Re: [hlcoders] VAC problem?

2007-01-23 Thread Sylvain Rochette

Its append all at the same time on many server here one of the error
reported by one server owner:


The game suddenly disconnects (after about 1:30 minutes) with message
"disconnect: response timed out".
server console just said "disconnect by user" or "client timed out" as if
everything was fine.


That append not only for II but with others 3rd party mod, the solution to
make server working again is to disable VAC (some person say that)

Regards,

- Original Message -
From: "Maurino Berry" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, January 23, 2007 1:45 PM
Subject: Re: [hlcoders] VAC problem?



What kind of a disconnect, can you post any error messages the users
are getting?
We might be suffering from the same thing, some kind of a response time
out?

On 1/23/07, Sylvain Rochette <[EMAIL PROTECTED]> wrote:

A lot of our users the last night got disconnected from all the servers
at
the same time, and some cannot play anymore.

It's append for our mod Insects Infestation and other like Distopia  and
PVKII.

Is VAC is capout?

Regards


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[hlcoders] VAC problem?

2007-01-23 Thread Sylvain Rochette

A lot of our users the last night got disconnected from all the servers at
the same time, and some cannot play anymore.

It's append for our mod Insects Infestation and other like Distopia  and
PVKII.

Is VAC is capout?

Regards


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Re: [hlcoders] Linux DS Build problem

2007-01-07 Thread Sylvain Rochette

Here an idea of what Slackware 11 looks like

http://ii.hl2files.com/stuffs/shot.jpg

this is our dedicated server running on linux inside windows xp :)

- Original Message -
From: "Sylvain Rochette" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, January 07, 2007 11:28 AM
Subject: Re: [hlcoders] Linux DS Build problem



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

The idea is good, the only problem is my image is 20GB, so its a little to
much. But i can show
some link about tutorial how to setup it if poeples are interested.

First you need Linux Slackware 11! Download the dvd image (3 GB)

http://www.slackware.com/getslack/torrents.php
http://www.slackware.com/torrents/slackware-11.0-install-dvd.torrent

I used bittorrent, the 3 GB taked 3-4 hours to get

Installing Slackware 11 over VMWare (you need VMWare)

http://howtoforge.org/slackware11_vmware_windows_xp

Then you need to install VMWare Tools to speedup the graphic and mouse
driver

http://www.vmware.com/support/ws4/doc/new_guest_tools_ws.html

but read this first
http://www.linuxforums.org/forum/slackware-linux-help/21451-vmware-install-rc0-d-rc6-d-problem.html

Installing srcds_l

http://forums.srcds.com/viewtopic/1139

The only remaining thing is to install Xerces

http://xml.apache.org/xerces-c/download.cgi

Before executing the makefile you need to mount a drive over source sdk
where the real source is using samba and add env var

mount -t smbfs -o username=xxx,password=xxx
//xp_computer_name/shared_network_drive_on_src /mnt
export LD_LIBRARY_PATH=.:/bin:./bin
ldconfig

So what i have done is i have added another section in the makefile that
do the job for you. At the makefile end
after the check: ... add config: and add the 3 lines (mount, export,
ldconfig)

Before you compile the mod, just call make config then make

You also need to configurate your linux makefile using the correct path

With this linux version (Slackware11) GCC are already fine, so you dont
need to worry about the version to use.
And over windows XP its very fast.

Regards

- Original Message -
From: "Benjamin Davison" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, January 07, 2007 9:28 AM
Subject: Re: [hlcoders] Linux DS Build problem



--
[ Picked text/plain from multipart/alternative ]
Just throwing out an idea here, I think it would be good if there was
just
some vmware or VPC image that was already setup with all the perquisites
and
we could just drop the source code in a folder and it would be all ready
togo.

I would do this myself but I have no idea how to compile the SDK for
linux
:)

On 1/6/07, Sylvain Rochette <[EMAIL PROTECTED]> wrote:


Yeah Alfed helped me the last day, i finally installed a new linux
version
Slackware 11 with vmware on my xp and now everything work fine.

- Original Message -
From: <[EMAIL PROTECTED]>
To: ; 
Sent: Saturday, January 06, 2007 6:41 PM
Subject: Re: [hlcoders] Linux DS Build problem


I saw a vcpm crasher on an older version of linux that had an
pre-requirements version of glibc in the lib path.  It's probably
something
like that, if not that exact issue.  See the SDK Linux wiki page.

At 2007/01/05 01:42 PM, Sylvain Rochette wrote:
>Ok done, i downloaded the latest source from public/utils and builded
vcpm.
>
>I still got the same error when building my mod
>
>make: *** [mod] Segmentation fault
>
>
>- Original Message -
>From: "Alfred Reynolds" <[EMAIL PROTECTED]>
>To: 
>Sent: Friday, January 05, 2007 1:41 PM
>Subject: RE: [hlcoders] Linux DS Build problem
>
>
>>Try "rm ./vcpm && make vcpm" and then run your make again.
>>
>>Sylvain Rochette wrote:
>>>I having hard time to build the linux version of our mod.
>>>
>>>One year ago, the linux build was building fine, but we did not use
>>>the
>>>linux the last year (2006).
>>>With the big sdk update from the last summer, stuff probably changed.
>>>But i
>>>am not sure if its related to that (i think not)
>>>
>>>Here the error, i am not sure if its related to the parsing with
>>>hl_sdk or
>>>its because i really miss the compiler. But i did not
>>>change anything on this computer, the last time i open it (one year
>>>ago) was
>>>to compile the mod and was working fine.
>>>
>>>make
>>>
>>>if [ -z "/usr/bin/gcc-3.4" ]; then echo "Compiler not defined.";
>>>exit; fi
>>>
>>>if [ ! -d /home/srochette/srcds_l/ii/src/linux_ii];then mkdir
>>>/home/srochette/srcds_l/ii/src/linux_ii;fi
>>>
>>>cd /home/srochette/srcds_l/ii/src/linux_ii
>>>
>>>if [ ! -f "tier0_i486.so" ]; then

Re: [hlcoders] Linux DS Build problem

2007-01-07 Thread Sylvain Rochette
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]

The idea is good, the only problem is my image is 20GB, so its a little to 
much. But i can show
some link about tutorial how to setup it if poeples are interested.

First you need Linux Slackware 11! Download the dvd image (3 GB)

http://www.slackware.com/getslack/torrents.php
http://www.slackware.com/torrents/slackware-11.0-install-dvd.torrent

I used bittorrent, the 3 GB taked 3-4 hours to get

Installing Slackware 11 over VMWare (you need VMWare)

http://howtoforge.org/slackware11_vmware_windows_xp

Then you need to install VMWare Tools to speedup the graphic and mouse driver

http://www.vmware.com/support/ws4/doc/new_guest_tools_ws.html

but read this first 
http://www.linuxforums.org/forum/slackware-linux-help/21451-vmware-install-rc0-d-rc6-d-problem.html

Installing srcds_l

http://forums.srcds.com/viewtopic/1139

The only remaining thing is to install Xerces

http://xml.apache.org/xerces-c/download.cgi

Before executing the makefile you need to mount a drive over source sdk
where the real source is using samba and add env var

mount -t smbfs -o username=xxx,password=xxx 
//xp_computer_name/shared_network_drive_on_src /mnt
export LD_LIBRARY_PATH=.:/bin:./bin
ldconfig

So what i have done is i have added another section in the makefile that do the 
job for you. At the makefile end
after the check: ... add config: and add the 3 lines (mount, export, ldconfig)

Before you compile the mod, just call make config then make

You also need to configurate your linux makefile using the correct path

With this linux version (Slackware11) GCC are already fine, so you dont need to 
worry about the version to use.
And over windows XP its very fast.

Regards

- Original Message -
From: "Benjamin Davison" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, January 07, 2007 9:28 AM
Subject: Re: [hlcoders] Linux DS Build problem


> --
> [ Picked text/plain from multipart/alternative ]
> Just throwing out an idea here, I think it would be good if there was just
> some vmware or VPC image that was already setup with all the perquisites and
> we could just drop the source code in a folder and it would be all ready
> togo.
>
> I would do this myself but I have no idea how to compile the SDK for linux
> :)
>
> On 1/6/07, Sylvain Rochette <[EMAIL PROTECTED]> wrote:
>>
>> Yeah Alfed helped me the last day, i finally installed a new linux version
>> Slackware 11 with vmware on my xp and now everything work fine.
>>
>> - Original Message -
>> From: <[EMAIL PROTECTED]>
>> To: ; 
>> Sent: Saturday, January 06, 2007 6:41 PM
>> Subject: Re: [hlcoders] Linux DS Build problem
>>
>>
>> I saw a vcpm crasher on an older version of linux that had an
>> pre-requirements version of glibc in the lib path.  It's probably
>> something
>> like that, if not that exact issue.  See the SDK Linux wiki page.
>>
>> At 2007/01/05 01:42 PM, Sylvain Rochette wrote:
>> >Ok done, i downloaded the latest source from public/utils and builded
>> vcpm.
>> >
>> >I still got the same error when building my mod
>> >
>> >make: *** [mod] Segmentation fault
>> >
>> >
>> >- Original Message -----
>> >From: "Alfred Reynolds" <[EMAIL PROTECTED]>
>> >To: 
>> >Sent: Friday, January 05, 2007 1:41 PM
>> >Subject: RE: [hlcoders] Linux DS Build problem
>> >
>> >
>> >>Try "rm ./vcpm && make vcpm" and then run your make again.
>> >>
>> >>Sylvain Rochette wrote:
>> >>>I having hard time to build the linux version of our mod.
>> >>>
>> >>>One year ago, the linux build was building fine, but we did not use
>> >>>the
>> >>>linux the last year (2006).
>> >>>With the big sdk update from the last summer, stuff probably changed.
>> >>>But i
>> >>>am not sure if its related to that (i think not)
>> >>>
>> >>>Here the error, i am not sure if its related to the parsing with
>> >>>hl_sdk or
>> >>>its because i really miss the compiler. But i did not
>> >>>change anything on this computer, the last time i open it (one year
>> >>>ago) was
>> >>>to compile the mod and was working fine.
>> >>>
>> >>>make
>> >>>
>> >>>if [ -z "/usr/bin/gcc-3.4" ]; then echo "Compiler not defined.";
>> >>>exit; fi
>> >>>
>> >>>if [ ! -d /home/srochette/srcds_l/ii/src/linux_ii];then mkdir
>&

Re: [hlcoders] Linux DS Build problem

2007-01-06 Thread Sylvain Rochette

Yeah Alfed helped me the last day, i finally installed a new linux version
Slackware 11 with vmware on my xp and now everything work fine.

- Original Message -
From: <[EMAIL PROTECTED]>
To: ; 
Sent: Saturday, January 06, 2007 6:41 PM
Subject: Re: [hlcoders] Linux DS Build problem


I saw a vcpm crasher on an older version of linux that had an
pre-requirements version of glibc in the lib path.  It's probably something
like that, if not that exact issue.  See the SDK Linux wiki page.

At 2007/01/05 01:42 PM, Sylvain Rochette wrote:

Ok done, i downloaded the latest source from public/utils and builded vcpm.

I still got the same error when building my mod

make: *** [mod] Segmentation fault


- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Friday, January 05, 2007 1:41 PM
Subject: RE: [hlcoders] Linux DS Build problem



Try "rm ./vcpm && make vcpm" and then run your make again.

Sylvain Rochette wrote:

I having hard time to build the linux version of our mod.

One year ago, the linux build was building fine, but we did not use
the
linux the last year (2006).
With the big sdk update from the last summer, stuff probably changed.
But i
am not sure if its related to that (i think not)

Here the error, i am not sure if its related to the parsing with
hl_sdk or
its because i really miss the compiler. But i did not
change anything on this computer, the last time i open it (one year
ago) was
to compile the mod and was working fine.

make

if [ -z "/usr/bin/gcc-3.4" ]; then echo "Compiler not defined.";
exit; fi

if [ ! -d /home/srochette/srcds_l/ii/src/linux_ii];then mkdir
/home/srochette/srcds_l/ii/src/linux_ii;fi

cd /home/srochette/srcds_l/ii/src/linux_ii

if [ ! -f "tier0_i486.so" ]; then ln -s ./bin/tier0_i486.so .; fi

if [ ! -f "vstdlib_i486.so" ]; then ln -s ./bin/vstdlib_i486.so .; fi

./vcpm /mnt/ii_source/dlls/hl_sdk.vcproj

make: *** [mod] Segmentation fault




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Re: [hlcoders] Linux DS Build problem

2007-01-05 Thread Sylvain Rochette

Ok done, i downloaded the latest source from public/utils and builded vcpm.

I still got the same error when building my mod

make: *** [mod] Segmentation fault


- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Friday, January 05, 2007 1:41 PM
Subject: RE: [hlcoders] Linux DS Build problem



Try "rm ./vcpm && make vcpm" and then run your make again.

Sylvain Rochette wrote:

I having hard time to build the linux version of our mod.

One year ago, the linux build was building fine, but we did not use
the
linux the last year (2006).
With the big sdk update from the last summer, stuff probably changed.
But i
am not sure if its related to that (i think not)

Here the error, i am not sure if its related to the parsing with
hl_sdk or
its because i really miss the compiler. But i did not
change anything on this computer, the last time i open it (one year
ago) was
to compile the mod and was working fine.

make

if [ -z "/usr/bin/gcc-3.4" ]; then echo "Compiler not defined.";
exit; fi

if [ ! -d /home/srochette/srcds_l/ii/src/linux_ii];then mkdir
/home/srochette/srcds_l/ii/src/linux_ii;fi

cd /home/srochette/srcds_l/ii/src/linux_ii

if [ ! -f "tier0_i486.so" ]; then ln -s ./bin/tier0_i486.so .; fi

if [ ! -f "vstdlib_i486.so" ]; then ln -s ./bin/vstdlib_i486.so .; fi

./vcpm /mnt/ii_source/dlls/hl_sdk.vcproj

make: *** [mod] Segmentation fault




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[hlcoders] Linux DS Build problem

2007-01-05 Thread Sylvain Rochette

I having hard time to build the linux version of our mod.

One year ago, the linux build was building fine, but we did not use the
linux the last year (2006).
With the big sdk update from the last summer, stuff probably changed. But i
am not sure if its related to that (i think not)

Here the error, i am not sure if its related to the parsing with hl_sdk or
its because i really miss the compiler. But i did not
change anything on this computer, the last time i open it (one year ago) was
to compile the mod and was working fine.

make

if [ -z "/usr/bin/gcc-3.4" ]; then echo "Compiler not defined."; exit; fi

if [ ! -d /home/srochette/srcds_l/ii/src/linux_ii];then mkdir
/home/srochette/srcds_l/ii/src/linux_ii;fi

cd /home/srochette/srcds_l/ii/src/linux_ii

if [ ! -f "tier0_i486.so" ]; then ln -s ./bin/tier0_i486.so .; fi

if [ ! -f "vstdlib_i486.so" ]; then ln -s ./bin/vstdlib_i486.so .; fi

./vcpm /mnt/ii_source/dlls/hl_sdk.vcproj

make: *** [mod] Segmentation fault




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Re: [hlcoders] Is this a little bug?

2006-09-10 Thread Sylvain Rochette
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Good bug,

sound like
C_HLTVCamera::SpecNamedPlayer

have the same problem too!


- Original Message -
From: "Robbie Groenewoudt" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, September 10, 2006 11:58 AM
Subject: [hlcoders] Is this a little bug?


> --
> [ Picked text/plain from multipart/alternative ]
> Check out the function void Physics_RunThinkFunctions( bool simulating ) in
> physics_main.cpp.
> It has the following code:
>
> for ( int i = 1; i < gpGlobals->maxClients; i++ )
>{
>CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
>if ( pPlayer )
>{
>// Always reset clock to real sv.time
>gpGlobals->curtime = starttime;
>Physics_SimulateEntity( pPlayer );
>}
>}
>
> Which would mean that this doesn't get called for the last player.
>
> Robbie
> --
>
> ___
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>
>
>
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Re: [hlcoders] SDK Bug Tracking Web Page

2006-09-05 Thread Sylvain Rochette

Software error:
Quantifier follows nothing in regex; marked by <-- HERE in m/* <-- HERE / at
/usr/share/bugzilla/lib/globals.pl line 699.
For help, please send mail to the webmaster ([EMAIL PROTECTED]),
giving this error message and the time and date of the error.

I got that when i register



- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, September 05, 2006 11:15 PM
Subject: [hlcoders] SDK Bug Tracking Web Page



Hi All-

It's proving to be really difficult (at least for me) to keep track of
the SDK bugs and requested features via this mailing list and the
various chat boards that the community has set up. Therefore, I have
added a Bugzilla (http://www.bugzilla.org/) defect tracking server to
the VDC website at http://developer.valvesoftware.com/bugzilla.

Of course, the VDC Wiki will remain available for everyone but I think
that it shines as a documentation tool - not as an issue tracker. Just
as the forums and lists shine as idea and advice exchanges - not as
issue trackers.

I'm hoping that this additional tool will help me prioritize issues more
objectively as well as free many of the the community contributors from
the need to act as human bug tracking databases. I'm sure that there
will be kinks to work out, but I'm confident that this will make our
jobs easier in the long run.

Why Do We Need This?


Lots of open source projects provide these servers to the community as a
concise communication tool between developers and users and it can work
really well. This will provide several advantages over the present
system of Wiki and forum based issue tracking.

1. Issue Severity Management - this tool will help me to prioritize
issues by allowing members of the community to vote for the bugs /
feature requests that matter to them. Since Valve doesn't have a lot of
resources dedicated to the SDK it has been a problem deciding what
issues to address in the sea of bug reports and requests that show up in
this list and on various forums.

2. Searchability - When you see an issue for the first time you will be
able to search Bugzilla to see if it exists in the database already. If
there is then (hopefully) you will see the workaround, the status, and
the expected delivery of the fix. This should reduce the amount of
redundant posts and e-mail threads that we see in this list and on the
boards. To me the boards are at their "best" when people use them to
exchange ideas and experience - so I'm hoping that this new system
allows you all to spend less time tracking issues and more time talking
about mod development.

3. Notification - Bugzilla can send you e-mail when the status of an
issue you care about changes. Again, this should result in you spending
less time wondering whether a bug is fixed and make it easier than
polling the list (or me) for the answer.

Registering As A User
*
You can give yourself a Bugzilla account by following this link:
http://developer.valvesoftware.com/cgi-bin/bugzilla/createaccount.cgi

I would suggest that you all use the same e-mail address that you use in
lists/boards for consistency's sake. Note that you can query bugs
without registering as a user of the system.

User Conduct

Pretty much the same guidelines that we have in the boards, lists, and
VDC Wiki. Please don't use profanity and don't use the Bugzilla comments
as a means of corresponding with others - that's what the boards are
for.

Entering Bugs
*
You can open bugs against each of the products that comprise the Source
SDK. Before adding a new bug or feature request please query the
existing bugs to make sure it has not already been opened. Also, please
only open a bug if you have confirmed through discussion with others on
a chat board or list that the bug really exists.

Please use as much detail as is necessary to describe the issue or
feature request and classify it as well as possible using the component,
severity, and version fields. Don't worry about priority, OS, platform,
or target milestone fields - I'll change those. And if there is not a
suitable component name available for a bug that you want to enter
please use "Unspecified" until I can add the proper component name.

Updating Bugs
*
If you have comments to add regarding an opened bug you can feel free to
add to them to the bug. Especially welcome would be workarounds to
issues. I think that it's still appropriate to discuss workarounds in
lists and boards, but putting it in Bugzilla as well will make it easier
to find.

Voting on Issues

This is the most useful feature of the tool. By voting for a particular
issue you can make it known to us how many teams are depending on an
issue to be fixed. Please take the time to go through the bug list
periodically and vote for the issues that you need fixed to make your
mod better. Please don't vote on things that you don't really need so
that I can prioritize tasks effec

Re: [hlcoders] Remaining issue with latest sdk

2006-08-27 Thread Sylvain Rochette

The problem with the chat is easy to get, you just need to use the latest
basehud chat code, if you did not merge with the latest code you will not
get this issues, i will probably just use the old code to eliminate this
problem, but the hud use this function in couple of place (TextMessageGet ),
so i bet they are other problem related to this anyway. Merge the latest
chat code and you will see by yourseft

For the physic, i did not do anything special, i just updated using the
latest props entity code, the physics work fine, only the collision vs
player is broked, cannot tell why for now, i will need to check deeper. But
i prefer to know first if i am the only one having the issues before wasting
my time with it..

- Original Message -
From: <[EMAIL PROTECTED]>
To: 
Sent: Sunday, August 27, 2006 3:00 PM
Subject: Re: [hlcoders] Remaining issue with latest sdk


There are certainly major issues with the new SDK, see the KI list.

Those two things you mention however are no-repro for me.  I see no general
physics failures, and no problems with chat or hud, so it's likely a
mismerge (or possibly you're making use of code in a way that exposes
underlying bugs).

At 2006/08/27 11:17 AM, Nick wrote:

I have not yet updated to the latest sdk. I think it has been
confirmed by many there are numerous unresolved bugs (mostly dealing
with linux). Personally I would suggest wait until the next sdk code
update, wait one week after that, then upgrade if you choose to.





On 8/27/06, Sylvain Rochette <[EMAIL PROTECTED]> wrote:

I have the following issues since my merge with the latest sdk, i dont
know
if i am the only
one having that but here my problem:

1. When i connect to a server, the server sent a TextMsg to show which
player is connected, the server sent this
"#Game_connected"  and the player name, but when the hud chat want to show
the message,  TextMessageGet is used
to get the "#Game_connected" string, but this string is not found and the
text message is not working. The string exist in my ii_english.txt file.

I dont know what can cause this problem, its sound related to the
engine->TextMessageGet function...

2. All CPhysicsPropMultiplayer are non solid with the player, but they are
fine with the world and other physic object, they not collide with the
player at all.
Player can still interact with them using the physgun etc...

Regards,

Sylvain Rochette
Insects Infestation Project Manager and Lead Coder
Web:   http://ii.hl2files.com
Forum: http://ii.hl2files.com/forum/index.php


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[hlcoders] Remaining issue with latest sdk

2006-08-27 Thread Sylvain Rochette

I have the following issues since my merge with the latest sdk, i dont know
if i am the only
one having that but here my problem:

1. When i connect to a server, the server sent a TextMsg to show which
player is connected, the server sent this
"#Game_connected"  and the player name, but when the hud chat want to show
the message,  TextMessageGet is used
to get the "#Game_connected" string, but this string is not found and the
text message is not working. The string exist in my ii_english.txt file.

I dont know what can cause this problem, its sound related to the
engine->TextMessageGet function...

2. All CPhysicsPropMultiplayer are non solid with the player, but they are
fine with the world and other physic object, they not collide with the
player at all.
Player can still interact with them using the physgun etc...

Regards,

Sylvain Rochette
Insects Infestation Project Manager and Lead Coder
Web:   http://ii.hl2files.com
Forum: http://ii.hl2files.com/forum/index.php


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Re: [hlcoders] Some Real problems in new Source Code

2006-08-26 Thread Sylvain Rochette

Well if you do your merge correctly you will see they are new file to add in
the project  (entity), you need to add in your project the new entity to
make HDR work

You can see in our mod HDR work
http://ii.hl2files.com/forum/index.php?topic=1451.0

Regards

- Original Message -
From: "Vitaliy Protasov" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, August 26, 2006 7:14 PM
Subject: [hlcoders] Some Real problems in new Source Code



First is Valve forgot put env_tonemap_controller reference code for this
entity?
Make real Hdr witchout env_tonemap_controller make non sense.

Second is Problem when i try to record demos all animations on Npc's
start glich.

Maybe great coders know fix for animations gliching when demo recording?

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Re: [hlcoders] Source Engine Bugs

2006-08-21 Thread Sylvain Rochette

Well you can ban but the guys can register using another email so in my
opinion its probably not good to ban, that will change nothing. He will be
back using another name

Sylvain

- Original Message -
From: "John Sheu" <[EMAIL PROTECTED]>
To: 
Sent: Monday, August 21, 2006 10:14 PM
Subject: Re: [hlcoders] Source Engine Bugs



On Monday 21 August 2006 8:38 pm, Mike Durand wrote:

Hi All-

I just wanted to let the list know that we have banned
'[EMAIL PROTECTED]'. We appreciate that the vast majority of the
contributors to this list are very helpful and we will not tolerate
people who cause trouble and behave rudely.

-Mike


I appreciate the thought, and agree with the sentiment, but I can't say
that I
think of banning as a good idea.  I remember getting miffed at Michael
Kramer
a while ago, but either he's really shaped up since, or I've really shaped
up
since.  In any case, being a nub doesn't necessarily mean that one will
continue to be a nub, and banning might just tick people off even more.

-John Sheu

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Re: [hlcoders] Source SDK Update Is Released

2006-08-05 Thread Sylvain Rochette

Yes was working fine, i was using this project to test some custom parallax
shader long time ago, but using the last update (project, files) just dont
work at all, constant missing etc...

Anyway i dont use this dll in our mod, all my working shader are in the
generic one, i just used the advance for other "exotic" shader test. But
with the lastest
patch, that not work. For example just get the source from steam on a new
folder then try to find the constant/enum ALBEDO, you will found nothing.
Its needed
for one of the shader to compile. So i guess some files was not updated
correctly from the materialsystem folder.

Regards,

- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, August 05, 2006 8:48 PM
Subject: RE: [hlcoders] Source SDK Update Is Released



Hi Sylvain-

Did these shader projects build for you in the previous SDK release? It
looks to me as though they have been broken for some time, but I am
curious to know if it worked for you before.

-Thanks,
Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Sylvain
Rochette
Sent: Friday, August 04, 2006 6:25 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released

You are right about my problem with the generic one, now its compile
fine thak you!

For my advance one, i was able to remove a lot of error by adding
processors definition DX9, but that resolve half of the compilation
error

sdk_vertexlitgeneric_dx8.cpp
sdkshaders\advanced\sdk_vertexlitgeneric_dx8.cpp(11) : fatal error
C1083:
Cannot open include file: 'sdk_vertexlitgeneric_vs11.inc': No such file
or directory sdk_vertexlitgeneric_dx7.cpp sdk_vertexlitgeneric_dx6.cpp
sdk_vertexlitgeneric.cpp
sdkshaders\advanced\sdk_vertexlitgeneric.cpp(58) : error C2065: 'ALBEDO'
:
undeclared identifier
sdkshaders\advanced\sdk_vertexlitgeneric.cpp(48) : error C3861:
'InitParamsVertexLitAndUnlitGeneric_DX9': identifier not found, even
with argument-dependent lookup
sdkshaders\advanced\sdk_vertexlitgeneric.cpp(79) : error C3861:
'InitVertexLitAndUnlitGeneric_DX9': identifier not found, even with
argument-dependent lookup
sdkshaders\advanced\sdk_vertexlitgeneric.cpp(96) : error C3861:
'DrawVertexLitAndUnlitGeneric_DX9': identifier not found, even with
argument-dependent lookup sdk_unlitgeneric_dx8.cpp
sdk_unlitgeneric_dx6.cpp sdk_unlitgeneric.cpp
sdkshaders\advanced\sdk_unlitgeneric.cpp(42) : error C3861:
'InitParamsUnlitGeneric_DX9': identifier not found, even with
argument-dependent lookup
sdkshaders\advanced\sdk_unlitgeneric.cpp(54) : error C3861:
'InitUnlitGeneric_DX9': identifier not found, even with
argument-dependent lookup
sdkshaders\advanced\sdk_unlitgeneric.cpp(66) : error C3861:
'DrawUnlitGeneric_DX9': identifier not found, even with
argument-dependent lookup sdk_lightmappedgeneric_dx8.cpp
sdkshaders\advanced\sdk_lightmappedgeneric_dx8.cpp(12) : fatal error
C1083:
Cannot open include file: 'sdk_lightmappedgeneric_vs11.inc': No such
file or directory sdk_lightmappedgeneric_dx6.cpp
sdk_lightmappedgeneric.cpp
sdkshaders\advanced\sdk_lightmappedgeneric.cpp(12) : fatal error C1083:
Cannot open include file: 'sdk_lightmappedgeneric_ps20.inc': No such
file or directory basevsshader_vertexlitgeneric_dx9_helper.cpp
materialsystem\stdshaders\basevsshader_vertexlitgeneric_dx9_helper.cpp(1
5) :
fatal error C1083: Cannot open include file:
'vertexlit_and_unlit_generic_vs20.inc': No such file or directory
BaseVSShader.cpp
materialsystem\stdshaders\BaseVSShader.cpp(20) : fatal error C1083:
Cannot open include file: 'lightmappedgeneric_flashlight_vs11.inc': No
such file or directory

But i dont see any ALBEDO definition in the LATEST SDK RELEASE so i bet
some file is missing

- Original Message -
From: "Jay Stelly" <[EMAIL PROTECTED]>
To: 
Sent: Friday, August 04, 2006 9:01 PM
Subject: RE: [hlcoders] Source SDK Update Is Released



Looks like you're missing tier1.lib in your project for that shader

dll.




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Sylvain
Rochette
Sent: Friday, August 04, 2006 5:54 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released

I am currently trying to update everything and finish with the mod,
so right now i am in the process to build my shaders, but both
advance/genric dont compile at all, and the advanced one, one of the
shader dont get built using the batch file.

Shader problem:

sdk_VertexLitGeneric_EnvmappedBumpmap_NoLighting.vsh
CalcFog called without using $DOWATERFOG NMAKE :  U1077:
'..\..\devtools\bin\perl.exe' : return code '0xff'
Stop.

Compile error:

All my folders like materialsystem/public/lib/devtools was updated,
well overwrited the old file with the new

Right know mostly 

Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Sylvain Rochette

You are right about my problem with the generic one, now its compile fine
thak you!

For my advance one, i was able to remove a lot of error by adding processors
definition DX9, but that resolve half of the compilation error

sdk_vertexlitgeneric_dx8.cpp
sdkshaders\advanced\sdk_vertexlitgeneric_dx8.cpp(11) : fatal error C1083:
Cannot open include file: 'sdk_vertexlitgeneric_vs11.inc': No such file or
directory
sdk_vertexlitgeneric_dx7.cpp
sdk_vertexlitgeneric_dx6.cpp
sdk_vertexlitgeneric.cpp
sdkshaders\advanced\sdk_vertexlitgeneric.cpp(58) : error C2065: 'ALBEDO' :
undeclared identifier
sdkshaders\advanced\sdk_vertexlitgeneric.cpp(48) : error C3861:
'InitParamsVertexLitAndUnlitGeneric_DX9': identifier not found, even with
argument-dependent lookup
sdkshaders\advanced\sdk_vertexlitgeneric.cpp(79) : error C3861:
'InitVertexLitAndUnlitGeneric_DX9': identifier not found, even with
argument-dependent lookup
sdkshaders\advanced\sdk_vertexlitgeneric.cpp(96) : error C3861:
'DrawVertexLitAndUnlitGeneric_DX9': identifier not found, even with
argument-dependent lookup
sdk_unlitgeneric_dx8.cpp
sdk_unlitgeneric_dx6.cpp
sdk_unlitgeneric.cpp
sdkshaders\advanced\sdk_unlitgeneric.cpp(42) : error C3861:
'InitParamsUnlitGeneric_DX9': identifier not found, even with
argument-dependent lookup
sdkshaders\advanced\sdk_unlitgeneric.cpp(54) : error C3861:
'InitUnlitGeneric_DX9': identifier not found, even with argument-dependent
lookup
sdkshaders\advanced\sdk_unlitgeneric.cpp(66) : error C3861:
'DrawUnlitGeneric_DX9': identifier not found, even with argument-dependent
lookup
sdk_lightmappedgeneric_dx8.cpp
sdkshaders\advanced\sdk_lightmappedgeneric_dx8.cpp(12) : fatal error C1083:
Cannot open include file: 'sdk_lightmappedgeneric_vs11.inc': No such file or
directory
sdk_lightmappedgeneric_dx6.cpp
sdk_lightmappedgeneric.cpp
sdkshaders\advanced\sdk_lightmappedgeneric.cpp(12) : fatal error C1083:
Cannot open include file: 'sdk_lightmappedgeneric_ps20.inc': No such file or
directory
basevsshader_vertexlitgeneric_dx9_helper.cpp
materialsystem\stdshaders\basevsshader_vertexlitgeneric_dx9_helper.cpp(15) :
fatal error C1083: Cannot open include file:
'vertexlit_and_unlit_generic_vs20.inc': No such file or directory
BaseVSShader.cpp
materialsystem\stdshaders\BaseVSShader.cpp(20) : fatal error C1083: Cannot
open include file: 'lightmappedgeneric_flashlight_vs11.inc': No such file or
directory

But i dont see any ALBEDO definition in the LATEST SDK RELEASE so i bet some
file is missing

- Original Message -
From: "Jay Stelly" <[EMAIL PROTECTED]>
To: 
Sent: Friday, August 04, 2006 9:01 PM
Subject: RE: [hlcoders] Source SDK Update Is Released



Looks like you're missing tier1.lib in your project for that shader dll.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Sylvain Rochette
Sent: Friday, August 04, 2006 5:54 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released

I am currently trying to update everything and finish with
the mod, so right now i am in the process to build my
shaders, but both advance/genric dont compile at all, and the
advanced one, one of the shader dont get built using the batch file.

Shader problem:

sdk_VertexLitGeneric_EnvmappedBumpmap_NoLighting.vsh
CalcFog called without using $DOWATERFOG NMAKE :  U1077:
'..\..\devtools\bin\perl.exe' : return code '0xff'
Stop.

Compile error:

All my folders like materialsystem/public/lib/devtools was
updated, well overwrited the old file with the new

Right know mostly all the folder are exactly the same except
for my own shader are in the project and all my shader
compile but not the one from valve

For the generic one, all my shader compile but on the link
all my shader got this

error LNK2001: unresolved external symbol "void __cdecl
_V_memmove(char const *,int,void *,void const *,int)"
(?_V_memmove@@[EMAIL PROTECTED])


I dont know if someone can help on this!

- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Friday, August 04, 2006 8:28 PM
Subject: RE: [hlcoders] Source SDK Update Is Released


> Hi Justin-
>
> SteamAppId 215 is associated with 'Source SDK Base' which showed up
> last week on the Tools page in Steam. If someone has
*bought* a Source
> SDK game they are authorized for this tool which contains
the latest engine.
> The end users will not need to explicitly install 'Source
SDK Base' -
> Steam will take care of downloading it for them when they
run the MOD.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Justin
> Krenz
> Sent: Friday, August 04, 2006 5:08 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Source S

Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Sylvain Rochette

I am currently trying to update everything and finish with the mod, so right
now i am in the process to build
my shaders, but both advance/genric dont compile at all, and the advanced
one, one of the shader dont get built using the batch file.

Shader problem:

sdk_VertexLitGeneric_EnvmappedBumpmap_NoLighting.vsh
CalcFog called without using $DOWATERFOG
NMAKE :  U1077: '..\..\devtools\bin\perl.exe' : return code '0xff'
Stop.

Compile error:

All my folders like materialsystem/public/lib/devtools was updated, well
overwrited the old file with the new

Right know mostly all the folder are exactly the same except for my own
shader are in the project and all my shader compile but not the one from
valve

For the generic one, all my shader compile but on the link all my shader got
this

error LNK2001: unresolved external symbol "void __cdecl _V_memmove(char
const *,int,void *,void const *,int)" (?_V_memmove@@[EMAIL PROTECTED])


I dont know if someone can help on this!

- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Friday, August 04, 2006 8:28 PM
Subject: RE: [hlcoders] Source SDK Update Is Released



Hi Justin-

SteamAppId 215 is associated with 'Source SDK Base' which showed up last
week on the Tools page in Steam. If someone has *bought* a Source SDK
game they are authorized for this tool which contains the latest engine.
The end users will not need to explicitly install 'Source SDK Base' -
Steam will take care of downloading it for them when they run the MOD.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz
Sent: Friday, August 04, 2006 5:08 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released

That's great.  After we switched to using "320" to use the Episode 1
engine, our players complained of having to download HL2 DM to play.
Does "215" allow those with the HL2 Demo to play?  I'm curious if I have
to program some extra detection with this to make sure that griefers
can't use the HL2 Demo to get a new Steam ID to avoid bans.

Alfred Reynolds wrote:

You should use 215 instead of 220. If you use 320 (HL2DM) then you can



either keep it as is OR move to 215 if you don't depend on HL2DM
specific content. 215 is owned by anyone that has any Valve Source
engine product, 320 is only owned if the user owns Half-Life 2:
Deathmatch (i.e a lot fewer people).

- Alfred

Gus wrote:

This is a cryptographically signed message in MIME format.
--
Thanks alot for this update! On the release note there's one line
that I need more explanation..
"Mod makers should always use its SteamAppId (215) in their single
player and multi-player mods."

Does that mean I have to open Gameinfo.txt and make changes like this



below?

SteamAppId320// This will mount all the GCFs we need
(240=CS:S, 220=HL2).

to

SteamAppId215   // This will mount all the GCFs we need
(240=CS:S, 220=HL2).


Gus
http://wantedmod.planethalflife.gamespy.com/cantina/


Mike Durand wrote:

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

The new SDK is released and should be available now for update via
Steam. I'll be monitoring the list this weekend and will be glad to
answer any questions and provide any help that I can.

Make sure to check out the release notes.
http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes

Enjoy!

-Mike




--

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Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Sylvain Rochette

I think the problem is gone now, he tell me if he dont use the 3d camera its
fine, because this option was enabled when he try hammer.

- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Friday, August 04, 2006 7:17 PM
Subject: RE: [hlcoders] Source SDK Update Is Released



Could you let me know the memory size and CPU speed of the machines.
I'll try to duplicate this on a comparable machine here.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Sylvain
Rochette
Sent: Friday, August 04, 2006 4:06 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released

Ah my mapper deform the word!

here his word :

it just eats up all the comps resources and hardly responds. it happens
when ive loaded up a map also, the camera view doesnt work

Hope this help, so he cannot really use it his computer memory etc.. are
all used by hammer

- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Friday, August 04, 2006 6:57 PM
Subject: RE: [hlcoders] Source SDK Update Is Released



At what point does Hammer crash? Does the splash screen for Hammer
come up? Does it crash when the SDK Launcher is starting up?

-Thanks,
Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Sylvain
Rochette
Sent: Friday, August 04, 2006 3:40 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released

My mapper cannot open HAMMER keep crashing on our mod.

Is they are something todo with the FDG file or something else?

For the code change, valve wild prodide more info about it?

Thanks

- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Friday, August 04, 2006 6:15 PM
Subject: [hlcoders] Source SDK Update Is Released



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

The new SDK is released and should be available now for update via
Steam. I'll be monitoring the list this weekend and will be glad to
answer any questions and provide any help that I can.

Make sure to check out the release notes.
http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes

Enjoy!

-Mike




--

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Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Sylvain Rochette

Ah my mapper deform the word!

here his word :

it just eats up all the comps resources and hardly responds. it happens when
ive loaded up a map
also, the camera view doesnt work

Hope this help, so he cannot really use it his computer memory etc.. are all
used by hammer

- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Friday, August 04, 2006 6:57 PM
Subject: RE: [hlcoders] Source SDK Update Is Released



At what point does Hammer crash? Does the splash screen for Hammer come
up? Does it crash when the SDK Launcher is starting up?

-Thanks,
Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Sylvain
Rochette
Sent: Friday, August 04, 2006 3:40 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released

My mapper cannot open HAMMER keep crashing on our mod.

Is they are something todo with the FDG file or something else?

For the code change, valve wild prodide more info about it?

Thanks

- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Friday, August 04, 2006 6:15 PM
Subject: [hlcoders] Source SDK Update Is Released



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

The new SDK is released and should be available now for update via
Steam. I'll be monitoring the list this weekend and will be glad to
answer any questions and provide any help that I can.

Make sure to check out the release notes.
http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes

Enjoy!

-Mike




--

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Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Sylvain Rochette

My mapper cannot open HAMMER keep crashing on our mod.

Is they are something todo with the FDG file or something else?

For the code change, valve wild prodide more info about it?

Thanks

- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Friday, August 04, 2006 6:15 PM
Subject: [hlcoders] Source SDK Update Is Released



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

The new SDK is released and should be available now for update via
Steam. I'll be monitoring the list this weekend and will be glad to
answer any questions and provide any help that I can.

Make sure to check out the release notes.
http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes

Enjoy!

-Mike




--

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Re: [hlcoders] Source SDK Base?

2006-08-04 Thread Sylvain Rochette

Great cannot wait!

Thank you

- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Friday, August 04, 2006 5:24 PM
Subject: RE: [hlcoders] Source SDK Base?



It's actually coming out this afternoon!

I'll send an e-mail to the list when it's out there on Steam.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Sylvain
Rochette
Sent: Friday, August 04, 2006 1:29 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Base?

Its for today or next week the release? Still to many bugs?

- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, July 29, 2006 3:49 PM
Subject: RE: [hlcoders] Source SDK Base?



Good guess, mods currently using 220 should switch to 215 if they wish



to use the new engine features (and some using 320 should consider
switching to 215). Mike will provide all the details when the SDK is
ready :)

- Alfred

Scott Loyd wrote:

--
[ Picked text/plain from multipart/alternative ] New AppID (215),
same build as hl2dm (version 7 (2768)).  Switched my mods appid to
215, seems to work fine so far.  This must be the game in common to
anyone with one of valves titles for mods to use.


On 7/29/06, Jonathan Murphy <[EMAIL PROTECTED]> wrote:


--
[ Picked text/plain from multipart/alternative ]
Interesting..

On 7/29/06, Tobias Kammersgaard <[EMAIL PROTECTED]>
wrote:


--
[ Picked text/plain from multipart/alternative ]
Hello there!

I just checked out the Tools tab in Steam, and noticed a new
program called "Source SDK Base", what would that be for :)?

Rumors says it's Lost Coast-like thingy but haven't downloaded it
yet.

/ProZak
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Re: [hlcoders] Source SDK Base?

2006-08-04 Thread Sylvain Rochette

Its for today or next week the release? Still to many bugs?

- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, July 29, 2006 3:49 PM
Subject: RE: [hlcoders] Source SDK Base?



Good guess, mods currently using 220 should switch to 215 if they wish
to use the new engine features (and some using 320 should consider
switching to 215). Mike will provide all the details when the SDK is
ready :)

- Alfred

Scott Loyd wrote:

--
[ Picked text/plain from multipart/alternative ]
New AppID (215), same build as hl2dm (version 7 (2768)).  Switched my
mods
appid to 215, seems to work fine so far.  This must be the game in
common to
anyone with one of valves titles for mods to use.


On 7/29/06, Jonathan Murphy <[EMAIL PROTECTED]> wrote:


--
[ Picked text/plain from multipart/alternative ]
Interesting..

On 7/29/06, Tobias Kammersgaard <[EMAIL PROTECTED]>
wrote:


--
[ Picked text/plain from multipart/alternative ]
Hello there!

I just checked out the Tools tab in Steam, and noticed a new
program called "Source SDK Base", what would that be for :)?

Rumors says it's Lost Coast-like thingy but haven't downloaded it
yet.

/ProZak
--

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Re: [hlcoders] Source SDK

2006-07-25 Thread Sylvain Rochette

001.  John Sheu - Eternal Silence
002.  Michael Kramer - Elements
003.  James Hair ( l3fty ) - Warcry
004.  Benjamin "^Ben" Davison - BrainBread Source
005.  Charles "Red Comet" Solar - Prodod
006.  Matt "Wraiyth" Stafford - NightFall
007.  Adam 'amckern' McKern - Prime / NightFall
008. Sylvain Rochette - Insects Infestation

They say the release will be available in few weeks, now its near to few
years

- Original Message -
From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, July 25, 2006 8:52 PM
Subject: Re: [hlcoders] Source SDK



001.  John Sheu - Eternal Silence
002.  Michael Kramer - Elements
003.  James Hair ( l3fty ) - Warcry
004.  Benjamin "^Ben" Davison - BrainBread Source
005.  Charles "Red Comet" Solar - Prodod
006.  Matt "Wraiyth" Stafford - NightFall
007.  Adam 'amckern' McKern - Prime / NightFall


I hope to have the Prime one fixed by Dec, with a
publisher and the abilty to licence.


My Website http://www.ammahls.com
Developer of CST and ZHLT 3.0 http://www.zhlt.info
Studio Manager - Nigredo Studios http://www.nigredostudios.com

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Re: Re: [hlcoders] Valve, Engine bug?

2006-02-03 Thread Sylvain Rochette

All mods have this problem, including mine, my CPU is INTEL with ATI card

But since the last update now STEAM get always 10-50 CPU when playing or
not.
I think STEAM is a SPYWARE now!

Regards,

Sylvain Rochette
Insects Infestation Leader
Web:   http://ii.hl2files.com
Forum: http://ii.hl2files.com/forum/index.php

- Original Message -
From: <[EMAIL PROTECTED]>
To: 
Sent: Friday, February 03, 2006 12:37 PM
Subject: Re: Re: [hlcoders] Valve, Engine bug?


I have noticed this "bug" also. But if you start the game and then exit,
then it will exit normally. Since the server hasn't been started yet. I have
not tested to connect to a different server other than the one on localhost.

But if you start a server on your computer I get 100% usage of the cpu and
it takes 3-7 minutes before I can see my desktop again.

The funny part is that a friend of mine has no problem at all. We both have
the same build of the mod. That means that this bug is random?

Altho i am running an AMD system with Nvidia based gfx-card while he is
running Intel with ATi card.

Its an HL2MP mod, for the record. Almost unchanged code, compiled for
release.

Any clues?

Best regards,
// MindBlaster, TA Team.


From: CommandoSR <[EMAIL PROTECTED]>
Date: 2006/02/03 fr AM 10:41:02 CET
To: hlcoders@list.valvesoftware.com
Ämne: Re: [hlcoders] Valve, Engine bug?

For me this also happens with DODS and CSS but not HL2 SP. Play a game,
disconnect.. What do you get? 100% CPU usage.

CommandoSR
Project Director of C4 Commando: http://cnccommando.com
C4 Commando's ModDb profile: http://mods.moddb.com/3262

Jeremy Swigart kirjoitti:
> --
> [ Picked text/plain from multipart/alternative ]
> CServerGameDLL::GameFrame no longer gets called when you've disconnected
> back out to the menu, so afaik the game dll isn't being updated. It
> appears
> something in the engine is eating the cpu.
>
> On 2/2/06, Fabian Schreyer <[EMAIL PROTECTED]> wrote:
>> I also know this problem. I think if you quit a map this way (or if
>> the map loading process crashes because of an error in the map), the
>> server keeps on working.
>>
>> On 2/1/06, l3fty <[EMAIL PROTECTED]> wrote:
>>> I've noticed this in my mod too. Glad you've seen it in HL2DM, thought
>> it
>>> might have been something in my project ;)
>>>
>>>
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Re: [hlcoders] Icon Code?

2005-10-20 Thread Sylvain Rochette

Maybe in the wiki you must add

"icon" "icon/to/path/without/the/extension"

- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Friday, October 21, 2005 12:25 AM
Subject: RE: [hlcoders] Icon Code?



I updated the wiki with the same information from the news post today.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam
"amckern" Mckern Sent: Thursday, October 20, 2005 9:17 PM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] Icon Code?


Can some one please let us know what the icon code is
for the new third party mod icons?

There is nothing on the wiki that i can find

Thanks

Adam



My Website http://www.ammahls.com
   Lead Programer NightFall http://www.nightfallmod.net/
  Developer of CST and ZHLT 3.0 http://www.zhlt.tk

This email has been sent from Adam McKern, and is not one of the many
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Re: [hlcoders] Steam update broken HL2 mods?

2005-10-11 Thread Sylvain Rochette

Yeah

Some of our mod team cannot run any of the 3 rd party mod!

I would like the update screwup the valve mod instead that would be more
fun!

- Original Message -
From: "Teddy" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, October 11, 2005 10:44 PM
Subject: [hlcoders] Steam update broken HL2 mods?



I've been getting reports from a few dozen of our players that they've
been unable to run dystopia since the last Steam UI update. They've
been getting the following error:

AppName: hl2.exe AppVer: 0.0.0.0 ModName: filesystem_steam.dll
ModVer: 0.0.0.0 Offset: e66f

I'll just note that this seems to only have effect some people, as I
can still run dystopia fine on my computer as can a few other folks
i've talked to.

Anyone else having similar problems with this update?

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Re: [hlcoders] Steam UI Update

2005-10-11 Thread Sylvain Rochette

I'm scared now! :)

The problem is not the SDK release, the problem is the patch release 1 month
before the SDK release!

When your mod crash after an update and discover its related to the world
model weapon its not good, what you
need to do is when you release a patch, tell what changed and what part of
the code we need to change.

Its not really usefull when we need to look at 200 files to see what changed
(with a windiff program), since a lot of the code
was changed by us.

I started the mod from scratch when the SDK was out, and a couple of stuff
append, each time not much info
about the stuffs to change. We are like in a black hole. you will need to
start to describe all the stuffs that change
for every release, not just a big line like: SDK change please update your
mod!

BTW, source dedicated server still not working with 3 rd party mod.. and its
a new feature since the last update.

regards,

- Original Message -
From: "Erik Johnson" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, October 11, 2005 1:17 PM
Subject: RE: [hlcoders] Steam UI Update



This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
This is something we're definitely thinking about given the success of
the UI beta.

We're going to try this out with the upcoming SDK release as well, which
is a week or two off.



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Benjamin
Davison
Sent: Tuesday, October 11, 2005 8:54 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Steam UI Update



--
[ Picked text/plain from multipart/alternative ]
I think this has been a resounding success, valve probably would not
have
found all these bugs before releasing the update.

Now this got me thinking, what if this optional command was extended to
the
actual engine? It would certainly help valve to prevent another patch
like
the 9/30 patch.

Say for example, there is a normal 'source engine.gcf' which we would
launch
normally and there would be a 'source engine beta.gcf' which we would
launch
our mods and valve games on the launch properties like -betaengine.

This would help us the MOD community test for breaking changes and if we
started having problems that valve couldnt produce with their Q&A
process.

What do you guys think?

On 10/10/05, Tim Holt <[EMAIL PROTECTED]> wrote:


Interesting article about UI design paradigm changes. If you're into

UI,

this
is a great website even if the author has pretty strong opinions.

http://www.useit.com/alertbox/wysiwyg.html

Quoting "Dan Stevens (IAmAI)" <[EMAIL PROTECTED]>:

> --
> [ Picked text/plain from multipart/alternative ]
> http://www.cstrike-planet.com/steamskins/
>
> So why does it have a skin menu in settings?
>
> On 10/10/05, Andrew Foss <[EMAIL PROTECTED]> wrote:
> >
> > Steam is not skinnable enough.
> >
> > On 10/9/05, Tim Holt <[EMAIL PROTECTED]> wrote:
> > > The irony is that before windows, people complained about
inconsistent
> > UI
> > > design, and found the Mac then Windows UI a blessing to unify
things.
> > Guess if
> > > you've watch things long enough you see it goes full circle.
Frankly, I
> > welcome
> > > our UI standard overlords!
> > >
> > > Quoting "Andrew (Bromfitsen)" <[EMAIL PROTECTED]>:
> > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > What's the point in having a program that follows windows
"Standards"
> > if
> > > > 99.9% of the people using it would rather it not look like the
> > THOUSANDS of
> > > > generic, boring and uninspired applications that they already

have

> > > > installed? The new UI is much better than the old one, and I
> > congradulate
> > > > valve on making the change. But if they were to make it

conform to

a
> > classic
> > > > windows theme I would much rather use the dull UI that it
currently
> > uses.
> > > > --
> > > >
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--
- 

Re: [hlcoders] Steam UI Update

2005-10-06 Thread Sylvain Rochette

Another good option will be to have the posibility to remove the game you
dont want. Like a Hide Game or someting.

- Original Message -
From: "Jorge Rodriguez" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, October 06, 2005 6:16 PM
Subject: Re: [hlcoders] Steam UI Update



These are my thoughts on the Steam UI update, for what they are worth.

Bugs:

- As Micheal Hobson says, the last letter in some mod names are cut off.
- Some games have squares in the Update column instead of a News link.
- More then half of the last game on the list can be covered up by the
bottom of the panel before a scrollbar appears.
- Some third party mods read "Third-party" as the developer and have no
link, others read "[ Third-Party ]" and have a link to
www.steampowered.com from them.
- Links to third party mod home pages should open up in the user's
default browser, not in Internet Explorer.

Suggestions:

- I hardly noticed the buttons at the bottom. Maybe they can be more
apparent?
- I always assumed that when the game list was revised it would use a
tree to organize games better. I think that ideally the user shouldn't
have to scroll. Wouldn't it be nice to collapse all similar games into
one entry? For example, all third-party mods, all Valve games, all
uninstalled games, and all Coming Soon games (which would of course be
expanded again when a new one comes out!)
- Would it be hard to give third-party games icons, and links to the
home page from the Developer column?

Kudos:

- I'm not sure if there was a command to exit before, but I'm glad there
is one now.
- The UI looks really slick! Good job.

Tomorrow I'll send you some text to place for The Specialists under
Third-Party Games. The team is still deciding on what it should be.

--
Jorge "Vino" Rodriguez


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Re: [hlcoders] Steam UI Update

2005-10-06 Thread Sylvain Rochette

If you have 2 monitors like me and put steam on the second monitor
when you want navigate on the menu the menu popup on the first monitor. This
is not really usefull,add this new bug!

Can we put our custom mod logo now on this steam?

- Original Message -
From: "Erik Johnson" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, October 06, 2005 5:18 PM
Subject: [hlcoders] Steam UI Update



This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
The beta is available now for people to take a look at the update coming
to Steam that changes the look and feel to accommodate more games. If
your MOD is in the list, take a look at the text and screenshots, and
then e-mail me directly if you'd like to make any changes.

To run the beta, start Steam from a command prompt with a command line
like this:

steam -clientbeta betaui

The beta period is going to be fairly short, so if you find any
problems, head on over to the page on the VDC and add any bugs you find.
You can get to that page here:

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


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Re: [hlcoders] _rt_SmallHDR0 problems

2005-10-03 Thread Sylvain Rochette
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Create your own material, since the last update they removed the material...

materials->CreateNamedRenderTargetTexture( "_rt_SmallHDR0", 256, 256, 
RT_SIZE_FULL_FRAME_BUFFER, IMAGE_FORMAT_ARGB, MATERIAL_RT_DEPTH_NONE );

materials->CreateNamedRenderTargetTexture( "_rt_SmallHDR1", 256, 256, 
RT_SIZE_FULL_FRAME_BUFFER, IMAGE_FORMAT_ARGB, MATERIAL_RT_DEPTH_NONE );

Regards,

- Original Message -
From: "Teddy" <[EMAIL PROTECTED]>
To: 
Sent: Monday, October 03, 2005 8:58 AM
Subject: [hlcoders] _rt_SmallHDR0 problems


> Hey gang,
>
> I'm trying to code a shader that uses the _rt_SmallHDR0 &
> _rt_SmallHDR1 render target textures via the GetSmallBufferHDR0()
> function, but anything i render to it just comes back with a
> checkerboard texture. I found another _rt_SmallFB0 & _rt_SmallFB1
> render targets, but they don't seem to be a very high resolution...
>
> Anyone else had probs with these?
>
> Cheers,
> Teddy
>
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Re: [hlcoders] Is there any way to work with 3d textures?

2005-09-29 Thread Sylvain Rochette

I wanted to use it too for an HSI shader, I did not find a way to use 3d
texture with source so far.
I hope someone know how to do it!

Regards,

- Original Message -
From: "Ignacio Martín" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, September 29, 2005 6:18 PM
Subject: [hlcoders] Is there any way to work with 3d textures?



I wonder if it is any way to load 3d texture in dds format. I wanted
to use it in a shader and simply work with it with tex3D.

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Re: [hlcoders] Last update has broken Mod shaders and is causing crashes

2005-09-26 Thread Sylvain Rochette

Well, my mod still have problem with all the path when loading model (map).
I cannot run the mod anymore, i got crash when loading...

When do you will fix this? since friday nothing work...

Some poeple can run the mod but for me i cannot even start a server, and
btw srouce dedicated server don see any of my 3 rd party mod

- Original Message -
From: "Erik Johnson" <[EMAIL PROTECTED]>
To: 
Sent: Monday, September 26, 2005 8:06 PM
Subject: RE: [hlcoders] Last update has broken Mod shaders and is causing
crashes



This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
The release that went along with the DoD launch today should have fixed
the broken custom shaders in MODs.

If people are still having trouble with this specific issue, let us
know.

Erik



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
Sent: Monday, September 26, 2005 9:31 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Last update has broken Mod shaders and is
causing crashes



Still not working, same crashes with the error as stated before. The
problem
seems to be with the DLL tier0_s.dll.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz
Sent: Sunday, September 25, 2005 11:03 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Last update has broken Mod shaders and is
causing
crashes

Control Panel -> System -> Advanced tab -> Environment Variables button
-> look for "sourcesdk" in the list of System Variables.  This was also
after I ran the SourceSDK from the Play Games window in Steam and chose
"Refresh SDK Content".

If that doesn't work, try the following:

"c:\program files\steam\steam.exe" -applaunch 220 -dev -allowdebug -game
""

Then I suppose you can try attaching your debugger to it.

Ben Everett wrote:

Hmm... I'm still unable to get my mod to work when being launched from

VS.

Same errors as before. I've tried using all of the tips you guys have

left

but nothing as of yet. The sourcesdk env variable you are referring

to, is

this in VS or Windows? Could you provide a example key-value pair?

And any word on Valve as to a REAL solution? It's kind of disturbing

that

they haven't responded to any of our issues (I know that I at least

check
my

work e-mail on the weekends).



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Re: [hlcoders] new HuD element problems

2005-03-02 Thread Sylvain Rochette
Sorry, i replyed to the wrong email!! Forget this email
- Original Message -
From: "Sylvain Rochette" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, March 02, 2005 3:44 PM
Subject: Re: [hlcoders] new HuD element problems

http://www.htmlhelp.com/reference/html40/tables/td.html
- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, March 01, 2005 7:10 PM
Subject: RE: [hlcoders] new HuD element problems
PaintBackgroundType type 0 simply draws a filled rect of BgColor(), type
1 draws a background texture filling the entire background (drawn from
m_nBgTextureId1), type 2 draws a filled in rect of BgColor() with
rounded corners (4 textures, one on each corner). See
vgui2\controls\Panel.cpp for details.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gabe Volker
Sent: Tuesday, March 01, 2005 3:59 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] new HuD element problems
Hello again, I just wanted to throw this out because I haven't been able
to find a solution yet searching around in forums.
I created a new class to display a background texture basically.
I have done everything properly, that I can see in creating the new
class and added it to the project.
I have the DECLARE_HUDELEMENT( MyHuDElement ) call, as well as
DECLARE_CLASS_SIMPLE( MyHudElement, vgui::Panel).
This file compiles fine. However, if I try to create a new instance of
that object in another file, i get errors saying that MyHudElement is
undeclared.
I am confused because this is what DECLARE_HUDELEMENT should be taking
care of. Am I missing something about implementing a new class?
Maybe I'm calling it from the wrong place, but where is the best place
then to create/initialize new hud elements? (the
gHUD.AddHudElement(m_pMyHudElement);  call)
Also, on a complete tangent, I am trying to correlate all the background
stuff with res files with the code. Does someone know a simple
explanation of what the difference between PaintBackGroundType 0, 1, and
2 is?
Thanks,
-Gabe
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Re: [hlcoders] new HuD element problems

2005-03-02 Thread Sylvain Rochette
http://www.htmlhelp.com/reference/html40/tables/td.html
- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, March 01, 2005 7:10 PM
Subject: RE: [hlcoders] new HuD element problems
PaintBackgroundType type 0 simply draws a filled rect of BgColor(), type
1 draws a background texture filling the entire background (drawn from
m_nBgTextureId1), type 2 draws a filled in rect of BgColor() with
rounded corners (4 textures, one on each corner). See
vgui2\controls\Panel.cpp for details.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gabe Volker
Sent: Tuesday, March 01, 2005 3:59 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] new HuD element problems
Hello again, I just wanted to throw this out because I haven't been able
to find a solution yet searching around in forums.
I created a new class to display a background texture basically.
I have done everything properly, that I can see in creating the new
class and added it to the project.
I have the DECLARE_HUDELEMENT( MyHuDElement ) call, as well as
DECLARE_CLASS_SIMPLE( MyHudElement, vgui::Panel).
This file compiles fine. However, if I try to create a new instance of
that object in another file, i get errors saying that MyHudElement is
undeclared.
I am confused because this is what DECLARE_HUDELEMENT should be taking
care of. Am I missing something about implementing a new class?
Maybe I'm calling it from the wrong place, but where is the best place
then to create/initialize new hud elements? (the
gHUD.AddHudElement(m_pMyHudElement);  call)
Also, on a complete tangent, I am trying to correlate all the background
stuff with res files with the code. Does someone know a simple
explanation of what the difference between PaintBackGroundType 0, 1, and
2 is?
Thanks,
-Gabe
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Re: [hlcoders] RE: SDK Code update.

2005-02-18 Thread Sylvain Rochette
They probably use Source Safe!
- Original Message -
From: "British_Bomber" <[EMAIL PROTECTED]>
To: 
Sent: Friday, February 18, 2005 6:39 PM
Subject: Re: [hlcoders] RE: SDK Code update.

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

2005-01-26 Thread Sylvain Rochette
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,

I having a little problem with the sdk, i am trying to figure out what is the 
best
way to render a model in a new vgui "render control".

I am using the render target texture methods to render my model in a custom 
render target texture
(I use this texture for all "render control"). My problem is when i try to 
render the
texture, the texture was created using 
materials->CreateNamedRenderTargetTexture,
and i am getting the material using the custom name i use.

So far i get a valid material, now when i render the mesh, i bind my material 
using this materials->Bind
then i create my mesh and render it (square containing the model rendered from 
the rendertarget texture.

But i got a checker texture (no texture) instead of my render target texture. 
Maybe i cannot use this
technique for that?

Maybe they have better way to render model into a vgui control then using 
rendertarget texture method?

Ho, a little flaw in the vgui library, the SetZPos exist but GetZPos dont 
exist!! if you are rendering
custom stuff in your own control they are no way to know what is the current 
ZPOS for the current panel.
So if you are rendering mesh you put a hardcoded "zpos" because they are no way 
to get the real z pos value.
This can create a lot of problem if some window or control or hud go over it 
making rendering bug in the screen.

Sorry for my bad english :)

II.TheOne
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