution. I am involved with the development of City17: Episode One part time. I currently study high level Physics, Math, and Chemistry at my high school and intend to study Computer Science later on. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] (no subject)
Download the SDK source-code, and look at: ./utils/serverplugin_empty On 31 January 2010 06:26, DHack dh...@lucky-gaming.com wrote: Hey! Im trying to learn hwo to make server plugins (vdf), I know Eventscripts but want to learn c++. How do I setup Microsoft visual c++? And if you can show me a simple plugin that just displays a message on load? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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 pausing WMP and decreasing system volume
You running windows7? - There is a bunch of stuff in 7 that says 'reduce volume if I'm running a communication program' or something. You can't select what actually IS a communication program, nor can you see what it thinks is a communication program. Might be that thinking source is a comms thing. Look for the option in the sound settings somewhere (forget where exactly) On 30 January 2010 15:56, Tom Edwards t_edwa...@btinternet.com wrote: Ever since I built my new system I've been having trouble with the Orange Box engine (the 'old' mods/Ep2/Portal/Gmod build) messing with sound on my system. If I connect to a server or open the options window of a multiplayer game, Source will: * Pause or unpause Windows Media Player. * Slide its own volume down (the Windows sound mixer slider, not the internal setting) over the course of about half a second to nearly zero. * Reduce Spotify's volume in the same way, but not pause it. When I exit it restores volumes to their original levels and pauses/unpauses WMP again. To reiterate, this only happens when the engine is in MP mode (maxplayers 1). It doesn't happen with the Ep1, OB-TF2 or L4D branches. It also wasn't a problem on my last computer. I've got MS Intellitype installed, but since Spotify isn't paused I'm unconvinced that global hotkey commands are behind this. Can anyone make a better suggestion? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mod doesn't recognize custom translation file
platform_english.txt already exists as part of the Steam Platform files. Might be conflicting somehow. Try renaming the file and the directory 2010/1/22 jetscope jetsc...@gmail.com I tried to add in some custom strings to my mod, but it doesn't recognize the custom language file. The filename matches the mod's directory name down to the capitalization (mod dir name = platform, file = platform_english.txt). I tried editing some of the pre-existing strings and the game just displays the default ones. The language file does not contain any errors - I tried extracting a clean copy from HL2DM and editing it, still doesn't work. My searchpaths: SearchPaths { Game |gameinfo_path|. Game |all_source_engine_paths|hl2mp Game |all_source_engine_paths|hl2 } Regards, Radimir ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mod doesn't recognize custom translation file
Just for the record, it should be inside the resource folder, not scripts. 2010/1/22 Skillet skillet5...@gmail.com Make sure the file is saved as UTF-16 and it's in the scripts\ directory. On Fri, Jan 22, 2010 at 12:10 PM, jetscope jetsc...@gmail.com wrote: I tried to add in some custom strings to my mod, but it doesn't recognize the custom language file. The filename matches the mod's directory name down to the capitalization (mod dir name = platform, file = platform_english.txt). I tried editing some of the pre-existing strings and the game just displays the default ones. The language file does not contain any errors - I tried extracting a clean copy from HL2DM and editing it, still doesn't work. My searchpaths: SearchPaths { Game |gameinfo_path|. Game |all_source_engine_paths|hl2mp Game |all_source_engine_paths|hl2 } Regards, Radimir ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] (no subject)
You're also on the wrong mailing list: go here: http://list.valvesoftware.com/mailman/listinfo/hlds 2010/1/19 Siddharth Jain jainsiddhart...@gmail.com i tried cstrike planet and i think my server is done now tell me how to join other players also. On Tue, Jan 19, 2010 at 6:17 PM, Arg! chillic...@gmail.com wrote: http://www.google.com.au/#q=Counter+Strike+1.6+windowsmeta=aq=foq=Counter+Strike+1.6+windowfp=1cad=b On Tue, Jan 19, 2010 at 11:03 PM, Siddharth Jain jainsiddhart...@gmail.comwrote: hey could u please help me How to create Counter Strike 1.6 server on windows... please guide me step to step. i have a team and we all want to play at home. On Tue, Jan 19, 2010 at 3:26 PM, Adam amckern McKern amck...@yahoo.com wrote: Cool - i thought that was your email address :P You have to un-subs at the website http://list.valvesoftware.com/mailman/listinfo/hlcoders Owner Nigredo Studios http://www.nigredostudios.com --- On Tue, 19/1/10, Siddharth Jain jainsiddhart...@gmail.com wrote: From: Siddharth Jain jainsiddhart...@gmail.com Subject: [hlcoders] (no subject) To: hlcoders@list.valvesoftware.com Received: Tuesday, 19 January, 2010, 7:01 PM jainsiddhart...@gmail.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ See what's on at the movies in your area. Find out now: http://au.movies.yahoo.com/session-times/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] Filesystem_tools and DLLs
look at public\filesystem.h - IFileSystem 2010/1/9 Darien Hager dar...@technofovea.com OK, so I'm a C++ newbie poking around at making a utility DLL which differently-exposes some SDK code, and I'm trying to figure out the right way to access files. Specifically, the way the Source engine does with the gameinfo.txt file. I know how it's supposed to work, but I'm not sure what code I need to start at. Looking at FileSystem_Init(...) in utils\common\filesystem_tools.cpp:152, there's an assertion that some sort of command-line set-up has already been performed. I'm concerned that if I pursue this route (the one followed in the demoinfo utility) with a test .exe it may work fine and then come back and bite me later when it's not something launched from a console. Can anybody shed some light on this? I'm trying to manage information like: Does mod X have file Y on-disk or inside an archive once I have the gameinfo file or vconfig environment settings. Thanks in advance, --Darien Hager ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] C_BaseAnimating::CreateUnragdollInfo() Assertion Failed question.
Just put it in the function that is calling the unragdoll stuff, don't edit the base classes. 2010/1/5 Charkrid Pornpitackchaikul actm...@gmail.com Thanks for reply Olly, Oh yes I fixed it. I did add it like Know Issue on Sept 06 suggested. But I still have this problem. So I add MDLCACHE_CRITICAL_SECTION() macro into C_BaseAnimating::GetModelPtr() itself. But what about the assertion from s_bAbsQueiresValid? Do you have any idea with that? Charkrid P. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] C_BaseAnimating::CreateUnragdollInfo() Assertion Failed question.
Did you add the model cache critical section macro? 2010/1/4 Charkrid Pornpitackchaikul actm...@gmail.com Hi, I get two of assertion error when my ragdoll is call CreateUnRagdollInfo() to blend all it bone with it owner to getup. I get Assertion Failed: pModelCache-IsFrameLocking() and Assertion Failed: s_bAbsQueiresValid. I use UTIL_Remove() to remove ragdoll not UTIL_RemoveImmediate(). So I don't understand why I get the Framelocking error. And for the s_bAbsQueiresValid the comment say it will occur when hierarchy is not completely set up. I create my ragdoll by call CreateServerRagdoll. Please, help me on this two. Appreciate any suggestion. :) Thanks in advance. Charkrid P. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] client side grame frame
You can't. Its a server plugin: CEmpty*Server*Plugin 2010/1/4 Joe Cabezas joe.cabe...@gmail.com hello! i want to execute some functions in a CLIENT SIDE PLUGIN, for tf2... with no results this is what i'm doing: void CEmptyServerPlugin::GameFrame( bool simulating ) { Msg(this is a frame!); } but, it only works when i create a server, and not when i join a server... how can i access to a client-side gameframe event? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] Duplicated Tracers
Sounds like prediction is causing frames on the client to play multiple times, you might want to look into where the shells are being spawned, and add a check something like the following: #if defined( CLIENT_DLL ) if ( prediction-InPrediction() !prediction-IsFirstTimePredicted() ) return; #endif This code will cause the function to return if the frame is being run more than once due to the prediction code. I think a problem like this was posted before on the list, with the same resolution. Olly 2009/12/18 Jonathan White killermonke...@gmail.com Actually, we have also noticed this issue but also with duplicate shells being ejected from the gun. I narrowed it down to being an animation event issue. I think that animation events are being queued up TWICE per shot. I haven't had the time to narrow it down further, but my suspicion is it has to do with the addition of the use of the PlayerAnimState classes and doubling up animation calls when that was implemented since we did not have this problem prior to updating to the latest SDK code back in August. Jon GE: Source ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] DoS Attack Fixer
Then it's probably an exploit of the networking code, and you should send the log to valve. Not a denial of service. 2009/12/16 Harry Jeffery harry101jeff...@googlemail.com I have an app that can bring down a server on a home connection. I logged the packets and all it seems to do is send a few server queries. When I replicated the queries it didn't work. No idea how the program manages to kill the server with barely 2 queries a second but it did. 2009/12/16 Olly oli...@gmail.com: You'd need a better than residential connection to bring down a server. Unless the guy is playing though remote desktop to his server, I don't think its gonna work ;o 2009/12/16 bl4nk bl4n...@gmail.com That's why he said he wants to use a database to figure out which SteamID was being used. If you log connections to your server, you could easily connect an IP address to a SteamID (unless of course a proxy was used, which is the case most of the time). Harry Jeffery wrote: DoS attacks generally use server queries. SteamID's are not sent. Only IP's can be detected and they cannot be connected to a specific steam account. All you can do is block the IP. 2009/12/15 Busy orange busy.ora...@gmail.com: i want write same plugin for me. with one feature check db for match (to detect steamid player who attacks server) P.S. i hope D.F can help me :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Writing my own Goldsrc... :)
Is pLabel NULL ? 2009/11/16 Pagefile SYS nbjk...@gmail.com I'm writing my own program which uses Half-Life client and server DLLs. I started with loading client.dll and call Initialize function passing pointer to cl_enginefunc_s filled completely with zeros and then I call HUD_Init. Then I watched where does client.dll crash trying to call engine funcs, and I started implementing these funcs in my program one by one... These funcs are now implemented: pfnHookUserMsg - stub, returns 0 pfnHookEvent - stub, returns 0 GetClientTime - implemented, returns time since program startup pfnAddCommand - stub, returns 0 pfnRegisterVariable - implemented, addt new crar_s to list and returns pointer to it CheckParm - stub, returns 0 Con_DPrintf - implemented, prints to log file pfnGetCvarPointer - implemented, looks for cvar_s in the list pfnGetGameDirectory - implemented, returns FULL path to my mod directory :) pfnGetScreenInfo - implemented as: int CLEF_GetScreenInfo( SCREENINFO *pscrinfo ) { pscrinfo-iWidth = 1024; pscrinfo-iHeight = 768; pscrinfo-iSize = 1; pscrinfo-iFlags = 0; pscrinfo-iCharHeight = 1; for ( int i = 0; i 256; i++ ) pscrinfo-charWidths[i] = 1; return 1; } pfnSPR_GetList - implemented, loads sprite list from my mod or valve directory pfnSPR_Load - stub, returns 1 COM_LoadFile - implemented, reads whole file to buffer COM_FreeFile - implemented, frees the passed buffer My program crashes in voice_status.cpp CVoiceStatus::Init on line 220: pLabel-m_pBackground = new Label(); It seems like stack going corrupted here because debugger then shows like program crashed in status_icons.cpp CHudStatusIcon::Init on line 38: return 1; The program most likely crashes somewhere in vgui.dll. Do I need perform any initialization of VGUI before loading client? I'm using Half-Life SDK 2.3 and Half-Life 1.1.2.0 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Writing my own Goldsrc... :)
That's why you post ALL of the relevant code the first time round :D What's the line above return 1; in status_icons.cpp? 2009/11/16 Pagefile SYS nbjk...@gmail.com No. And in fact, cannot be because it points to statically alloced array: CVoiceLabel *pLabel = m_Labels[i]; ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Interpolation of projectiles
decreasing host_timescale makes spotting the difference easier. Thanks! 2009/9/1 Nick xnicho...@gmail.com Can you offer video/pictures to demonstrate how this bug effects all valve games? Or any way for a player to replicate or exploit it? Thus you make it both easier and more likely valve will look into this problem and fix it. On Tue, Sep 1, 2009 at 2:02 AM, James Grayja...@interwavestudios.com wrote: One possibility is to override ShouldDraw() and enforce the appropriate conditions. On Aug 30, 2009, at 9:05 AM, Tom Edwards t_edwa...@btinternet.com wrote: I want to bring up the issue of projectiles hanging in the air for a moment after spawning again. The last time it was discussed the solution given was to predict: http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg21121.html This is a bad idea though, because it causes the projectile to materialise several feet in front of the firer on observers' computers (contrary to what Tony said at the time, TF2 does NOT predict rockets/grenades). The problem is that the projectile is spawned as soon as the client receives it, irrespective of interpolation, and then (correctly) does not start to move until interp catches up. You can change the length of the delay by increasing the interp period; decreasing host_timescale makes spotting the difference easier. I've run tests and discovered that /all/ of Valve's games are affected by this issue, including TF2. I've not compiled the SDK template game but I expect it also suffers. The solution is clear: prevent the projectile's clientside representation from spawning until the interpolated world is ready. Anyone know how to do that? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source control solution?
They are harder to understand if you are coming from a simple filesystem one like ss Sent from my iPhone On 24 Aug 2009, at 12:24, joshua simmons simmons...@gmail.com wrote: I don't think the distributed systems are any harder to conceptualise, at least not with a decent explanation. And they are infinitely better. http://mercurial.selenic.com/wiki/ http://git-scm.org/ And some other references for git. http://progit.org/book/ http://github.com/guides/home On Mon, Aug 24, 2009 at 9:03 PM, Bob Somersmagicbob...@gmail.com wrote: For the love of god do not use CVS. If you're going to go with centralized version control (which is conceptually easier to grok) then stick with SVN. There's a free book on the web if you're having problems learning how to use it. With TortoiseSVN, I've found it very easy to work with once you have the basic concepts down. http://svnbook.red-bean.com/ There's also the distributed version control systems like Git and Mercurial, but those are going to more conceptually complicated to understand at first. I'd stay stick with Subversion. Reading through the book will help you get comfortable with it. --Bob On Mon, Aug 24, 2009 at 3:12 AM, Ollyoli...@gmail.com wrote: SourceSafe is a bit different to SVN, but SVN is alot like CVS (as well as most new version control systems). You should try to get some more knowledge of SVN because its probably the best solution (and sounds like you are using it wrong). But SourceSafe is horrible, I used to use it at work, and it got corrupt so many times. 2009/8/24 DAV d...@davlevels.com Hi, I am looking for a free source control solution. I am very used to MS Source Safe (use it at work). Recently I tried SVN in xp-dev.com but didn't like it. Mainly because of not being possible to checkout a single file from svn using tortoise and it is very confusing (at least for me). How about CSV? Anyone knows of a free CSV server? I could also use a source control server that doesn't require a 'install' since the server a rent doesn't allow me to install software. But if the install process is just to copy some files to it then it is ok. Ideias, sugestions? Thanks, Davide (DAV) Email: d...@davlevels.com Azure Sheep: http://mods.davlevels.com/azuresheep/ Point of View: http://mods.davlevels.com/pointofview/ DAV Levels: http://www.davlevels.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] My harddrive died overnight. No warning. I lost tons of data.
So you can get stuff done quicker? 2009/8/19 Harry Jeffery harry101jeff...@googlemail.com I never understood having multiple coders unless it's a large scale project. From experience usually only one is enough per mod. 2009/8/19 David Kraeutmann da...@davidkra.net: We use git, so every coder has a backup. + additional encrypted ftp backup On 8/19/09, Logan Baldock p3wner...@gmail.com wrote: Harry Jeffery wrote: H I really should get my code under svn before the next sdk update is released. 2009/8/19 Jed j...@wunderboy.org: 2 x 500GB in RAID 1 config + eSata 500GB external with Always Sync works for me :) - Jed 2009/8/19 Garry Newman garrynew...@gmail.com: I've got offsite SVN and a windows home server. Windows Home Server is defo worth looking into just for day to day stuff. I could throw any of my computers out of the window right now and still be able to browse its hard drive via WHS. garry On Wed, Aug 19, 2009 at 7:21 AM, Nickxnicho...@gmail.com wrote: Please, everyone backup your mod data to different hard drives. It was a western digital btw, only 7 months old. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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 DVD backups for me :/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from my mobile device ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Lines of code in Source SDK?
I did a line count a while back, and it was about 1.5million 2009/8/19 Adam Buckland adamjbuckl...@gmail.com Just a quick question: How many lines of code would you estimate, make up the Source SDK? -- Bucky ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] World not rendered when launching with debugger
I have had some strange problems like this while doing things like sending a UserMessage in the same frame that you (re)spawn in. 2009/8/5 Tom Edwards t_edwa...@btinternet.com Finally making some headway on this. The client doesn't know the camera's origin: in CViewRender::RenderView(), all three view.origin values are NaN (1.#QNAN00 to be precise). All of the view object's other variables are present and correct though... :s Tom Edwards wrote: If launch my mod with a debugger attached, the world is not rendered. The server is working fine and I can hear myself walking about, but apart from UI elements the screen is completely black. The mouse is also permanently captured in the middle of the screen even after I disconnect and if the map doesn't load. Yet when I launch normally, there isn't a problem! I have no idea at all what's causing this to happen. Has anyone seen it before? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Setting C++ project to take #defines from?
Thats what people said about 2008 :p - But edit continue seems broken in 2008 2009/7/18 Kohan Venets idr...@hotmail.com D: Sad. Oh well, I'm sure VS2010 will be great. Thanks anyway. -Kohan From: mastersmit...@msn.com To: hlcoders@list.valvesoftware.com Date: Fri, 17 Jul 2009 21:33:11 -0700 Subject: Re: [hlcoders] Setting C++ project to take #defines from? I asked the mailing list the same question 2 or so months ago. There isn't a solution to the problem, you just have to deal with it and wait for microsoft's new version of intellisense that is supposedly going to fix this along with other problems. -- From: Kohan Venets idr...@hotmail.com Sent: Friday, July 17, 2009 7:23 PM To: hlcoders hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Setting C++ project to take #defines from? Well, I set Server to be the 'Startup Project,' but that doesn't seem to do anything. How do I set the default build target? -Kohan From: nuclearfri...@gmail.com To: hlcoders@list.valvesoftware.com Date: Sat, 18 Jul 2009 12:19:19 +1000 Subject: Re: [hlcoders] Setting C++ project to take #defines from? It may depend on which project you currently have set to be the active project ie your default build target. So you need to set the context which it will perform intellisense within. On 18/07/2009, at 10:13 AM, Kohan Venets idr...@hotmail.com wrote: In Visual C++ 2008, Intellisense works pretty effectively. Unfortunately, when files are shared by the client and server, it assumes that I am working with the client, which keeps Intellisense from working properly with server stuff. Is there any way that I can tell VC++ which project to use project-based 'defines' from? Thanks. -Kohan _ Windows Live™: Keep your life in sync. http://windowslive.com/explore?ocid=TXT_TAGLM_WL_BR_life_in_synch_062009 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Windows Live™ SkyDrive™: Get 25 GB of free online storage. http://windowslive.com/online/skydrive?ocid=TXT_TAGLM_WL_SD_25GB_062009 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Lauren found her dream laptop. Find the PC that’s right for you. http://www.microsoft.com/windows/choosepc/?ocid=ftp_val_wl_290 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OrangeBox Shader Compilation
Lightmapped generic is a complex shader, and takes a very long time to compile (don't reply saying it compiles faster on your rig, because I don't care). You don't really need this compiled unless you want to edit it. Otherwise, just wait for the number to reach 0. You can specify the shaders to be compiled in the 2 above text files. Most of them compile faster. 2009/6/28 Jan Frederick Eick j.f.e...@gmx.de Hi there! I'm desperately trying to get the shaders for OB to compile. I tried everything I stumbled upon - like adding /LD to the fxc command line flags in the perl script, modifying the batch-file to get rid of the Can't find ... tier0.dll errors etc. But the shaders still don't compile... shadercompile.exe somehow hangs using 100% cpu load while the bat tells me: Copy the inc files to their target Publishing shader inc files to target... Generating action list... Running distributed shader compilation... Compiling 482,605,325 commands in 14,068,261 static combos. [shadercompile] Using new faster Vitaliy's implementation. Compiling SDK_lightmappedgeneric_ps20 [ 8676542 remaining ] ... Till then it takes forever (8676542??? does it mean seconds?) - and basically nothing happens... except it's toasting my CPU. Any ideas? Greets ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OrangeBox Shader Compilations
Its not endless, let it finish. 2009/6/28 Jan Frederick Eick j.f.e...@gmx.de Hi again... seems like the issue has something to do with the shadercompile.exe from the SDK. The final command which eats up the whole cpu is: D:\PROGRA~1\Steam\STEAMA~1\my_username\SOURCE~2\bin\ORANGE~1\bin\shadercompile.exe -nompi -nop4 -game D:\progra~1\steam\steama~1\source~1\my_mod -shaderpath E:\dev\mod\src\materialsystem\stdshaders I added a -verbose to get a look what's going on there. shadercompile.exe first copies some steamfiles (tier0.dll, etc), some .h files and all the fxc files in stdshaders to temporary folder on the c: drive. Then the output where I think it's doing something wrong. [-] Compiling 482,605,325 commands in 14,068,261 static combos. running: fxc.exe /DTOTALSHADERCOMBOS=452984832 /DCENTROIDMASK=12 /DNUMDYNAMICCOMBOS=48 /DFLAGS=0x0 /DSHADERCOMBO=429431247 /DFASTPATHENVMAPCONTRAST=1 /DFASTPATH=1 /DWRITEWATERFOGTODESTALPHA=1 /DPIXELFOGTYPE=1 /DLIGHTING_PREVIEW=0 /DMASKEDBLENDING=0 /DBASETEXTURE2=0 /DDETAILTEXTURE=1 /DBUMPMAP=0 /DBUMPMAP2=0 /DCUBEMAP=1 /DENVMAPMASK=0 /DBASEALPHAENVMAPMASK=0 /DSELFILLUM=0 /DNORMALMAPALPHAENVMAPMASK=1 /DDIFFUSEBUMPMAP=0 /DBASETEXTURENOENVMAP=0 /DBASETEXTURE2NOENVMAP=0 /DWARPLIGHTING=0 /DFANCY_BLENDING=0 /DSEAMLESS=0 /DOUTLINE=1 /DSOFTEDGES=1 /DBUMPMASK=0 /DNORMAL_DECODE_MODE=0 /DNORMALMASK_DECODE_MODE=0 /DDETAIL_BLEND_MODE=11 /Dmain=main /Emain /Tps_2_0 /DSHADER_MODEL_PS_2_0=1 /LD /Foshader.o SDK_lightmappedgeneric_ps2x.fxcoutput.txt 21 [shadercompile] Using new faster Vitaliy's implementation. Compiling SDK_lightmappedgeneric_ps20 [ 9437183 remaining ] ... Compiling SDK_lightmappedgeneric_ps20 [ 9193607 remaining ] ... Compiling SDK_lightmappedgeneric_ps20 [ 8968414 remaining ] ... running: fxc.exe /DTOTALSHADERCOMBOS=452984832 /DCENTROIDMASK=12 /DNUMDYNAMICCOMBOS=48 /DFLAGS=0x0 /DSHADERCOMBO=429431246 /DFASTPATHENVMAPCONTRAST=0 /DFASTPATH=1 /DWRITEWATERFOGTODESTALPHA=1 /DPIXELFOGTYPE=1 /DLIGHTING_PREVIEW=0 /DMASKEDBLENDING=0 /DBASETEXTURE2=0 /DDETAILTEXTURE=1 /DBUMPMAP=0 /DBUMPMAP2=0 /DCUBEMAP=1 /DENVMAPMASK=0 /DBASEALPHAENVMAPMASK=0 /DSELFILLUM=0 /DNORMALMAPALPHAENVMAPMASK=1 /DDIFFUSEBUMPMAP=0 /DBASETEXTURENOENVMAP=0 /DBASETEXTURE2NOENVMAP=0 /DWARPLIGHTING=0 /DFANCY_BLENDING=0 /DSEAMLESS=0 /DOUTLINE=1 /DSOFTEDGES=1 /DBUMPMASK=0 /DNORMAL_DECODE_MODE=0 /DNORMALMASK_DECODE_MODE=0 /DDETAIL_BLEND_MODE=11 /Dmain=main /Emain /Tps_2_0 /DSHADER_MODEL_PS_2_0=1 /LD /Foshader.o SDK_lightmappedgeneric_ps2x.fxcoutput.txt 21 [... and endlessly so on...] [-] So it seems it calls fxc.exe a billion times. But the process never appears in the task manager or in process explorer. The output.txt is also never created. I hate it, that this tool is lacking documentation. :( Ideas? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL-MP Third Person Mod
Do a search for either +forward, +left, +right 2009/6/11 Christian Rieß e-mc2_ch...@gmx.de Hello, I am (still) working with my team on a Third Person Multiplayer Mod. At the moment I have the following problem: I don't know how the Input-Keys are Mapped to a certain action. I want to have a set of walking animations, that do not blend and go only in 4 directions. So I want to connect the action, that the player walks left or right with the left/right walk animation of my player model. But I can't find the parts of code, where this could be changed. Any Idea what I am talking about or even how my problem can be solved? Greets Christian -- GMX FreeDSL Komplettanschluss mit DSL 6.000 Flatrate und Telefonanschluss für nur 17,95 Euro/mtl.!* http://portal.gmx.net/de/go/dsl02 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 64-bit binaries?
You cant change an executable's architecture by using a startup argument. It would need to be recompiled. I've never tried to have a 64-bit dynamicly linked dll (client/server.dll) linked with a 32bit exe, so I don't know if it would even work (I assume it wouldnt as dlls share memory space with the exe, and as 64bit uses longer pointers it might conflict). I don't think valve ever released 64bit client binaries, I think when there was some talk about valve doing 64bit it was just for srcds only. Olly 2009/6/1 Aj Collins gamerzwo...@gmail.com You could also try putting -64bit in the launch options. On Mon, Jun 1, 2009 at 8:45 AM, Aj Collins gamerzwo...@gmail.com wrote: I haven't seen anything for doing 64bit so I'm not quite sure. I'd try making app ID 201 the app ID in the info.txt file. I don't believe the 64bit version of Source ever got updated outside of a couple of small patches. On Mon, Jun 1, 2009 at 8:33 AM, Alexander Hirsch 1ze...@googlemail.com wrote: You might need a 64-bit hl2.exe for that. might because I don't know that much about the different platforms.Try it out if you want them? :) On Mon, Jun 1, 2009 at 8:10 AM, Yaakov Smith m4ngr...@gmail.com wrote: If I wanted to create 64-bit binaries for a mod, is there anything special I would need to do? (Just curious here.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dll updates : ways to update your clients
Wasnt there a steam-like thing called Vapour that did stuff like this? 2009/6/1 Sykes sy...@ladnet.org Well the user experience would have to be seamless.. thus I would imagine it would be something bolted into your mod DLL somewhere!? As I had stated in my original (badly written) email, an extra application to update is OK for beta testers, however not really an acceptable user experience for the player base. the real key would be, how to have the game restart itself on a fresh set of DLLs once downloaded. unreal tournament handled this really nicely + was available to the modder :D - steam do have a mechanism, except its a walled garden :/ + damn you Jonas!, you got me grammar and spell checking EVERY email now! ;o) S. 2009/6/1 Paul Peloski paulpelo...@gmail.com: Nothing wrong with compressed files hosted on a website or torrent. I don't want another piece of software just to keep one (or even a few) mods up to date. If you give people the option I'm sure most will not want to install another mod toaster. You're just making work for yourself trying to find or develop a solution to a problem that people don't have. No offense, I've thought about this issue myself and even contributed code to some early mod distribution platforms. My experience has been that it was a waste of time. Paul On Mon, Jun 1, 2009 at 8:28 AM, Sykes sy...@ladnet.org wrote: So I know steam-works is the official solution to distributing your mod DLL's/content. This seems great if you are a major MOD or game publisher. however for the small outfit MOD maker.. has anyone come up any solutions for keeping your mod player's dlls uptodate (hotfixes etc..) OR have i missed something and we can get hooked up to steamworks?! We use SVN for the betatesters + a small SVN enabled app which they run before starting the game to sync them up to our BETATEST build.. however this isnt the experience we want for normal players.. so any suggestions welcome : cuz quit frankly releasing zip files/website download links is s 90's :o) regards s. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VS2010b1 - Linker probems.
Yea, why do you need to use 2010, especially when its not supported on source AND its still in beta? 2009/5/31 Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com Going back to 2008 or 2005. 2009/5/31 Yaakov Smith m4ngr...@gmail.com Downgrade the compiler? -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Rodrigo 'r2d2rigo' Diaz Sent: Sunday, 31 May 2009 1:20 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] VS2010b1 - Linker probems. It would be easier if you downgrade your compiler. VS tends to be very picky sometimes. 2009/5/31 Yaakov Smith m4ngr...@gmail.com More linker errors now. linkererrors.txt - http://www.megaupload.com/?d=KM2EI3IM Linking against: winmm.lib tier0.lib vgui_controls.lib vstdlib.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib Please help! -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Leighton Sent: Wednesday, 27 May 2009 10:18 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] VS2010b1 - Linker probems. You will probably need to recompile the old library files, since they would be using the old vs2008 runtime. Also, i believe the build log is saved as BuildLog.htm in the build/project directory. Alexander Hirsch wrote: Seems like the project isn't linking against tier0.lib. On Wed, May 27, 2009 at 7:00 AM, Yaakov Smith m4ngr...@gmail.com wrote: I installed and am testing Visual Studio 2010 Beta 1. It converted the VS2008 projects (which in turn were converted from VS2005), and gets heaps of linker errors such as unresolved external symbol __imp_DoNewAssertDialog. The problem is that after cancelling the build, VS2010 crashes so I can't post a full log. Anyone else in a similar position, or anyone know what's wrong? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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 __ Information from ESET Smart Security, version of virus signature database 4100 (20090525) __ The message was checked by ESET Smart Security. http://www.eset.com __ Information from ESET Smart Security, version of virus signature database 4117 (20090530) __ The message was checked by ESET Smart Security. http://www.eset.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 __ Information from ESET Smart Security, version of virus signature database 4117 (20090530) __ The message was checked by ESET Smart Security. http://www.eset.com __ Information from ESET Smart Security, version of virus signature database 4117 (20090530) __ The message was checked by ESET Smart Security. http://www.eset.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 -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VS2010b1 - Linker probems.
Not if it doesn't compile source code they won't :) 2009/5/31 John john6...@gmail.com When the beta is over and it is released a lot of people are going to be using it - some of which will be source coders On Sun, May 31, 2009 at 1:07 PM, Olly oli...@gmail.com wrote: Yea, why do you need to use 2010, especially when its not supported on source AND its still in beta? 2009/5/31 Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com Going back to 2008 or 2005. 2009/5/31 Yaakov Smith m4ngr...@gmail.com Downgrade the compiler? -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Rodrigo 'r2d2rigo' Diaz Sent: Sunday, 31 May 2009 1:20 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] VS2010b1 - Linker probems. It would be easier if you downgrade your compiler. VS tends to be very picky sometimes. 2009/5/31 Yaakov Smith m4ngr...@gmail.com More linker errors now. linkererrors.txt - http://www.megaupload.com/?d=KM2EI3IM Linking against: winmm.lib tier0.lib vgui_controls.lib vstdlib.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib Please help! -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Leighton Sent: Wednesday, 27 May 2009 10:18 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] VS2010b1 - Linker probems. You will probably need to recompile the old library files, since they would be using the old vs2008 runtime. Also, i believe the build log is saved as BuildLog.htm in the build/project directory. Alexander Hirsch wrote: Seems like the project isn't linking against tier0.lib. On Wed, May 27, 2009 at 7:00 AM, Yaakov Smith m4ngr...@gmail.com wrote: I installed and am testing Visual Studio 2010 Beta 1. It converted the VS2008 projects (which in turn were converted from VS2005), and gets heaps of linker errors such as unresolved external symbol __imp_DoNewAssertDialog. The problem is that after cancelling the build, VS2010 crashes so I can't post a full log. Anyone else in a similar position, or anyone know what's wrong? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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 __ Information from ESET Smart Security, version of virus signature database 4100 (20090525) __ The message was checked by ESET Smart Security. http://www.eset.com __ Information from ESET Smart Security, version of virus signature database 4117 (20090530) __ The message was checked by ESET Smart Security. http://www.eset.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 __ Information from ESET Smart Security, version of virus signature database 4117 (20090530) __ The message was checked by ESET Smart Security. http://www.eset.com __ Information from ESET Smart Security, version of virus signature database 4117 (20090530) __ The message was checked by ESET Smart Security. http://www.eset.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 -- Sent from Olly's
Re: [hlcoders] Depth buffer problem
Me and James are both having the exact same problem, and are running Vista 32bit. I have tried running shadercompile.exe in compatability mode, but seems to not make a difference. I'm beginning to wonder if the operating system is a factor of the problems me and James are seeing. 2009/5/28 KLIMaka beast...@yandex.ru WinXP Prof x64 SP2 Yeah, I have no problems with running studiocompile. Out of curiosity, what version of Windows are you all running this on? On Tue, May 26, 2009 at 2:13 PM, BEaST beast...@yandex.ru wrote: Really? I have everything works fine! Maybe problem in erroneous bat-files? The solution, which helped me: 1) Copy from your ...\sourcesdk\bin\orangebox\bin\ directory into ...\src\materialsystem\stdshaders\ next files - shadercompile.exe and shadercompile_dll.dll 2) Change buildshaders.bat : following lines echo %SDKBINDIR%\shadercompile.exe filestocopy.txt echo %SDKBINDIR%\shadercompile_dll.dll filestocopy.txt echo %SDKBINDIR%\vstdlib.dll filestocopy.txt echo %SDKBINDIR%\tier0.dll filestocopy.txt modify to echo shadercompile.exe filestocopy.txt echo shadercompile_dll.dll filestocopy.txt rem echo %SDKBINDIR%\vstdlib.dll filestocopy.txt rem echo %SDKBINDIR%\tier0.dll filestocopy.txt Sorry I don't have anything to contribute, but how were you able to get the shader SDK working? Using the beta SDK and DXSDK Nov2008, the .fxc files do not seem to build successfully. On May 23, 2009, at 9:29 PM, walter wal...@nebulastation.net wrote: I tried to make CShadowDepthView draw into a custom render target which would then be passed to shader, but I cant find the right way how to do it. Being inexperienced in programming, I really could use some advice. only way - additional render pass with depth write only. Simplest way (IMHO) to use CClientShadowMgr. It uses CShadowDepthView::Draw() for writing full range depth. I think it should look like always turned on flashlight with FOV`s (horizontal and vertical) and resolution equal to viewport FOV and resolution accordingly. Something like that... Pardon for poorly english )) Is there any other way how to get depth (distance) into shader? It is for Orange Box-based mod. On PC platform _rt_FullFrameDepth is a compressed depth buffer. This means that presented not full depth range, but only part, not to exceed OO_DESTALPHA_DEPTH_RANGE (as defined in the file common_ps_fxc.h). That is why we have fake soft particles. Sadly :( Is this for ep1? On Fri, May 22, 2009 at 12:52 PM, walter wal...@nebulastation.net wrote: I wrote a custom shader which accesses depth buffer through _rt_FullFrameDepth render target. It works, but alpha channel becomes maxed out to white just few meters from camera, preventing intended function. Any idea what could I be doing wrong? Jan Walter Sluka ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To
Re: [hlcoders] VS2010b1 - Linker probems.
VS2010 isn't supported, neither is VS2008 (apart from OB Beta) The fact you are also using a beta product, doesn't put you in a good position to get help. 2009/5/27 Yaakov Smith m4ngr...@gmail.com I installed and am testing Visual Studio 2010 Beta 1. It converted the VS2008 projects (which in turn were converted from VS2005), and gets heaps of linker errors such as unresolved external symbol __imp_DoNewAssertDialog. The problem is that after cancelling the build, VS2010 crashes so I can't post a full log. Anyone else in a similar position, or anyone know what's wrong? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box SDK Beta (Not L4D)
Thanks Tobias, Ill check it out (: 2009/5/16 Tobias Kammersgaard tobias.kammersga...@gmail.com Bumping this. The L4D Authoring tool was released, and it contains a shadercompiler.exe. I don't know if it works, but its worth a shot. /ScarT 2009/4/11 Olly oli...@gmail.com Is there any update on when the new shadercompile.exe will be added to the beta? 2009/3/26 Walter Gray chrysal...@gmail.com Just an update, with a bit of tweaking I was able to make this work by commenting out the following lines in buildshaders.bat echo %SDKBINDIR%\shadercompile.exe filestocopy.txt echo %SDKBINDIR%\shadercompile_dll.dll filestocopy.txt echo %SDKBINDIR%\vstdlib.dll filestocopy.txt echo %SDKBINDIR%\tier0.dll filestocopy.txt I also had to get a copy of mysql_wrapper.dll from the wiki. After that it seemed to work fine. fl...@planet-mtv.de wrote: There's a small fix for this problem that works for me. Go inside the buildsdkshaders.bat and comment the set SDKBINDIR= out. After that open up the buildshaders.bat and change the line (73 74) from: if not exist %SDKBINDIR%\shadercompile.exe goto NoShaderCompile set ChangeToDir=%SDKBINDIR% to if not exist %sourcesdk%\bin\orangebox\bin\shadercompile.exe goto NoShaderCompile set ChangeToDir=%sourcesdk%\bin\orangebox\bin Hope it helps. Thanks Valve and of course Toni for that great SDK! -- Walter Gray wrote : Same problem here. Even with the String::CRC32 package installed, I get the second error. Garrett wrote: I was messing around trying to compile shaders, and I've come across a couple of issues. In updateshaders.pl, psh_prep.pl, copyshaderincfiles.pl, and vsh_prep.pl, there's a line at the beginning, use String::CRC32; that really doesn't seem to be needed, as well as the couple of lines that actually use that CRC32 stuff. updateshaders.pl - lines 244 - 248 psh_prep.pl - lines 267, 284 vsh_prep.pl - lines 1025, 1041 After getting through that, I ran into some trouble when it actually got to the part where it runs shadercompile.exe and I got the following output: Running distributed shader compilation... Can't find D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\shadercompile.exe Can't find D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\shadercompile_dll.dll Can't find D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\tier0.dll Can't find D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\vstdlib.dll Can't open mysql_wrapper.dll! Modifying line 184 in buildshaders.bat to take out the -shaderpath parameter caused those errors to go away, but then I got an error of Can't find \filelist.txt, which I'm assuming is because I took out the -shaderpath. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- This message was sent on behalf of fl...@planet-mtv.de at openSubscriber.com http://www.opensubscriber.com/message/hlcoders@list.valvesoftware.com/11706712.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box SDK Beta (Not L4D)
Seems to have the same problem as the OB Beta (along with the l4d shadercomile not being able to be launched because a lack of shadercompile_dll.dll) I copied the dll from OB, which seemed to fix the problem, and because of a lack of entry point not found, i'm assuming the two bins are the same ): As far as I know, everything is setup here correctly, and I don't get any errors. Has anyone else managed to compile the fxc's using this new beta? 2009/5/16 Tobias Kammersgaard tobias.kammersga...@gmail.com Great. Let us know ;-) /ScarT 2009/5/16 Olly oli...@gmail.com Thanks Tobias, Ill check it out (: 2009/5/16 Tobias Kammersgaard tobias.kammersga...@gmail.com Bumping this. The L4D Authoring tool was released, and it contains a shadercompiler.exe. I don't know if it works, but its worth a shot. /ScarT 2009/4/11 Olly oli...@gmail.com Is there any update on when the new shadercompile.exe will be added to the beta? 2009/3/26 Walter Gray chrysal...@gmail.com Just an update, with a bit of tweaking I was able to make this work by commenting out the following lines in buildshaders.bat echo %SDKBINDIR%\shadercompile.exe filestocopy.txt echo %SDKBINDIR%\shadercompile_dll.dll filestocopy.txt echo %SDKBINDIR%\vstdlib.dll filestocopy.txt echo %SDKBINDIR%\tier0.dll filestocopy.txt I also had to get a copy of mysql_wrapper.dll from the wiki. After that it seemed to work fine. fl...@planet-mtv.de wrote: There's a small fix for this problem that works for me. Go inside the buildsdkshaders.bat and comment the set SDKBINDIR= out. After that open up the buildshaders.bat and change the line (73 74) from: if not exist %SDKBINDIR%\shadercompile.exe goto NoShaderCompile set ChangeToDir=%SDKBINDIR% to if not exist %sourcesdk%\bin\orangebox\bin\shadercompile.exe goto NoShaderCompile set ChangeToDir=%sourcesdk%\bin\orangebox\bin Hope it helps. Thanks Valve and of course Toni for that great SDK! -- Walter Gray wrote : Same problem here. Even with the String::CRC32 package installed, I get the second error. Garrett wrote: I was messing around trying to compile shaders, and I've come across a couple of issues. In updateshaders.pl, psh_prep.pl, copyshaderincfiles.pl, and vsh_prep.pl, there's a line at the beginning, use String::CRC32; that really doesn't seem to be needed, as well as the couple of lines that actually use that CRC32 stuff. updateshaders.pl - lines 244 - 248 psh_prep.pl - lines 267, 284 vsh_prep.pl - lines 1025, 1041 After getting through that, I ran into some trouble when it actually got to the part where it runs shadercompile.exe and I got the following output: Running distributed shader compilation... Can't find D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\shadercompile.exe Can't find D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\shadercompile_dll.dll Can't find D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\tier0.dll Can't find D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\vstdlib.dll Can't open mysql_wrapper.dll! Modifying line 184 in buildshaders.bat to take out the -shaderpath parameter caused those errors to go away, but then I got an error of Can't find \filelist.txt, which I'm assuming is because I took out the -shaderpath. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- This message was sent on behalf of fl...@planet-mtv.de at openSubscriber.com http://www.opensubscriber.com/message/hlcoders@list.valvesoftware.com/11706712.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Game Content
If its in the EULA (which I think it is) that says that you cannot use unmounted content. Then you just shouldn't unless you have consent from Valve. Downloading music is illigal, and that's just copying data. I also wouldn't make any money from doing so. Emailing them would have been a much easier/accurate way to get an answer. 2009/5/14 Saul Rennison saul.renni...@gmail.com If it is actually illegal Valve will confront you and politely ask you to remove the copyrighted content, then when you do everything's OK. No trouble! 2009/5/14 Jonas 'Sortie' Termansen hlcod...@maxsi.dk Technically, you are not stealing from Valve by making a copy of their works, if they don't lose anything, which the clause that you only use a small portion of their content includes, because the content cannot substitute CS:S, and then it won't affect their sales, thus it can quality as Fair Use under the US Copyright laws. But it's still untested in court, and will vary on a case basis, and I am not an US copyright expert. The same argument goes for editing the content. Again, note that I don't recommend doing this, but if it's legal due to Fair Use, and you only use small amounts of content, it will be much faster for the mod to load the content from its own folder, instead of adding another search path, which increases loadtimes. Oh and be careful when mounting .GCFs from code and not the gameinfo.txt, I had some experience that some people couldn't launch the mod successfully, even if they had the .GCF I was mounting. Might be fixed though, but still. - Original Message - From: Julian Moschüring ar...@gmx.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, May 14, 2009 2:57 PM Subject: Re: [hlcoders] Game Content -You only included small amounts of Valve's copyrighted works Nice reasoning, so if I go into a shop and only steal eg a part of a computer thats okay? :-) I think you should mount the CS:S content because you have to make sure the users who use your mod own the right to have the models you provide. Legally you are not even allowed to ship the modified model. To do it totally right you would have to extract the gcf during install and modify the original model... but, as Jonas said, I don't think valve will complain about this. Jonas 'Sortie' Termansen schrieb: My personal expierence is that you can use CS:S Content in your mod. The 100% legal way is to mount CS:S content but that requires CS:S to be installed and owned by everyone who own your mod. Then if you modify a few models, you can simply make some replacements in your own mod folder that will override the CS:S content. If you want a more questionable method that allows everyone to play your mod (and faster because you don't have to mount another .gcf file or two), you can simply extract the few models you wish to edit and their materials, and put them in your mod's folder. This way you don't depend on any extra .gcf files or that people have CS:S installed. This should work fine for small amounts of content. While untested in court, it could qualify for Fair Use because: - You only included small amounts of Valve's copyrighted works - The content required at least one of Valve's products - The content used doesn't include the whole CS:S and doesn't limit Valve's sales, because the content isn't CS:S - You do not earn any money from their works - (You edited their works to some degree) - (I have never heard of Valve having any complaints about this, as long as the above is true, despite the EULA probably saying otherwise) Again, whether it's legal or advised to extract and ship the contents of a GCF file, the perfectly safe but annoying way of doing it is mounting the CSS GCF file, but the way you do it is up to you. - Original Message - From: Yaakov Smith m4ngr...@gmail.com To: 'Discussion of Half-Life Programming' hlcoders@list.valvesoftware.com Sent: Thursday, May 14, 2009 12:09 PM Subject: [hlcoders] Game Content Example: I want to mess with CS:S models and include modifications of the said models in my mod. Could I legally do that, but mount the CS:S content to cover the legal aspect? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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,
Re: [hlcoders] Game Content
I meant email valve directly. Not post on the list. But it still depends on products purchased from Valve in order to function. That statement is not valid, since Microsoft Office requires Windows which is a Microsoft product, but I'm sure if I took some images/icons or something from Office, and used them in my own open source app Microsoft would have something to say about it. I don't think any of us here are lawyers (maybe there is), so most of this discussion is based on opinion, or what you think is right. Its irrelevant if you think it should be allowed or not; It's not up-to any of us to decide, as none of us have bought a redistrobution license to the assets. As I said before, if you are in doubt, just email someone who looks like they could deal with this kind of thing from the valve staff page, as you are never going to get a definitive answer here! 2009/5/14 Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com b) Do any of the Source game packs that allow you to play a mod made with the SDK *not* include CSS these days? Orange Box doesn't, nor does L4D ;) 2009/5/14 Jed j...@wunderboy.org Yeah but... a) You need another Source game to be able to play the mod anyway so Valve are getting a sale right here. b) Do any of the Source game packs that allow you to play a mod made with the SDK *not* include CSS these days? I'd say that maybe 85% of the time someone with the relevant base games to play your mod probably has CSS installed anyway. If you want to use CSS content in an unmodified form, then yes, just mount the GCF and make it a requirement for the mod. If you're making derived model then it will be necessary to ship with your mod. I think as well you have to think a bit beyond he stole my bike! - stopping this kind of derivative work stifles innovation and puts people off modding. I'd say at least 75% of the mods I've seen out there use modified content from other Source games in one form or another. As it's being used for a Source game, your in a way keeping it in the family and there's also the follow on of tying a playing to Steam, exposure to other games and maybe leading to more sales. Also don't forget that games like CSS, DoDS and TF2 all started out as mods. It's not in Valves interest to stifle this kind of derivative work - especially when its non-profit and could potentially lead them to their next-big-hit. As I said, I think Valve get this and are forward thinking enough to see that this sort of incestuous breeding of content across their games is actually a good thing. - Jed 2009/5/14 Julian Moschüring ar...@gmx.com: I agree, but your second point implies that you mount, in this case, the CS:S content, which was the question which started this thread. :-) Perhaps one of the main reason someone plays your mod is that the models are so great. If you don't mount the CS:S content you would take money from valve because if you had mounted it some people would have bought CS:S to play your mod... mmh I would mount the content and publish the mod with the model. You could also check if the content is mountable and if not use some standard model instead of the CS:S ones. Jed schrieb: I think the great questions are: Is it hurting them? Is it worth them taking legal action? As has been pointed out, if you are just borrowing a few low-key (i.e not character/player) models such as props you're not really giving away the whole CSS game nor are you really damaging sales. Secondly, if borrowing a few models helps you get your free mod out the door, it might well prompt a player to purchase say the Orange Box to be able to play your mod - $$$ for Valve. Thirdly, the legal costs of taking any modder to task for borrowing a few props for his Source mod is going to be far in excess of their market value. From my experience of dealing with Valve first hand I like to think their a level headed bunch of chaps and their attitude is that if you're not taking the piss with borrowed/reworked content or using it outside of a Source mod then it's acceptable. Of course that's my opinion and not fact. Then again I think it's a sad reflection on the litigious society of today if a few modders would be stomped on from trying to learn and innovate for fear of legal repercussion. - Jed 2009/5/14 Jonas 'Sortie' Termansen hlcod...@maxsi.dk: Technically, you are not stealing from Valve by making a copy of their works, if they don't lose anything, which the clause that you only use a small portion of their content includes, because the content cannot substitute CS:S, and then it won't affect their sales, thus it can quality as Fair Use under the US Copyright laws. But it's still untested in court, and will vary on a case basis, and I am not an US copyright expert. The same
Re: [hlcoders] point_viewcontrol in OB Beta
Just FYI the same issue is present with the colour correction entity. 2009/5/2 Alexander Hirsch 1ze...@googlemail.com point_viewcontrol expects the game to be singleplayer: m_hPlayer = UTIL_GetLocalPlayer(); So, instead of that, either do UTIL_PlayerByIndex( 1 ) to get the first one or use an array of players; find them with a loop and UTIL_PlayerByIndex( i );. On Sat, May 2, 2009 at 5:04 PM, Grash mr_gr...@yahoo.com wrote: point_viewcontrol in the stock OB Beta HL2DM mod code is broken. Right now I can verify that the lookat ent on camera is not functioning. I did check this against stock OB HL2DM mod code from before the beta. I haven't had a chance to dig in and check why this is. So I'm just throwing it out there in case someone else can get to it before I can. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Particle System of Orange Box in EP1-Mod
No 2009/5/1 Biz b...@cs-dsf-clan.de Hey there, can the particle system of the orange box be somehow used in a mod which was created with ep1-system? Regards, xs57 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Particle System of Orange Box in EP1-Mod
You cant comile shaders in the OB beta, since shadercompile.exe / shadercompile_dll.dll is broken. 2009/5/1 Tony Sergi to...@valvesoftware.com You'd have to port the shaders, and modify the particles.lib which.. you can't really do. The shader could probably be ported since there is the sdk version of it in the OB beta. Either way, you don't have the source to particles.lib so there's nothing you can do ;) -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Alexander Hirsch Sent: May-01-09 6:30 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Particle System of Orange Box in EP1-Mod Well, you could port the code over to the OB-engine. Get some merging-software for that (Wikipedia has a neat list: http://en.wikipedia.org/wiki/Comparison_of_file_comparison_tools ). I doubt that you want to port the OB particles over to the Ep1-engine; when porting to the OB-engine you also get other sweet features :) On Fri, May 1, 2009 at 12:12 PM, Biz b...@cs-dsf-clan.de wrote: Hey there, can the particle system of the orange box be somehow used in a mod which was created with ep1-system? Regards, xs57 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Cannonfodder's MDL compiler sources?
The domain is being camped. 2009/5/1 Matt Hoffman lord.matt.hoff...@gmail.com Jake: He ignores his emails about source, or doesn't use that email anymore. On Fri, May 1, 2009 at 2:55 PM, Jake ja...@droxsden.bulletpain.com wrote: You could just email him..it's right there. Dan L wrote: what would you write this letter on? and his address doesn't have an @, how is it supposed to know which host to goto? On Fri, May 1, 2009 at 5:45 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: What's a pen? Or a letter? On Fri, May 1, 2009 at 2:41 PM, Jed j...@wunderboy.org wrote: You know, you could always pick up a pen and write him a letter. Less intrusive than a call and its still his choice whether to answer or not. - Jed 2009/5/1 Dan L djl4...@gmail.com: Anyone live in that area where it wouldn't be long distance? On Fri, May 1, 2009 at 5:25 PM, Jarno Veuger h...@mr-green.nl wrote: I suppose you could call him. Just say you really need it and not force him. Just ask him gently :) . Regards, Ywa Dan L wrote: Osborne, Larry la...@osborne.net 5112 Shelter Cove Austin, TX 78730 US (512) 651-9568 Anyone tried that email? and would it be mega-creepy if someone( liek me lol) called him? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Checkpoints Triggers
Just FYI there is: CBaseEntity::IsPlayer() 2009/4/29 Jonas 'Sortie' Termansen hlcod...@maxsi.dk I'd make a variable in the player class called int_Rounds (or something clever) and then make a custom trigger, that could be called Trigger_Checkpoint. Then make a variable in the Trigger_Checkpoint called int_RoundOfThisTrigger (that can be edited through hammer, see .fgd). Then in the Touch Function of Trigger_Checkpoint, dynamically cast the baseentity* and see if it's a player. If it is a player, then check if the pPlayer-int_Rounds = int_RoundsOfThisTrigger-1, and if it is, then set pPlayer-int_Rounds = intRoundsOfThisTrigger. Of course, the logic has to be expanded, so when the player reaches the goal, the int_Rounds is set to Zero again. But that should be straightforward. Of course, it could be done with some advanced in-map entity input/output, but it's much simpler (and more reliable) to do it via programming. Have Fun, Sortie - Original Message - From: FaMiNe fam...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, April 28, 2009 11:50 PM Subject: [hlcoders] Checkpoints Triggers I've been looking into this for a while, but I'm still new. I'm trying to create a checkpoint system, where the player cannot activate the next checkpoint until they get the current one (ex: have to get checkpoint 1 before you can get checkpoint 2). I created a map entity, and using trigger_multiple as a base for my checkpoint trigger, I'm trying to find a place to put a variable that contains the previous checkpoint that they grabbed, and a method to trigger it in the first place. Since this is a multiplayer mod, I expect each player instance to have their own checkpoint status variable. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?
You could at-least give people pointers to help him out. No-one asked you for the source-code. 2009/4/28 Cory de La Torre gear@gmail.com Minh's got it right ;D Like Garry had ever released how to parent the projector, amirite. On Mon, Apr 27, 2009 at 8:10 PM, Stephen Micheals stephen.miche...@gmail.com wrote: Staying on topic a bit wasn't the grain in the shadows introduced by valve because of nvidia (forcing a cheaper version to be used) cards that could not handle the newer flashlight effect in EP2 without lag? On Mon, Apr 27, 2009 at 4:00 PM, James Keith jimmy4...@gmail.com wrote: Once again, thanks for the totally-explaining-how-to-do-it post... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
The beta to the SDK was released (check steam settings beta) but there are still some pretty bad bugs. The main one for us, being that the wrong shadercompile.exe/shadercompile_dll.dll is on steam, so we STILL can't compile shaders for orangebox. 2009/4/28 Saul Rennison saul.renni...@gmail.com Bump? I'm gonna get killed for this :'( I dream for a day when little dolphins like Devin can live in peace with angry ninja pirates. A 2009/3/8 James Gray ja...@interwavestudios.com An SDK code update is definitely overdue, but unfortunately I wouldn't count on it. :\ Yaakov Smith wrote: I know, this thread is ridiculous. I logged on last night to find 156 new messages, most of which were from here. BTW Tony when do we get the SDK update? Didn't you say there were just a couple of verification checks you had to do? -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Sergi Sent: Sunday, 8 March 2009 3:37 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] (no subject) I'm only adding this response to say one thing; because of all of these ridiculous posts, I have 173 unread emails in my hlcoders folder.. so therefore, in 2 seconds they will all be marked as read and never touched again. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison Sent: March-07-09 1:29 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] (no subject) Don't let this die... 2009/3/6 John Standish vold...@gmail.com MEDALS FOR EVERYONE! On Fri, Mar 6, 2009 at 3:12 PM, Ben Mears b...@noesisinteractive.com wrote: Does that mean this thread can finally rest peacefully alongside Devin the Dolphin? John Standish wrote: Achievement Unlocked On Fri, Mar 6, 2009 at 3:09 PM, John Standish vold...@gmail.com wrote: *Franz Kafka* (IPA: [ˈfʀanʦ ˈkafka] http://en.wikipedia.org/wiki/Wikipedia:IPA) (3 July 1883 – 3 June 1924) was one of the major fiction http://en.wikipedia.org/wiki/Fiction writers of the 20th century. He was born to a middle-class http://en.wikipedia.org/wiki/Middle-class German http://en.wikipedia.org/wiki/German_language-speaking Jewish http://en.wikipedia.org/wiki/Jewish family http://en.wikipedia.org/wiki/Family in Prague http://en.wikipedia.org/wiki/Prague , Austria-Hungary http://en.wikipedia.org/wiki/Austria-Hungary, presently the Czech Republic http://en.wikipedia.org/wiki/Czech_Republic. His unique body of writing—much of which is incomplete http://en.wikipedia.org/wiki/Unfinished_work and which was mainly published posthumously—is considered to be among the most influential in Western literature http://en.wikipedia.org/wiki/Western_literature .[1] http://en.wikipedia.org/wiki/Kafka#cite_note-esp-0 His stories, such as *The Metamorphosis http://en.wikipedia.org/wiki/The_Metamorphosis * (1915), and novels, including *The Trial http://en.wikipedia.org/wiki/The_Trial * (1925) and *The Castle http://en.wikipedia.org/wiki/The_Castle_(novel) http://en.wikipedia.org/wiki/The_Castle_%28novel%29 * (1926), concern troubled individuals in a nightmarishly impersonal and - Show quoted text - bureaucratic world. On Fri, Mar 6, 2009 at 3:05 PM, Skyler Clark sky3...@comcast.net wrote: Thank god for gmail... On Fri, Mar 6, 2009 at 6:01 PM, admin@gmail.com wrote: - Show quoted text - - Show quoted text - Lmao that would be hilarious Thanks, Timothy Fenton Animation and Game Design Student -Original Message- From: 1nsane 1nsane...@gmail.com Date: Fri, 6 Mar 2009 17:58:22 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] (no subject) I think he left the list. Someone wanna forward him the messages? On Fri, Mar 6, 2009 at 5:55 PM, Saul Rennison saul.renni...@gmail.com wrote: 8 responses... COME ON U GIYZ 2009/3/6 John Standish vold...@gmail.com Real men do it from the CLI! On Fri, Mar 6, 2009 at 2:47 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.comwrote: Been using 6 until two months ago. Modern GUIs confuse me :( - Show quoted text - 2009/3/6 John Standish vold...@gmail.com 2008 for the win. And I just copied that from someone so it was pure copyright infringement muwahaha. 12 more. On Fri, Mar 6, 2009 at 1:50 PM, Cory de La Torre gear@gmail.com wrote: Speaking of which,
Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?
Way to be more helpful than your last post... Oh. 2009/4/27 Cory de La Torre gear@gmail.com http://geardev.wordpress.com/2008/12/13/the-update/ On Sun, Apr 26, 2009 at 9:53 PM, Yaakov Smith m4ngr...@gmail.com wrote: I thought only SDK Beta supported OB Shaders? -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tobias Kammersgaard Sent: Monday, 27 April 2009 1:56 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed? For your information you can disable the signature shit in Gmail. On-topic. I'd take a look at materialsystem/stdshaders/common_flashlight_fxc.h It's really a shot in the dark, since I haven't looked at any shader code for the Orange Box. /ScarT 2009/4/27 Matt Hoffman lord.matt.hoff...@gmail.com More derailed and destroyed* On Sun, Apr 26, 2009 at 8:38 PM, James Keith jimmy4...@gmail.com wrote: Suddenly this thread is more derailed than episode 2's train :/ Sent from my iPod On Apr 26, 2009, at 11:33 PM, Tony Paloma drunkenf...@hotmail.com wrote: Everyone does it. Sent via BlackBerry by ATT Do you Yahoo? Rediscover Hotmail -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh Sent: Sunday, April 26, 2009 6:23 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed? Wait, how do we know he knows how to do it. He just put up a picture saying it can be done.. Off topic. I think it's lame how Apple has to throw it's branding all over the place.. Ryan Sheffer wrote: Way to know the answer but beat around the bush. Skidz (Ryan) On 26-Apr-09, at 14:19, Cory de La Torre gear@gmail.com wrote: Way to derail the question guys. On Sun, Apr 26, 2009 at 1:28 PM, James Keith jimmy4...@gmail.com wrote: Yes my iPod automatically adds that to the end, it's really stupid. I don't think the grain is shader based, because it appears on all types of materials, so it leads me to believe it's code based to grain on all entites. Dunno. If certain people would've actually told me how to do it instead of just saying yeah, i would know. *incoming mail signature* Thanks, James - Original Message - From: Saul Rennison saul.renni...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Sunday, April 26, 2009 3:27 PM Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they beremoved? Same Sent from Saul's Pidgeon Mail 2009/4/26 Olly oli...@gmail.com What of it? :D My mail client adds mine automatically too :D -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Thanks, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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
Re: [hlcoders] remove me from list!
You aren't getting spammed enough if you cant see how to unsubscribe. 2009/4/27 Ian T. Jacobsen www@gmail.com Hello I want to be removed from HLCoders since I'm now getting spammed with more important stuff... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] posting
Indeed, I just got slapped in the face with some irony just then =( 2009/4/27 Andrew Ritchie gotta...@gmail.com Ironic? On Mon, Apr 27, 2009 at 7:37 PM, Piotr Burzykowski locwo...@gmail.com wrote: Hi, Can we avoid the silliness of another pointless thread? This is spam of the worst kind which the good Valve people will simply skip/delete along with valid threads. Best regards, Piotr Burzykowski LocWorks - Play. Adapt. Disseminate. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?
What of it? :D My mail client adds mine automatically too :D -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Corner-shot
CBasePlayer *pOwner = ToBasePlayer( /*--*/ ); to CBasePlayer *pOwner = this; Should work, if I understand the problem. 2009/4/20 Jean Marcel Knapp dos Santos changremi...@gmail.com Hi, I'm Xblah, and I'm the programmer of Offline: Source. I'm trying to build a corner-shot system. The player just leans the screen, so he has better cover. This is what I coded into void CHL2_Player::ItemPostFrame() CBasePlayer *pOwner = ToBasePlayer( /*--*/ ); //HELP HELP HELP: FIX ME!!! if ( pOwner == NULL ) return; if ( pOwner-m_nButtons IN_LEANLEFT ) { QAngle viewPunch; viewPunch.x = 0.0f; viewPunch.y = 0.0f; viewPunch.z = 1.0f; //Add it to the view punch ViewPunch( viewPunch ); } if ( pOwner-m_nButtons IN_LEANRIGHT ) { QAngle viewPunch; viewPunch.x = 0.0f; viewPunch.y = 0.0f; viewPunch.z = -1.0f; //Add it to the view punch ViewPunch( viewPunch ); } I need to check if the player is pressing the IN_LEANRIGHT or IN_LEANLEFT buttons. What should I put in the place of the /*--*/ Or is there another way to use m_nButtons? -- __ Jean Marcel Knapp dos Santos changremi...@gmail.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box SDK Beta (Not L4D)
Is there any update on when the new shadercompile.exe will be added to the beta? 2009/3/26 Walter Gray chrysal...@gmail.com Just an update, with a bit of tweaking I was able to make this work by commenting out the following lines in buildshaders.bat echo %SDKBINDIR%\shadercompile.exe filestocopy.txt echo %SDKBINDIR%\shadercompile_dll.dll filestocopy.txt echo %SDKBINDIR%\vstdlib.dll filestocopy.txt echo %SDKBINDIR%\tier0.dll filestocopy.txt I also had to get a copy of mysql_wrapper.dll from the wiki. After that it seemed to work fine. fl...@planet-mtv.de wrote: There's a small fix for this problem that works for me. Go inside the buildsdkshaders.bat and comment the set SDKBINDIR= out. After that open up the buildshaders.bat and change the line (73 74) from: if not exist %SDKBINDIR%\shadercompile.exe goto NoShaderCompile set ChangeToDir=%SDKBINDIR% to if not exist %sourcesdk%\bin\orangebox\bin\shadercompile.exe goto NoShaderCompile set ChangeToDir=%sourcesdk%\bin\orangebox\bin Hope it helps. Thanks Valve and of course Toni for that great SDK! -- Walter Gray wrote : Same problem here. Even with the String::CRC32 package installed, I get the second error. Garrett wrote: I was messing around trying to compile shaders, and I've come across a couple of issues. In updateshaders.pl, psh_prep.pl, copyshaderincfiles.pl, and vsh_prep.pl, there's a line at the beginning, use String::CRC32; that really doesn't seem to be needed, as well as the couple of lines that actually use that CRC32 stuff. updateshaders.pl - lines 244 - 248 psh_prep.pl - lines 267, 284 vsh_prep.pl - lines 1025, 1041 After getting through that, I ran into some trouble when it actually got to the part where it runs shadercompile.exe and I got the following output: Running distributed shader compilation... Can't find D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\shadercompile.exe Can't find D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\shadercompile_dll.dll Can't find D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\tier0.dll Can't find D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\vstdlib.dll Can't open mysql_wrapper.dll! Modifying line 184 in buildshaders.bat to take out the -shaderpath parameter caused those errors to go away, but then I got an error of Can't find \filelist.txt, which I'm assuming is because I took out the -shaderpath. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- This message was sent on behalf of fl...@planet-mtv.de at openSubscriber.com http://www.opensubscriber.com/message/hlcoders@list.valvesoftware.com/11706712.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Model Entity attached to play
Is it predicted and you didn't write a client side version? or the client side version isn't the same 2009/3/27 Dan Clark lnx...@gmail.com I am trying to attach a model entity to a player. I want it to follow the player in a sense. I have it working but when the player moves, the entity jitters back and forth. Anyway to fix this? -- Best regards, Dan http://www.lnxmad.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box SDK Beta Bugs
Didn't valve used to have a bugzilla? Maybe they would be more useful there. 2009/3/18 Walter Gray chrysal...@gmail.com Bugs only in this thread please, put questions somewhere else. Yaakov Smith wrote: What is the command to go prone? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server CVars
There is a way to get a list of cvars from the server using the query interface. I don't remember how it works, and i'm at work so I cant get an example now. But if you get it working, you may notice that linux servers (I don't know if windows ones do it now also) seem to have the packet contents bzip'd before its sent down the tubes. 2009/3/11 Andrew Armstrong and...@mammoth.com.au Then probably not. Other than whats provided via the query response servers give back (player count, timelimit, etc). I also don't know off the top of my head how that list is populated. - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith Sent: Wednesday, 11 March 2009 5:04 PM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Server CVars No, I want to get the value of the CVAR from an external application I'm writing. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Wednesday, 11 March 2009 5:00 PM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Server CVars Yep, at least from a VSP environment, simply call: ConVar* hostName = cvar-FindVar(hostname); if (hostName) { // Do stuff with this variable std::string currentHostName = std::string(hostName-GetString()); } You can also call GetInt() and a few others on the convar to interpret it differently; check the valve wiki. - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith Sent: Wednesday, 11 March 2009 1:29 PM To: 'Discussion of Half-Life Programming' Subject: [hlcoders] Server CVars Is there a way to get the value of server CVars, without using RCON? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Particle editor still broken
EP3 anyone? 2009/3/6 Saul Rennison saul.renni...@gmail.com Valve Time ftw. It will be fixed when Duke Nukem Forever goes gold. 2009/3/6 James Keith jimmy4...@gmail.com Guess we'll still have to wait for their next-next gen engine when everything but their tools are broke :( -- From: Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com Sent: Friday, March 06, 2009 12:04 PM To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Particle editor still broken What Valve giveth, Valve taketh away. 2009/3/6 Matt Hoffman lord.matt.hoff...@gmail.com Yep. Still waiting on the particle editor so I can start adding particles to my map... Great of you to give us the tools Valve... Now only if they worked. On Fri, Mar 6, 2009 at 6:45 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dkwrote: I really hope they are - I got a release the 23rd, and I can't release the final map without the particle editor working - the effects aren't done yet. - Original Message - From: James Keith jimmy4...@gmail.com To: hlcoders@list.valvesoftware.com Sent: Friday, March 06, 2009 3:51 AM Subject: [hlcoders] Particle editor still broken I messaged the board about this, but it seems to have been lost in space. Is valve working on this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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 -- Thanks, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Can no longer access IServerGameDLL from plugin
Lots of the interfaces have been updated in the last version. I sent an email to alfred asking for the new headers, but apparently we don't need them, and there is going to be a steam client update soon. This is the case for steam_api interfaces, I guess its the same for server plugin interfaces. 2009/2/20 Andrew Armstrong and...@mammoth.com.au Maybe there's V6 now? Worth a shot. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Paul Sent: Friday, 20 February 2009 11:28 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Can no longer access IServerGameDLL from plugin Sorry . That was outdated code. I was using version 5 and this also failed to load Hope someone can help On 20 Feb 2009, at 00:21, Spencer 'voogru' MacDonald voo...@voogru.com wrote: TF2 is ServerGameDLL005 (INTERFACEVERSION_SERVERGAMEDLL) -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of cheeseh-bu Sent: Thursday, February 19, 2009 6:52 PM To: Discussion of Half-Life Programming Subject: [hlcoders] Can no longer access IServerGameDLL from plugin From the new OrangeBox/TF2 updates I can no longer get the IServerGameDLL interface from a server plugin. This is imperative for my plugin. Cannot open game server interface INTERFACEVERSION_SERVERGAMEDLL IServerGameDLL servergamedll ---code--- LOAD_GAME_SERVER_INTERFACE( servergamedll,IServerGameDLL,INTERFACEVERSION_SER VERGAMEDLL_VERSION_4); #define LOAD_GAME_SERVER_INTERFACE(var,type,version) if ( (var = (type*)gameServerFactory(version,NULL)) == NULL ) { Warning(Cannot open game server interface ## #version ## ## #type ## ## #var ##\n); return false; } else { Msg(Found interface ## #version ## ## #type ## ## #var ## \n); } ---/code--- Anything changed? Any work around? Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's Computer ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Tools not working for Orange Box games after the last engine update
+1 gtfo tbh 2009/2/1 Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com Nick: if you hate so much Valve and their way of doing things, why do you keep working with Source? And most important, why do you keep trolling this list? I think I'm not the only one that gets annoyed by your harsh and insightful mails. 2009/2/1 Nick xnicho...@gmail.com Wait? They answer questions SINCE WHEN? Why didn't someone tell me this earlier.. Just because noone responds directly to a particular issue doesn't necessarily mean issues are ignored ;) -Tony That is my new quote of the year! I lold so hard. On Sun, Feb 1, 2009 at 6:51 AM, Benjamin Davison benjamindavi...@gmail.com wrote: Thanks Tony. Keep on posting, you are always gonna get the odd complainer and snarky comment but the vast majority of us are very thankful that Valve employs dedicated people for the SDK and answering my stupid questions ;P On Sun, Feb 1, 2009 at 12:43 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: Is this where I say the *N* word again, and you lot get offended for no reason? Laugh:| /ScarT 2009/2/1 Walton Hoops wal...@vyper.hopto.org Meh, Ignore the whiners! We welcome your responses and shall not flame you for them well unless theres an opportunity! -- From: Tony Sergi to...@valvesoftware.com Sent: Sunday, February 01, 2009 12:31 AM To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Tools not working for Orange Box games after the last engine update I'm wondering if it's possible due to the types of 'responses' that are posted on hlcoders could be the cause of nothing official being mentioned under normal circumstances. I regret actually responding. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of aguic...@aol.com Sent: February-01-09 2:18 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Tools not working for Orange Box games after the last engine update This is the part where Tony explains to us on how to download these new updates to regain access to the tools... -Original Message- From: Matt Hoffman lord.matt.hoff...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Sat, 31 Jan 2009 11:12 pm Subject: Re: [hlcoders] Tools not working for Orange Box games after the last engine update Another one of those Fixed but not approved to go out yet things? On Sat, Jan 31, 2009 at 11:09 PM, Tony Sergi to...@valvesoftware.comwrote: Curses, you figured out my secret! Anyway, I believe it's been fixed, but I don't know if it's live on pub steam. Just because noone responds directly to a particular issue doesn't necessarily mean issues are ignored ;) -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Angie Scheidweiler Sent: February-01-09 1:07 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Tools not working for Orange Box games after the last engine update Maybe it's just his mechanical clock has been ticking too loudly, and he created the bug as a ruse to find potential offspring-producers. Perhaps Botman should give him said mechanical babies, and the bug will be removed? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] Resizing font..
Is it not possible to have dynamicly scaled fonts then? 2009/1/24 Tony Sergi to...@valvesoftware.com You add new entries, and set the resolution range. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark Sent: January-23-09 9:46 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Resizing font.. Thanks, I tried that and it's looking better. Right now I'm just using a proportional one-- how would I actually specify the sizes for the different resolutions in the ClientScheme.res file? Or did you mean just make new fonts for each resolution? -Skyler On Fri, Jan 23, 2009 at 9:38 PM, Tony Sergi to...@valvesoftware.com wrote: Edit your scheme res file and add different scales for different resolutions. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark Sent: January-23-09 6:00 PM To: Discussion of Half-Life Programming Subject: [hlcoders] Resizing font.. Hopefully this is a really simple question. I'm using text in my HUD but it's too big. I tried to use DrawSetTextScale but it says it can't do that on non-bitmap fonts. Before I made it proportional by changing it to GetFont(name, true), it was just the right size but obviously didn't scale with the resolution. Now it's too big, and I don't know how to make it smaller. Here's the code: m_fntNumbers = pScheme-GetFont(HudNumbersGlow, true); ... int value = 5; surface()-DrawSetTextColor(211,67,207,255); wchar_t unicode[3]; if (value 10) swprintf( unicode, L0%d, value ); else swprintf( unicode, L%d, value); surface()-DrawSetTextFont(m_fntNumbers); surface()-DrawSetTextPos(x, y); surface()-DrawSetTextScale(0.625f,0.625f); surface()-DrawUnicodeString( unicode ); ... Thanks guys. -Skyler p.s. If this message gets sent to the list twice I apologize, the first time it says it bounced because I sent it from the wrong email. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] Linux server disconnects
I'm telling you, linux cant read dll's, and there is never a client_i486.so 2009/1/24 Nick xnicho...@gmail.com I am not sure about that at all. Servers always check client binaries. Can someone else check this for us? On Fri, Jan 23, 2009 at 6:38 AM, Olly oli...@gmail.com wrote: Linux cant/doesn't read DLLs, they are for windows only. In any case, there is no need for a client 'binary' for a server 2009/1/23 Nick xnicho...@gmail.com I've had this problem before. I think the problem was solved by running ./steam -command update -game is the correct way i think. I don't remember if the linux server needed the exact same dll's as the clients but i would make sure both the client and the server have the exact same DLLS. Yes, running a blank hl2mp mod is probably the best idea. Although, I don't even know if that that works out of the box. Goodluck, I hope u get it working On Wed, Jan 21, 2009 at 5:30 PM, Andrew Watkins a...@watkins.to wrote: Update: after some mucking around in notepad++ excel, I can confirm that the file list for the linux server is identical to the list of .cpp files included in the visual studio project. Not much of a surprise, given that one was used to generate the other. I can also confirm that there's definately no network tables inside windows-only defines. Lastly, I tried hosting a TF2 server, and the build numbers shown in the console were the same as with my mod, so that's definately not to blame either. What else could be causing the Server uses different class tables disconnect, and only for the linux server? I haven't got the slightest idea at this point. Is it worth checking to see if a blank hl2mp mod works? Thanks, Andrew On Mon, 2009-01-19 at 14:12 -0800, hlcoders-requ...@list.valvesoftware.com wrote: Date: Mon, 19 Jan 2009 20:42:52 + From: Andrew Watkins a...@watkins.to Subject: [hlcoders] Linux server disconnects To: hlcoders@list.valvesoftware.com Message-ID: 1232397772.8330.7.ca...@2800mhz Content-Type: text/plain Thanks to Nick's suggestion, I've managed to get my linux server compiled running. Turns out the error was down to the way I'd linked the sqlite dll, that had been one of the things I'd thought of, but it seems that I hadn't removed the sqlite header include from one file, and that was messing things up. Now I have a server that I can try to connect to, but when I try to connect, very near the end of the process I get disconnected with the error: Server uses different class tables Normally I'd have expected this to say which network table / value was missing or incorrect, but there's nothing. I'm pretty damn sure all the same files are being used by linux as by Visual studio; I've been through my makefiles many times over. I really can't see anything thats in one not the other, though I guess its possible I'm being dumb here. I can't find any network tables that are within #ifdef _WIN32 or anything like that - strikes me that would be a bit ridiculous if it were the case anyway. Anyone run into this error with a linux server? One thing that I do notice - when I try to connect to the linux server, it lists its Build version as 3691, but when I run a listen server, it says its Build 3704. Now I've repeatedly run the update commands for the linux server, but its not loading any other updates. Could this version issue be behind my network table issue, or is that just the way its meant to be? Thanks for any insight anyone has to offer Andrew Message: 5 Date: Sat, 27 Dec 2008 13:50:06 -0600 From: Nick xnicho...@gmail.com Subject: Re: [hlcoders] Linux binary runtime error To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Message-ID: c578cfd80812271150u1b2e07bdi75f14bf1bd631...@mail.gmail.com Content-Type: text/plain; charset=ISO-8859-1 can you try debugging with gdb? starting srcds with gdb is a real pain, but generally you can hook to srcds process easily enough... On Sat, Dec 27, 2008 at 1:06 PM, Andrew Watkins a...@watkins.to wrote: Hey list, Still having srcds linux issues. I've discovered I can force it to use only my binary with the -binary command, and now I get a crash related to my binary, although I wouldn't exactly call it meaningful. The debug log looks like this: -- CRASH: Sat Dec 27 17:48:18 GMT 2008 Start Line: modularcombat/bin/server_i486.so -game modularcombat -binary modularcombat/bin/server_i486.so -debug Core was generated by `modularcombat/bin/server_i486.so -game modularcombat -binary modularcombat/bin/'. Program terminated with signal 11, Segmentation fault. [New process 27928] #0
Re: [hlcoders] Resizing font..
Would be useful to be able to scale vector fonts (would look better than bitmap scaled), but I guess it makes sense. 2009/1/24 Tony Sergi to...@valvesoftware.com You can dynamically scale bitmap fonts.. but not TTF. The point of TTF is that they have different pre-set sizes. I suppose you could render text off into a rendertarget and then scale it to however you want though, but then it may end up 'fuzzy'. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly Sent: January-24-09 9:00 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Resizing font.. Is it not possible to have dynamicly scaled fonts then? 2009/1/24 Tony Sergi to...@valvesoftware.com You add new entries, and set the resolution range. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark Sent: January-23-09 9:46 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Resizing font.. Thanks, I tried that and it's looking better. Right now I'm just using a proportional one-- how would I actually specify the sizes for the different resolutions in the ClientScheme.res file? Or did you mean just make new fonts for each resolution? -Skyler On Fri, Jan 23, 2009 at 9:38 PM, Tony Sergi to...@valvesoftware.com wrote: Edit your scheme res file and add different scales for different resolutions. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark Sent: January-23-09 6:00 PM To: Discussion of Half-Life Programming Subject: [hlcoders] Resizing font.. Hopefully this is a really simple question. I'm using text in my HUD but it's too big. I tried to use DrawSetTextScale but it says it can't do that on non-bitmap fonts. Before I made it proportional by changing it to GetFont(name, true), it was just the right size but obviously didn't scale with the resolution. Now it's too big, and I don't know how to make it smaller. Here's the code: m_fntNumbers = pScheme-GetFont(HudNumbersGlow, true); ... int value = 5; surface()-DrawSetTextColor(211,67,207,255); wchar_t unicode[3]; if (value 10) swprintf( unicode, L0%d, value ); else swprintf( unicode, L%d, value); surface()-DrawSetTextFont(m_fntNumbers); surface()-DrawSetTextPos(x, y); surface()-DrawSetTextScale(0.625f,0.625f); surface()-DrawUnicodeString( unicode ); ... Thanks guys. -Skyler p.s. If this message gets sent to the list twice I apologize, the first time it says it bounced because I sent it from the wrong email. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux server disconnects
Linux cant/doesn't read DLLs, they are for windows only. In any case, there is no need for a client 'binary' for a server 2009/1/23 Nick xnicho...@gmail.com I've had this problem before. I think the problem was solved by running ./steam -command update -game is the correct way i think. I don't remember if the linux server needed the exact same dll's as the clients but i would make sure both the client and the server have the exact same DLLS. Yes, running a blank hl2mp mod is probably the best idea. Although, I don't even know if that that works out of the box. Goodluck, I hope u get it working On Wed, Jan 21, 2009 at 5:30 PM, Andrew Watkins a...@watkins.to wrote: Update: after some mucking around in notepad++ excel, I can confirm that the file list for the linux server is identical to the list of .cpp files included in the visual studio project. Not much of a surprise, given that one was used to generate the other. I can also confirm that there's definately no network tables inside windows-only defines. Lastly, I tried hosting a TF2 server, and the build numbers shown in the console were the same as with my mod, so that's definately not to blame either. What else could be causing the Server uses different class tables disconnect, and only for the linux server? I haven't got the slightest idea at this point. Is it worth checking to see if a blank hl2mp mod works? Thanks, Andrew On Mon, 2009-01-19 at 14:12 -0800, hlcoders-requ...@list.valvesoftware.com wrote: Date: Mon, 19 Jan 2009 20:42:52 + From: Andrew Watkins a...@watkins.to Subject: [hlcoders] Linux server disconnects To: hlcoders@list.valvesoftware.com Message-ID: 1232397772.8330.7.ca...@2800mhz Content-Type: text/plain Thanks to Nick's suggestion, I've managed to get my linux server compiled running. Turns out the error was down to the way I'd linked the sqlite dll, that had been one of the things I'd thought of, but it seems that I hadn't removed the sqlite header include from one file, and that was messing things up. Now I have a server that I can try to connect to, but when I try to connect, very near the end of the process I get disconnected with the error: Server uses different class tables Normally I'd have expected this to say which network table / value was missing or incorrect, but there's nothing. I'm pretty damn sure all the same files are being used by linux as by Visual studio; I've been through my makefiles many times over. I really can't see anything thats in one not the other, though I guess its possible I'm being dumb here. I can't find any network tables that are within #ifdef _WIN32 or anything like that - strikes me that would be a bit ridiculous if it were the case anyway. Anyone run into this error with a linux server? One thing that I do notice - when I try to connect to the linux server, it lists its Build version as 3691, but when I run a listen server, it says its Build 3704. Now I've repeatedly run the update commands for the linux server, but its not loading any other updates. Could this version issue be behind my network table issue, or is that just the way its meant to be? Thanks for any insight anyone has to offer Andrew Message: 5 Date: Sat, 27 Dec 2008 13:50:06 -0600 From: Nick xnicho...@gmail.com Subject: Re: [hlcoders] Linux binary runtime error To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Message-ID: c578cfd80812271150u1b2e07bdi75f14bf1bd631...@mail.gmail.com Content-Type: text/plain; charset=ISO-8859-1 can you try debugging with gdb? starting srcds with gdb is a real pain, but generally you can hook to srcds process easily enough... On Sat, Dec 27, 2008 at 1:06 PM, Andrew Watkins a...@watkins.to wrote: Hey list, Still having srcds linux issues. I've discovered I can force it to use only my binary with the -binary command, and now I get a crash related to my binary, although I wouldn't exactly call it meaningful. The debug log looks like this: -- CRASH: Sat Dec 27 17:48:18 GMT 2008 Start Line: modularcombat/bin/server_i486.so -game modularcombat -binary modularcombat/bin/server_i486.so -debug Core was generated by `modularcombat/bin/server_i486.so -game modularcombat -binary modularcombat/bin/'. Program terminated with signal 11, Segmentation fault. [New process 27928] #0 0xb73fa536 in __do_global_dtors_aux () #0 0xb73fa536 in __do_global_dtors_aux () #1 0xb73fa4f9 in CMemoryStack::CMemoryStack () #2 0x in ?? () Current language: auto; currently asm No locals. No shared libraries loaded at this time. Stack level 0, frame at 0xbf906e08: eip = 0xb73fa536 in __do_global_dtors_aux; saved eip 0xb73fa4f9 called by frame at 0xbf906e0c
Re: [hlcoders] mod randomly stops drawing viewmodels of weapons.
Ask them to type cl_predictionlist (assuming you are using CPredictedViewmodel) they should see 'viewmodel' or 'predicted_viewmodel' in the list. If not, chances are (not always, see below), the entity has been removed for some reason (check code?). There is probobly better ways of checking for an entity but i'm at work at the moment and don't have my code open. 2009/1/23 Yorg Kuijs yorg.ku...@home.nl Hey list, weird issue some testers of my mod have been having, I only got this like once a long time ago, I also seen it happen several times in the mod Smashball so I know I'm not the only one who has this bug. at random times it stops drawing the viewmodels for some players, they can still use their weapons but simply can't see what they're holding! After respawn or round changes it sometimes works again, only to randomly stop drawing viewmodels again. I've asked them to check the command for drawing viewmodel's but that's on(I think it's also a cheat so it can't be turned off anyway...) I looked at the wavelength(which is flooded with spam on the forums...) and steam forums, no info on it. Anybody here know what's causing it? If I had any idea what triggers it then I could track it and hopefully fix it, but it apperently happens randomly, sometimes when they get flashed, sometimes when they're throwing a grenade, sometimes when they're simply walking around, the problem seems so random and there's only like 2 or 3 testers who get it often, for the rest of us it's a really rare bug. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] Technical Design Document or Quick Reference Guide?
Microsoft already tried to compete with STEAM, it was called Games for windows - Live... and it sucked. Again they tried to charge a subscription which failed epicly. I much prefer engines that are written in C++, they are much MUCH more powerful than having to 1) Learn the syntax/structure of the in-house language 2) Hack your way round doing the simplest of things that you could do with open source C libraries. 2009/1/11 Nick xnicho...@gmail.com I am not Valve, I do not work for Valve, but I like Valve, and like a good friend I like to point out where I think they go wrong. There is no such technical design document for source, available to the modders, but I suspect there is such a design document if you pay for a license. Valve is a good company, and has excellent people. But the top games released for source have been made exclusively by and for Valve. The source engine is powerful and highly adaptable, if you work for Valve. I think other engines are designed to be easier to understand because the other major game engines are being used by people outside the original company. Quake/id and Bioshock/ut3 and america's army/ut3 are some examples I can think of here. Source engine is powerful if you know how to use it, Valve people are the only ones who know how to use it properly. That isn't going to change unless Valve invests heavily in making it more open or documenting it more. ( not anytime within the next 3 years). UT3 engine is equally powerful, but epic games has gone to great lengths to make it easier to use, and highly documented. Also actively encourages scripting instead of forcing everyone to use c++ like valve does. Bioshock/Americas Army/Gears of War 2. Look at the material editor that comes with ue3 http://hourences.com/book/tutorialsue3mated.htm includes shaders also from almost one and half years ago! http://www.unrealtechnology.com/features.php?ref=editor I hope valve seriously thinks about open sourcing the tools, formats, and making the engine available on linux. Unless valve thinks it can exist only by relying on steam sales/distribution. Eventually microsoft will make steam obsolete(by creating a steamlike replacement for windows7) or buy valve out entirely, which is probably bad for most people working for valve, but good for the owners :P On Sat, Jan 10, 2009 at 10:29 PM, Walter Gray chrysal...@gmail.com wrote: I want to preface this by saying I know it's probably a kind of silly thing to be asking for, but on the other hand I feel it would would be stupendously useful. I'm looking for something akin to a Technical Design Document for the source engine, or at least the parts of it which are distributed with the Source SDK. Really, any single document that lays out, in a concise fashion, the general structure of the most commonly used systems, what base classes they use, and enough about how they are supposed to work for someone to start messing with them. It seems to me that the general approach for mod developers has been to use the code itself as the documentation and ask the community or check the wiki if they find something they don't understand. This, unfortunately, means that there's no easy way to get new developers on a team familiar with the engine, which is what I'm aiming to do. I've looked around, and there doesn't seem to be anything like this. Am I missing something, or does it not exist, and if it doesn't, why not? It seems like it's the kind of thing that would cut down on a lot of confusion for new mod programmers and encourage 3rd party Source development in general. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] Exploits in master server protocol
You don't own a master server ¬¬ 2008/12/31 Nick xnicho...@gmail.com Please send them to me, I want to know how to protect my servers. Also, I must give you a round of applause, I don't think anyone has ever gotten valve to reply to this mailing list so quicky :P You must be a very important person .. On Tue, Dec 30, 2008 at 10:38 PM, Brian Rak d...@devicenull.org wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 I've found a few problems in the master server protocol, that let me do a few bad things. While these are not terribly major, I cannot for example crash the server, or execute code remotely, they do have the potential to create some problems for dedicated server hosts. I'm wondering who I should be emailing about this? Obviously, going through steam support is not really a decent option, and I don't want to disclose them here without at least warning Valve about them. Any idea's who I should be emailing? My messages to valve staff usually seem to be ignored if I send them without warning. Thanks, Brian devicenull Rak -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (MingW32) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iEYEARECAAYFAkla9y4ACgkQdYIfzEQqW+kfSQCeKavoXIj4qjzAD954Qr6VibU0 qxgAn12429qw7VmX2+jNDxZYbgZ4C3ea =wvai -END PGP SIGNATURE- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] Orange Box bot plugin - SVN available - anyone willing to contribute?
You really need to learn the facts before making statements like you do. If someone posted any CLOSED source code of valve, it would be off very quick. And chances are, you wouldn't even know about it. Do you even know how many open-source projects that are based on the sdk exist already? It would seem you don't. Anyone can download the source SDK from steam, as many times as you want, and within reason, you can do what you like with it (as-long as its no profit). The SDK is posted up on numerous websites. Did you also get a written confirmation from valve that they hate open-source? 2008/12/23 Nick xnicho...@gmail.com Because valve hates open source with a vengeance, and also some one posted the entire valve source sdk onto sourceforge?? Sourceforge, the open source code sharing place? If that doesn't get a call from the lawyers I don't know what will https://rcbot2.svn.sourceforge.net/svnroot/rcbot2/ https://rcbot2.svn.sourceforge.net/svnroot/rcbot2/game/client/animatedtextureproxy.cpp I would like the idea of an open source tf2 bot, but the likely hood of valve tolerating it is like zero. Right now, If I was Valve, I would ignore this thread and just send the lawyers in with a DMCA takedown. Big corporations tend to do that. On Mon, Dec 22, 2008 at 8:33 PM, Daniel Glenn ackartdasfu...@gmail.com wrote: Because... not everyone has an internet connection worth playing? Also, some Source mods don't have that many players anyway. Also, answer this for me. Why would Valve sue someone because they made a bot plugin? Anyway, this is a great idea and I hope that it blossoms into something big. HL1 had a great bot community. On Mon, Dec 22, 2008 at 8:21 PM, Nick xnicho...@gmail.com wrote: I don't understand why anyone would ever want to go through the hassle and waste of time to make a bot framework for orange box. Then they want to make it open source, (not their code btw), and prey valve doesn't stick their lawyers on them. If valve doesn't want to make an bot for tf2, why would you want to??? TF2 is a really fun game, there is no point in destroying it by playing against bots. On Mon, Dec 22, 2008 at 4:34 PM, cheeseh-bu chew...@gmail.com wrote: Hi all, first of all, thanks for the help to get my plugin for the Orange box SDK working, My plugin is at *http://rcbot.bots-united.com* Now just a message for anyone interested in contributing to the source (Bear in mind it is in *Alpha stage*): So now I'm just doing a little advertising for my bot framework for Orange Box, I'm basically *looking for developers* that are interested in contributing to generating a more functional HL2 bot (For mods such as TF2, FF, and MODs in the pipeline such as NS2, SvenCoop2 etc..) by using the *SVN *code repository. The latest *Rcbot2* source code is up on SVN here, https://sourceforge.net/svn/?group_id=248612 If interested in developing make a sourceforge account and contact me. If you have Visual Studio, use: http://ankhsvn.open.collab.net/ and the repository: https://rcbot2.svn.sourceforge.net/svnroot/rcbot2 *Don't forget* to put it into a new folder (such as RCBot2) in the Source SDK utils directory (If u need any help with SVN give me a message) Hope some out there are interested (now time to rest and have a merry xmas + new year ) Thanks!!! -[RCbot] Cheeseh ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] Orange Box bot plugin - SVN available - anyone willing to contribute?
Are you still not banned from the internet? Why doesn't valve want people making bots for TF2? And why should valve get lawyers on anyone?? 2008/12/23 Nick xnicho...@gmail.com I don't understand why anyone would ever want to go through the hassle and waste of time to make a bot framework for orange box. Then they want to make it open source, (not their code btw), and prey valve doesn't stick their lawyers on them. If valve doesn't want to make an bot for tf2, why would you want to??? TF2 is a really fun game, there is no point in destroying it by playing against bots. On Mon, Dec 22, 2008 at 4:34 PM, cheeseh-bu chew...@gmail.com wrote: Hi all, first of all, thanks for the help to get my plugin for the Orange box SDK working, My plugin is at *http://rcbot.bots-united.com* Now just a message for anyone interested in contributing to the source (Bear in mind it is in *Alpha stage*): So now I'm just doing a little advertising for my bot framework for Orange Box, I'm basically *looking for developers* that are interested in contributing to generating a more functional HL2 bot (For mods such as TF2, FF, and MODs in the pipeline such as NS2, SvenCoop2 etc..) by using the *SVN *code repository. The latest *Rcbot2* source code is up on SVN here, https://sourceforge.net/svn/?group_id=248612 If interested in developing make a sourceforge account and contact me. If you have Visual Studio, use: http://ankhsvn.open.collab.net/ and the repository: https://rcbot2.svn.sourceforge.net/svnroot/rcbot2 *Don't forget* to put it into a new folder (such as RCBot2) in the Source SDK utils directory (If u need any help with SVN give me a message) Hope some out there are interested (now time to rest and have a merry xmas + new year ) Thanks!!! -[RCbot] Cheeseh ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] Best way to mod scratch SDK
The SDK stuff is there to be renamed, its the same class level as CCSPlayer, CTFPlayer, etc. If you extend CSDKPlayer, you are just adding more overhead that doesn't need to be there. The SDK files don't contain any base code; so there is no need to inherit from them. 2008/12/21 Skyler Clark sky3...@comcast.net Olly, what a terrible suggestion. There is much to be gained from extending the sdk_player rather than just renaming it... To do it, you just need to extend both C_SDK_Player and CSDK_Player. The player is instantiated in ClientPutInServer in sdk_client.cpp, line around line 80... So make it instantiate your extended player there instead and you're solid. -Skyler Clark On Sat, Dec 20, 2008 at 3:59 PM, Olly oli...@gmail.com wrote: rename the classes/files 2008/12/20 Michael Chang flux.black...@gmail.com Hey all After months (years?) of failing to fix HL2DM I've finally switched over to scratch SDK, thank heavens for that. I want to know how best to mod scratch SDK. For example I want to implement my own player type that inherits SDKPlayer. Where in the code do I tell gamerules to instantiate my own player type instead of CSDKPlayer? On that note, even after I traced the calls and hierarchy all the way up, I end up at sdk_client. Who calls/instantiates sdk_client? How do I implement my own mod_client? Should I even bother? Basically, I want to use everything sdk_ etc but inherit it into a new class instead. I want to try limiting my edits to SDK_etc and do everything in the proper OOP way. So instead of sdk_gamerules, I want my own mod_gamerules that inherits that. My own mod_playeranimstate... etc But where does it start? Where is the very beginning of switching over to my own objects/codebase? Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Best way to mod scratch SDK
Yea, that one :D 2008/12/22 Skyler Clark sky3...@comcast.net From an actual game architecture perspective I agree with you, but for ease of development I don't. CSDKPlayer is like a second layer BasePlayer. It provides the basics, as you say. If you wanted to keep it at the same level, you should make your own extension to the BasePlayer and just copy over any code that you are going to use. If you're just renaming it you are just accomplishing the same thing as extending the class (you get all the same functionality), but your code will mixed in and hard to maintain. Extending will provide one extra level of inheritence which will provide no noticable difference in performance but will allow your code base to be cleaner and more easily maintained. -Skyler Clark On Sun, Dec 21, 2008 at 7:27 PM, Tony Sergi to...@valvesoftware.com wrote: Olly is right though. The SDK layer is the same level as CCSPlayer, CTFPlayer, CPortalPlayer, CHL2MPPlayer, etc. The most ideal thing to do would be to either just leave it as CSDKPlayer for porting later, or replace all SDK with your mods prefix. Inheriting it is actually rather silly, since all it is at the moment is a sample player that inherits CBasePlayer and does the basics. It's like a template. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark Sent: December-21-08 7:11 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Best way to mod scratch SDK The SDK stuff is not a bunch of empty classes, there is code and logic provided there. If you don't need that code, you should remove any code from the SDK layer and only use your own code. If you are planning on using the SDK level's code, you should extend the class. Sure, you're adding an extra layer of overhead, but what you gain from that is complete isolation of your mod's player code. Every architectural decision has tradeoffs. And in this case, I have found that creating my own SDK_Player extension allowed my team to isolate our code and greatly helped to increase our productivity, which greatly outweighs the slight extra overhead. The difference in overhead is marginal when you consider the depth of inheritance already present in the source engine. -Skyler Clark On Sun, Dec 21, 2008 at 6:43 PM, Olly oli...@gmail.com wrote: The SDK stuff is there to be renamed, its the same class level as CCSPlayer, CTFPlayer, etc. If you extend CSDKPlayer, you are just adding more overhead that doesn't need to be there. The SDK files don't contain any base code; so there is no need to inherit from them. 2008/12/21 Skyler Clark sky3...@comcast.net Olly, what a terrible suggestion. There is much to be gained from extending the sdk_player rather than just renaming it... To do it, you just need to extend both C_SDK_Player and CSDK_Player. The player is instantiated in ClientPutInServer in sdk_client.cpp, line around line 80... So make it instantiate your extended player there instead and you're solid. -Skyler Clark On Sat, Dec 20, 2008 at 3:59 PM, Olly oli...@gmail.com wrote: rename the classes/files 2008/12/20 Michael Chang flux.black...@gmail.com Hey all After months (years?) of failing to fix HL2DM I've finally switched over to scratch SDK, thank heavens for that. I want to know how best to mod scratch SDK. For example I want to implement my own player type that inherits SDKPlayer. Where in the code do I tell gamerules to instantiate my own player type instead of CSDKPlayer? On that note, even after I traced the calls and hierarchy all the way up, I end up at sdk_client. Who calls/instantiates sdk_client? How do I implement my own mod_client? Should I even bother? Basically, I want to use everything sdk_ etc but inherit it into a new class instead. I want to try limiting my edits to SDK_etc and do everything in the proper OOP way. So instead of sdk_gamerules, I want my own mod_gamerules that inherits that. My own mod_playeranimstate... etc But where does it start? Where is the very beginning of switching over to my own objects/codebase? Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Best way to mod scratch SDK
rename the classes/files 2008/12/20 Michael Chang flux.black...@gmail.com Hey all After months (years?) of failing to fix HL2DM I've finally switched over to scratch SDK, thank heavens for that. I want to know how best to mod scratch SDK. For example I want to implement my own player type that inherits SDKPlayer. Where in the code do I tell gamerules to instantiate my own player type instead of CSDKPlayer? On that note, even after I traced the calls and hierarchy all the way up, I end up at sdk_client. Who calls/instantiates sdk_client? How do I implement my own mod_client? Should I even bother? Basically, I want to use everything sdk_ etc but inherit it into a new class instead. I want to try limiting my edits to SDK_etc and do everything in the proper OOP way. So instead of sdk_gamerules, I want my own mod_gamerules that inherits that. My own mod_playeranimstate... etc But where does it start? Where is the very beginning of switching over to my own objects/codebase? Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] High amount of NPCs on the map
Its probably more of a problem because of the AI logic rather than actually rendering lots of entities. 2008/12/6 Gustavo Ramos Lira [EMAIL PROTECTED] Hi, I've read that source really doesn't like you if you place a lot of NPCs (I mean dozens of them, maybe up to 150 or so) in a map. Besides the obvious performance issues depending on the players' hardware, is there a problem with having a lot of entities appearing? And if so, is there a way to work around this? I'm asking because I'd like to do a battle scene with several soldiers from each faction interacting and am not sure if it's doable. Thank you, Gustavo Ramos Lira ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] SteamID in-game and community
Remember now that any players that join though a lobby in L4D will have the steam id of STEAM_1:x:xx 2008/11/21 Zach Kanzler [EMAIL PROTECTED] A full explanation is available here: http://forums.alliedmods.net/showthread.php?t=60899 On Fri, Nov 21, 2008 at 16:08, Sam Klinger [EMAIL PROTECTED] wrote: Attached is a python script that does both Community - Steam and Steam - Community. Sebastian Staudt wrote: Does anyone know a way to calculate the Steam Community SteamID (SteamID64) from the in-game SteamID (STEAM_X:X:XX)? This would be a nice way to get fast access to the Steam Community pages of each player on a server. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders import sys, os, re SID_NONE= 10 SID_PRINT = 11 SID_PROCESS = 12 SID_QUIET = 13 def about(): print Steam Id - Community ID Converter\n \ Programmed by theY4Kman, algorithm discovered by voogru\n def syntax(command=None): if command == [help, ?, /?]: print Displays the help message. else: print Usage: , os.path.basename(sys.argv[0]), SteamID|CommunityID [/p] [/q]\n \ Options:\n \ /p Show the process of deriving the Steam/Community ID\n \ /q Quiet mode. Only print out the Steam/Community ID def proc(message, check=SID_NONE, flags=SID_NONE): if flags check: print message def convert(i, flags=SID_NONE): steamid = re.compile(r'STEAM_0:([01]):(\d{1,10})').match(i) commid = re.compile(r(\d{17})).match(i) if steamid: proc(Steam ID - Community ID\n\n%s % i, SID_PROCESS, flags) tok = steamid.groups() auth = int(tok[1]) * 2 server = int(tok[0]) proc(%s * 2 = %d % (tok[1], auth), SID_PROCESS, flags) tok = auth + 76561197960265728 + server proc(%d + 76561197960265728 + %d = %d % (auth, server, tok), SID_PROCESS, flags) if flags SID_PRINT: print \nCommunity ID:, tok else: return tok else: proc(Community ID - Steam ID\n, SID_PROCESS, flags) tok = int(i) server = tok % 2 proc(%s is %s, so the auth server is %d % (i, (server and odd) or even, server), SID_PROCESS, flags) auth = tok - server proc(%d - %d = %d % (tok, server, auth), SID_PROCESS, flags) auth -= 76561197960265728 proc(%d - 76561197960265728 = %d % (tok - server, auth), SID_PROCESS, flags) proc(%d / 2 = %d % (auth, auth/2), SID_PROCESS, flags) auth /= 2 if flags SID_PRINT: print \nSteam ID: STEAM_0:%d:%d % (server, auth) else: return STEAM_0:%d:%d % (server, auth) return if __name__ == '__main__': if len(sys.argv) 2: syntax() exit() if sys.argv[1] == about: about() exit() if sys.argv[1] in [help, ?, /?]: syntax((len(sys.argv) = 3) and sys.argv[2] or None) exit() flags = SID_NONE i = None for option in sys.argv[1:]: if option == /p: flags |= SID_PROCESS if option == /q: flags |= SID_QUIET else: if not i and re.compile(r'STEAM_0:[01]:\d{1,10}').match(option) or re.compile(r\d{17}).match(option): i = option if not i: # Then whom? syntax() else: if flags (SID_QUIET|SID_PROCESS) == (SID_QUIET|SID_PROCESS): flags ^= SID_PROCESS convert(i, flags|SID_PRINT) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] Request
It's nice to see there is such intellectual input here. 2008/11/15 Nick [EMAIL PROTECTED] Nobody cares about maya, and really nobody cares about making it easy for you. LOLOL On Sat, Nov 15, 2008 at 2:47 PM, red box [EMAIL PROTECTED] wrote: Hi list. I have request to Mike, Valve, and maybe God. Please, give us plugin for Maya, for export *.VTA. Thanks! -- реклама --- Акция! Реальные деньги в бесплатных играх на http://www.uapoker.info Пользовательский рейтинг покер-румов на http://www.pokertop.com.ua ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] L4D Plugin Headers
Alot of us have been waiting for this update for a VERY long time... I wouldn't hold your breath. 2008/11/13 Saul Rennison [EMAIL PROTECTED] I'm wondering if one of the Valve Devs would be able to zip up the new SDK headers that are required to make plugins. Mattie [Casper] noticed that VEngineCVar has updated from 004 (TF2) to 007 (L4D). He also noticed an update in eiface. I politely ask any of the Valve Devs to stick the new headers and or libraries up somewhere. Much thanks in advance, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.
You can't get banned for skins, or any other customizations (unless of course the 'customizations' were packaged in a file that included a cheat know by VAC) So your friend probably used the oldest excuse in the book... and you fell for it ¬¬ 2008/11/5 Tiago Conceição [EMAIL PROTECTED] Michael Barr do you use Skins? I know guys banned by VAC because use of Skins (weapons or models) from FPSbanana 1 by replace all weapons skins, and other guy by only use a knife skin Date: Wed, 5 Nov 2008 08:59:37 + From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats. Since VAC appears to work on a checksum basis, unless you somehow inadvertently recreated one of these checksums (And valve were using something like CRC/MD5), I highly doubt server plugins would ever cause this. I've played countless games of TF2 with server plugins loaded and i'm still VAC Status: In Good Standing Minh wrote: hmm. interesting dilemna. I imagine it must be hard for the VAC developers to determine what scripts/plugins are considered cheats and which are not. So were the EventScripts the only plugins you were running at the time? Michael Barr wrote:Hey guys, I'm seriously worried that VAC is misdetecting server plugins and banning developers-- perhaps when the plugins are loaded from listen servers inadvertantly. My name is Michael Barr, also known in the community as XE_ManUp. I'm no griefer or hacker-- I'm the lead developer of GunGame5, the latest version of GunGame for the Source Engine. I have been a great supporter of VAC, and I absolutely love the idea that if a player gets caught cheating, they get banned to avoid annoying other players. I have heard of players getting banned for no reason and I've been a great skeptic of that in the past. Yet, somehow, after a weekend of GunGame testing (with the EventScripts and GunGame Utils addons loaded), I was banned by VAC. Without ever using any sort of cheat of any type, nor even knowing anything about cheats. Per the Steam forums, there's always some (unlikely) chance that the account got hijacked or hacked, but there's no indication that ever happened. I'm the only person to use any of my machines and no other gamers live with me. I've discussed with other plugin developers, and the most likely cause would be VAC misdetecting the loaded server plugins as being associated with a cheat. Ideally, a Valve developer would help me figure out whether these plugins caused an erroneous VAC ban. But right now, I need to warn developers not to load server plugins on their listen servers because they might accidentally be detected by VAC-- thereby ruining your Steam account like mine has been.-Michael Barr (aka XE_ManUp) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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 _ Conheça o Windows Live Spaces, a rede de relacionamentos do Messenger! http://www.amigosdomessenger.com.br/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.
I HIGHLY doubt that this is possible. Almost every plugin I have ever written gets basic info like player locations. Either this is just another excuse to try and get unbanned, or you have found a hash collision (maybe they use MD5. But still VERY unlikely). Either way, there is no use posting here, no-one can do anything about it. Open a steam support ticket like every other person that gets banned. 2008/11/5 ZuM [EMAIL PROTECTED] Yes, you can't get banned for custom Skins, and that's why theres the server command sv_pure, so only players with all default assets can play on these servers. Probably there's some odd thing going on with VAC or with some of the plugins being used, so VAC thinks that it's a cheat. Do your plugin get info where other players are located or anything like that? Pherhaps some of this could be the problem. 2008/11/5 Olly [EMAIL PROTECTED] You can't get banned for skins, or any other customizations (unless of course the 'customizations' were packaged in a file that included a cheat know by VAC) So your friend probably used the oldest excuse in the book... and you fell for it ¬¬ 2008/11/5 Tiago Conceição [EMAIL PROTECTED] Michael Barr do you use Skins? I know guys banned by VAC because use of Skins (weapons or models) from FPSbanana 1 by replace all weapons skins, and other guy by only use a knife skin Date: Wed, 5 Nov 2008 08:59:37 + From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats. Since VAC appears to work on a checksum basis, unless you somehow inadvertently recreated one of these checksums (And valve were using something like CRC/MD5), I highly doubt server plugins would ever cause this. I've played countless games of TF2 with server plugins loaded and i'm still VAC Status: In Good Standing Minh wrote: hmm. interesting dilemna. I imagine it must be hard for the VAC developers to determine what scripts/plugins are considered cheats and which are not. So were the EventScripts the only plugins you were running at the time? Michael Barr wrote:Hey guys, I'm seriously worried that VAC is misdetecting server plugins and banning developers-- perhaps when the plugins are loaded from listen servers inadvertantly. My name is Michael Barr, also known in the community as XE_ManUp. I'm no griefer or hacker-- I'm the lead developer of GunGame5, the latest version of GunGame for the Source Engine. I have been a great supporter of VAC, and I absolutely love the idea that if a player gets caught cheating, they get banned to avoid annoying other players. I have heard of players getting banned for no reason and I've been a great skeptic of that in the past. Yet, somehow, after a weekend of GunGame testing (with the EventScripts and GunGame Utils addons loaded), I was banned by VAC. Without ever using any sort of cheat of any type, nor even knowing anything about cheats. Per the Steam forums, there's always some (unlikely) chance that the account got hijacked or hacked, but there's no indication that ever happened. I'm the only person to use any of my machines and no other gamers live with me. I've discussed with other plugin developers, and the most likely cause would be VAC misdetecting the loaded server plugins as being associated with a cheat. Ideally, a Valve developer would help me figure out whether these plugins caused an erroneous VAC ban. But right now, I need to warn developers not to load server plugins on their listen servers because they might accidentally be detected by VAC-- thereby ruining your Steam account like mine has been.-Michael Barr (aka XE_ManUp) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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 _ Conheça o Windows Live Spaces, a rede de relacionamentos do Messenger! http://www.amigosdomessenger.com.br/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list
Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.
It cant happen on a dedicated server, because the client never 'HAS' the plugin on their hdd. And there isn't much sense banning a server via VAC ;p 2008/11/5 Keeper [EMAIL PROTECTED] This is strange, I can't see how it could possible trip VAC. But I would definitely get with VALVe on this. It might help them close out a false positive. My first guess is that it has something to do with you running it as a listen server. I always add -insecure -dev -allowdebug on my server when testing/debugging my plugin locally. I really hope it wouldn't happen on a dedicated server or else there could be a world of hurt out there with SourceMod and EventScripts making it easier to alter the game on the server side. Keeper -Original Message- From: Michael Barr [mailto:[EMAIL PROTECTED] Sent: Tuesday, November 04, 2008 10:29 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats. Hey guys, I'm seriously worried that VAC is misdetecting server plugins and banning developers-- perhaps when the plugins are loaded from listen servers inadvertantly. My name is Michael Barr, also known in the community as XE_ManUp. I'm no griefer or hacker-- I'm the lead developer of GunGame5, the latest version of GunGame for the Source Engine. I have been a great supporter of VAC, and I absolutely love the idea that if a player gets caught cheating, they get banned to avoid annoying other players. I have heard of players getting banned for no reason and I've been a great skeptic of that in the past. Yet, somehow, after a weekend of GunGame testing (with the EventScripts and GunGame Utils addons loaded), I was banned by VAC. Without ever using any sort of cheat of any type, nor even knowing anything about cheats. Per the Steam forums, there's always some (unlikely) chance that the account got hijacked or hacked, but there's no indication that ever happened. I'm the only person to use any of my machines and no other gamers live with me. I've discussed with other plugin developers, and the most likely cause would be VAC misdetecting the loaded server plugins as being associated with a cheat. Ideally, a Valve developer would help me figure out whether these plugins caused an erroneous VAC ban. But right now, I need to warn developers not to load server plugins on their listen servers because they might accidentally be detected by VAC-- thereby ruining your Steam account like mine has been. -Michael Barr (aka XE_ManUp) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.
Seeing as all of the player locations are stored on the server anyway, altering them would have no effect on the client (apart from being in a different place obviously...) I have used SigScanning MULTIPLE times and its never been a problem. Just because someone 'seems' to not be like the cheating type, if you wern't there, you don't know... (This is the internet after all...) From the SteamWorks site it said that VAC uses a list of known cheats, so either you (possibly inadvertently) got one of these on your computer, or there was hash collision (which is extremely unlikely). If it does turn out to be a problem with VAC, then I wouldn't get all hot under the collar about it.. im sure valve will sort it, and un-ban anyone that did get banned. 2008/11/5 Keeper [EMAIL PROTECTED] I would definitely get in touch with Alfred to let him know what's going on. If he can't help you then he might be able to get you with somebody who can. Keeper -Original Message- From: Mattie [mailto:[EMAIL PROTECTED] Sent: Wednesday, November 05, 2008 10:41 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats. Hey guys, I know XE/Michael personally-- he's devoted almost all of his free time (for years) improving player experiences with Counter-Strike: Source. There's absolutely no way a real cheat is involved here. Unless his account was stolen/masqueraded by someone and means unknown to him, this is a false positive. As a plugin developer, this is really scary-- developers need to be able to work on their plugins without fear of losing all of their Steam games (and having to make a plea against their reputation). Since the Steam support groups are wildly unsympathetic for these cases, it would be tremendous help if someone from Valve could forward this thread internally to help us track down how this false positive was caused. It would prevent a lot of confusion if we could pin down what actually caused this specific VAC ban. I can't imagine this would be anything triggered by EventScripts (or we'd have a lot more bans), but if it's caused by the GunGame Utils plugin or something similar, the community needs to understand this risk and change their processes accordingly. Thanks for your understanding, -Mattie ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.
Im sure he has heard it all before tbh :P VAC DOES NOT 'detect behaviour' it only goes on known modules that have been added by valve (according to SW) 2008/11/5 Tom Leighton [EMAIL PROTECTED] Since SigScanning was mentioned, I am VERY very scared. On a listen server, both the Server AND client dll are loaded into the same process. VAC would be scanning that process, and may not be limiting itself to the client.dll boundaries, and indeed, if VAC detects Signature Scanning behaviour, it might ban you. I think Alfred needs to hear about this. Has someone else forwarded this to him? Or made him aware? LDuke wrote: A listenserver still uses the server.dll to provide the server portion of the game. It's hard to imagine how VAC could pick it up unless you were also doing something with the client.dll. On Wed, Nov 5, 2008 at 8:39 AM, Saul Rennison [EMAIL PROTECTED] wrote: GunGame Utils using sigscanning. The original poster has used a sig-scanning plugin on a listen server. He THINKS that VAC has mis-detected the sigscanning DLL (rightly so) for him hacking. 2008/11/5 Keeper [EMAIL PROTECTED] What I was saying, not knowing how the VAC system works, could hooking and using an individual client's data somehow maybe trip the VAC (altering angles, shooting data...)? That is what has me worried. There's no telling what raised the flag for XE_ManUp. But if you can do it in a plugin, then maybe the VAC system would pick up on something that is being changed from the server on the client. Maybe not though, I just don't know. That's why it's important for him to get with VALVe and figure this out. -Original Message- From: Olly [mailto:[EMAIL PROTECTED] Sent: Wednesday, November 05, 2008 9:15 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats. It cant happen on a dedicated server, because the client never 'HAS' the plugin on their hdd. And there isn't much sense banning a server via VAC ;p ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Thanks, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] hlcoders Digest, Vol 9, Issue 7
Update to source... jesuz. Its not a cheat, obviously Source code.. or its cheats... 2008/11/5 Saint Thoth (hotmail) [EMAIL PROTECTED] Bloom Mod is a good example of what happens when VAC gets out of control: http://www.madabouthats.org/projects/cgshader Several dozen of our MSC players downloaded this mod. Its not a cheat, obviously, it just supplies bloom effects for GoldSrc games - however, VAC detects it as a cheat, as it changes the client rendering engine. It resulted in the VAC ban of so many of our players that we now recommend to our server hosts not to run VAC (It doesn't do much good for MSC, as it's basically a coop game, and the only good cheats for it, VAC does not yet detect.) You will note that most MSC servers do not run VAC. (You'll also note, there is now a VAC warning on the Bloom Mod site.) We've been trying to get in contact with MadAboutThats in hope that he will give us some clues as to how to integrate his Bloom Mod into the game DLL itself in hopes that this will bypass the VAC issue, but we aren't entirely sure if it is even possible. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.
Garry glitter is well known, has been around for a lnog time, and doesn't post here often, but would you believe anything he would say about what he gets up-to in his spare time? 2008/11/5 Keeper [EMAIL PROTECTED] #1) these guys are not unknown. They have been around for a long time. Just not active on this list. #2) Do you honestly think anybody here gives any credence to your opinion? Especially now that you admit to having cheated multiple times??? Nah, just do us all a favor and unsubscribe. Dang, now I've responded to you and am all out of troll food. :( Good day! -Original Message- From: Nick [mailto:[EMAIL PROTECTED] Sent: Wednesday, November 05, 2008 3:28 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats. I call bullshit on this entire mess. Seems like someone got vac banned, and now they want to blame it on custom plugin or some crap. The 10 unknown people (who have never posted here before) entering this discussion ensuring that this isn't a cheater who got banned for hacking only reinforces my belief. I have never, ever heard of anyone being vac banned falsely. Also, I have used cheats many times and not been banned. You get what I am saying? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.
I wasn't refering to anyone, but just to say that just because everyone knows someone, doesn't mean you should always trust them. Maybe I am wrong (I hope I am) and this is a mistake on valves end. But you see too many posts like this from people that try to find any excuse to get their games back. Sorry if I caused any offence, it wasn't meant 2008/11/5 Saul Rennison [EMAIL PROTECTED] Garry Glitter is a kiddie fiddler, that's quite offensive if your referencing the OP. All of us that have posted here have been (legally) playing CS:S since Day 1. 2008/11/5 Olly [EMAIL PROTECTED] Garry glitter is well known, has been around for a lnog time, and doesn't post here often, but would you believe anything he would say about what he gets up-to in his spare time? 2008/11/5 Keeper [EMAIL PROTECTED] #1) these guys are not unknown. They have been around for a long time. Just not active on this list. #2) Do you honestly think anybody here gives any credence to your opinion? Especially now that you admit to having cheated multiple times??? Nah, just do us all a favor and unsubscribe. Dang, now I've responded to you and am all out of troll food. :( Good day! -Original Message- From: Nick [mailto:[EMAIL PROTECTED] Sent: Wednesday, November 05, 2008 3:28 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats. I call bullshit on this entire mess. Seems like someone got vac banned, and now they want to blame it on custom plugin or some crap. The 10 unknown people (who have never posted here before) entering this discussion ensuring that this isn't a cheater who got banned for hacking only reinforces my belief. I have never, ever heard of anyone being vac banned falsely. Also, I have used cheats many times and not been banned. You get what I am saying? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Thanks, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] WARNING: VAC may be banning developers bymisdetecting server plugins as cheats.
Pretty much what I do... what functions are you scanning for? 2008/11/6 Michael Barr [EMAIL PROTECTED] Oops! http://forums.gungame5.com/viewtopic.php?p=1063#p1063 There ya go. It is an attachment in that post in the forum. I hope you can see it without creating an account. If not, let me know. On Wed, Nov 5, 2008 at 7:08 PM, Tom Leighton [EMAIL PROTECTED] wrote: The list strips attachments Mike, you'd be better off pastebinning it somewhere, say, http://pb.luahelp.net/ Michael Barr wrote: Also, attached is the sigscan method that is used by the plugin author. He was kind enough to zip it up for me, but it is Greek to me. On Wed, Nov 5, 2008 at 6:51 PM, Michael Barr [EMAIL PROTECTED] wrote: Well, I have 2 games that I play. Below I will outline all games plugins that I use. Team Fortress 2: (EventScripts 2.0 for Orange Box) http://forums.mattie.info/cs/forums/viewtopic.php?p=213018#213018 Counter-Strike: Source: (EventScripts 2.0 for Source Engine) http://forums.mattie.info/cs/forums/viewtopic.php?p=242607#242607 http://forums.mattie.info/cs/forums/viewtopic.php?p=160271#160271 (GunGame Utils --- used to respawn players, and change teams without killing players) http://forums.gungame5.com/download.php All of the above are pretty much it. Of course, I have a full directory of scripts and tests scripts that I wrote, but the main one I use and test would be GunGame5. The SVN for GunGame5 can be found here: http://code.google.com/p/gungame-python/ I will double check on my other machine. There is a possibility that ES_Tools might be installed on it, but that would be it to my knowledge. Thanks Again, Michael On Wed, Nov 5, 2008 at 5:35 PM, Kevin Ottalini [EMAIL PROTECTED] wrote: Please post exactly what you were doing, what addons you were using, the command lines you added. - Original Message - From: Michael Barr To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, November 05, 2008 2:23 PM Subject: Re: [hlcoders] WARNING: VAC may be banning developers bymisdetecting server plugins as cheats. Trust me, I expected to be flamed. I have been just as skeptical, if not more, than a few that have replied in this thread when I have seen similar posts, and thought the same thing. This is an open forum for discussion. If it makes someone feel better to call me a script kiddie that hacks or cheats, feel free to do so. Feel free to question my motives, but I have nothing but good intentions here. The primary point of this posting is simple. It is a warning of genuine concern, as I can not see any reasoning behind the ban aside from what I stated above. While I would love to be unbanned, that is not quite the point. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] Latest HL SDK?
steam 2008/11/4 xLnT [EMAIL PROTECTED] Hi. Just wondering, what's the latest version of HL SDK? And where can i donwload it? Kind Regards ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] linker errors when using Visual C++ Express 2008 edition
Add libc;libcd;libcmtd to your default lib ignore box in project settings. (read the page harder ;)) 2008/9/30 Tom Leighton [EMAIL PROTECTED] As far as i know, Compiling EP1 under 2008 is unsupported and doesn't work. Paulo Rego wrote: Hi guys I'm getting the following linker errors when building a half life 2 multiplayer mod using episode 1 as the framework under Visual C++ Express 2008: 1-- Build started: Project: client_hl2mp, Configuration: Release HL2MP Win32 -- 1Linking... 1tier2.lib(tier2.obj) : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __malloc_dbg already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __nh_malloc already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __nh_malloc_dbg already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __heap_alloc already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __heap_alloc_dbg already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __calloc_dbg already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __recalloc already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __realloc_dbg already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __recalloc_dbg already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __expand already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __expand_dbg already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __free_nolock already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __free_dbg already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __free_dbg_nolock already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __msize already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __msize_dbg already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __CrtSetBreakAlloc already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __CrtSetDbgBlockType already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __CrtSetAllocHook already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __CrtGetAllocHook already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __CrtCheckMemory already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __CrtSetDbgFlag already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __CrtDoForAllClientObjects already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __CrtIsValidPointer already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __CrtIsValidHeapPointer already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __CrtIsMemoryBlock already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __CrtReportBlockType already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __CrtSetDumpClient already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __CrtGetDumpClient already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __CrtMemCheckpoint already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __CrtMemDifference already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __CrtMemDumpAllObjectsSince already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __CrtDumpMemoryLeaks already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __CrtMemDumpStatistics already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __aligned_malloc already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __aligned_malloc_dbg already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __aligned_realloc already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __aligned_recalloc already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __aligned_realloc_dbg already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __aligned_recalloc_dbg already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005: __aligned_offset_malloc already defined in memoverride.obj 1LIBCMTD.lib(dbgheap.obj) : error LNK2005:
Re: [hlcoders] Networking Game Rules
The values are added to the Data Table of the parent base rules class: CTeamplayRoundBasedRules ( game/shared/teamplayroundbased_gamerules.cpp/.h if anyone is interested ) 2008/9/16 Maarten De Meyer [EMAIL PROTECTED] Yeah, but that should be transparent, no? since the send/recv table from the proxy is referencing the one in gamerules: BEGIN_SEND_TABLE( COffLGameRulesProxy, DT_OffLGameRulesProxy ) SendPropDataTable( offl_gamerules_data, 0, REFERENCE_SEND_TABLE( DT_OffLGameRules ), SendProxy_OffLGameRules ) END_SEND_TABLE() Which leads me to ask; Olly, did you forget to add your variables to the send/receive tables of DT_SDKGameRules ? The rules themselves aren't networked. That's why there's a gamerules proxy. In hl2mp: LINK_ENTITY_TO_CLASS( hl2mp_gamerules, CHL2MPGameRulesProxy ); in 'scratch': LINK_ENTITY_TO_CLASS( sdk_gamerules, CSDKGameRulesProxy ); Etc. -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Olly Sent: September-16-08 10:27 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Networking Game Rules I read somewhere in the archive that rules arn't networked. They said it could be done (obviously or valve wouldnt have written the CTeamplayRoundBasedRules class to use client variables). I'm just wondering if anyone else has any ideas HOW to do it. 2008/9/16 Marek Sieradzki [EMAIL PROTECTED] Just a hint not really related to networking: you have to remember that VS can show random values in debugger for Release build if the variable was optimized out. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] Networking Game Rules
Also in response to Tony Gamerules have a 'proxy entity'. It is created with CreateStandardEntities() on the server. My CreateStandardEntities has nothing about creating 'proxy entity's', its just the creation of the player_manager entity 2008/9/16 Olly [EMAIL PROTECTED] The values are added to the Data Table of the parent base rules class: CTeamplayRoundBasedRules ( game/shared/teamplayroundbased_gamerules.cpp/.h if anyone is interested ) 2008/9/16 Maarten De Meyer [EMAIL PROTECTED] Yeah, but that should be transparent, no? since the send/recv table from the proxy is referencing the one in gamerules: BEGIN_SEND_TABLE( COffLGameRulesProxy, DT_OffLGameRulesProxy ) SendPropDataTable( offl_gamerules_data, 0, REFERENCE_SEND_TABLE( DT_OffLGameRules ), SendProxy_OffLGameRules ) END_SEND_TABLE() Which leads me to ask; Olly, did you forget to add your variables to the send/receive tables of DT_SDKGameRules ? The rules themselves aren't networked. That's why there's a gamerules proxy. In hl2mp: LINK_ENTITY_TO_CLASS( hl2mp_gamerules, CHL2MPGameRulesProxy ); in 'scratch': LINK_ENTITY_TO_CLASS( sdk_gamerules, CSDKGameRulesProxy ); Etc. -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Olly Sent: September-16-08 10:27 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Networking Game Rules I read somewhere in the archive that rules arn't networked. They said it could be done (obviously or valve wouldnt have written the CTeamplayRoundBasedRules class to use client variables). I'm just wondering if anyone else has any ideas HOW to do it. 2008/9/16 Marek Sieradzki [EMAIL PROTECTED] Just a hint not really related to networking: you have to remember that VS can show random values in debugger for Release build if the variable was optimized out. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] Networking Game Rules
Nah, none of the recv proxies are getting called, nor sendproxy's :S 2008/9/16 Maarten De Meyer [EMAIL PROTECTED] Weird, imo it should work then. You can try to add a receiveproxy to one of the variables, change the variable server-side and see if the receiveproxy hits clientside to check if you have basic networking functionality or not, that should help you narrow down the problem. The values are added to the Data Table of the parent base rules class: CTeamplayRoundBasedRules ( game/shared/teamplayroundbased_gamerules.cpp/.h if anyone is interested ) 2008/9/16 Maarten De Meyer [EMAIL PROTECTED] Yeah, but that should be transparent, no? since the send/recv table from the proxy is referencing the one in gamerules: BEGIN_SEND_TABLE( COffLGameRulesProxy, DT_OffLGameRulesProxy ) SendPropDataTable( offl_gamerules_data, 0, REFERENCE_SEND_TABLE( DT_OffLGameRules ), SendProxy_OffLGameRules ) END_SEND_TABLE() Which leads me to ask; Olly, did you forget to add your variables to the send/receive tables of DT_SDKGameRules ? The rules themselves aren't networked. That's why there's a gamerules proxy. In hl2mp: LINK_ENTITY_TO_CLASS( hl2mp_gamerules, CHL2MPGameRulesProxy ); in 'scratch': LINK_ENTITY_TO_CLASS( sdk_gamerules, CSDKGameRulesProxy ); Etc. -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Olly Sent: September-16-08 10:27 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Networking Game Rules I read somewhere in the archive that rules arn't networked. They said it could be done (obviously or valve wouldnt have written the CTeamplayRoundBasedRules class to use client variables). I'm just wondering if anyone else has any ideas HOW to do it. 2008/9/16 Marek Sieradzki [EMAIL PROTECTED] Just a hint not really related to networking: you have to remember that VS can show random values in debugger for Release build if the variable was optimized out. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Programming error: CMatRenderContext::Bind: NULL material
Put a breakpoint in that function, and then check the callstack? 2008/8/17 Arne Sikstrom [EMAIL PROTECTED] After the EP1 to OB merge I got some errors I can't locate. The console error only says Programming error: CMatRenderContext::Bind: NULL material but I have no way of setting a debug breakpoint there. What is the best way to find the code location? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] EP1 to OB porting guide
Love how you again threw in that 'bug' of the options panel. TBH I dont know why you keep trying, you have had an answer multiple times. And every answer was the correct one. Apart from that, pretty useful 2008/7/15 Jake Breen [EMAIL PROTECTED]: Bit aggressive to valve much? lol but nice guide. Nick wrote: I posted a rough draft of the guide here... http://www.neoforts.com/guide/ Take note that some directories have changed and in order to merge you will probably have to rename them. If anyone has any suggestions, or any idea to simplifiy the process of making thumbnails for the images please tell me. http://www.neoforts.com/guide/ On Tue, Jul 15, 2008 at 1:27 PM, Nick [EMAIL PROTECTED] wrote: I have, i will finish it and post shortly. On Tue, Jul 15, 2008 at 5:15 AM, Arne Sikstrom [EMAIL PROTECTED] wrote: Has anyone written a EP1 to OB porting guide? If I port the code what other changes must be done at the same time? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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