Re: [hlcoders] VAC problem?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] VAC problem?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux DS Build problem
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
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux DS Build problem
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Linux DS Build problem
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Is this a little bug?
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 > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Bug Tracking Web Page
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Remaining issue with latest sdk
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Some Real problems in new Source Code
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Engine Bugs
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released
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
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
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base?
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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 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 __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re: [hlcoders] Valve, Engine bug?
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 ;) >>> >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Icon Code?
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 spam bots that use my email address. If you receive an email that has not got this signature line, please delate the email, and not respond in any way to it. __ Yahoo! FareChase: Search multiple travel sites in one click. http://farechase.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam update broken HL2 mods?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam UI Update
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. > > > > -- > > > > > > > > ___ > > > > To unsubscribe, edit your list preferences, or view the list archives, > > please > > > > visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -
Re: [hlcoders] Steam UI Update
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam UI Update
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] _rt_SmallHDR0 problems
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 > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Is there any way to work with 3d textures?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Last update has broken Mod shaders and is causing crashes
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). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] new HuD element problems
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: SDK Code update.
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Render to texture
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders