[hlcoders] Re: New update.

2008-01-24 Thread Sebastian 'Darth.Hunter' Kreutz
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hiho!
Nice nice, looks like there'll be some relationship crisis among the mod 
developers, as they will be planted in front of their PCs for the next couple 
of weeks ;o)

One question that I couldn't find a clear answer to so far: As we know, Source 
mods are accessible to everyone who bought a Source game that grants access to 
Source SDK base. Will this requirement remain even if the Orange Box engine is 
being used for a mod? Or will you require the players to have the Orange Box to 
play these mods (for instance due to marketing purposes)?

Would be interesting to know, since many of our players do actually not have 
the Orange Box themselves, but only Half-Life 2.

Best regards,
Sebastian 'Darth.Hunter' Kreutz

--



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Orange box SDK - interfaces

2007-12-26 Thread Sebastian 'Darth.Hunter' Kreutz
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello folks!
I haven't followed recent discussion that closely, so please notify me if that 
has already been answered.
The last information about the code SDK that I've seen was from Mike where he 
told us about visual enhancements (HDR, particle system) and multicore support, 
among other features.

Now after playing TF2, I noticed something that could be fairly interesting for 
any kind of multiplayer mod: The integration of Steam Community features. For 
those of you who haven't played TF2: The scoreboard and other VGUI panels show 
the user image from the Steam Community for instance.

I was wondering if VALVe would have any interest in providing us with an 
interface to interact with the Steam Community in similar ways?


Cheers,
Sebastian Kreutz
www.invision-games.com
--



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Playing the mod offline

2007-10-27 Thread Sebastian 'Darth.Hunter' Kreutz
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
That would explain quite a lot, using sv_lan 1. Now just out of interest - you 
pointed out listen server. But isn't it the same issue with a dedicated LAN 
server?

Cheers,
Hunter
--



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Dynamic viewmodel attachments

2007-04-01 Thread Sebastian 'Darth.Hunter' Kreutz
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello everyone!
In the mod I am working on, we require several different pairs of hands 
attached to the weapon viewmodels. There shall be several player models who 
shall all carry the same weapon, but obviously with different sets of hands.
Now, the technique we used for this in the id engine was to use tags - each 
hand had a predefined bone which viewmodels could be tagged to. Thus, the hands 
would follow the weapon in first person view.

The same technique is described for world models in Source:
http://developer.valvesoftware.com/wiki/World_Models

However, I was unable to find any information about tagging viewmodels. I 
opened some of them in the model viewer, but the hand meshes seemed to be 
statically connected to the weapon.
Does Source even have the possibility to dynamically tag viewmodels?

Any feedback would be highly appreciated. I can't imagine that an advanced 
engine would require making seperate viewmodels for every weapon <-> player 
model combination :)

Thanks in advance,

Darth.Hunter
--



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Gametype console variable

2006-11-13 Thread Sebastian &#x27;Darth.Hunter&#x27; Kreutz
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Good morning, everyone!
I'm sending this submission for our coder EmielRegis who currently can't
submit any mails:

Our team is new to the Source engine, yet we would like to create a basic
framework to deal with several different multiplayer gametypes and a
singleplayer campaign in addition.
Our coder EmielRegis is used to JKA's modified id engine which had a console
variable "g_gametype" with a numeric value to define what gametype a server
is running on.

The basic idea is to have different gametypes with different game mechanics
(such as CTF, TDM and Team Assault). EmielRegis couldn't find a good way of
dealing with that. He thought about a console variable, but can they be
transmitted between server and client? If so - how?

Of course, that variable should also be set from the game menu.

Any help on getting a better understanding of the given structures and how
to use them would be highly appreciated. Thanks in advance!

Darth.Hunter

on behalf of Emiel Regis
www.moviebattles.com
http://tne.invision-games.com
--



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Hammer crashing during Internet access, and "Help" issues

2006-11-05 Thread Sebastian &#x27;Darth.Hunter&#x27; Kreutz

I recognized this "calling home" behaviour, too.
It either happens when Hammer is idling or when you hit the "browse" button,
for instance to load a model.
The funny thing is: This does not happen regularly, but rather occasionally.

Other things I have recently noticed in conjunction with Hammer:

- normal maps seem to have less effect than before
- after building cubemaps, you have to shut down the game entirely and
restart it to see them...wasn't like that before.

Greetings,
Darth.Hunter
http://tne.invision-games.com



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



AW: [hlcoders] Logical View?

2006-08-07 Thread Sebastian &#x27;Darth.Hunter&#x27; Kreutz
I've experienced the lags in Hammer when I first opened a map in it after
the SDK 2 release, too. It happend on zoom operations already. The solution
was to simply place a camera in the viewport and then, Hammer acts like
usual without lags.
However, I didn't find out so far how I can get back to logical view.

Greetings,
Sebastian 'Darth.Hunter' Kreutz



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Possible bug in 'Create a Mod' wizard

2006-08-06 Thread Sebastian &#x27;Darth.Hunter&#x27; Kreutz
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi there!
I was using the wizard today for the 'create mod from scratch' option and found 
a possible little glitch there.
The MapSrc value in the GameConfig.txt was set to the following by the wizard:

c:\\steam\steamapps\SourceMods\sourcesdk_content\\mapsrc

Apart from the fact that there is no sourcesdk_content folder below 
SourceMods/, the working folder for the map, model, material and code sources 
has been created at a different place (where I defined it to be in the wizard).

Is that a bug or does the MapSrc value in the GameConfig.txt have a different 
meaning?

Greetings,

Sebastian 'Darth.Hunter' Kreutz
SW: The New Era
--



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] datacache.dll crash after mod creation

2006-08-06 Thread Sebastian &#x27;Darth.Hunter&#x27; Kreutz
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Good morning,

after the big SDK update, I tried using the 'create a mod' wizard with the 
setting "from scratch" to setup a working environment for our new mod, of 
course using the new SteamAppId.

After setting the mod up by the wizard which added the default client.dll and 
server.dll, I tried starting the mod. Worked so far, I got into the main menu. 
But when I wanted to load a map (a vehicle map is pre-installed automatically), 
the game crashed to desktop with a notice that Windows has discovered a problem 
and needed to shut the application down. In the details, I found the following:

AppName: hl2.exeAppVer: 0.0.0.0ModName: datacache.dll
ModVer: 0.0.0.0   Offset: b413

As I did not change anything yet in the generated framework, may I assume that 
there's a bug in there somewhere? Possible solutions anyone?


In addition, I think I've found a little glitch in the wizard. When a mod is 
created, it adds the following line to the new entry in the GameConfig.txt:

c:\\steam\steamapps\SourceMods\sourcesdk_content\\mapsrc

Apart from the fact that there is no sourcesdk_content folder below 
SourceMods/, the working folder for the map, model, material and code sources 
has been created at a different place (where I defined it to be in the wizard).

Is that a bug or does the MapSrc value in the GameConfig.txt have a different 
meaning?

Best regards,

Sebastian 'Darth.Hunter' Kreutz
SW: The New Era
--



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Broken thread view solution

2006-08-03 Thread Sebastian &#x27;Darth.Hunter&#x27; Kreutz
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
As discussed in the SDK update thread, let's split the thread problems from
the actual thread:

This problem is rather independent from the mail client you use. Some users
think that simply using the topic line "RE: " will make the email
threaded properly. But this is not the case. You have to really reply to a
specific mail to make it work since the mailing list obtains the
informations needed for the thread view from the mail _headers_.

If you receive the emails in digest mode, you cannot reply directly to an
email by default (but this would be needed for thread view). The solution is
to alter your mailing list settings in a way that it sends you the mails in
MIME format. That way, you will receive a digest that just contains a topic
overview. The single emails are attached to the digest. Now, you can simply
open the email you want to reply to and do so. Your reply will appear
properly ordered in the thread view.

Best regards,

Sebastian 'Darth.Hunter' Kreutz
SW: The New Era


P.S. @ moderator: Please block my second message, I've used the false email
address - no need to approve the post, sry
--



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Upcoming SDK Release

2006-07-29 Thread Sebastian &#x27;Darth.Hunter&#x27; Kreutz

I agree with Nick here.
The last update caused a tremendous amounts of malfunctions. I also prefer a
few more days of waiting instead of a bugged SDK replacing yet another
bugged SDK ;)

Sebastian 'Darth.Hunter' Kreutz



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Upcoming SDK Release (wishlist)

2006-07-26 Thread Sebastian &#x27;Darth.Hunter&#x27; Kreutz
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello and welcome Mike!
It's great to hear that VALVe now introduces some sort of "Community
Manager". Alfred always provides kind help here about update news, but
someone who exclusively takes care of the comparably large modder community
is a very good decision in my opinion. I've met community managers already
at Wings Simulations and Ubisoft and they were a great benefit for the
community.

I am also glad that the update is finally on its way. May we expect any of
the following features? Consider this as a wishlist from a few modders - the
others are of course welcome to add to this list. Best would be to include
the list in your posts ;)

Bugfixes
- Hammer crashes and black viewports using the SDK workaround
- StudioMDL broken since engine update
- GameConfig.txt being occasionally overwritten, removing custom mods
- "buildcubemaps" returning "unknown lump" errors and not replacing the
default cubemap since engine update

Features
- VS 2005 support
- Add HDR and phong shading from episode one (to be run in HL² SP and DM
modes)
- DoD:S and CS:S SDK (posted by Charles Solar)


Whatever else you consider to be important, please add :)
Greetings to all,

Sebastian 'Darth.Hunter' Kreutz
http://thenewera.invisiongamez.com
--



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Source SDK Update Released

2006-07-25 Thread Sebastian &#x27;Darth.Hunter&#x27; Kreutz
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Same here...I was already happy that something is finally coming, but then, it 
was just a confusing topic name :P
Our team is kind of annoyed too...although we would really love to have all the 
new features in the SDK, it concerns us far more that we have to deal with the 
amount of bugs since the engine update. Having to run the SDK on two PCs to 
work with StudioMDL _and_ Hammer is not quite the kind of workflow that 
increases speed ;o)
Too bad the workaround damages as much as it resolves :-/

However, I assume that this will still take some time. Remember when Alfred 
announced a new SteamAppId for Source mods? It was still unclear at that time 
what requirements for mods will be with this new Id. As this covers modding as 
much as the broken SDK itself does, my assumption is that this will result in 
one big update. However, with VALVe being in the planning phase for the mod 
requirements, we still might have to wait longer...

I'm getting the feeling that the answer to all assumptions, ideas and 
suspicions around this topic leads us to the well-known 42.

So long and thanks for all the fish,
Sebastian 'Darth.Hunter' Kreutz
--



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] SteamAppId Update

2006-07-04 Thread Sebastian &#x27;Darth.Hunter&#x27; Kreutz
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Good to hear that an SDK update is on its way :)
It's currently quite annoying to copy the files over and over again in order
to be able to use Radiant AND test maps that are made ^^
So, what will this new SteamAppId cause in terms of changes? This somehow
sounds as if we'll be able to use some of the new stuff? That's also one
thing I was always asking myself and couldn't find any information about so
far:

What happens with the newly introduced features in the HL Episodes? For
instance HDR, the improved vertex lighting and possible features that are
still to come. Will such an update enable us to use new engine features in
HL2 / HL2DM mods?

Greetings,

Sebastian 'Darth.Hunter' Kreutz
http://thenewera.invisiongamez.com
--



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] 'Create a mod' settings

2006-07-03 Thread Sebastian &#x27;Darth.Hunter&#x27; Kreutz
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Good evening,

A topic caught my attention in the hlmappers board where the question was what 
the 4 different options of the 'Create a Mod' wizard actually mean and what 
they include. Now, no one was really certain over there and so I thought you 
guys could possibly answer this with your experience.

The following options are available:
  a.. Modify Half-Life 2 Single Player
  b.. Modify Half-Life 2 Multiplayer
  c.. Start a mod from scratch
  d.. Source code only
So, the difference between the first two is obvious. But what does for instance 
the third option include? What happens when you compile it? Do you have a copy 
of HL2 with all default values then?
And what if you only choose the second option? Will you be able to write game 
rules only or does this part of the source code also give you the ability to 
code new weapon with specific physical behaviours, shaders, animation triggers, 
new movement keys and all other stuff to make your multiplayer unique?

Looking forward to your replies :)
Good night,

Sebastian 'Darth.Hunter' Kreutz
http://thenewera.invisiongamez.com
--



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] SDK Tools workaround

2006-05-27 Thread Sebastian &#x27;Darth.Hunter&#x27; Kreutz
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello again!
So, we tried the workaround with a few guys and found some serious errors that 
we'd like you to know just in case they haven't been discovered yet. Might be 
some useful input for the upcoming SDK fix.

While studiomdl seems to be working fine again using the workaround, Hammer is 
having massive problems. It starts up properly, but when trying to load a map, 
it returns the following error:

"Failed to load default scheme file. The map views may be missing some visual 
elements."

And indeed, only the 3D viewport is working. The 2D viewports are pitch black. 
In addition, Hammer crashes on every occasion. We couldn't find any pattern in 
the crashes since it once happened while scrolling through the model list or by 
simply clicking at random GUI elements.
I hope this feedback is of any use. Patiently waiting for a fix to start 
working again ;o)

Greetings,

Darth.Hunter
TNE mod leader - http://thenewera.invisiongamez.com
--



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] SDK Tools workaround

2006-05-26 Thread Sebastian &#x27;Darth.Hunter&#x27; Kreutz

Thank you very much for the hint, Jason. We'll try this in the meantime. As
I haven't subscribed to this list before, I was posting a bugreport in the
map mailing list, so here's a question:

Are those problems also affiliated to the current update or has anyone else
experienced them?

- buildcubemap function returns "unknown lump" errors and only returns the
default cubemap
- studiomdl returns the following error on prop models: "ERROR: bad command
}"

Several of our team members have experienced those errors at the same time
after the update, but I haven't seen them in this list's bug reports. So if
anyone experienced the same, please confirm.

Greetings,

Darth.Hunter
TNE mod leader - httpd://thenewera.invisiongamez.com



-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Jason Deakins
Gesendet: Freitag, 26. Mai 2006 04:15
An: hlcoders@list.valvesoftware.com
Betreff: [hlcoders] SDK Tools workaround

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] The recent engine update
potentially broke mod development tools in Steam. If your mod is based on a
game other than HL2 this update causes your mod to run on the new engine.
Running the SDK Launcher causes binaries to be copied from the old version
of the engine cache. If you are having problems running tools after the
update, this page 
has a workaround until we fix the problem with an SDK release.

http://developer.valvesoftware.com/wiki/SDK_workaround

-Jason
--



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders