Re: [hlcoders] void CTripmineGrenade::Spawn( void ) linux crash orangebox stock code.......

2010-10-11 Thread Olly Ginger
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.
 
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Re: [hlcoders] void CTripmineGrenade::Spawn( void ) linux crash orangebox stock code.......

2010-10-11 Thread Olly Ginger
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

2010-09-06 Thread Olly
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?


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Re: [hlcoders] String_base error

2010-08-03 Thread Olly
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

2010-08-03 Thread Olly
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

2010-07-21 Thread Olly
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.


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Re: [hlcoders] Show Map List issue..

2010-07-13 Thread Olly
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
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  +1 (514) 250-2684
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  http://www.overwatchmod.com/
 



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Re: [hlcoders] Show Map List issue..

2010-07-13 Thread Olly
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
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  +1 (514) 250-2684
  an...@overwatchmod.com
  http://www.overwatchmod.com/
 



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Re: [hlcoders] Show Map List issue..

2010-07-13 Thread Olly
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
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--
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/
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Re: [hlcoders] Taking high resolution screenshots?

2010-06-24 Thread Olly
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

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Re: [hlcoders] Demo tinkering, frames

2010-06-23 Thread Olly
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
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Re: [hlcoders] Compiling SDK Shaders, Pixelshaders not compiling.

2010-05-07 Thread Olly
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.
 
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Re: [hlcoders] Source Profiling

2010-04-14 Thread Olly
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.
 
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Re: [hlcoders] Source Profiling

2010-04-13 Thread Olly
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.
 
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Re: [hlcoders] Source Profiling

2010-04-13 Thread Olly
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.
 
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Re: [hlcoders] Getting commands in an alias (autoexec.cfg)

2010-04-09 Thread Olly
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
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Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-17 Thread Olly
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.
 
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Re: [hlcoders] (no subject)

2010-01-31 Thread Olly
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?
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Re: [hlcoders] Source pausing WMP and decreasing system volume

2010-01-30 Thread Olly
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?

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Re: [hlcoders] Mod doesn't recognize custom translation file

2010-01-22 Thread Olly
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
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Re: [hlcoders] Mod doesn't recognize custom translation file

2010-01-22 Thread Olly
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
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Re: [hlcoders] (no subject)

2010-01-19 Thread Olly
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
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Re: [hlcoders] Filesystem_tools and DLLs

2010-01-08 Thread Olly
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

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Re: [hlcoders] C_BaseAnimating::CreateUnragdollInfo() Assertion Failed question.

2010-01-05 Thread Olly
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.


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Re: [hlcoders] C_BaseAnimating::CreateUnragdollInfo() Assertion Failed question.

2010-01-04 Thread Olly
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.

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Re: [hlcoders] client side grame frame

2010-01-03 Thread Olly
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?
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Re: [hlcoders] Duplicated Tracers

2009-12-18 Thread Olly
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
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Re: [hlcoders] DoS Attack Fixer

2009-12-16 Thread Olly
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 :)
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Re: [hlcoders] Writing my own Goldsrc... :)

2009-11-16 Thread Olly
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

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Re: [hlcoders] Writing my own Goldsrc... :)

2009-11-16 Thread Olly
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];

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Re: [hlcoders] Interpolation of projectiles

2009-09-01 Thread Olly
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?
 
 
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Re: [hlcoders] Source control solution?

2009-08-24 Thread Olly
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/
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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Olly
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.
 
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  DVD backups for me :/
 
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Re: [hlcoders] Lines of code in Source SDK?

2009-08-18 Thread Olly
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

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Re: [hlcoders] World not rendered when launching with debugger

2009-08-05 Thread Olly
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?
 
 
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Re: [hlcoders] Setting C++ project to take #defines from?

2009-07-18 Thread Olly
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
   
   
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Re: [hlcoders] OrangeBox Shader Compilation

2009-07-12 Thread Olly
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

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Re: [hlcoders] OrangeBox Shader Compilations

2009-07-12 Thread Olly
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?

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Re: [hlcoders] HL-MP Third Person Mod

2009-06-11 Thread Olly
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
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Re: [hlcoders] 64-bit binaries?

2009-06-01 Thread Olly
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.)
  
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Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Olly
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.
 
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Re: [hlcoders] VS2010b1 - Linker probems.

2009-05-31 Thread Olly
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?
   
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Re: [hlcoders] VS2010b1 - Linker probems.

2009-05-31 Thread Olly
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?
 
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Re: [hlcoders] Depth buffer problem

2009-05-28 Thread Olly
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
 
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Re: [hlcoders] VS2010b1 - Linker probems.

2009-05-27 Thread Olly
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?

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Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-05-16 Thread Olly
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.
   
   
   
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Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-05-16 Thread Olly
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.
 
 
 
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Re: [hlcoders] Game Content

2009-05-14 Thread Olly
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?
  
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Re: [hlcoders] Game Content

2009-05-14 Thread Olly
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

2009-05-02 Thread Olly
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.
 
 
 
 
 
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Re: [hlcoders] Particle System of Orange Box in EP1-Mod

2009-05-01 Thread Olly
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

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Re: [hlcoders] Particle System of Orange Box in EP1-Mod

2009-05-01 Thread Olly
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
 
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Re: [hlcoders] Cannonfodder's MDL compiler sources?

2009-05-01 Thread Olly
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?
  
  
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Re: [hlcoders] Checkpoints Triggers

2009-04-29 Thread Olly
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.
 
 
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Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-28 Thread Olly
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...
 
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Re: [hlcoders] (no subject)

2009-04-28 Thread Olly
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?

2009-04-27 Thread Olly
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

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Re: [hlcoders] remove me from list!

2009-04-27 Thread Olly
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...

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Re: [hlcoders] posting

2009-04-27 Thread Olly
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.
 
 
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Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-26 Thread Olly
What of it? :D

My mail client adds mine automatically too :D

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Re: [hlcoders] Corner-shot

2009-04-20 Thread Olly
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

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Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-04-10 Thread Olly
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.
 
 
 
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  --
  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
 
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Re: [hlcoders] Model Entity attached to play

2009-03-27 Thread Olly
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


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Re: [hlcoders] Orange Box SDK Beta Bugs

2009-03-18 Thread Olly
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?
 
 
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Re: [hlcoders] Server CVars

2009-03-11 Thread Olly
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?

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Re: [hlcoders] Particle editor still broken

2009-03-06 Thread Olly
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?
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 - Saul.
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Re: [hlcoders] Can no longer access IServerGameDLL from plugin

2009-02-20 Thread Olly
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
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Re: [hlcoders] Tools not working for Orange Box games after the last engine update

2009-02-01 Thread Olly
+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?

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Re: [hlcoders] Resizing font..

2009-01-24 Thread Olly
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.
 
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Re: [hlcoders] Linux server disconnects

2009-01-24 Thread Olly
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..

2009-01-24 Thread Olly
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.
  
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Re: [hlcoders] Linux server disconnects

2009-01-23 Thread Olly
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.

2009-01-23 Thread Olly
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.

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Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-11 Thread Olly
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.
 
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Re: [hlcoders] Exploits in master server protocol

2008-12-31 Thread Olly
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-
 
 
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Re: [hlcoders] Orange Box bot plugin - SVN available - anyone willing to contribute?

2008-12-23 Thread Olly
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
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Re: [hlcoders] Orange Box bot plugin - SVN available - anyone willing to contribute?

2008-12-22 Thread Olly
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
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Re: [hlcoders] Best way to mod scratch SDK

2008-12-21 Thread Olly
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.
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Re: [hlcoders] Best way to mod scratch SDK

2008-12-21 Thread Olly
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.
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Re: [hlcoders] Best way to mod scratch SDK

2008-12-20 Thread Olly
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.
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Re: [hlcoders] High amount of NPCs on the map

2008-12-06 Thread Olly
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

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Re: [hlcoders] SteamID in-game and community

2008-11-21 Thread Olly
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.
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  please visit:
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  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)
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Re: [hlcoders] Request

2008-11-15 Thread Olly
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
 
 
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Re: [hlcoders] L4D Plugin Headers

2008-11-13 Thread Olly
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.
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Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.

2008-11-05 Thread Olly
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  
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Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.

2008-11-05 Thread Olly
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)
 
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 edit
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Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.

2008-11-05 Thread Olly
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)


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Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.

2008-11-05 Thread Olly
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


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Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.

2008-11-05 Thread Olly
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
 
 
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  please visit:
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  --
  Thanks,
  - Saul.
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Re: [hlcoders] hlcoders Digest, Vol 9, Issue 7

2008-11-05 Thread Olly
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.


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Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.

2008-11-05 Thread Olly
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?


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Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.

2008-11-05 Thread Olly
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?
  
  
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 Thanks,
 - Saul.
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Re: [hlcoders] WARNING: VAC may be banning developers bymisdetecting server plugins as cheats.

2008-11-05 Thread Olly
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.
  
  
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Re: [hlcoders] Latest HL SDK?

2008-11-04 Thread Olly
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

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Re: [hlcoders] linker errors when using Visual C++ Express 2008 edition

2008-09-30 Thread Olly
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

2008-09-16 Thread Olly
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.
 
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Re: [hlcoders] Networking Game Rules

2008-09-16 Thread Olly
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.
 
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Re: [hlcoders] Networking Game Rules

2008-09-16 Thread Olly
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.
  
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Re: [hlcoders] Programming error: CMatRenderContext::Bind: NULL material

2008-08-17 Thread Olly
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?
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Re: [hlcoders] EP1 to OB porting guide

2008-07-15 Thread Olly
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?
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