[hlcoders] Initialising shadow depth textures

2011-09-19 Thread Tom Edwards
I've been working on shadow map LOD. I've got a system set up that 
creates a few large and lots of small render target textures (72 in all, 
about 100MB) and it looks good. My problem is that the first time a new 
RT comes into effect there is a very large hitch in rendering. There is 
no problem after that; it only happens on the first use.


All of the RTs are initialised when the game loads. What else am I 
supposed to be doing?


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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-11 Thread Tom Edwards
The marine models are rigged horribly (the legs bones are way outside 
the leg mesh!) and their animations look terrible from close up. The 
model is also complicated and not an ideal place to start learning.


On 11/08/2011 7:46, Psy_Commando wrote:

You also can just use the marine model :)
And with the asw sdk we have the source for the marine model already.

On Thu, Aug 11, 2011 at 5:23 AM, Tom Edwards <mailto:t_edwa...@btinternet.com>> wrote:


Neat, I didn't know about him. Unfortunately that model isn't set
up right for 9-way animation...plus, half the point of making the
stickman was to provide the source for a simple model. :)


On 11/08/2011 5:19, Psy_Commando wrote:

I mean the model included with swarm and swarm_base.

On Thu, Aug 11, 2011 at 12:18 AM, Psy_Commando
mailto:psycomma...@gmail.com>
<mailto:psycomma...@gmail.com <mailto:psycomma...@gmail.com>>>
wrote:

   That's pretty neat, but maybe you should use the included
citizen,
   or the colonist model for the player, instead of the weird
   stickman. Its a better showcase of the included
functionality :)


       On Wed, Aug 10, 2011 at 7:22 PM, Tom Edwards
mailto:t_edwa...@btinternet.com>
<mailto:t_edwa...@btinternet.com
<mailto:t_edwa...@btinternet.com>>> wrote:

   Here's an update which fixes the ragdoll issues. Still
more to
   go (see the readme), it's just finding the time...

http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a2.zip


   On 30/07/2011 3:48, Tom Edwards wrote:

   Thanks, email me if you find anything wrong!

   On 30/07/2011 2:06, Tobias Kammersgaard wrote:

   The biggest problem with using the ASW code is
really
   the lack of Half-Life 2 content. The
singleplayer mod
   I'm working on would love to have features from the
   ASW code base, however lack of HL2 stops us
from going
   there. Granted we should replace all the HL2
content
   with out own, but I don't see that happening with a
   team of 5 people.

   However I will checkout your skeleton Tom :)!

       - ScarT


   On 30 July 2011 14:57, Tom Edwards
mailto:t_edwa...@btinternet.com>
<mailto:t_edwa...@btinternet.com
<mailto:t_edwa...@btinternet.com>>
<mailto:t_edwa...@btinternet.com <mailto:t_edwa...@btinternet.com>
<mailto:t_edwa...@btinternet.com
<mailto:t_edwa...@btinternet.com>>>> wrote:

  Don't expect any more significant updates to
   2007/9, if for no
  other reason than the move from GCF to NCF.
Alien
   Swarm is from
  the main codeline and is much more recent than
   2007/9 so is
  clearly the best choice for new mods.

  Since you probably aren't making a top-down
shooter
   here is an
  alpha for the Alien Swarm Skeleton, which is a
   simple first-person
  game. Hopefully having something public will
   encourage me to spend
  more time on its remaining problems. :)

http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip


  On 30/07/2011 12:24, Psy_Commando wrote:

  Sorry, for the previous message, forgot
to put
   a subject...

  Hi,this time I'm having a more complicated
   question. Me and my
  team were about to switch from Source
2007 to
   Alien Swarm
  Source, to make our mod free, and to have
   access to the menu
  and loading UI and the Alien Swarm assets.
   However, Source
  2007 is now free, so that removed one of the
   big advantages of
  ASW. Beside ASW, has tons of references
   directly to member
  variables of other classes, which makes
it very
   hard to make
  significant changes.

  What I'm wondering is, is this a good
move in

[hlcoders] Shadow map scissoring

2011-08-11 Thread Tom Edwards
I've been developing omnidirectional shadowmap entities lately, and it 
works great except for r_flashlightscissor being no good when you have 
multiple projections. Keeping it off results is crazy overdraw where 
large areas of the screen are written over at least seven times per 
frame, sending performance off a cliff:


On: 
http://cloud.steampowered.com/ugc/558664840002096292/18D0A75B5AB15EE433377DE5E792C3C52D8CB648/
Off: 
http://cloud.steampowered.com/ugc/558664840002097596/EFCB735994AE0BAA8ED371D47D1149F700518717/


The difference between those screens is 30 fps!

Has anyone worked out a way to fix scissoring for multi-projection 
scenes, or at least how to detect when it can safely be enabled?


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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-11 Thread Tom Edwards
Neat, I didn't know about him. Unfortunately that model isn't set up 
right for 9-way animation...plus, half the point of making the stickman 
was to provide the source for a simple model. :)


On 11/08/2011 5:19, Psy_Commando wrote:

I mean the model included with swarm and swarm_base.

On Thu, Aug 11, 2011 at 12:18 AM, Psy_Commando <mailto:psycomma...@gmail.com>> wrote:


That's pretty neat, but maybe you should use the included citizen,
or the colonist model for the player, instead of the weird
stickman. Its a better showcase of the included functionality :)


On Wed, Aug 10, 2011 at 7:22 PM, Tom Edwards
mailto:t_edwa...@btinternet.com>> wrote:

Here's an update which fixes the ragdoll issues. Still more to
go (see the readme), it's just finding the time...

http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a2.zip


On 30/07/2011 3:48, Tom Edwards wrote:

Thanks, email me if you find anything wrong!

On 30/07/2011 2:06, Tobias Kammersgaard wrote:

The biggest problem with using the ASW code is really
the lack of Half-Life 2 content. The singleplayer mod
I'm working on would love to have features from the
ASW code base, however lack of HL2 stops us from going
there. Granted we should replace all the HL2 content
with out own, but I don't see that happening with a
team of 5 people.

However I will checkout your skeleton Tom :)!

    - ScarT


On 30 July 2011 14:57, Tom Edwards
mailto:t_edwa...@btinternet.com>
<mailto:t_edwa...@btinternet.com
<mailto:t_edwa...@btinternet.com>>> wrote:

   Don't expect any more significant updates to
2007/9, if for no
   other reason than the move from GCF to NCF. Alien
Swarm is from
   the main codeline and is much more recent than
2007/9 so is
   clearly the best choice for new mods.

   Since you probably aren't making a top-down shooter
here is an
   alpha for the Alien Swarm Skeleton, which is a
simple first-person
   game. Hopefully having something public will
encourage me to spend
   more time on its remaining problems. :)

http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip


   On 30/07/2011 12:24, Psy_Commando wrote:

   Sorry, for the previous message, forgot to put
a subject...

   Hi,this time I'm having a more complicated
question. Me and my
   team were about to switch from Source 2007 to
Alien Swarm
   Source, to make our mod free, and to have
access to the menu
   and loading UI and the Alien Swarm assets.
However, Source
   2007 is now free, so that removed one of the
big advantages of
   ASW. Beside ASW, has tons of references
directly to member
   variables of other classes, which makes it very
hard to make
   significant changes.

   What I'm wondering is, is this a good move in
the long term ?
   I mean ASW, and the ASW SDK are pretty much
left to die by its
   devs, and there are about two active mods...
Unlike with ASW I
   can expect that there will be a Source 2009
update at some
   point with the Source SDK. Any suggestions or
comments ?


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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-10 Thread Tom Edwards
Here's an update which fixes the ragdoll issues. Still more to go (see 
the readme), it's just finding the time...


http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a2.zip

On 30/07/2011 3:48, Tom Edwards wrote:

Thanks, email me if you find anything wrong!

On 30/07/2011 2:06, Tobias Kammersgaard wrote:
The biggest problem with using the ASW code is really the lack of 
Half-Life 2 content. The singleplayer mod I'm working on would love 
to have features from the ASW code base, however lack of HL2 stops us 
from going there. Granted we should replace all the HL2 content with 
out own, but I don't see that happening with a team of 5 people.


However I will checkout your skeleton Tom :)!

- ScarT


On 30 July 2011 14:57, Tom Edwards <mailto:t_edwa...@btinternet.com>> wrote:


Don't expect any more significant updates to 2007/9, if for no
other reason than the move from GCF to NCF. Alien Swarm is from
the main codeline and is much more recent than 2007/9 so is
clearly the best choice for new mods.

Since you probably aren't making a top-down shooter here is an
alpha for the Alien Swarm Skeleton, which is a simple first-person
game. Hopefully having something public will encourage me to spend
more time on its remaining problems. :)

http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip


On 30/07/2011 12:24, Psy_Commando wrote:

Sorry, for the previous message, forgot to put a subject...

Hi,this time I'm having a more complicated question. Me and my
team were about to switch from Source 2007 to Alien Swarm
Source, to make our mod free, and to have access to the menu
and loading UI and the Alien Swarm assets. However, Source
2007 is now free, so that removed one of the big advantages of
ASW. Beside ASW, has tons of references directly to member
variables of other classes, which makes it very hard to make
significant changes.

What I'm wondering is, is this a good move in the long term ?
I mean ASW, and the ASW SDK are pretty much left to die by its
devs, and there are about two active mods... Unlike with ASW I
can expect that there will be a Source 2009 update at some
point with the Source SDK. Any suggestions or comments ?


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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-31 Thread Tom Edwards
If you get a leak portals aren't calculated so that's logical. But the 
only cause I can think of is that you might still have the 
structure_seal entity, which will be on water brushes as well as the big 
ones surrounding the world. I can compile maps just fine, so it is possible!


On 31/07/2011 8:09, Psy_Commando wrote:
It would seem that removing "-alldetail" doesn't hep. It seems the 
program doesn't find the prt file when vvis starts... And I've had 
weird leaks.


On Sat, Jul 30, 2011 at 7:08 PM, Psy_Commando <mailto:psycomma...@gmail.com>> wrote:


the vbsp version that comes with asw, turns every brush
into func_detail, so there's no visibility optimization

That only happens because the compile profiles created by the
AS authoring tools have -alldetail (or something similar) by
default. Remove that argument and you get a regular compile.

Doh...  thanks for correcting me :)


I think the "tools" Gabe was on about are regarding the art
pipeline and Hammer, not the actual code.

Well that'd be better than nothing, I'd love an hammer update, so
I don't have to hope it won't crash each time I want to look at an
ent's flags :(

Well then, I guess going with ASW is probably a good idea
considering all this, but I'll probably have to get hacky with the
shaderlib :(


On Sat, Jul 30, 2011 at 3:42 PM, Tom Edwards
mailto:t_edwa...@btinternet.com>> wrote:

the vbsp version that comes with asw, turns every brush
into func_detail, so there's no visibility optimization

That only happens because the compile profiles created by the
AS authoring tools have -alldetail (or something similar) by
default. Remove that argument and you get a regular compile.


And I wonder if a mod can be incentive enough to download
the complete ASW just to play the mod, why can't we just
have a SDK base ASW ?

Alien Swarm is 2GB, SDK Base 2007 is 4GB (albeit with a lot of
shared stuff that most people already have). A Swarm base
would be lovely all the same, and without any AS content could
total less than 300MB.

And yes, getting animstate right is a bitch. :) Needing to
blank SetAnimation() had me stuck for ages.


On 30/07/2011 7:48, Psy_Commando wrote:

Didn't Gabe Newell said they were working on sdk tools one
or two months ago ?
Anyways, the thing is, I'm not very confident in the ASW
devs, or ASW's future. I heard from the guys I'm helping
at Hypovolemia, that they gave them a fixed matchmaking
dll to fix the hard-coded limit of 5 players, but after
issuing them with the fix they went silent and didn't
release it officially, as far as I know. They haven't
heard from them since May, if I remember correctly.
We also don't have access to the shaderlib, I'd swap it
with the orange box's shaderlib, but they seem to have a
lot of custom shaders. And the vbsp version that comes
with asw, turns every brush into func_detail, so there's
no visibility optimization,  we have to use the OB vbsp
instead for fps, or 3rd person mods :(

And I wonder if a mod can be incentive enough to download
the complete ASW just to play the mod, why can't we just
have a SDK base ASW ? Or even just merge the ASW SDK with
the source sdk, so it may get a little more attention from
the devs, and community.

And thanks for the skeleton code, I'll check it out. But
I'm pretty far along tweaking the asw_player back into a
"regular" player, I'm still struggling a little with the
anim system though.

On Sat, Jul 30, 2011 at 11:02 AM, Tom Edwards
mailto:t_edwa...@btinternet.com>
<mailto:t_edwa...@btinternet.com
<mailto:t_edwa...@btinternet.com>>> wrote:

   There's a change to the way SteamIDs are handled that
breaks game
   DLL networking, Tony. IIRC that's why Source 2009 was
split off
   from 2007 in the first place. Sounds like something
easy to fix
   though...


   On 30/07/2011 3:46, Tony "omega" Sergi wrote:

   Oh, and when I say there are no significant changes
in the
   code, i mean the publically available mod code. not
engine,
   and stuff only valve + licensee's get.


   On

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-30 Thread Tom Edwards
the vbsp version that comes with asw, turns every brush into 
func_detail, so there's no visibility optimization
That only happens because the compile profiles created by the AS 
authoring tools have -alldetail (or something similar) by default. 
Remove that argument and you get a regular compile.


And I wonder if a mod can be incentive enough to download the complete 
ASW just to play the mod, why can't we just have a SDK base ASW ?
Alien Swarm is 2GB, SDK Base 2007 is 4GB (albeit with a lot of shared 
stuff that most people already have). A Swarm base would be lovely all 
the same, and without any AS content could total less than 300MB.


And yes, getting animstate right is a bitch. :) Needing to blank 
SetAnimation() had me stuck for ages.


On 30/07/2011 7:48, Psy_Commando wrote:
Didn't Gabe Newell said they were working on sdk tools one or two 
months ago ?
Anyways, the thing is, I'm not very confident in the ASW devs, or 
ASW's future. I heard from the guys I'm helping at Hypovolemia, that 
they gave them a fixed matchmaking dll to fix the hard-coded limit of 
5 players, but after issuing them with the fix they went silent and 
didn't release it officially, as far as I know. They haven't heard 
from them since May, if I remember correctly.
We also don't have access to the shaderlib, I'd swap it with the 
orange box's shaderlib, but they seem to have a lot of custom shaders. 
And the vbsp version that comes with asw, turns every brush into 
func_detail, so there's no visibility optimization,  we have to use 
the OB vbsp instead for fps, or 3rd person mods :(


And I wonder if a mod can be incentive enough to download the complete 
ASW just to play the mod, why can't we just have a SDK base ASW ? Or 
even just merge the ASW SDK with the source sdk, so it may get a 
little more attention from the devs, and community.


And thanks for the skeleton code, I'll check it out. But I'm pretty 
far along tweaking the asw_player back into a "regular" player, I'm 
still struggling a little with the anim system though.


On Sat, Jul 30, 2011 at 11:02 AM, Tom Edwards 
mailto:t_edwa...@btinternet.com>> wrote:


There's a change to the way SteamIDs are handled that breaks game
DLL networking, Tony. IIRC that's why Source 2009 was split off
from 2007 in the first place. Sounds like something easy to fix
though...


On 30/07/2011 3:46, Tony "omega" Sergi wrote:

Oh, and when I say there are no significant changes in the
code, i mean the publically available mod code. not engine,
and stuff only valve + licensee's get.


On Sat, Jul 30, 2011 at 11:45 PM, Tony "omega" Sergi
mailto:omegal...@gmail.com>
<mailto:omegal...@gmail.com <mailto:omegal...@gmail.com>>> wrote:

   btw, there *really* aren't *that many* differences between 2007
   and 2009, granted, it probably would be nicer to have an
SDK for
   it, just so that it's the latest and greatest, but there are no
   significant changes in the code.
   and last i looked, it should have no problem loading 2007
compiled
   mods, as the interfaces required haven't changed from what
I can
   see. (TF2 is running 2009, and you run mods from that
engine, at
   least where the DS is concerned..)

   I suppose the next best thing would be just to update
"source sdk
   base 2007" up to "source sdk base 2009".

   - Tony



   On Sat, Jul 30, 2011 at 10:06 PM, Tobias Kammersgaard
mailto:tobias.kammersga...@gmail.com>
<mailto:tobias.kammersga...@gmail.com
<mailto:tobias.kammersga...@gmail.com>>> wrote:

   The biggest problem with using the ASW code is really
the lack
   of Half-Life 2 content. The singleplayer mod I'm working on
   would love to have features from the ASW code base, however
   lack of HL2 stops us from going there. Granted we should
   replace all the HL2 content with out own, but I don't
see that
   happening with a team of 5 people.

   However I will checkout your skeleton Tom :)!

   - ScarT



   On 30 July 2011 14:57, Tom Edwards
mailto:t_edwa...@btinternet.com>
<mailto:t_edwa...@btinternet.com
<mailto:t_edwa...@btinternet.com>>> wrote:

   Don't expect any more significant updates to 2007/9, if
   for no other reason than the move from GCF to NCF.
Alien
   Swarm is from the main codeline and is much more recent
   than 2007/9 so is clearly the best choice for new

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-30 Thread Tom Edwards
There's a change to the way SteamIDs are handled that breaks game DLL 
networking, Tony. IIRC that's why Source 2009 was split off from 2007 in 
the first place. Sounds like something easy to fix though...


On 30/07/2011 3:46, Tony "omega" Sergi wrote:
Oh, and when I say there are no significant changes in the code, i 
mean the publically available mod code. not engine, and stuff only 
valve + licensee's get.



On Sat, Jul 30, 2011 at 11:45 PM, Tony "omega" Sergi 
mailto:omegal...@gmail.com>> wrote:


btw, there *really* aren't *that many* differences between 2007
and 2009, granted, it probably would be nicer to have an SDK for
it, just so that it's the latest and greatest, but there are no
significant changes in the code.
and last i looked, it should have no problem loading 2007 compiled
mods, as the interfaces required haven't changed from what I can
see. (TF2 is running 2009, and you run mods from that engine, at
least where the DS is concerned..)

I suppose the next best thing would be just to update "source sdk
base 2007" up to "source sdk base 2009".

- Tony



On Sat, Jul 30, 2011 at 10:06 PM, Tobias Kammersgaard
mailto:tobias.kammersga...@gmail.com>> wrote:

The biggest problem with using the ASW code is really the lack
of Half-Life 2 content. The singleplayer mod I'm working on
would love to have features from the ASW code base, however
lack of HL2 stops us from going there. Granted we should
replace all the HL2 content with out own, but I don't see that
happening with a team of 5 people.

However I will checkout your skeleton Tom :)!

- ScarT



On 30 July 2011 14:57, Tom Edwards mailto:t_edwa...@btinternet.com>> wrote:

Don't expect any more significant updates to 2007/9, if
for no other reason than the move from GCF to NCF. Alien
Swarm is from the main codeline and is much more recent
than 2007/9 so is clearly the best choice for new mods.

Since you probably aren't making a top-down shooter here
is an alpha for the Alien Swarm Skeleton, which is a
simple first-person game. Hopefully having something
public will encourage me to spend more time on its
remaining problems. :)

http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip


On 30/07/2011 12:24, Psy_Commando wrote:

Sorry, for the previous message, forgot to put a
subject...

Hi,this time I'm having a more complicated question.
Me and my team were about to switch from Source 2007
to Alien Swarm Source, to make our mod free, and to
have access to the menu and loading UI and the Alien
Swarm assets. However, Source 2007 is now free, so
that removed one of the big advantages of ASW. Beside
ASW, has tons of references directly to member
variables of other classes, which makes it very hard
to make significant changes.

What I'm wondering is, is this a good move in the long
term ? I mean ASW, and the ASW SDK are pretty much
left to die by its devs, and there are about two
active mods... Unlike with ASW I can expect that there
will be a Source 2009 update at some point with the
Source SDK. Any suggestions or comments ?


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-- 
-Tony





--
-Tony



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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-30 Thread Tom Edwards

Thanks, email me if you find anything wrong!

On 30/07/2011 2:06, Tobias Kammersgaard wrote:
The biggest problem with using the ASW code is really the lack of 
Half-Life 2 content. The singleplayer mod I'm working on would love to 
have features from the ASW code base, however lack of HL2 stops us 
from going there. Granted we should replace all the HL2 content with 
out own, but I don't see that happening with a team of 5 people.


However I will checkout your skeleton Tom :)!

- ScarT


On 30 July 2011 14:57, Tom Edwards <mailto:t_edwa...@btinternet.com>> wrote:


Don't expect any more significant updates to 2007/9, if for no
other reason than the move from GCF to NCF. Alien Swarm is from
the main codeline and is much more recent than 2007/9 so is
clearly the best choice for new mods.

Since you probably aren't making a top-down shooter here is an
alpha for the Alien Swarm Skeleton, which is a simple first-person
game. Hopefully having something public will encourage me to spend
more time on its remaining problems. :)

http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip


On 30/07/2011 12:24, Psy_Commando wrote:

Sorry, for the previous message, forgot to put a subject...

Hi,this time I'm having a more complicated question. Me and my
team were about to switch from Source 2007 to Alien Swarm
Source, to make our mod free, and to have access to the menu
and loading UI and the Alien Swarm assets. However, Source
2007 is now free, so that removed one of the big advantages of
ASW. Beside ASW, has tons of references directly to member
variables of other classes, which makes it very hard to make
significant changes.

What I'm wondering is, is this a good move in the long term ?
I mean ASW, and the ASW SDK are pretty much left to die by its
devs, and there are about two active mods... Unlike with ASW I
can expect that there will be a Source 2009 update at some
point with the Source SDK. Any suggestions or comments ?


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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-30 Thread Tom Edwards
Don't expect any more significant updates to 2007/9, if for no other 
reason than the move from GCF to NCF. Alien Swarm is from the main 
codeline and is much more recent than 2007/9 so is clearly the best 
choice for new mods.


Since you probably aren't making a top-down shooter here is an alpha for 
the Alien Swarm Skeleton, which is a simple first-person game. Hopefully 
having something public will encourage me to spend more time on its 
remaining problems. :)


http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip

On 30/07/2011 12:24, Psy_Commando wrote:

Sorry, for the previous message, forgot to put a subject...

Hi,this time I'm having a more complicated question. Me and my team 
were about to switch from Source 2007 to Alien Swarm Source, to make 
our mod free, and to have access to the menu and loading UI and the 
Alien Swarm assets. However, Source 2007 is now free, so that removed 
one of the big advantages of ASW. Beside ASW, has tons of references 
directly to member variables of other classes, which makes it very 
hard to make significant changes.


What I'm wondering is, is this a good move in the long term ? I mean 
ASW, and the ASW SDK are pretty much left to die by its devs, and 
there are about two active mods... Unlike with ASW I can expect that 
there will be a Source 2009 update at some point with the Source SDK. 
Any suggestions or comments ?



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Re: [hlcoders] Choppy motion using the 2007 sdk mp template

2011-07-14 Thread Tom Edwards
CWaterBullet is an error in Valve's code. You had to fix it to get the 
normal SDK building too, you just don't remember. ;-) Everything is 
explained at the link I gave.


The absence of vgui_video is a problem. I have it, but it does now seem 
to have been removed from the SDK. I can build the client fine without 
that code but if it's a problem you can get the files here:


http://digitalpaintball.net/trac/export/2/Code/game/client/vgui_video.h
http://digitalpaintball.net/trac/export/5/src/game/client/vgui_video.cpp

They go in game/client/.

On 14/07/2011 2:00, Eek Glur wrote:
The SDK Skeleton does seem like an interesting starting base, assuming 
it doesn't have that problem - but I think it might be a little too 
stripped down for my needs (seeing that it can't actually start a 
playable server or do anything by default). Unless perhaps that was 
just something I messed up, but I get this error:


Client missing DT class CWaterBullet
Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.

Dropped Player from server (Disconnect by user.)


What codebase is this intended to be compiled with? Because, I see 
that it includes a 'vgui_video.cpp', which isn't in any of the 2007 
SDKs I pulled from Source SDK (source code only and mp template) - 
Ended up removing it because even by including the file (thanks 
Google), there was a link error for it.


Anyway, it would still be nice find a solution back at the template 
mod - I've tried messing with the rates and interp console commands 
since the rates seemed a little low, but I still get the same effect. 
Reading up on interpolation though, it sounds very much like what the 
problem could be, only I've no idea what to do about it, since I 
obviously won't be understanding that completely, as a beginner.


On Wed, Jul 13, 2011 at 8:31 PM, Tom Edwards <mailto:t_edwa...@btinternet.com>> wrote:


Someone else was talking about this a while back, I think it was
related to interpolation. I don't recall the fix, but I do know
that the SDK Skeleton player doesn't have the problem.
https://code.google.com/p/sourcesdk-skeleton/

On that subject, an Alien Swarm version of the skeleton is nearing
release. There's only multiplayer ragdolls left to get working. :)


On 13/07/2011 7:28, Eek Glur wrote:

Well, I noticed the problem in the beginning - so yes, I am
experiencing this in a clean base - 2007 multiplayer template,
only fixes are compile fixes, release build, default game
directory (appid 218), etc. One strange thing I noticed is
that while playing is choppy, if I record a demo, on playback
it will be super smooth as if there wasn't a problem at all.
It's as if the client isn't properly syncronized with the
server, while playing. I don't know, but I've had some other
people try it out, and they have the same problem, too.

Also, sorry for breaking format, I assumed receiving digests
would still send my threads back individually - not the case :P

   How much and exactly where have you been "toying" with your
source
   code? I
   assume you're not experiencing these issues with a clean,
   unmodified 2007
   scratch or template build?



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Re: [hlcoders] Choppy motion using the 2007 sdk mp template

2011-07-13 Thread Tom Edwards
Someone else was talking about this a while back, I think it was related 
to interpolation. I don't recall the fix, but I do know that the SDK 
Skeleton player doesn't have the problem. 
https://code.google.com/p/sourcesdk-skeleton/


On that subject, an Alien Swarm version of the skeleton is nearing 
release. There's only multiplayer ragdolls left to get working. :)


On 13/07/2011 7:28, Eek Glur wrote:
Well, I noticed the problem in the beginning - so yes, I am 
experiencing this in a clean base - 2007 multiplayer template, only 
fixes are compile fixes, release build, default game directory (appid 
218), etc. One strange thing I noticed is that while playing is 
choppy, if I record a demo, on playback it will be super smooth as if 
there wasn't a problem at all. It's as if the client isn't properly 
syncronized with the server, while playing. I don't know, but I've had 
some other people try it out, and they have the same problem, too.


Also, sorry for breaking format, I assumed receiving digests would 
still send my threads back individually - not the case :P


How much and exactly where have you been "toying" with your source
code? I
assume you're not experiencing these issues with a clean,
unmodified 2007
scratch or template build?



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Re: [hlcoders] weapon prediction issue

2011-07-12 Thread Tom Edwards
The function being called multiple times is normal, that's how 
prediction testing works. Does the weapon actually end up in an 
incorrect state after firing multiple times? If not, this is likely to 
be a problem with the viewmodel entity rather than the weapon. Are you 
using predicted_viewmodel?


On 12/07/2011 9:05, Priyadarshi Sharma wrote:

Hello,

I am having the issue of a weapon being fired multiple times on client
side when there is a lag between client and server (net_fakelag 100).
This is similar to the issue mentioned here :
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg19271.html

I've tried the suggested fix but it doesn't seem to help in my case.
It only happens in the burst fire mode though, not otherwise.

Below are the relevant functions. As you can see, even checking for
IsFirstTimePredicted() doesn't solve the issue and the function is
still called multiple times on client side as evident from the
DevMsg() below. How do I go on about solving this issue?

PS - I've also tried the fix mentioned here -
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg19344.html,
which indicates a bug with the SDK itself, but no help here too.

Code :

void MyWeapon::ItemPostFrame()
{

// Burstfire continues for 3 shots after we press fire
if(cBurstShots)
BurstFire();
else
BaseClass::ItemPostFrame();
}

void MyWeapon::BurstFire()
{
if (!m_iClip1)
{
cBurstShots = 0;
return;
}

if (tNextBurst>  gpGlobals->curtime)
return;

#ifdef CLIENT_DLL
 if ( prediction->InPrediction()&&  !prediction->IsFirstTimePredicted() 
)
 return;
#endif

#ifdef CLIENT_DLL
DevMsg("Time : %f cBurstShots : %d tNextBurst : %f\n",
gpGlobals->curtime, cBurstShots, tNextBurst);
#endif

// making this NOT relative to curtime means it won't be totally
cpu/tickrate dependent
tNextBurst += info.m_tReloadChamber;

--cBurstShots;

Fire();

m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 
0.1;

WeaponSound( SINGLE );
DoMuzzleFlash();
}


void MyWeapon::PrimaryAttack()
{
if (!fBurstMode)
 {
Fire();
return;
}

cBurstShots = 3;
tNextBurst = gpGlobals->curtime;
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
}

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Re: [hlcoders] Question on map loading

2011-05-22 Thread Tom Edwards
You can tweak the various datatables and/or proxies to change the 
precision limit.


On 22/05/2011 7:55, Psy_Commando wrote:
Thanks, for the answer, but we are already using this solution. The 
main problem with it is that the collision mesh gets horribly mangled 
by the model compiler.


Now that I think about it, I guess we could split the model into 
smaller convex chunks. However, I don't know if it would be a pain to 
animate and properly assign bones?


And there's also the issue that in multiplayer games, coordinates are 
limited to 3 digits precision after the decimal point, so anything 
more precise than 0.001f would get floored. I'm not sure what would be 
the immediate effects of this though, with the client interpolation...


It's such an irritating problem, it would probably take me less than a 
day to patch, if I had access to the code that loads the bsp and build 
the map mesh... I even investigated where it didn't work, comparing 
the debug messages and the old leaked beta code. I could have probably 
bypassed the current engine code and replaced it with some code from 
the leaked beta engine, but I can't use that stuff because it's 
illegal! :(


On Sat, May 21, 2011 at 11:26 PM, Skillet > wrote:


The solution that Empires and Eternal Silence used (AFAIK) is to
shrink down everything including the player so that the effective
map size is increased.  Relatively simple idea and seems to have
worked well...

On Thu, May 19, 2011 at 4:25 PM, Psy_Commando
mailto:psycomma...@gmail.com>> wrote:

Hi. I know nobody was able to actually change the hard coded
map size, but I gave a try anyways.
And as expected it didn't work.
Hammer don't want to load.vmf with solids further away than
16384 units from origin. And that's hard-coded in hammer,
since setting @mapsize(-32768, 32768) in the "base.fgd", won't
change anything, except the grid size in the map editor.

And even when tweaking the datatype of bounds in vbsp, vrad,
and vvis, just resulted in the engine dll crashing on load
with a "funny lump size" error. Because I guess, the lump size
are constants in a shared header.

So I got two questions:

Has anybody tried to contact valve about that, or play around
with that ?
Because we have the source for all bsp stuff, but we can't
make lumps bigger or smaller, because the code that loads the
actual bsp is uncooperative, and inside the engine dll. If
they could query a couple of constants via the server dll
interface for various lump sizes, or map bounds typedef, that
would be much appreciated.

Any idea or suggestions on how to make a space shooter with
the source engine ?
We're using corridors with teleports at the end of each to
take the ship to the next corridor.
There also the make the world move around the ship approach,
but we cant move displacements with collision...

Any comments or advices are welcome.

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Re: [hlcoders] EmitSound being cut off, and forcing the player to spectate an entity

2011-04-06 Thread Tom Edwards
CItem::Respawn() calls SetTouch(NULL), so it can't be a case of 
re-triggering unless you've bypassed that code entirely.


The only thing I can think of is that RollerBall.RewardTokenPickup has a 
very low attenuation value in your soundscript. Once you go down very 
low (around 60dB) the engine starts cocking up volume falloff, so the 
sound stopping instantly isn't implausible.


On 06/04/2011 1:42, Matt Hoffman wrote:
It's an entity, not a brush entity/volume. I could see it being called 
again though... What's the fix, toggling a boolean when you enter, and 
don't run it if it's true? I don't recall this ever being a problem in 
actual HL2/HL2DM.



On Tue, Apr 5, 2011 at 5:33 PM, Adam "amckern" McKern 
mailto:amck...@yahoo.com>> wrote:


You have a 6 sided trigger - each side will trigger when its
touched, so if your enter the brush it will trigger, the same as
when you exit the brush it will trigger.

You might be better off using the InEntity code (been ages from
last time i needed to use it so forgot its real name)


Owner Nigredo Studios http://www.nigredostudios.com

--- On *Wed, 6/4/11, Matt Hoffman /mailto:lord.matt.hoff...@gmail.com>>/* wrote:


From: Matt Hoffman mailto:lord.matt.hoff...@gmail.com>>
Subject: [hlcoders] EmitSound being cut off, and forcing the
player to spectate an entity
To: "Discussion of Half-Life Programming"
mailto:hlcoders@list.valvesoftware.com>>
Received: Wednesday, 6 April, 2011, 10:12 AM


EmitSound:
I have an entity that derives from CItem, and I'm using
ItemTouch. I set DEFINE_ENTITYFUNC( ItemTouch ), in my
DATA_DESC. The function works fine, but if the player leaves
the collision box of the entity while the sound is playing it
just stops the sound. This doesn't happen in the case of it's
Respawn sound, which uses EmitSound without the
CPASAttenuationFilter. Am I using the CPASAttenuationFilter
wrong? Or is it something to do with the ItemTouch function
itself?

Here's the relevant functions: http://pastebin.com/Mu72VBxQ


Spectating an Entity:
I've been trying unsuccessfully for a few days now to get the
player to spectate a custom entity. I did SetObserverTarget(
entity ), and if I debug it, it goes into player.cpp->bool
CBasePlayer::SetObserverTarget( CBaseEntity *target) (Line
2551 or so) (Code Here: http://pastebin.com/YytP90ua ). I
modified IsValidObserverTarget to not kick out when trying to
observe something other than a player.

It hits m_hObserverTarget.Set( target ). It also hits
SetObserverTarget on C_BasePlayer (
http://pastebin.com/eAWZy41A ), and hits everything.

It doesn't hit the if ( m_iObserverMode == OBS_MODE_ROAMING )
on CBasePlayer::SetObserverTarget -- Do you have to be in
OBS_MODE_ROAMING to observe something?
When the player spectates another player, what is he doing. Is
his logical entity moving around, or just his camera?

Any help over these two issues would be great, I've been stuck
here for 2 days now... :P


-Matt

-Inline Attachment Follows-

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Re: [hlcoders] Linux build prediction? issues

2011-03-21 Thread Tom Edwards
No it was Yahn. Alfred is/was in charge of Linux support though, so copy 
them both in.


On 21/03/2011 10:30, Tobias Kammersgaard wrote:

Alfred Reynolds took care of the prediction if I recall correctly.

- ScarT


On 21 March 2011 23:25, Maarten De Meyer > wrote:


Bit of an old thread, but unfortunately I'm going to have to come
back to it: I'm afraid I was mistaken too. IsFirstTimePredicted
did fix some issues graphically, but some things are still
seerriously fubar on our linux (dedicated server) build related to
how client-side prediction behaves. I'm out of ideas here, and we
planned to go public this friday. I'm guessing there's no direct
contact person at valve for issues like this?


On 25/01/2011 1:56, Andrew Ritchie wrote:

Originally I had thought it would have been fixed with the
IsFirstTimePredicted check as well, but even with that, I found
our frames were being rolled back and for whatever reason the
system wasn't marking the already predicted frames as handled, or
at least resetting it.  We wrapped a test case in the base MP5
provided with the SDK and could recreate the prediction issues
consistently, so might have run that by the latest SDK and see if
it still happens.

On Mon, Jan 24, 2011 at 11:11 PM, Nick mailto:xnicho...@gmail.com>> wrote:

If it is a problem with the valve sdk, then don't even try to
fix it,
track the problem down, send valve a detailed report, and
hope for the
best.

On Mon, Jan 24, 2011 at 3:06 PM, Maarten De Meyer
mailto:maar...@off-limits.be>> wrote:
> I did some checking, and you are right. My issue is
unrelated to the linux
> build, it just didn't show on windows or listenserver cause
the connection
> was way better. It is a generic prediction issue (
net_fakelag 50 causes it
> to show up on listenserver, cl_prediction 0 and it's gone )
>
> I've also searched this list's archive, I think there is
several threads on
> similar problems already. A suggestion by Yahn a short
valve-time ago I
> think is relevant here. Basically, depending on network
conditions, it is
> normal that a frame gets predicted several times, causing
the same events to
> be re-fired clientside. If I grasped it correctly, putting
this construction
>
> #if defined( CLIENT_DLL )
> if ( prediction->InPrediction() &&
!prediction->IsFirstTimePredicted() )
> return;
> #endif
>
> before anything that shouldn't happen twice ( muzzle flashes,
> SendWeaponAnim, ... )
>
> is a way to deal with this problem: the multiple
predictions will still
> happen as should be the case, but the impact on what the
client sees is
> minimised.
>
> I guess that leaves me with the question: is this really
what I'm hitting,
> and more importantly, is the above m.o. the way to go? Do I
need to
> meticulously filter out things I want to be re-predicted
and things I don't
> everywhere and if() with the above statement? Anyone else
went through this?
> I'm no prediction expert, would like to hear from those
that are :)
>
> -- Maarten
>
>
> On 24/01/2011 1:25, Andrew Ritchie wrote:
>
> I had similar experiences with our port to orange box.  I
had originally
> thought that it might be my own fault for handling a lot of
our free look
> and weapon aiming client side but we even tracked the same
issues in the
> base SDK on listen servers under fake ping.  I can't say
it's identical
> since you mentioned only getting it under linux, we could
recreate it on
> listen servers as well, but the symptoms are the same.  I
tracked that
> prediction was rerunning the frames without ever indicating
that it was
> actually a rerun frame, the frame counter would just drop X
into he past and
> run from there. This was the biggest give away that either
I'd botched up or
> something was a lower level had an issue that needed a fix
beyond a check to
> make sure you don't repeat beyond the first prediction
frame.  I was never
> able to figure out a real solution to the issue beyond
client side absolute
> platform time checks, which didn't solve anything more than
superficially.
>
> I'd be interested in hearing if you find anything or anyone
else has this
> and found a solution, as it essentially brought everything
to a grinding
> halt over a year a

Re: [hlcoders] Shell eject issue

2011-02-22 Thread Tom Edwards
$scale *is* the method. In theory you should be able to apply the same 
value for each weapon. Just remember to define it before any SMD references.


On 22/02/2011 11:33, Maarten De Meyer wrote:
Scale does seem to be the issue alright, our view models are big. But 
indeed, scaling them wont be straightforward, and we have a lot of 
weapons to process. Anyone know of a fast method?


From: Adam "amckern" McKern
Sent: dinsdag 22 februari 2011 7:30
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Shell eject issue

$scale never seemed to work for me, it would only go to a lesser size 
of 0.5 - i had to manually adjust my view model in max, and then 
realign it, and export again.



Owner Nigredo Studios http://www.nigredostudios.com

--- On *Tue, 22/2/11, Stephen Micheals //* 
wrote:



From: Stephen Micheals 
Subject: Re: [hlcoders] Shell eject issue
To: "Discussion of Half-Life Programming"

Received: Tuesday, 22 February, 2011, 1:24 PM

being a view model it can be created at any size, the way it looks
from the players viewpoint is what matters, but it seems that lighting
and other items may be applied to the viewmodel relative to the
worldspace coordinates.

i applied a small hack by adding $scale to the viewmodels qc and that
brought them within range of the hl2 sp/mp viewmodels in size/scale.


this is one of the viewmodels as it was originally.
http://freelancenerd.com/blog/wp-content/uploads/2011/02/aks_before.jpg

after it was scaled down to hl2 viewmodel size:
http://freelancenerd.com/blog/wp-content/uploads/2011/02/aks_normal.jpg


On Mon, Feb 21, 2011 at 1:42 PM, Maarten De Meyer
> wrote:
> hmm, any idea what the standard scale is ?
>

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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Tom Edwards
Without knowing how the debug code works it's hard to say what that means. But 
it's still definitely a networking problem rather than something that's 
happening on the server. What happens when a predicted player walks around the 
affected object, hugging it tightly?





From: Maarten De Meyer 
To: hlcoders@list.valvesoftware.com
Sent: Saturday, 19 February, 2011 11:14:39
Subject: Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

vcollide_wireframe moves together with the mesh I'm afraid.

On 19/02/2011 11:52, Tom Edwards wrote: 
If you look closely, the collision model doesn't change. It's   
  
only the visual, client-side mesh that's out of place. Try using 
vcollide_wireframe to see what's really going on.
>
>
>

From: Jonathan Murphy 
>To: Discussion of Half-Life Programming 
>Sent: Saturday, 19 February, 2011 10:41:28
>Subject: Re: [hlcoders] Physics props 90° angle snap issue -   
>(linux?)
>
>In my experience it is unlikely to be a Linux specific issue, and 
>more of a prediction issue. Try introducing fake lag on a listen 
>server (net_fakelag 200) and seeing if the issue is reproducable. 
>That should make it much easier to debug.
>
>
>On Sat, Feb 19, 2011 at 9:33 PM,   Maarten De Meyer 
> wrote:
>
>Yes, they are.

 From: Jonathan Murphy
>>Sent: zaterdag 19 februari 2011 11:02
>>To: Discussion of Half-Life Programming
>>Subject: Re: [hlcoders] Physics props 90° angle snap 
>>issue - 
>>(linux?) 
>>
>>
>>
>>Would be a interesting clue to know if all players   are 
>>seeing exactly the same thing?
>>
>>
>>On Sat, Feb 19, 2011 at 7:42 PM, Joel R. 
>> wrote:
>>
>>Have you tested it on a windows   dedicated server?  
>>Listenservers don't act   entirely the same as 
>>dedicated 
>>servers.  It   appears like the angle of the physics 
>>object   is updating a bad networked angle value. 
>>
>>>
>>>
>>>
>>>On Sat, Feb 19, 2011 at 2:22 AM, Maarten De 
>>>Meyer  wrote:
>>>
>>>As great as Noir Desir's song is, 
>>>obviously 
>>>it's not what I wanted to show :D
>>>>Here's the real vid with the issue:
>>>>
>>>>http://www.youtube.com/watch?v=QhmrP6eSAek
>>>>
>>>>sorry for that. 
>>>>
>>>>
>>>>On 19/02/2011 9:15, Maarten De 
>>>>Meyer 
>>>>wrote: 
>>>>
>>>>Hi list,
>>>>>
>>>>>we're facing an issue I don't   
>>>>>immediately know where to   start 
>>>>>to 
>>>>>debug. Basically, in   all of our 
>>>>>maps, 
>>>>>some physics   props have an issue 
>>>>>where 
>>>>>the   orientation of their model   
>>>>>
>>>>>snaps at 90° angles   
>>>>>instantaneously. 
>>>>>This is not   only with props, but 
>>>>>also 
>>>>>eg   with our vehicles, so I'm 
>>>>>  
>>>>>looking suspicously at   vphysics 
>>>>>:). In 
>>>>>addition, this   only seems to 
>>>>>happen on 
>>>>>our   linux server. Not 100% sure, 
>>>>>  
>>>>>since it does not happen   
>>>>>consistently 
>>>>>on all props, but   we've tried 
>>>>>reproducing it a   lot on a 
>>>>>windows 

Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Tom Edwards
If you look closely, the collision model doesn't change. It's only the visual, 
client-side mesh that's out of place. Try using vcollide_wireframe to see 
what's 
really going on.




From: Jonathan Murphy 
To: Discussion of Half-Life Programming 
Sent: Saturday, 19 February, 2011 10:41:28
Subject: Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

In my experience it is unlikely to be a Linux specific issue, and more of a 
prediction issue. Try introducing fake lag on a listen server (net_fakelag 200) 
and seeing if the issue is reproducable. That should make it much easier to 
debug.


On Sat, Feb 19, 2011 at 9:33 PM, Maarten De Meyer  wrote:

Yes, they are.

 From: Jonathan Murphy
>Sent: zaterdag 19 februari 2011 11:02
>To: Discussion of Half-Life Programming
>Subject: Re: [hlcoders] Physics props 90° angle snap issue - (linux?)
>
>
>Would be a interesting clue to know if all players are seeing exactly the same 
>thing?
>
>
>On Sat, Feb 19, 2011 at 7:42 PM, Joel R.  wrote:
>
>Have you tested it on a windows dedicated server?  Listenservers don't act 
>entirely the same as dedicated servers.  It appears like the angle of the 
>physics object is updating a bad networked angle value. 
>
>>
>>
>>
>>On Sat, Feb 19, 2011 at 2:22 AM, Maarten De Meyer  
>wrote:
>>
>>As great as Noir Desir's song is, obviously it's not what I wanted to show :D
>>>Here's the real vid with the issue:
>>>
>>>http://www.youtube.com/watch?v=QhmrP6eSAek
>>>
>>>sorry for that. 
>>>
>>>
>>>On 19/02/2011 9:15, Maarten De Meyer wrote: 
>>>Hi list,

we're facing an issue I don't immediately know where to start to debug. 
Basically, in all of our maps, some physics props have an issue where the 
orientation of their model snaps at 90° angles instantaneously. This is not 
only 
with props, but also eg with our vehicles, so I'm looking suspicously at 
vphysics :). In addition, this only seems to happen on our linux server. 
Not 
100% sure, since it does not happen consistently on all props, but we've 
tried 
reproducing it a lot on a windows listenserver without success, and on our 
linux 
dedicated server it happens frequently. Here's a video of the issue:

http://www.youtube.com/watch?v=NrgcRvBJYBE

At one point we had a vehicle that stood still with a driver in it, and it 
did a 
'snap' at nearly fixed intervals of several seconds. Player got out, it 
went 
away, player stepped in, it was back ( another reason for me to look at 
vphysics 
with the evil eye ).

I'm hoping someone has hit this issue before, or can at least point me in 
the 
right direction, or, a method for debugging this. Since I'm not sure if 
it's 
related to vphysics linux internals, the linux build machine/settings, 
networking tolerances, ... I'm not sure where to start looking.

Thanks for any feedback ( or sympathy :D ),

Maarten

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Re: [hlcoders] Shared Entities

2011-02-15 Thread Tom Edwards
Being server-only is something that CLogicalEntity does. If you inherit 
from CBaseEntity you'll be fine, and switching shouldn't cause any problems.


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

On 15/02/2011 12:49, Bryan Abrams wrote:

I guess that'd explain why.

However, what could be a solution to drawing information from that 
entity? Would it be a possible solution to make another entity on the 
server?
Do the entities that share information have to be inherited from the 
same type of class (I mean C_BaseEntity and CBaseEntity) or does it 
have to be an entity meant to share information?


The arena code isn't mine, so I don't want to actually modify it I 
just want to pull information from it.


2011/2/15 Saul Rennison >


Logical entities aren't networked afaik

On Tuesday, 15 February 2011, Bryan Abrams mailto:abrams@gmail.com>> wrote:
> Hey Guys,
> I've read over the wiki entry about Network entities and
creating shared variables, but I can't really seem to get it to work.
> The entity is already created on the server, an 'arena'. It
inherits CLogicalEntity and contains information like the name of
the field, id, etc etc. The data table for sharing information is
setup.
>
> I want to be able to get this information from the server so I
can display such things in a VGUI menu. The problem I'm having is
I'm not sure how to actually setup the client side. I set the
LINK_ENTITY_TO_CLASS( hammer_ent, C_ArenaEntity ) and I inherit
C_BaseEntity. My first general impression was when that entity is
found by the client on the map, then it establishes a class and
because I have the client/server data tables it'll share the
information (I've already created the network entities for such
things.) When debugging the code however, as soon as the game
starts it goes directly to the client datatable and never reaches
during loading of the map, like the server side does.
>
> Maybe I'm just over analyzing it or making it a bit more
difficult then it actually is, but I can't really seem to wrap my
head around it. Any help at all would be great. Thank you!
>

--

Thanks,
 - Saul.

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Re: [hlcoders] GoldSrc questions.

2011-02-12 Thread Tom Edwards

http://web.archive.org/web/20070301012630/http://collective.valve-erc.com/index.php?go=q1_or_q2

On 12/02/2011 1:47, Marcus Posey wrote:

Can you link to the source?

On Fri, Feb 11, 2011 at 6:50 PM, Tom Schumann > wrote:


Actually, I just found it.
From the article titled "Half-Life's Code Basis" by Chris Bokitch,
originially posted on the VERC:

What came first, the chicken or the egg? What is Half-Life built
on, Quake 1 or Quake 2? These questions pop up pretty frequently,
and neither seems to have an accepted answer. In an effort to
extinguish the argument, I've asked the people who know best.
About Half-Life, that is. We're not touching the question about
the chicken.

Ken Birdwell explains it like this:

"It is fundamentally just a heavily modified Quake 1 engine. There
are about 50 lines of code from the Quake 2 engine, mostly bugs
fixes to hard problems that Carmack found and fixed before we ran
into them."

At its core, it's a Quake 1 engine. You can tell this by comparing
Half-life's map compiling tools with those shipped with Quake1.
You'll find very minor differences -- none of them are
fundamental. The core rendering is architecturally identical to
Quake1, the only "significant" change is removing the fixed
palette, making map lighting RGB instead of 8 bit, and converting
software rendering to be 16 bit color instead of 8 bit color,
which was pretty easy and only required minor code changes. Our
skeletal animation system is new, though it was heavily influenced
by the existing model rendering code, as were a lot of our updated
particle effects, though less so with our beam system. Decals are
totally new, our audio system has some major additions to what
already existed, and at ship time our networking was almost
totally Quake1 / QuakeWorld networking but about a year later Yahn
rewrote most of all of it to be very different in design. The most
highly changed sections are the game logic; ours being written in
C++ and Quake's being in written interpreted "Quake C". Our AI
system is very /very/ different from anything in Quake, and
there's a lot of other significant architectural changes in the
whole server and client implementations, though if you look hard
enough you can find a few remnants of some nearly unmodified
Quake1 era entities buried in places.

Jay Stelly adds, "We also took PAS from QW and/or Q2 and a couple
of other minor routines I can remember (no more than 100-200 lines
of code there). There was some feature overlap (as Ken mentions)
like game code DLLs and colored lighting, but we developed our own
solutions to those independent of Q2."

So there it is. This should put some arguments to rest. Half-Life
is based on Quake 1, although it has a very small amount of Quake
2 code. Yahn notes that "we did use some of the winsock functions
from Q2, that's about it. Probably more than 50 lines, but nothing
too interesting."


On 12 February 2011 10:47, Tom Schumann mailto:schumann@gmail.com>> wrote:

I believe it's the Quake engine with some parts of the Quake 2
engine used very late in development.
I can't remember where I saw that though.

On 12 February 2011 09:30, Krzysztof Krysztofiak
mailto:sezam...@gmail.com>> wrote:

Hello there, I'm still confused about GoldSource, i mean i
know it's based on Quake, but i do not really know if it's
modified Quake Engine (QuakeWorld) or Quake 2 Engine.

Wiki doesn't really tell to me anything because i do not
belive Wiki, everyone can change his mind there and share
with it with other people.

So ?

Cheers.

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Re: [hlcoders] V_Model Drawing after RemoveAllWeapons() on Server

2011-01-22 Thread Tom Edwards

Look at what player_weaponstrip does.

On 22/01/2011 1:19, Bryan Abrams wrote:
Whether or not a player can have weapons is based upon a boolean value 
in SDK_Player. However, after using the function RemoveAllWeapons(), 
the player no longer has the weapon but the view model still draws. 
I've traced it to viewrender DrawViewModels and the bool value 
drawViewmodel is staying true even after everything being removed. 
When I look for places where this function is referenced however, it's 
only found inside viewrender class so I'm having trouble tracing it's 
origins further. Can anybody give me a hint as to where to look or why 
this is happening? Thank you.


- Bryan


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Re: [hlcoders] Weapon Coding Questions

2011-01-20 Thread Tom Edwards
1) Yes, every day something is added. 
http://developer.valvesoftware.com/wiki/Special:RecentChanges


2) Check CBaseCombatWeapon::GetSlot() from CBasePlayer::BumpWeapon() to 
determine this.


On 20/01/2011 6:08, Damian Light wrote:

Hello all,

Newish to programming but working my way through tutorials etc. A couple of 
quick weapon-relating coding questions;

1) Is http://developer.valvesoftware.com being updated anymore? Are there any 
other sites that I should be using?

2) How can I limit the number of weapons per type (bucket) like CS:S/LFD etc 
instead of the HL2 model that allows all weapons?

Many thanks,

Phaeton











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Re: [hlcoders] (no subject)

2011-01-13 Thread Tom Edwards
If you use Thunderbird, it creates its own filter based on the emails 
you mark as spam. The filter is unique to you so spammers can't probe it 
like they can G-Mail's. You do see the first and maybe second message, 
but after that they are caught.


On 13/01/2011 4:47, Garry Newman wrote:

Anyone know of a way to block these emails? I get about 20 a day.

(I mean these virus ones, not the mailing list)

garry


On Thu, Jan 13, 2011 at 4:08 PM, > wrote:


http://uxumidajulato.blogspot.com



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Re: [hlcoders] Custom render targets always 64x64?

2011-01-07 Thread Tom Edwards

Yeah it's down. (In future: http://www.downforeveryoneorjustme.com/)

On 07/01/2011 3:57, Marvin Kilp wrote:
Does this only affect me, or arent you able to read 
developer.valvesoftware.com too?


--Marvin
Have you tried RT_SIZE_EXACT? That might ensure that the render 
target is created with exact dimensions.


Thanks,
 - Saul.


On 7 January 2011 15:30, Cale Dunlap > wrote:


Yes there is actually. In order to achieve the effect required we
have to force the tonemap scale to a specific value when
rendering the output that goes to the render target.


On Fri, Jan 7, 2011 at 10:11 AM, Saul Rennison
mailto:saul.renni...@gmail.com>> wrote:

Is there a reason why your render target needs to be HDR?
I've been able to create render targets perfectly fine
without problem.

Thanks,
 - Saul.


On 7 January 2011 14:59, Cale Dunlap mailto:cale.dun...@gmail.com>> wrote:

Has anybody else ever seen a case where their render
targets are always returning 64 for both GetActualWidth()
and GetActualHeight() ?

This seems to be most prevalent on HDR maps for some
reason. Here's the code that is creating my render target:

pMaterialSystem->CreateNamedRenderTargetTextureEx2(
VarArgs("_rt_Sensor%d", idx), 512, 512,
RT_SIZE_OFFSCREEN, pMaterialSystem->GetBackBufferFormat(),
MATERIAL_RT_DEPTH_SHARED, TEXTUREFLAGS_CLAMPS |
TEXTUREFLAGS_CLAMPT, CREATERENDERTARGETFLAGS_HDR );

Where idx is a number between 0 and 7 (total of 8 render
targets). Any ideas why this is happening?

Thanks in advance!

-Cale

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Re: [hlcoders] Problems with source dedicated server running a source sdk mod

2011-01-07 Thread Tom Edwards
Follow these instructions: 
http://developer.valvesoftware.com/wiki/Dedicated_server


On 07/01/2011 1:46, Marvin Kilp wrote:

Its the Source SDK available on steam, based on Source SDK Base 2007.
I already set up a server using HLDSUpdateTool. Did not work with the 
update command -update tf (tf for Team Fortress 2, thought this uses 
source 2007) -> Same Error


How can I tell HLDSUpdateTool only to get the source 2007 binaries?
Which version of the SDK? Also don't use the dedicated server 
available on Steam, you need to use HLDSUpdateTool to get the source 
2007 server binaries and launch it from that providing you're using 
Source 2007



On Fri, Jan 7, 2011 at 1:11 PM, Marvin Kilp > wrote:


Is it possible to run a dedicated server with a mod created with the
source SDK?
If i try to run a server i get a DLLInit error. (see
http://www.abload.de/img/error2fn26.png)

I already posted at the forum, but we were'nt able to manage to
get it working.

Can you help me?

Thanks in advance :)


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Re: [hlcoders] SMG model affects player rendercolor

2010-12-26 Thread Tom Edwards

You've all been brought out of retirement for one last job together.

*TF2 theme tune*

On 26/12/2010 9:20, David van der Staak wrote:
I also un-subscribed from this list years ago ... why have i been 
added again (or something along those lines)?



From: jetsc...@gmail.com
Date: Sun, 26 Dec 2010 19:01:02 +0200
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] SMG model affects player rendercolor

(apologies if this is a duplicate, I got a delivery error on the first 
one)


Hi folks, this is a very strange issue. I recently implemented this 
effect into my mod: http://i56.tinypic.com/2cqo45k.jpg


I'm doing it by overriding the player's texture with a solid white one 
and then changing their rendercolor (which is defined by a brush trigger).


So far so good, but there's one very strange problem: whenever I pull 
out the SMG, the player's color turns to white - and switching to 
another weapon fixes it and reverts to the actual rendercolor. I have 
no code in this effect related to weapons so far, and here's something 
even stranger - when I open up the SMG's script file and replace its 
models with different ones (e.g. the AR2's models), the problem goes 
away. Furthermore, if I only replace the SMG's worldmodel and leave it 
using its default viewmodel, the player keeps flickering between white 
and the real rendercolor with the SMG out.


What's going on here?

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Re: [hlcoders] Control and acquire data from outside the game

2010-12-15 Thread Tom Edwards
Yes. There are no limitations at all, and in fact what you're asking 
about has already been done by the Falcon 3D mouse thingie people.


On 15/12/2010 2:47, Thaddeus W wrote:

Hello everyone!
I am an amature programmer working with some small scale industrial control
systems (PLC, data acquisition, I/O, Motion control, micro-controller etc).
I was wondering if it is possible to develop a mod for HL2 that communicates
with an external device via a COM (serial) port or UDP/IP. Can the non
commercial (free) Source SDK provide a means to access DLL's or libraries
that are not part of the Source SDK?

A simple example of what I would like to do:
I setup a PLC or to read/write ASCII data from its serial port hooked to a
PC. Two simple ASCII commands tell the PLC to either activate an output (or
sequence) or return a data value. This would allow software to poll the
device and when a specific condition is met, a command sent to activate the
output or sequence. PLC stands for Programmable Logic Controller, basically
an embedded computer with modular or fixed I/O (Digital, analog etc.) for
automating any kind of system.
I would like to create a virtual control panel HL2 mod. The user would spawn
in a simple map consisting of a room with a virtual control panel that
displays a data value from the PLC in the form of a dynamically updating
texture and present the player with a switch to press that send an ASCII
command via the COM port to the PLC. I know of an open source serial library
for windows that can be included into any source file and allow one to
communicate with a COM port without external DLL's.

Is this possible?
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Re: [hlcoders] Faceposer 2009

2010-12-14 Thread Tom Edwards
The files are probably in C:\Windows\System32\Speech, but I've no idea 
really.


The new extractor version wasn't meant to fix your problem BTW. ;-)

On 14/12/2010 2:07, Cory de La Torre wrote:

Just dropped the new dlls in right now and still getting crashes. Gonna try
looking through my Windows install now.

On Tue, Dec 14, 2010 at 6:05 AM, Cory de La Torrewrote:


Thanks tom, really appreciate it. I'll go looking for those files, though
might you have any idea which folder they would be located in within the cd
directory? I'm assuming it would be in the root directory of windows though.


On Tue, Dec 14, 2010 at 4:44 AM, Tom Edwardswrote:


Someone once said they fixed the problem by copying some SAPI-related DLLs
off their Windows install CD. They disappeared without telling anyone what
those files were, unfortunately.

The SAPI extractor is crumbling away because Valve don't use it. They have
a different extractor built with phoneme middleware that they don't - I
assume - have a distribution license for.

I went back to the extractor just now to make sure it still works and
found a bug in the error message that appears when extraction totally fails.
Somehow I'd cocked up the process of launching the control panel app. Fix
here: http://steamreview.org/external/vdc/phonemeextractor_sapi5.4.zip


On 14/12/2010 11:50, Cory de La Torre wrote:


Not really sure if this falls under mapping or not, so I threw it in the
coders list. My current problem is extracting phenom extraction. I'm
currently using Tom Edwards "fixed" phonemeextractor.dll. For reasons I
can't seem to understand is during the extraction (after putting in the
sentence for the audio file and clicking ok) faceposer just plain
crashes.
I've found it works for other people and sometimes it doesn't, though I
seem
to be the in the rare group of people that faceposer just plain crashes
on
during the extraction.

I was following a tutorial earlier that dates back to around 2008.The
tutorial has directed me to go and download the SpeechSDK and install
that.
Upon further investigation I've found that under Windows 7 you don't even
need that, and just the fixed dll. After reading some more I've come to
another fork in the road. It seems the only way to get this shit all
fixed
up again is to reinstall windows, something I am totally not going to do
if
this still doesn't end working. Honestly I shouldn't have to reinstall my
operating system anyways. Thats a severe punishment for this going south.
My
question is whether or not installing the SpeechSDk is the reason
Faceposer
is crashing at extraction.

To clarify I've went and uninstalled the SpeechSDK before putting in the
fixed phonemeextractor.dll.


Aside all of this madness; whats going on anyways!? I wouldn't have
expected
getting faceposer to work would be all this trouble under 2009 on future
operating systems that almost everyone has entirely migrated too. I'm
assuming Valve is at least using some Windows 7 and Vista machines up
there,
unless they are seriously using XP to use a "working" faceposer. The fact
we
need to use a custom modified dll to get all this working again is pretty
bad. Faceposer should "just work" out of the box, and not require any
users
to go searching around for things. Yeah, yeah I know, not in valves
current
needs to do (too busy, yadda yadda) but that shit is starting to get real
tiring. I'd like for once to actually be able to use a single Source
Engine
tool that isn't made by someone outside of Valve and works/does not
require
workarounds.



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Re: [hlcoders] Faceposer 2009

2010-12-14 Thread Tom Edwards
Someone once said they fixed the problem by copying some SAPI-related 
DLLs off their Windows install CD. They disappeared without telling 
anyone what those files were, unfortunately.


The SAPI extractor is crumbling away because Valve don't use it. They 
have a different extractor built with phoneme middleware that they don't 
- I assume - have a distribution license for.


I went back to the extractor just now to make sure it still works and 
found a bug in the error message that appears when extraction totally 
fails. Somehow I'd cocked up the process of launching the control panel 
app. Fix here: 
http://steamreview.org/external/vdc/phonemeextractor_sapi5.4.zip


On 14/12/2010 11:50, Cory de La Torre wrote:

Not really sure if this falls under mapping or not, so I threw it in the
coders list. My current problem is extracting phenom extraction. I'm
currently using Tom Edwards "fixed" phonemeextractor.dll. For reasons I
can't seem to understand is during the extraction (after putting in the
sentence for the audio file and clicking ok) faceposer just plain crashes.
I've found it works for other people and sometimes it doesn't, though I seem
to be the in the rare group of people that faceposer just plain crashes on
during the extraction.

I was following a tutorial earlier that dates back to around 2008.The
tutorial has directed me to go and download the SpeechSDK and install that.
Upon further investigation I've found that under Windows 7 you don't even
need that, and just the fixed dll. After reading some more I've come to
another fork in the road. It seems the only way to get this shit all fixed
up again is to reinstall windows, something I am totally not going to do if
this still doesn't end working. Honestly I shouldn't have to reinstall my
operating system anyways. Thats a severe punishment for this going south. My
question is whether or not installing the SpeechSDk is the reason Faceposer
is crashing at extraction.

To clarify I've went and uninstalled the SpeechSDK before putting in the
fixed phonemeextractor.dll.


Aside all of this madness; whats going on anyways!? I wouldn't have expected
getting faceposer to work would be all this trouble under 2009 on future
operating systems that almost everyone has entirely migrated too. I'm
assuming Valve is at least using some Windows 7 and Vista machines up there,
unless they are seriously using XP to use a "working" faceposer. The fact we
need to use a custom modified dll to get all this working again is pretty
bad. Faceposer should "just work" out of the box, and not require any users
to go searching around for things. Yeah, yeah I know, not in valves current
needs to do (too busy, yadda yadda) but that shit is starting to get real
tiring. I'd like for once to actually be able to use a single Source Engine
tool that isn't made by someone outside of Valve and works/does not require
workarounds.



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Re: [hlcoders] gamerules?

2010-11-12 Thread Tom Edwards
InstallGameRules() decides which rules are actually used. In HL2MP, it's 
CHL2MPRules only.


On 12/11/2010 2:46, Trevor 'Drak' wrote:

In a vanilla MP mod, you have “hl2mp/multiplayer/teamplay/hl2_gamerules.cpp”.
Obviously, all are being compiled. Wouldn’t it be ideal to just have a single 
one? Assuming your mod has a straight-forward gameplay?
It’s getting confusing where to place what I need, when the same functions are 
in two different files.

Is there a reason for all theses and not just a single class derived from 
“CGameRules” ?
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Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)

2010-11-10 Thread Tom Edwards
Those aren't real entities. They are absorbed into the world at compile 
time.


On 10/11/2010 10:47, Jonas 'Sortie' Termansen wrote:

Well, doesn't the client load the prop_static entities and the like?

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Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)

2010-11-10 Thread Tom Edwards
As far as I understand it, the client ignores the entity lump when 
loading a map and just waits for the server to send it information about 
which entities it needs to spawn where.


I doubt that info_player_spawn itself is ever broadcast to the client.

On 10/11/2010 10:02, Trevor 'Drak' wrote:

Like some HL2 Mods (Synergy / Obsidian Conflict) I have a feature, using 
keyvalues, that allow you to edit/add/remove entity’s durning map loading.
Can this just be handled server side? If I remove an “info_player_spawn” or any 
entity for that matter, because it’s left within the client’s .bsp will this 
cause issues? Same with removing brush based entity’s. Do I have to take care 
of them on the client?

Also, I’m not sure where I should call my class that handles these keyvalue 
files. I want them read/done soon as the map is finished loading server-side.
Thanks!
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Re: [hlcoders] Source SDK Skeleton

2010-11-08 Thread Tom Edwards
2007. I might attempt AS one day, but given the difficulties Tony has 
had I may wait until he releases the ported Template mod.


On 08/11/2010 4:58, Harry Jeffery wrote:

Is this Source2007 or alien swarm?

On 8 November 2010 16:04, Jeffrey "botman" Broome
  wrote:

That's what she said.  :)

On 11/8/2010 9:38 AM, Tom Edwards wrote:

Precisely. It's what it doesn't provide that matters. :-)



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Re: [hlcoders] Source SDK Skeleton

2010-11-08 Thread Tom Edwards

Precisely. It's what it doesn't provide that matters. :-)

On 08/11/2010 3:13, Tobias Kammersgaard wrote:

Nothing, I assume. This is the basics you need to run a mod as far as I
understand.
Den 2010 11 8 16:05 skrev "Marek Sieradzki":

On Mon, Nov 8, 2010 at 2:32 PM, Tom Edwards

wrote:

https://code.google.com/p/sourcesdk-skeleton/

The Source SDK Skeleton implements the Source Engine, and nothing more.

It

is the ideal cruft-free base from which to build your own new game.

These projects (VS 2005/2008/2010) will compile into working client and
server libraries using only Valve's base classes, then leave you to add
whatever functionality you want on top.

I hope they prove useful to you!

What does it have that Source 2007 SDK or ASW SDK don't have?

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[hlcoders] Source SDK Skeleton

2010-11-08 Thread Tom Edwards

https://code.google.com/p/sourcesdk-skeleton/

The Source SDK Skeleton implements the Source Engine, and nothing more. 
It is the ideal cruft-free base from which to build your own new game.


These projects (VS 2005/2008/2010) will compile into working client and 
server libraries using only Valve's base classes, then leave you to add 
whatever functionality you want on top.


I hope they prove useful to you!

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[hlcoders] "Shared" GCFs can be downloaded even if the game is not owned

2010-11-06 Thread Tom Edwards
I've been experimenting with the filesystem today, and I decided to see 
what would happen if I tried to mount L4D2, which I don't own. Would it 
error? Would it crash?


No. It made Steam download the map I requested. I've now also downloaded 
one of the VPKs.


Only left 4 dead 2 common.ncf appears to be accessible, which is what 
dedicated servers get and doesn't contain the client library. That gives 
me some hope that this isn't an oversight and is in fact something 
intentional that mods can rely on...is that the case?


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Re: [hlcoders] What happened to AdditionalContentId?

2010-10-31 Thread Tom Edwards
I know all about that, but since the mod I'm working on doesn't have any 
binaries at the moment I wanted to avoid any code changes. Using 
AdditionalContentId without any custom code should be, and once was, 
possible.


On 31/10/2010 5:18, Saul Rennison wrote:

Take a look at
http://developer.valvesoftware.com/wiki/Mounting_multiple_games to implement
it yourself, or just hardcode it in using:
filesystem->MountSteamContent( int -Id )

Yes, you need to negate the number.

Thanks,
  - Saul.


On 31 October 2010 17:07, Tom Edwards  wrote:


It seems to have vanished from all Valve games, including Source SDK Base
(2007, it was never in 2006 AFAIK). I've searched the game and engine
binaries and the string just isn't there.

When did this happen? Surely someone noticed! I'm not mad, it was still
there in July:<http://www.interlopers.net/forum/viewtopic.php?p=427409>.

My gameinfo FS block:

FileSystem
{
SteamAppId218
ToolsAppId211
AdditionalContentId380

SearchPaths
{
Game|gameinfo_path|.
Game|all_source_engine_paths|sourcetest
Game|all_source_engine_paths|episodic
Game|all_source_engine_paths|hl2
}
}

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[hlcoders] What happened to AdditionalContentId?

2010-10-31 Thread Tom Edwards
It seems to have vanished from all Valve games, including Source SDK 
Base (2007, it was never in 2006 AFAIK). I've searched the game and 
engine binaries and the string just isn't there.


When did this happen? Surely someone noticed! I'm not mad, it was still 
there in July: .


My gameinfo FS block:

FileSystem
{
SteamAppId218
ToolsAppId211
AdditionalContentId380

SearchPaths
{
Game|gameinfo_path|.
Game|all_source_engine_paths|sourcetest
Game|all_source_engine_paths|episodic
Game|all_source_engine_paths|hl2
}
}

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Re: [hlcoders] Inventory System

2010-10-31 Thread Tom Edwards

Anthoni, you asked if there was a class to inherit from. :P

Saul, don't you declare in an extern?

On 31/10/2010 4:40, Saul Rennison wrote:

Forward declaration before your function pointer declaration like:
class CHL2_Player;

Then the header which contains the function pointer won't have to #include
"hl2_player.h", just the source files that use it.

Thanks,
  - Saul.


On 31 October 2010 16:16, Anthoni Caldwellwrote:


I know there is no built-in inventory system. That is why I am coding one.
I am just look for better ways to pursue this within the Source Engine. I
have a working Item System, and Inventory Class, but I need to find a good
way to link it to the player, but still be able to access the player's
functions from within the item's use function.

This is the function pointer I use.
(void) (*use) ( CHL2_Player *pl)
Now if I just throw the inventory class into the player class...
class CHL2_Player {
private:
   Inventory *pl_inventory;
}
It creates a loop in include files.


On 10/31/2010 9:26 AM, Tom Edwards wrote:


There is no built-in inventory system. You'll need to be more specific
with the problems you're having.

On 31/10/2010 1:52, Anthoni Caldwell wrote:


I am trying to code an inventory system into the source engine. The
inventory in itself is fairly easy I just have a class to manage, and access
the inventory items. The items are structures that store the name,
description, type, and a function pointer where the use function will be
stored. Then the available items are stored into an array, and when the
player picks up an item, it finds the registered item in the array, and adds
it to the inventory associated with the player. Yet I have had some problems
melding this with the Source Engine. Perhaps because I code in more of a
Quake style, and I am sticking to that in this.

Is there a better way of doing this in Source, perhaps a class I can
derive from?

Thanks, Anthoni



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Re: [hlcoders] Inventory System

2010-10-31 Thread Tom Edwards
There is no built-in inventory system. You'll need to be more specific 
with the problems you're having.


On 31/10/2010 1:52, Anthoni Caldwell wrote:
I am trying to code an inventory system into the source engine. The 
inventory in itself is fairly easy I just have a class to manage, and 
access the inventory items. The items are structures that store the 
name, description, type, and a function pointer where the use function 
will be stored. Then the available items are stored into an array, and 
when the player picks up an item, it finds the registered item in the 
array, and adds it to the inventory associated with the player. Yet I 
have had some problems melding this with the Source Engine. Perhaps 
because I code in more of a Quake style, and I am sticking to that in 
this.


Is there a better way of doing this in Source, perhaps a class I can 
derive from?


Thanks, Anthoni



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Re: [hlcoders] Remember June 2006?

2010-10-28 Thread Tom Edwards
We can use threads: . 
The only thing missing in 2007 is the option to turn then on/off from 
the GUI, which is no biggie. But I had to dig around and write the 
documentation myself (the CWorkerThread bit is someone else's contribution).


I do sometimes wonder what Mike is up to. Is he really slaving away on 
SDK tools without any contact outside Valve?


On 28/10/2010 9:53, Cory de La Torre wrote:

I don't feel that the idea: "Not in valve's best intentions to care that
much about the SDK like Epic" is an excuse any longer. Regardless of the
fact that source is lagging behind in it's own way, I feel this wouldn't be
so much of a problem if there weren't so many fucking engine versions. I
don't wanted a better version of Orange box, I want a better version of
Source, one thats currently present in games like left 4 Dead2, or Portal 2,
AS, etc.

I feel that if valve we're to (if they really love engine versions) create
a separate version just for modding, they could dump a lot of new engine
features (minus gameplay and game specifics) into that branch, thus solving
the problem of using a shitty version of Source, and a different
version altogether.

On that note (and as far as I'm aware: Mike Durand is the *Only *guy up at
valve working on the SDK. If this is true, valve needs to seriously hire
some more people. I don't know what keeps Mike busy everyday, so much to the
point where most promised SDK updates get delayed months, but it needs to
change. My liking of modding on Source isn't wanning because of what the
engine can do, it's wanning because I'm not sure if I'm going to commit my
time and resources onto a project, for it only to be crippled by some update
for the SDK in the future. Even more so, for me to sit there and wait
an indefinite amount of time for a fix to come along.

Lastly I also feel the whole "you're getting this for free" isn't a valid
counter anymore for this subject. Free is an entirely different side when
Valve almost seems, and feels obligated to release a SDK with every game
they release. Sure, it's free, but thats only because it's
within their model of business. Even so, I don't think charging people for a
Level editor to make custom maps or what have you is really going to work
out. We need to look at the obvious situations that would arise had valve
sold the SDK to begin with. They continually highlight the availability of
tools for each title they release. My point being here: Promising tools only
works if the tools you release aren't going to require updates for them that
get delayed, or semi working tools, or features entirely missing.

Because there is no actual: "*Heres everything you can touch and can't*"
type of document, we've been left to figuring out the majority of this stuff
out on our own. That vague line between what the tools can even do to begin
with is reason enough to argue about them being broken.

Overall if people are getting tired with modding on Source, it's reasonable
now. People at Interlopers are, PP, Steam Forums, Mapcore. Source is getting
a lot of flak now, from many corners of the internet, and it's kind of sad.
I love source, but god damn do I hate the tools. Oh man speaking of which.
Remeber when Valve said multicore support was to ship with Half Life 2
Episode 2? Yeah that was back in 2007. It never *fully worked* until 2010.
Oh and thats right, we modders can't use it yet, because that promised 2009
mod support update was mentioned 5 months ago, and *still* hasn't happened.


On Thu, Oct 28, 2010 at 1:27 PM, Greg M.  wrote:


I can relate. I've been using the Source SDK for the past year on a school
project, and there have been some incredibly frustrating moments. There
have
been times where the project had to be put on hold because tools suddenly
stopped working after an update. I had to come up with a slightly
ridiculous
workflow to make some of the older scripts and plugins jive with newer
setups.

There have been good moments too, like when the load time for hammer was
suddenly dropped by a huge margin. And the release of their assets and rigs
from some of the "Meet The..." shorts. We are getting new tools and
features, and we haven't been forgotten. It's just that the sdk isn't the
*top* priority at the company. I think a lot of the angry news posts and
articles forget that. Their business is really to make games, not
user-friendly tools, and in the past couple years they have been really
busy.

Like a lot of things, it goes both ways. The source engine is pretty fun,
and I love being able to do the things I can do on it. And man, it's been
one heck of a learning experience. But for my next project, I'm considering
switching platforms for the reason you mentioned: lots of time spent
getting
the tools working. It cuts into my ability to make progress sometimes, and
that spare time is precious enough as it is.

-Greg




On Thu, Oct 28, 2010 at 3:14 PM, Tobias Kammersgaard<
tobias.kammersg

Re: [hlcoders] Problems with shader samples in the SDK?

2010-10-27 Thread Tom Edwards

How does VRAD know that the shader requires lightmaps?

On 27/10/2010 6:11, Tobias Kammersgaard wrote:

Already tried that too. I tried messing with the vtf settings. I'm not using
normalmaps or anything.

However I am getting a warning about trying to use a $normalmap that isn't a
valid texture value.

- ScarT
Den 2010 10 27 04:25 skrev "Adam "amckern" McKern":

Buildcubemaps - always fixed strange bugs like this.


Owner Nigredo Studios http://www.nigredostudios.com

--- On Wed, 27/10/10, Tobias Kammersgaard

wrote:

From: Tobias Kammersgaard
Subject: [hlcoders] Problems with shader samples in the SDK?
To: "Discussion of Half-Life Programming"
http://dl.dropbox.com/u/3659338/MissingInformation/sdk_shader_samples0007.jpg

Anyone got any ideas?
Thanks

- ScarT
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Re: [hlcoders] Prevent pause during open dev console?

2010-09-30 Thread Tom Edwards
 You can run unpause (or perhaps it's pause again, as a toggle) while 
inside the console. It's probably possible to bind a key that does both 
things at once.


On 30/09/2010 7:18, Martin Smith wrote:

Hey list,

By default, when the engine receives a toggleconsole command in a
single-player game, the game is paused until the console is closed. I'd like
to allow use of the dev console while a simulation continues running. Can
anyone think of a way to prevent this from happening?

I guess the alternative is intercepting the command, and trying to run the
console dialog from the Client DLL.

Thanks!

Martin
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Re: [hlcoders] Melee weapon "lag" in the hl2dm SDK

2010-09-20 Thread Tom Edwards
 Yes, Radimir has it. You're seeing an unavoidable flaw of using 
predicted melee weapons over the internet. It's not unfair though: the 
attacker *did* hit his target on his machine.


On 20/09/2010 6:54, jetscope wrote:

I've also noticed that this isn't the case in other valve games such as

tf2.

I should point out that I've observed the problem with all Source engine
games I've played, especially TF2 which I play regularly. It's just the way
lag compensation works. I personally can't think of any way to get around
the problem that doesn't involve getting rid of the lag comp on melee
weapons, though this will of course create other problems, at least for
medium-to-high ping players.

Radimir
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Re: [hlcoders] Melee weapon "lag" in the hl2dm SDK

2010-09-20 Thread Tom Edwards

 On whose end are hits achieved at a distance? The attacker or the target?

On 20/09/2010 5:48, Richard Paterson wrote:

This is sort of a vague question but I hope to perhaps benefit from
the experience of others if anyone has managed to overcome this issue.

My mod relies quite heavily on melee combat and I've noticed that lag
compensation is relatively bad in the case of melee weapon use. Hits
can be achieved at substantial distances at times(multiple player
lengths). I've also noticed that this isn't the case in other valve
games such as tf2.
Being a noob on the net side of things, I can see that lag
compensation is indeed used during collision detections for bludgeon
weapons but I lack the knowledge to determine what needs tweaking.
Perhaps it's more a question of player movement updates as melee
weapon hit detection success is more dependent on the player's
positions relative to one another than in the case of normal
projectile weapons.

I'd also like to know if other people have at least noticed this
problem, otherwise I'll have to assume I introduced the problem myself
via prior modifications.

I would greatly appreciate any help or advice.

Richard.

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Re: [hlcoders] Source Engine 2009?

2010-09-12 Thread Tom Edwards
 Nah, that's not such a problem: any engine changes that breaks mods 
will break their own games too. They do have a separate branch for mod 
code with various internal things removed however, which I reckon is 
what bogs things down.


On 12/09/2010 6:04, Tobias Kammersgaard wrote:

I'll give them that. I can see the same problem they've got to deal with
everytime they update the "regular" SDK code base. Breaking old mods that's
no longer being updated! There's bound to be people complaining.

- ScarT


On 12 September 2010 18:57, Tom Edwards  wrote:


  They've got the right idea with Alien Swarm. Every update to the game is
matched with an update to the source code. I doubt that will happen with
Portal 2 though...


On 12/09/2010 4:09, Tobias Kammersgaard wrote:


The Source SDK is getting rather uninteresting to work with. All the
engine
revisions are more annoying than anything. One revision please, and make
it
always updated!

Unfortunately we've already seen it will never happen. This makes me sad.

- ScarT


On 12 September 2010 16:48, Cory de La Torre   wrote:

  UDK all the way. Get with the times SDK.

On Sun, Sep 12, 2010 at 12:30 AM, Zach Brockway
wrote:
It's probably true that it's malleable enough to do more traditional FPS
stuff with, but it still kind of makes me feel like the SDK is a
second-class citizen. Maybe this particular problem is easier to deal


with


than I'm envisioning, but the SDK is definitely "quirky" in a lot of
ways
besides. It makes UDK a bit more appealing, with the very regular and


very


substantial updates it's receiving... despite my preference for C++, and
the
ability to get closer to the metal with Source. However, it's
understandable
that Valve has a lot on their plate, and many more people waiting for
Portal
2 than the next SDK drop. "Making games is hard."

Tough situation.

On Sat, Sep 11, 2010 at 10:05 PM, KnightmareRichard<
assaultar...@hotmail.com>   wrote:

  I haven't look into the code in detail yet, but I've heard that Alien

Swarm's code is exactly capable for a FPS mod. Just by playing with the
console you can make it in a FPS vision (though obviously not pretty),


but


they didn't really remove a lot from the original engine code base, so


the


stuff for FPS is still in there, it's just that you might need to play


with


the code here and there a tiny little bit to get it back to normal,


since
they added a lot of new things by themselves.

--Richard

  From: lord.matt.hoff...@gmail.com

Date: Sat, 11 Sep 2010 21:48:45 -0700
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source Engine 2009?

It's also totally gimped for anything that's not a top-down
player-controls-an-npc shooter. Atleast that's my understanding after
poking through the code a bit.

On Sat, Sep 11, 2010 at 9:43 PM, KnightmareRichard
   wrote:


Actually it's already available. The one Alien Swarm using is a


version

in between Left 4 Dead 2 and Portal 2, if I remembered correctly. One


of
the


developers mentioned that on Facepunch. And Alien Swarm is TOTALLY


FREE,
along with its full source code.

Date: Sat, 11 Sep 2010 21:24:06 -0300

From: samuelga...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source Engine 2009?

"When It's Done*"


*Approx Valve Time

On Sat, Sep 11, 2010 at 9:13 PM, Matheus Lima Faiotto<


m...@revgamers.net>wrote:

Does anyone have an estimate of when?

--
From: "James Pizzurro"
Sent: Saturday, September 11, 2010 7:27 PM
To: "Discussion of Half-Life Programming"<


hlcoders@list.valvesoftware.com

Subject: Re: [hlcoders] Source Engine 2009?


  The answer is no, not yet.


On Sep 11, 2010 7:24 PM, "Matheus Lima Faiotto"<


m...@revgamers.net>

wrote:

  Alright guys,

I'm sorry I'm kind of late here, however, Is it possible to


Create

a Mod


with the Source Engine 2009?

  because while attempting to, I get an error about being able
to

open

\CreateAMod\something\gameinfo_mp.txt

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Re: [hlcoders] Source Engine 2009?

2010-09-12 Thread Tom Edwards
 They've got the right idea with Alien Swarm. Every update to the game 
is matched with an update to the source code. I doubt that will happen 
with Portal 2 though...


On 12/09/2010 4:09, Tobias Kammersgaard wrote:

The Source SDK is getting rather uninteresting to work with. All the engine
revisions are more annoying than anything. One revision please, and make it
always updated!

Unfortunately we've already seen it will never happen. This makes me sad.

- ScarT


On 12 September 2010 16:48, Cory de La Torre  wrote:


UDK all the way. Get with the times SDK.

On Sun, Sep 12, 2010 at 12:30 AM, Zach Brockway
wrote:
It's probably true that it's malleable enough to do more traditional FPS
stuff with, but it still kind of makes me feel like the SDK is a
second-class citizen. Maybe this particular problem is easier to deal

with

than I'm envisioning, but the SDK is definitely "quirky" in a lot of ways
besides. It makes UDK a bit more appealing, with the very regular and

very

substantial updates it's receiving... despite my preference for C++, and
the
ability to get closer to the metal with Source. However, it's
understandable
that Valve has a lot on their plate, and many more people waiting for
Portal
2 than the next SDK drop. "Making games is hard."

Tough situation.

On Sat, Sep 11, 2010 at 10:05 PM, KnightmareRichard<
assaultar...@hotmail.com>  wrote:


I haven't look into the code in detail yet, but I've heard that Alien
Swarm's code is exactly capable for a FPS mod. Just by playing with the
console you can make it in a FPS vision (though obviously not pretty),

but

they didn't really remove a lot from the original engine code base, so

the

stuff for FPS is still in there, it's just that you might need to play

with

the code here and there a tiny little bit to get it back to normal,

since

they added a lot of new things by themselves.

--Richard


From: lord.matt.hoff...@gmail.com
Date: Sat, 11 Sep 2010 21:48:45 -0700
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source Engine 2009?

It's also totally gimped for anything that's not a top-down
player-controls-an-npc shooter. Atleast that's my understanding after
poking through the code a bit.

On Sat, Sep 11, 2010 at 9:43 PM, KnightmareRichard
  wrote:

Actually it's already available. The one Alien Swarm using is a

version

in between Left 4 Dead 2 and Portal 2, if I remembered correctly. One

of

the

developers mentioned that on Facepunch. And Alien Swarm is TOTALLY

FREE,

along with its full source code.

Date: Sat, 11 Sep 2010 21:24:06 -0300
From: samuelga...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source Engine 2009?

"When It's Done*"


*Approx Valve Time

On Sat, Sep 11, 2010 at 9:13 PM, Matheus Lima Faiotto<

m...@revgamers.net>wrote:

Does anyone have an estimate of when?

--
From: "James Pizzurro"
Sent: Saturday, September 11, 2010 7:27 PM
To: "Discussion of Half-Life Programming"<

hlcoders@list.valvesoftware.com

Subject: Re: [hlcoders] Source Engine 2009?


  The answer is no, not yet.

On Sep 11, 2010 7:24 PM, "Matheus Lima Faiotto"<

m...@revgamers.net>

wrote:


Alright guys,

I'm sorry I'm kind of late here, however, Is it possible to

Create

a Mod

with the Source Engine 2009?


because while attempting to, I get an error about being able

to

open

\CreateAMod\something\gameinfo_mp.txt


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--
"They've penetrated our code walls. They're stealing the Internet!"
"We'll need to hack all IPs simultaneously."
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Re: [hlcoders] Asynchronous threads

2010-09-07 Thread Tom Edwards
 Thanks Olly, that's what I'm after and it's so much simpler than 
CWorkerThread!


Harry, I am already using curl. It doesn't thread by itself.

On 06/09/2010 8:26, Olly wrote:

Take a look at   //public/tier0/threadtools.h

unsigned MyThread( void *params )
{
  // cast params back to MyThreadParams_t   or whatever
  // Do thread stuff here
}

// ---

struct MyThreadParams_t
{
  int iVar;
  float flFloat;
}


MyThreadParams_t *some_params = new MyThreadParams_t;
some_params.iVar = 1;
some_params.flFloat = 0.3f;
CreateSimpleThread( MyThread, some_params );


VEEERY simple example, but the MyThread function will run in a seperate
thread (along with any subsequent calls from that function).


Olly

On 6 September 2010 20:16, Tom Edwards  wrote:


  Hi everyone. I'm trying to push a set of sizeable HTTP downloads off to an
asynch thread, but I can't work out how to do it: all of the approaches I've
tried have frozen the server while processing. Will any of Source's built-in
thread classes actually do what I want?


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[hlcoders] Asynchronous threads

2010-09-06 Thread Tom Edwards
 Hi everyone. I'm trying to push a set of sizeable HTTP downloads off 
to an asynch thread, but I can't work out how to do it: all of the 
approaches I've tried have frozen the server while processing. Will any 
of Source's built-in thread classes actually do what I want?



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Re: [hlcoders] Engine API?

2010-09-02 Thread Tom Edwards
 Yes, there's doxygen and there are several instances of it being used 
on the SDK (at various points) to be found online. The best solution is 
to open Visual Studio and use Class View, though.


On 02/09/2010 12:12, Colm Sloan wrote:

"a mod-friendly company like valve"

questionable ;)



I'd really like to see this too. Is there some program that can be run on a
C/C++ project to extract this information and create such a reference
document automatically? I almost sure I remember using something like this
for a java program I made some time back.
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Re: [hlcoders] server content

2010-08-25 Thread Tom Edwards
 1) User |ClientActive(), ClientFullyConnect(), or similar. They are 
all in _client.cpp


2) Use resource lists (extension .res), or at least appropriate their code.
|
On 25/08/2010 7:07, Razvan Adrian wrote:

Hello.

I have asked the question before(on spuf) but did not get any answers. I am
hoping i will get a bit more lucky here. Here is my problem:

Lately, i have been working on a mod which makes use of something i like to
call content packs. Basically, the game registers each weapon(for now)
depending on the script files which are included to a custom path (instead
of the way source does it) by making use of a few base weapon classes in the
bin files. Until now everything went smoothly but i am having some problems
with the server and client.

One of them is, how does the client know which pack to use when he connects
in order to parse and register everything? I have thought about this and
decided the best way to do this is to make the server send the path to the
client immediately when he attempts to connect. Problem is i have yet to
find such a function :(

Second problem is the file consistency between server and clients. I need to
make the clients check for each file in the pack and download it(or the
whole pack if needed) and then make sure its the same file the server uses.
I have failed to find any code related to this in the source code and since
i have no exp with servers whatsoever i am completely lost.

Please help! :(
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Re: [hlcoders] Checking for game window focus

2010-08-24 Thread Tom Edwards
 There's a function somewhere that captures or releases the mouse based 
on whether the window is active.


On 24/08/2010 12:15, Jonathan White wrote:

Hi everyone,

I implemented FMOD in our mod about a month or so ago and it has been
wonderful (after completely rewriting that abysmal wrapper that is on the
VDC, I will post an update on that later I promise). Anyway, FMOD is great,
however, it keeps playing sounds/music even when the game is "out of focus,"
be it alt-tabbed down or simply when playing in a window and you are typing
into firefox for example.

So my question is, is there any easy (read non-hackish) way to detect
whether the game window has focus or not? I am thinking of a function that
only gets called when the window has captured the mouse of the user (I think
i just answered my own question...) but anyway I am just looking for this
elusive entry point to where I can pause/resume my FMOD manager.

P.S. - I am well aware of Win32 functions to do this stuff, but 99.9% of
them require exposure to the underlying win32 framework of the code, of
which, we do not have.

Thanks,
Jon (Killer Monkey)
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Re: [hlcoders] String_base error

2010-08-06 Thread Tom Edwards
He meant libcmtd.

--- On Thu, 5/8/10, Jordan Friendshuh  wrote:

> From: Jordan Friendshuh 
> Subject: Re: [hlcoders] String_base error
> To: "Discussion of Half-Life Programming" 
> Date: Thursday, 5 August, 2010, 23:55
> that made everything fail.
> 
> 
> 
> 
> 
> From: Tobias Kammersgaard 
> To: Discussion of Half-Life Programming 
> Sent: Wed, August 4, 2010 12:21:05 AM
> Subject: Re: [hlcoders] String_base error
> 
> Visual Studio 2010 works just fine. Both debug, and release
> builds. I don't
> have any code handy right now, but I'll show you my
> settings once I do.
> 
> Meanwhile try adding libcmt to the list of ignored
> libraries (in the Linker
> options).
> 
> - ScarT
> 
> Den 2010 8 4 03:58 skrev "Jordan Friendshuh" :
> Hi.  I am new to coding and am having an issue. 
> I'm using Visual Studio
> 2010
> editing Game_HL2-2005 in the single player mod option for
> regular HL2.
> Without
> making any changes to the files except the "fix debug
> compilation", the
> build
> fails.  It has to do with the linker and not being
> able to find string_base
> or
> something.  Can anyone help me?  This is what it
> says when you build.
> 
> -- Build started: Project: client_hl2, Configuration:
> Debug HL2 Win32
> --
> Build started 8/3/2010 8:40:01 PM.
> InitializeBuildStatus:
> Creating "Debug HL2\client_hl2.unsuccessfulbuild" because
> "AlwaysCreate"
> was
> specified.
> ClCompile:
> All outputs are up-to-date.
> All outputs are up-to-date.
> All outputs are up-to-date.
> ManifestResourceCompile:
> All outputs are up-to-date.
> C:\Program
> Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5):
> warning MSB8012: TargetPath(C:\Crazy
> Weapons\src\cl_dll\Debug
> HL2\client_hl2.dll) does not match the Linker's OutputFile
> property value
> (C:\Crazy Weapons\src\cl_dll\Debug HL2\client.dll). This
> may cause your
> project
> to build incorrectly. To correct this, please make sure
> that $(OutDir),
> $(TargetName) and $(TargetExt) property values match the
> value specified in
> %(Link.OutputFile).
> C:\Program
> Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(992,5):
> warning MSB8012: TargetName(client_hl2) does not match the
> Linker's
> OutputFile
> property value (client). This may cause your project to
> build incorrectly.
> To
> correct this, please make sure that $(OutDir),
> $(TargetName) and
> $(TargetExt)
> property values match the value specified in
> %(Link.OutputFile).
> Link:
> All outputs are up-to-date.
> Manifest:
> All outputs are up-to-date.
> BscMake:
> All outputs are up-to-date.
> CustomBuildStep:
> Description: Copying to destination folder
>          1 file(s) copied.
> FinalizeBuildStatus:
> Deleting file "Debug HL2\client_hl2.unsuccessfulbuild".
> Touching "Debug HL2\client_hl2.lastbuildstate".
> 
> Build succeeded.
> 
> Time Elapsed 00:00:03.32
> -- Build started: Project: server_hl2, Configuration:
> Debug HL2 Win32
> --
> Build started 8/3/2010 8:40:06 PM.
> InitializeBuildStatus:
> Touching "Debug HL2\server_hl2.unsuccessfulbuild".
> ClCompile:
> All outputs are up-to-date.
> All outputs are up-to-date.
> All outputs are up-to-date.
> All outputs are up-to-date.
> ManifestResourceCompile:
> All outputs are up-to-date.
> C:\Program
> Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5):
> warning MSB8012: TargetPath(C:\Crazy
> Weapons\src\dlls\Debug
> HL2\server_hl2.dll)
> does not match the Linker's OutputFile property value
> (C:\Crazy
> Weapons\src\dlls\Debug HL2\server.dll). This may cause your
> project to build
> incorrectly. To correct this, please make sure that
> $(OutDir), $(TargetName)
> and
> $(TargetExt) property values match the value specified in
> %(Link.OutputFile).
> C:\Program
> Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(992,5):
> warning MSB8012: TargetName(server_hl2) does not match the
> Linker's
> OutputFile
> property value (server). This may cause your project to
> build incorrectly.
> To
> correct this, please make sure that $(OutDir),
> $(TargetName) and
> $(TargetExt)
> property values match the value specified in
> %(Link.OutputFile).
> Link:
>     Creating library Debug HL2\server.lib and
> object Debug HL2\server.exp
> LINK : warning LNK4098: defaultlib 'LIBCMT' conflicts with
> use of other
> libs;
> use /NODEFAULTLIB:library
> choreoobjects.lib(choreoevent.obj) : error LNK2019:
> unresolved external
> symbol
> "public: static void __cdecl
> std::_String_base::_Xran(void)"
> (?_x...@_string_base@std@@SAXXZ) referenced in function
> "public: class
> std::basic_string std::char_traits,class
> std::allocator
> > & __thiscall std::basic_string std::char_traits,class
> std::allocator >::erase(unsigned
> int,unsigned int)"
> (?er...@?$basic_string@du?$char_tra...@d@std@@v?$alloca...@d@2@@std@
> @qaeaa...@ii@Z)
> 
> choreoobjects.lib(choreoevent.obj) : error LNK2019:
> unresolved external
> symbol
> "public: static void __cdecl
> std::_String_base::_Xl

Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-27 Thread Tom Edwards

 I totally don't get the pylons reference.

On 27/07/2010 5:28, Matt Hoffman wrote:

But you were at the time that you wrote in our beautiful sdk and that's how
we all know it. :P

On Tue, Jul 27, 2010 at 12:32 AM, Tony "omega" Sergiwrote:


Correction: I'm not contracting right now.
-Tony


On Tue, Jul 27, 2010 at 12:19 PM, Cory de La Torre
wrote:
Even Toni Sergi replied, a *VALVE EMPLOYEE*, and you kept going. Men, we
need to build additional Pylons to stop this injustice.



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Re: [hlcoders] Alien Swarm mod content

2010-07-21 Thread Tom Edwards

 Yes, that would be the problem. It must be a bug in the SDK Wizard.

No, the content you copied is not useful. There are some script files 
that you do need though - at this point you are best to delete 
everything and start again.


On 21/07/2010 8:35, Elliott Dicus wrote:

Thanks for the help Tom! There is a file in my resource folder: "Shadow
Swarm_english.txt" but the folder name is "shadowswarm" (under SourceMods).
So I need to change it to "shadowswarm_english.txt" instead?

Also, by "the only thing" do you mean the other files I copied are not
necessary, or just that I must have this in addition to those?

Thanks again,
Elliott

From: Tom Edwards

To: Discussion of Half-Life Programming
Date: Wed, 21 Jul 2010 19:55:04 +0100
Subject: Re: [hlcoders] Alien Swarm mod content
  The only thing you should need to copy is resource\swarm_english.txt,
replacing "swarm" with your mod's folder name.

On 21/07/2010 7:01, Elliott Dicus wrote:


Hello all,

What do I need to copy over to my mod's folder in SourceMods from the
Alien
Swarm folder to have a playable copy. I'd like to worry about gameplay
first
and things like weapon descriptions later. :)

I've tried copying everything in "common\alien swarm\swarm\" with the
exception of "bin" but I still have missing text in the when I go to
offline
practice.

Thanks for reading and any help,
Elliott


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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Tom Edwards
 VPK/Addons are no surprise as Valve have said GCF is being dropped, 
and the menu system is entirely gamecode, but Squirrel support is 
convincing as it doesn't seem to actually be used by the game.


I still can't quite believe that Valve would persist with two 
separately-maintained branches though. This must be a merge.


On 21/07/2010 7:54, Stephen Swires wrote:

- VPK file format over GCFs
- Addon support
- (pretty much) Identical menus
- Squirrel scripting language support
- Code probably reused for L4D2 such as the AI director

Haven't checked the build number though

On Wed, Jul 21, 2010 at 7:42 PM, Tom Edwardswrote:


  Alien Swarm:

Protocol version 7108
Exe version 7.1.0.8 (swarm)
Exe build: 10:58:16 Jul 19 2010 (4272) (630)

TF2:

Protocol version 15
Exe version 1.1.0.0 (tf)
Exe build: 16:21:09 Jul 16 2010 (4269) (440)

And I don't own L4D2. The protocol version is different but the build
numbers are very close...on what grounds are you saying L4D2 branch?

Since L4D2 is coming out on Mac at some point it may be that Source 2009 is
a merge between the two offices' trees.

(It turns out that visibility isn't a problem BTW: it's done simply by
running VBSP with -alldetail.)


On 21/07/2010 5:33, Stephen Swires wrote:


Alien Swarm is based on L4D2, not Source 2009. If someone can solve the
VVIS
issue then there should be no issues in using it for TCs - server
browser's
still there.


On Wed, Jul 21, 2010 at 4:59 PM, Olly   wrote:

  AlienSwarm isn't using Source 2009. S2k9 doesn't have support for VPK.

On 21 July 2010 16:55, Jonas 'Sortie' Termansen
  wrote:

  On 2010-07-21 17:45, Tom Edwards wrote:

  That simply isn't true. If another user of the computer owns HL2 then
the
GCFs will be there, and I expect most of them will be there if the HL2
demo
is installed too.

Requiring HL2 to be installed makes your whole effort redundant anyway!
It's already on Source 2009 (though evidently not exactly the same


version
since it won't mount GCFs).



  HL2 is on the Source 2009 engine, indeed, but HL2 mods are not. Our

project


is simply porting HL2 mods to this engine.


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Re: [hlcoders] Alien Swarm mod content

2010-07-21 Thread Tom Edwards
 The only thing you should need to copy is resource\swarm_english.txt, 
replacing "swarm" with your mod's folder name.


On 21/07/2010 7:01, Elliott Dicus wrote:

Hello all,

What do I need to copy over to my mod's folder in SourceMods from the Alien
Swarm folder to have a playable copy. I'd like to worry about gameplay first
and things like weapon descriptions later. :)

I've tried copying everything in "common\alien swarm\swarm\" with the
exception of "bin" but I still have missing text in the when I go to offline
practice.

Thanks for reading and any help,
Elliott
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Tom Edwards

 Alien Swarm:

Protocol version 7108
Exe version 7.1.0.8 (swarm)
Exe build: 10:58:16 Jul 19 2010 (4272) (630)

TF2:

Protocol version 15
Exe version 1.1.0.0 (tf)
Exe build: 16:21:09 Jul 16 2010 (4269) (440)

And I don't own L4D2. The protocol version is different but the build 
numbers are very close...on what grounds are you saying L4D2 branch?


Since L4D2 is coming out on Mac at some point it may be that Source 2009 
is a merge between the two offices' trees.


(It turns out that visibility isn't a problem BTW: it's done simply by 
running VBSP with -alldetail.)


On 21/07/2010 5:33, Stephen Swires wrote:

Alien Swarm is based on L4D2, not Source 2009. If someone can solve the VVIS
issue then there should be no issues in using it for TCs - server browser's
still there.


On Wed, Jul 21, 2010 at 4:59 PM, Olly  wrote:


AlienSwarm isn't using Source 2009. S2k9 doesn't have support for VPK.

On 21 July 2010 16:55, Jonas 'Sortie' Termansen  wrote:


On 2010-07-21 17:45, Tom Edwards wrote:


That simply isn't true. If another user of the computer owns HL2 then

the

GCFs will be there, and I expect most of them will be there if the HL2

demo

is installed too.

Requiring HL2 to be installed makes your whole effort redundant anyway!
It's already on Source 2009 (though evidently not exactly the same

version

since it won't mount GCFs).




HL2 is on the Source 2009 engine, indeed, but HL2 mods are not. Our

project

is simply porting HL2 mods to this engine.


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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Tom Edwards
That simply isn't true. If another user of the computer owns HL2 then the GCFs 
will be there, and I expect most of them will be there if the HL2 demo is 
installed too.

Requiring HL2 to be installed makes your whole effort redundant anyway! It's 
already on Source 2009 (though evidently not exactly the same version since it 
won't mount GCFs).


--- On Wed, 21/7/10, Jonas 'Sortie' Termansen  wrote:

> From: Jonas 'Sortie' Termansen 
> Subject: Re: [hlcoders] Alien Swarm
> To: "Tom Edwards" 
> Date: Wednesday, 21 July, 2010, 16:11
> On 2010-07-21 17:06, Tom Edwards
> wrote:
> > You're on trecharous legal ground here. Alien Swarm
> and its SDK are free for EVERYONE - not just owners of
> Source games like before. Valve didn't include HL2 content
> or code for a reason!
> >    
> We are mounting GCF files through hllib. You shouldn't have
> a working GCF for a game unless you own it. (Okay. You might
> be able to pirate one. But that's endlessly out of the scope
> of our project.) That means, you still need the required HL2
> games to play our mods on the newer engine. We are not
> directly interested in making our games playable without HL2
> Installed, we just want our HL2 mods on the newer engine.
> 

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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Tom Edwards
You're on trecharous legal ground here. Alien Swarm and its SDK are free for 
EVERYONE - not just owners of Source games like before. Valve didn't include 
HL2 content or code for a reason!

On that subject, how suitable is the game for TC mods? It's simple enough to 
bring its code back to FPS, but VVIS compiles without visibility and there's 
not currently any gaurantee that backward compatibility won't be broken in the 
future.

I'd like to know the status of the code too, so that I can put it under source 
control correctly. Is it from the same codeline as TF2/HL2/etc, or will that 
one show up in the Source SDK later?

--- On Wed, 21/7/10, Jonas 'Sortie' Termansen  wrote:

> From: Jonas 'Sortie' Termansen 
> Subject: Re: [hlcoders] Alien Swarm
> To: "Discussion of Half-Life Programming" 
> Date: Wednesday, 21 July, 2010, 13:01
> A friend of mine and I have begun
> work on reimplementing HL2 on the AlienSwarm engine. We have
> set up a SVN, got first person working, and we about to
> reimplement GCF loading through hllib. We have confirmed
> that GCF support is gone. If anyone is interested in helping
> out on our project cleverly called LiveSwarm, feel free to
> email me. Our results will be released to the community. :)
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Re: [hlcoders] Alien Swarm

2010-07-17 Thread Tom Edwards
 It's a brand new SDK. 



Making the SDK separate clears the way for it being absolutely free to 
*everyone*, without it granting access to existing 2006/2007 Source mods 
(which mount HL2 content) too. I'm betting that the AS SDK won't have 
the normal shared engine content we're used to from SDK Base, just like 
UDK only has a subset of UT3's.


On 17/07/2010 1:18, Cory de La Torre wrote:

They said Codebase homie.

On Fri, Jul 16, 2010 at 5:00 PM, [|NoFaTe|]  wrote:


  Seperate SDK actually...

.No


Cory de La Torre wrote:


Oh man, SDK update. Thank you Valve.

On Fri, Jul 16, 2010 at 4:39 PM, Ben Mears
wrote:



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[hlcoders] Alien Swarm

2010-07-16 Thread Tom Edwards
 If you hadn't heard already, the SDK is being updated on Monday with 
the complete source code to Alien Swarm, a brand new Source 2009 game by 
the team who made the original UT2004 mod (and who now work for Valve). 
It's going to be a sample project in the same vein as TFC.


AS has a tile-based map editor, omnidirectional projected textures, 
real-time depth of field and Steamworks integration...but apparently no 
Mac support?


http://store.steampowered.com/app/630

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Re: [hlcoders] gameinfo.txt doesn't exist

2010-07-16 Thread Tom Edwards
 Check your -game parameter. You're launching the engine without 
telling it which game to run, and it's defaulting to HL2.


On 16/07/2010 9:59, adam chance wrote:

When I Debug my Mod, I get this error

Setup file 'gameindo.txt' doesn't exist in subdirectory 'hl2'.
Check your -game parameter or VCONFIG setting.

What do I do?
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Re: [hlcoders] Demonstration to show how much more room Linux has (Was: Source Engine 2!!!)

2010-06-18 Thread Tom Edwards
Perhaps you could continue this conversation privately?






From: Katrina Payne 
To: Discussion of Half-Life Programming 
Sent: Friday, 18 June, 2010 15:56:12
Subject: [hlcoders] Demonstration to show how much more room Linux has (Was: 
Source Engine 2!!!)

Yeah,

1) Kind of gave up on this... mostly due to my complete lack of understanding 
on how Eulerian Geometry works--which these processes are heavy on that. That 
was aset of course that I at best struggled by, as the basic Axioms Euler came 
up with, generally had me thinking Euler was smoking crack. I have never 
understood how to organise the universe in such a way--I could never break 
down any object into those. It seems most of our 3d technology just builds 
further onto those.

2) Never did I suggest anywhere what I was doing was even capable of replacing 
GPUs

It was mostly just a form of PoC effort to demonstrated how much more space 
their is to work with in the Linux system

With the end goal of having people porting the drivers to Linux, to allow that 
extra space to be put to even greater use.

GAH! I AM NOT TRYING TO REPLACE BLOODY GPUS!

I HAVE STATED A FEW TIMES THAT THIS WOULD LIKELY NEVER REACH AND FORM OF 
COMMERCIAL MARKET! AND WOULD ONLY BE USED FOR DEVELOPMENT AND DEMO PURPOSES!

GAH!

Please, just read what I fvcking write next time.

It seems you read a few sentences, and jump to some odd conclusions about the 
rest was about.

1) Thanks for the wikipedia articles on the subject

2) This idea was never meant to be anything more than a PoC. Something to 
demonstrate how much more resources there is to work with on a Linux box, in 
comparison to a Windows box.

3) I AM NOT FVCKING TRYING TO REPLACE GPUS! THAT WAS NEVER THE GOAL HERE!

4) The goal was to demonstrate that Linux as an OS has less over head than 
Windows--and by doing this, the idea was to attract many of the GPU developers 
into porting drivers to Linux.

You know what? I have no clue why I am even typing this... from the replies, 
it seems most of you do not even try to read what I write. Maybe just a few 
key sentences, then making some rather insane conclusions as to what I am 
saying from those.

Well, except ZaM.

Though, at least this mailing list has not devolved into several OT threads 
criticising my speling; grammar.

~Katrina



On Friday, June 18, 2010 08:31:11 am Jonathan Murphy wrote:
> Katrina, you might be interested in reading up on Real Time
> Raytracing, which is an alternative to rasterisation (GPU) based
> rendering and is/has been extensively researched and even implemented.
> 
> http://en.m.wikipedia.org/wiki/Ray_tracing_(graphics)
> http://en.m.wikipedia.org/wiki/Quake_Wars:_Ray_Traced
> 
> At the moment though it seems GPUs are going to stay very mainstream.
> 
> On Saturday, June 19, 2010, joshua simmons  wrote:
> > Oh yeah I understand. There is only very rudmentry 3d support, in no way
> > capable of supporting any game. My point was more on the radical rate at
> > which they are evolving in comparison. Even the purely reverse engineered
> > open source NVIDIA driver is out doing the proprietary one in terms of 2d.
> > Now I of course realise there is a big jump from that to capable 3d, but
> > considering (iirc) amd have developers working on the open source driver, 
I
> > see it as mainly a matter of time before it becomes a viable alternative.
> >
> > On 18 Jun 2010 22:01, "Bob Somers"  wrote:
> >
> > Katrina, I'm not giving lectures on computer graphics here. Google has
> > all the information you asked for. If you'd like, I can also recommend
> > some graphics textbooks which would clear things up. Also, saying a
> > Linux system running on a 100 MHz machine is comparable to Windows
> > running on a 2 GHz machine is a ridiculous overstatement. They are not
> > that radically different. If you're so convinced you can make the
> > words best software renderer, by all means go do it. I'm sure at the
> > very least you can wave your SIGGRAPH paper in our faces when you're
> > done.
> >
> > Josh, I'm not sure you can call it better Linux support if their 3D
> > support is... well... really bad. They may have opened up their
> > hardware spec so that the free drivers can get rolling (I have tried
> > the new drivers in Fedora 13 and they are quite good so far), but the
> > free drivers are at least a year behind their Windows counterpart in
> > terms of supporting the full features of the cards. There is virtually
> > zero shader support in the free drivers at this point. nVidia's
> > drivers, on the other hand, may be proprietary, but at least you can
> > get decent 3D performance out of the machine on a current distro. The
> > proprietary ATI driver has decent support and performance, but it
> > won't run on anything newer than Fedora 11. (Sorry if I keep
> > referencing things in terms of Fedora versions, it's my distro of
> > choice.)
> >
> > I'm all for free software, don't get me wrong. I would love

Re: [hlcoders] Source Engine 2!!!

2010-06-10 Thread Tom Edwards
We're on Source 15 already, keep up!

On 10/06/2010 8:07, Joel R. wrote:
> Is this the big surprise for E3?!  I hope it is, that would so rock!
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Re: [hlcoders] hlcoders Digest, Vol 28, Issue 1

2010-06-04 Thread Tom Edwards
You don't need to install anything extra to use my extractor, since the 
SAPI comes with Windows these days. In the bottom of the phoneme 
extractor window, does it say "SAPI 5.1" or "SAPI 5.4 (third party 
DLL)"? It may be that Steam has overwritten the file, or that it's in a 
folder for a different version of Faceposer to the one you're running.

If it says 5.4 and still gives an error, you might want to try removing 
SAPI 5.1 from your computer.

On 04/06/2010 7:52, Dmitry Barannik wrote:
> I have installed SAPI SDK5.1 on win7x64. Phonemes won't extract with your or
> default dll...
> Any solutions?
>
> 2010/6/3
>
>
>> Send hlcoders mailing list submissions to
>> hlcoders@list.valvesoftware.com
>>
>> To subscribe or unsubscribe via the World Wide Web, visit
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> or, via email, send a message with subject or body 'help' to
>> hlcoders-requ...@list.valvesoftware.com
>>
>> You can reach the person managing the list at
>> hlcoders-ow...@list.valvesoftware.com
>>
>> When replying, please edit your Subject line so it is more specific
>> than "Re: Contents of hlcoders digest..."
>>
>>
>> Today's Topics:
>>
>>1. Phoneme Extractor for Windows Vista/7 (Tom Edwards)
>>
>>
>> --
>>
>> Message: 1
>> Date: Thu, 03 Jun 2010 16:06:00 +0100
>> From: Tom Edwards
>> Subject: [hlcoders] Phoneme Extractor for Windows Vista/7
>> To: hlcoders
>> Message-ID:<4c07c4d8.6030...@btinternet.com>
>> Content-Type: text/plain; charset=UTF-8; format=flowed
>>
>> http://steamreview.org/external/vdc/phonemeextractor_sapi5.4.zip
>>
>> This updated extractor provides better results than the SDK's default
>> one. It works on Windows 7, and should work on Vista too (please could
>> someone test this). It will *not* work on XP.
>>
>> To install, extract the contents of the zip file to
>> \bin\phonemeextractors\. KEEP A BACKUP HANDY, as every time you run
>> the SDK Launcher, or in the case of L4D1/2 receive an update, the custom
>> DLL will be replaced with Valve's original and you'll have to put it
>> back in place manually.
>>
>> (The easiest way to run Faceposer without using Valve's launcher is with
>> the Source SDK Windows Gadget:
>> <http://developer.valvesoftware.com/wiki/Source_SDK_Windows_gadget>.
>> You'll probably find that FP crashes if you try to run it directly since
>> it's very particular about its working directory.)
>>
>>
>>
>>
>> --
>>
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>>
>> End of hlcoders Digest, Vol 28, Issue 1
>> ***
>>
>>  
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[hlcoders] Phoneme Extractor for Windows Vista/7

2010-06-03 Thread Tom Edwards
http://steamreview.org/external/vdc/phonemeextractor_sapi5.4.zip

This updated extractor provides better results than the SDK's default 
one. It works on Windows 7, and should work on Vista too (please could 
someone test this). It will *not* work on XP.

To install, extract the contents of the zip file to 
\bin\phonemeextractors\. KEEP A BACKUP HANDY, as every time you run 
the SDK Launcher, or in the case of L4D1/2 receive an update, the custom 
DLL will be replaced with Valve's original and you'll have to put it 
back in place manually.

(The easiest way to run Faceposer without using Valve's launcher is with 
the Source SDK Windows Gadget: 
. 
You'll probably find that FP crashes if you try to run it directly since 
it's very particular about its working directory.)


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[hlcoders] "Fixed an issue where sequences with an activity weight of 0 never get selected"

2010-05-28 Thread Tom Edwards
What's that all about? Isn't "never select me" precisely what a weight 
of 0 means?

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Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)' is at index zero.

2010-05-27 Thread Tom Edwards
Erm, you don't have to do anything. Just move to SDK Base (which you 
should have been using the whole time) and everything will be fine.

You can get around the Hammer AdditonalContentID thing by extracting the 
content of the game in question to a folder on your system then adding 
an absolute searchpath to it, e.g. C:\portal\. Slightly annoying but not 
exactly a showstopper.

On 27/05/2010 9:56, Cory de La Torre wrote:
> Theres quite a lot of mods in the same boat Harry.
>
> On Thu, May 27, 2010 at 1:51 PM, Harry Jeffery<
> harry101jeff...@googlemail.com>  wrote:
>
>
>> That's not very useful for mods using 2007 codebase that were on the
>> verge of release. I don't feel like recoding everything because of one
>> update that breaks everything...again.
>>
>> On 27 May 2010 20:35, Cory de La Torre  wrote:
>>  
>>> On the note of additional content, I hope this isn't a a "real" fix,
>>>
>> rather
>>  
>>> than a work around.No EP2 content shows up in 07's Hammer, unless you
>>>
>> guys
>>  
>>> are porting all of it over to 2009 now?
>>>
>>> On Thu, May 27, 2010 at 11:17 AM, Jeffrey "botman" Broome<
>>> botman.hlcod...@gmail.com>  wrote:
>>>
>>>
 Soon you won't need a Mac to do Mac development...

 http://www.bizjournals.com/sanjose/stories/2010/05/24/daily79.html

 "Microsoft (NASDAQ:MSFT) has been given seven minutes during Jobs'
 keynote to talk about Visual Studio 2010. Chowdrey said that a new
 version of the development tools software will support native
 applications for the iPhone, iPad and Mac OS."

 Sweet!  :)

 On 5/26/2010 6:45 PM, Alfred Reynolds wrote:
  
> Mac builds will require a Mac to do them on, you need to use the Mac
>
 compiler (a GCC 4.2 with apple patches). We will be releasing
  
>> appropriate
>>  
 makefile skeletons to get you guys up and running.
  
>
>
>> -Original Message-
>> From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
>> boun...@list.valvesoftware.com] On Behalf Of Jeffrey "botman" Broome
>> Sent: Wednesday, May 26, 2010 4:20 PM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)'
>> is at index zero.
>>
>> Does Mac builds of a mod require a Mac to build them on?
>>
>>
>> On 5/26/2010 6:06 PM, Alfred Reynolds wrote:
>>
>>  
>>> Right, if you have a mod based on the 2007 engine you need these
>>>
>>>
>> lines in your gameinfo.txt now:
>>
>>  
>>> SteamAppId 218
>>> ToolsAppId 211
>>> AdditionalContentID 420
>>>
>>>
>>> You cannot have SteamAppId 420 in there.
>>>
>>> We are working on an SDK update for this new engine, adding support
>>>
>>>
>> for you guys to do Mac builds of your mods if you wish.
>>
>>  
>>> - Alfred
>>>
>>>
>>>
>>>
 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
 boun...@list.valvesoftware.com] On Behalf Of Cory de La Torre
 Sent: Wednesday, May 26, 2010 4:02 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Error: SetupArrayProps_R: array prop

  
>> '(null)'
>>
>>  
 is at index zero.

 Be sure to restart steam after editing the gameinfo file.

 On Wed, May 26, 2010 at 4:00 PM, Dexter Haslem
 wrote:



  
> I updated my mod AppIds and am still getting the error like crazy!
>
> On Wed, May 26, 2010 at 4:55 PM, Sam
>
>> wrote:
>>  
>
>
>
>> The new engine update to the HL2 games broke *everything* again,
>>
>>
>>  
 there's


  
> a
>
>
>
>> hotfix that should fix your problem by using this in your
>>
>>  
>> gameinfo:
>>
>>  
>> SteamAppId 218
>> ToolsAppId 211
>> AdditionalContentID 420
>>
>> On Wed, May 26, 2010 at 7:47 PM, Tobias Kammersgaard<
>> tobias.kammersga...@gmail.com>wrote:
>>
>>
>>
>>  
>>> Am I the only one that gets this error when I want to run my
>>>
>> mod?
>>  
>>>
>>>
 I'm


  
>>> pretty
>>> sure its caused by the new 

Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)' is at index zero.

2010-05-26 Thread Tom Edwards
This usually happens when you try to run Source 2007 gamecode under the 
Source 2009 build of the engine.

Are you sure you're using SDK Base and not, say, Ep2?

On 26/05/2010 11:47, Tobias Kammersgaard wrote:
> Am I the only one that gets this error when I want to run my mod? I'm pretty
> sure its caused by the new update :o
> Its happening even though my mod uses the Source SDK Base 2007 as its base.
>
> - ScarT
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Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-15 Thread Tom Edwards
You can stop them from hitting the skybox by checking the surface you 
hit...look at the HL2 rocket for how to do that. It disappears if it 
hits the skybox.

As for displacements, phys objects, etc. your choice of collision group 
is almost certainly to blame. I'd use whatever the !picker traceline uses.

On 15/05/2010 11:10, James K wrote:
> I'm trying to get rain splashes to show up when they collide with the
> ground. In a way, I've succeed. I can get splashes. The problem is
> they're almost everywhere but where I want them. They show up even on
> the skybox, which I don't want. They won't show up on displacements,
> glass, or physics props, however, which isn't good.
> Here's the code for the tracer:
> ---
>  if ( RandomInt( 0, 100 )<  r_RainSplashPercentage.GetInt() )
>  {
> trace_t trace;
> UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_ALL, NULL,
> COLLISION_GROUP_NPC,&trace);
> if( trace.fraction<  1 )
> {
>DispatchParticleEffect( "spash", trace.endpos,
> trace.m_pEnt->GetAbsAngles() , NULL );
> }
>  }
>   }
> --
> I've tried making a new mask and collision group, both of which didn't
> help at all.
>
> Anyone better at this than I am?
>
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[hlcoders] Receiving messages out of order

2010-05-15 Thread Tom Edwards
Has anyone else been seeing this lately? The list server often sends me 
messages hours or even days late, even though I receive all the replies 
posted afterwards at the right time. I just got a message that had been 
sent on the 13th!

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Re: [hlcoders] SP respawn issue

2010-05-14 Thread Tom Edwards
The first issue is a deficiency of CBasePlayer, I believe. You'll need 
to call RemoveSolidFlags( FSOLID_NOT_SOLID ) in your player's spawn() func.

The second issue can be resolved with respawn_entities console command, 
which may well work around your first issue too.

On 14/05/2010 3:09, Klaus Müller wrote:
> Hey,
>
> I've got a problem again with a different project though. It's a single
> player mod based on Ep2 (Source engine 2k7). I want my player to respawn
> after he dies, and not reload the entire map. Therefore, I simply did a
> pEdict->Spawn() call in void respawn( CBaseEntity *pEdict, bool fCopyCorpse
> ) in hl2_client.cpp by default. That's also what happens in MP mode.
> However, once respawned (without suit, obviously), the collision types seem
> to be wrong. For instance, if I jump onto an object, say a wooden pallet or
> a wooden box, I slowly get pushed away from it which doesn't happen on
> initial spawn. Also, if I grab an object and jump a couple times while
> looking to the ground, I get stuck in the object (message: server got stuck
> in object bla.mdl). The weirdest thing, however, is that eventuall I'll
> "fall" through the object and completely out of the level. I tried calling
> an additional Activate() in respawn() but that didn't do anything.
>
> That's one question. The second one deals with items. Since I already picked
> up the items when I first spawned the map, they are gone once I respawn. I
> thought about making a copy of the item list when the player dies and just
> pass them to the respawn func and give them to the player after respawning.
> However, any other objects on the map will still be the same (e.g. boxes
> might be broken), and I need them to be where they were when the map spawned
> the first time (due to gameplay reasons). The reason I don't want to reload
> the map is that it takes too long and thus will ruin the playflow of the
> mod. Does anyone know how I could reset the map and its entities without
> using a engine->ServerCommand("reload\n") call?
>
> Kind regards,
> Klaus
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Re: [hlcoders] Missing RecvProp for DT_BaseGrenade

2010-05-14 Thread Tom Edwards
If the only error you get is for the grenade, then presumably every 
other entity matches up already. Have you tried compiling it as an 
inheritor from CBaseCombatCharacter? Best thing to do is add 
HL2_EPISODIC to your preprocessor lists, which are somewhere in each 
project's properties window.

On 14/05/2010 10:05, Klaus Müller wrote:
> Hmm, I guess I'm up for it, even if it's a tedious task. Problem is, I don't
> really know how to check if data maps differ or what exactly you mean by
> data maps for that matter. Sorry if this is obvious to you, but I never
> dealt with such a complex project such as the source code of a game, hence
> I'm not familiar with the term.
>
>
> 2010/5/14 Ryan Sheffer
>
>
>> The only option here is to make sure your data maps are exactly the same as
>> those old EP2 data maps. Unfortunately, that will probably be a tedious
>> task.
>>
>> On Thu, May 13, 2010 at 4:48 PM, Jonathan Murphy>  
>>> wrote:
>>>
>>  
>>> Looks like Mike Durand is still working on it, he sent the email a few
>>>
>> days
>>  
>>> ago about the SDK update. :)
>>>
>>> On Fri, May 14, 2010 at 9:46 AM, Tom Edwards>>
>>>> wrote:
>>>>  
>>>
>>>> Potentially stupid question: so who's working on the SDK now?
>>>>
>>>> On 14/05/2010 12:09, Tony "omega" Sergi wrote:
>>>>  
>>>>> It's not exactly the same, no.
>>>>> I'm not sure why that it's erroring specifically on that network
>>>>>
>> table,
>>  
>>>> as
>>>>  
>>>>> with the preprocessor definitions the way that I said, would make it
>>>>>
>>>> compile
>>>>  
>>>>> the same as it was before I modified it for the scratch SDK itself.
>>>>> I would think it would be something else, but I honestly cannot tell
>>>>>
>>> you
>>>
>>>>> concretely why that it isn't compatible as I'm not sure what is
>>>>>
>>> different
>>>
>>>>> anymore, it's been a long time now since I've done anything with it
>>>>>
>> or
>>  
>>>> been
>>>>  
>>>>> involved.
>>>>> -Tony
>>>>>
>>>>>
>>>>> On Fri, May 14, 2010 at 7:01 AM, Klaus Müller<
>>>>>
>>> tloeffl...@googlemail.com
>>>
>>>>> wrote:
>>>>>
>>>>>
>>>>>
>>>>>> Yeah, maybe I should have made it clearer that the mod itself runs
>>>>>>  
>>> fine.
>>>
>>>>>> It's the demo recorded in Ep2 that doesn't run in the mod although
>>>>>>  
>>> it's
>>>
>>>>>> basically the same game entirely; at least that's what I thought. It
>>>>>> doesn't
>>>>>> work the other way round either by the way, meaning a demo from my
>>>>>>  
>> mod
>>  
>>>>>> won't
>>>>>> play in Ep2.
>>>>>>
>>>>>> Any idea what might cause this? I really just launched SDK, selected
>>>>>> "create
>>>>>> a new SP mod based on Ep2", compiled the binaries, and that's it. I
>>>>>>  
>>>> guess
>>>>  
>>>>>> that's not exactly what you guys shipped Ep2 as in the Orange Box,
>>>>>>  
>> eh?
>>  
>>>> ;)
>>>>  
>>>>>>
>>>>>> 2010/5/13 Tony "omega" Sergi
>>>>>>
>>>>>>
>>>>>>  
>>>>>>> Ah, oops.
>>>>>>>
>>>>>>> Well either way, if you applied that fix then the error shouldn't
>>>>>>>
>>>> happen.
>>>>  
>>>>>>> unless the demo is not compatible with your build of the mod.
>>>>>>> Now, if you can launch your mod and get into a level without the
>>>>>>&

Re: [hlcoders] Missing RecvProp for DT_BaseGrenade

2010-05-13 Thread Tom Edwards
Potentially stupid question: so who's working on the SDK now?

On 14/05/2010 12:09, Tony "omega" Sergi wrote:
> It's not exactly the same, no.
> I'm not sure why that it's erroring specifically on that network table, as
> with the preprocessor definitions the way that I said, would make it compile
> the same as it was before I modified it for the scratch SDK itself.
> I would think it would be something else, but I honestly cannot tell you
> concretely why that it isn't compatible as I'm not sure what is different
> anymore, it's been a long time now since I've done anything with it or been
> involved.
> -Tony
>
>
> On Fri, May 14, 2010 at 7:01 AM, Klaus Müllerwrote:
>
>
>> Yeah, maybe I should have made it clearer that the mod itself runs fine.
>> It's the demo recorded in Ep2 that doesn't run in the mod although it's
>> basically the same game entirely; at least that's what I thought. It
>> doesn't
>> work the other way round either by the way, meaning a demo from my mod
>> won't
>> play in Ep2.
>>
>> Any idea what might cause this? I really just launched SDK, selected
>> "create
>> a new SP mod based on Ep2", compiled the binaries, and that's it. I guess
>> that's not exactly what you guys shipped Ep2 as in the Orange Box, eh? ;)
>>
>>
>> 2010/5/13 Tony "omega" Sergi
>>
>>  
>>> Ah, oops.
>>>
>>> Well either way, if you applied that fix then the error shouldn't happen.
>>> unless the demo is not compatible with your build of the mod.
>>> Now, if you can launch your mod and get into a level without the issue,
>>> then
>>> the only thing i can think of is that the demo doesn't match.
>>> -Tony
>>>
>>>
>>> On Fri, May 14, 2010 at 3:48 AM, Klaus Müller>>
>>>> wrote:
>>>>  
>>>
>>>>> I'd base your mod on SDK Base Orange Box
>>>>> (AppID 218) then mount Ep2 just below it with AdditionalContentId to
>>>>>
>> be
>>  
>>>>> on the safe side, even if it isn't.
>>>>>
>>>> I tried that, but it didn't change anything unfortunately.
>>>>
>>>> Tony: that's the post I was referring to in my mail. I already applied
>>>>  
>>> that
>>>
>>>> fix in basegrenade_shared.h, but it didn't fix the problem for me.
>>>>
>>>>
>>>>
>>>>
>>>> 2010/5/13 Tony "omega" Sergi
>>>>
>>>>  
>>>>> See this previous post:
>>>>>
>>>>>
>>>>>
>>>>  
>>>
>> http://list.valvesoftware.com/mailman/private/hlcoders/2009-August/030199.html
>>  
>>>>> essentially I made a booboo, and the fix never got applied to the
>>>>>
>> SDK.
>>  
>>>>> -Tony
>>>>>
>>>>>
>>>>> On Fri, May 14, 2010 at 1:51 AM, Tom Edwards<
>>>>>
>> t_edwa...@btinternet.com
>>  
>>>>>> wrote:
>>>>>>  
>>>>>
>>>>>> Is Ep2 on 2007 or 2009 now? I'd base your mod on SDK Base Orange
>>>>>>  
>> Box
>>  
>>>>>> (AppID 218) then mount Ep2 just below it with AdditionalContentId
>>>>>>  
>> to
>>  
>>> be
>>>
>>>>>> on the safe side, even if it isn't.
>>>>>>
>>>>>> On 13/05/2010 5:27, Klaus Müller wrote:
>>>>>>  
>>>>>>> Hey list,
>>>>>>>
>>>>>>> I tried setting up a mini-mod for Ep2 today. Among other minor
>>>>>>>
>>>> things,
>>>>  
>>>>>> it's
>>>>>>  
>>>>>>> basically just supposed to suppress HudHints, etc. to make the
>>>>>>>
>> game
>>  
>>>>> look
>>>>>
>>>>>>> cleaner. Anyway, I need the mod to be able to play demos that
>>>>>>>
>> were
>>  
>>&

Re: [hlcoders] Missing RecvProp for DT_BaseGrenade

2010-05-13 Thread Tom Edwards
Is Ep2 on 2007 or 2009 now? I'd base your mod on SDK Base Orange Box 
(AppID 218) then mount Ep2 just below it with AdditionalContentId to be 
on the safe side, even if it isn't.

On 13/05/2010 5:27, Klaus Müller wrote:
> Hey list,
>
> I tried setting up a mini-mod for Ep2 today. Among other minor things, it's
> basically just supposed to suppress HudHints, etc. to make the game look
> cleaner. Anyway, I need the mod to be able to play demos that were recently
> recorded in Ep2 and that's where the problems occur. The mod is based on the
> SourceSDK 2007 version since I got a message that "support for creating
> total conversion using the source 2009 engine is not available at this time"
> when I tried to create the mod in SourceSDK. So I went with 2007, I mounted
> the ep2 gcf and have all the necessary search paths defined in gameinfo.txt
> as well. At first, I got a COM_CheckGameDirectory error saying that the demo
> (recorded to ep2) was in the wrong directory (ep2_mini). So, I just renamed
> the folder ep2_mini in sourcemods to ep2 and got rid of that error at least.
> Now, when I try to load the demo in my mod via demoui, I get:
>
> unrecognized conditional test lowfill?$minfadesize in particle/smoke1/smoke1
> unrecognized conditional test lowfill?$maxfadesize in particle/smoke1/smoke1
> unrecognized conditional test lowfill?$blendframes in particle/smoke1/smoke1
> unrecognized conditional test !lowfill?$depthblend in particle/smoke1/smoke1
> unrecognized conditional test lowfill?$depthblend in particle/smoke1/smoke1
> unrecognized conditional test lowfill?$minfadesize in
> particle/smoke1/smoke1_nearcull
> unrecognized conditional test lowfill?$maxfadesize in
> particle/smoke1/smoke1_nearcull
> unrecognized conditional test lowfill?$blendframes in
> particle/smoke1/smoke1_nearcull
> unrecognized conditional test !lowfill?$depthblend in
> particle/smoke1/smoke1_nearcull
> unrecognized conditional test lowfill?$depthblend in
> particle/smoke1/smoke1_nearcull
> unrecognized conditional test lowfill?$minfadesize in particle/smoke1/smoke1
> unrecognized conditional test lowfill?$maxfadesize in particle/smoke1/smoke1
> unrecognized conditional test lowfill?$blendframes in particle/smoke1/smoke1
> unrecognized conditional test !lowfill?$depthblend in particle/smoke1/smoke1
> unrecognized conditional test lowfill?$depthblend in particle/smoke1/smoke1
> unrecognized conditional test lowfill?$minfadesize in
> particle/smoke1/smoke1_nearcull
> unrecognized conditional test lowfill?$maxfadesize in
> particle/smoke1/smoke1_nearcull
> unrecognized conditional test lowfill?$blendframes in
> particle/smoke1/smoke1_nearcull
> unrecognized conditional test !lowfill?$depthblend in
> particle/smoke1/smoke1_nearcull
> unrecognized conditional test lowfill?$depthblend in
> particle/smoke1/smoke1_nearcull
> env_cubemap used on world geometry without rebuilding map. . ignoring:
> maps/ep2_outland_01/concrete/blendconcretedebris001a_wvt_patch
> env_cubemap used on world geometry without rebuilding map. . ignoring:
> overlays/bloodpool3
> Missing RecvProp for DT_BaseGrenade - DT_BaseFlex/baseclass
> Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.
>
> I searched for the problem on the net and found a couple others having
> similar problems, but their solutions didn't work for me. Those included
> changing the class definition of CBaseGrenade in shared/basegrenade_shared.h
> to
>
> class CBaseGrenade :
>  #if defined( HL2_EPISODIC ) || defined ( HL2MP )//Tony;
> HL2MP needs this too for tripmine grenades.
>  public CBaseCombatCharacter
>  #else
>  public CBaseAnimating
>  #endif
>  #if defined( GAME_DLL )
>  , public CDefaultPlayerPickupVPhysics
>  #endif
> {
>  DECLARE_CLASS( CBaseGrenade, CBaseAnimating );
> //
>
> as well as changing a return BaseClass::HandleInteraction( interactionType,
> data, sourceEnt ); in CGrenadeFrag::HandleInteraction in grenade_frag.cpp to
> return HandleInteraction( interactionType, data, sourceEnt );
>
> Do you guys have any other good ideas or am I trying to do something that is
> doomed to fail?
>
> Regards,
> Klaus
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Re: [hlcoders] Custom Trigger

2010-05-09 Thread Tom Edwards
Check the collision groups. Weapons and ammo are in their own special 
one that might by default not collide with triggers.

On 09/05/2010 3:55, Colm Sloan wrote:
> I've made a custom trigger class. It's set off by NPCs and physics props but
> weapons and ammo won't set it off. I don't understand why because the
> function (StartTouch, activated when something touches it) takes a base
> entity as its only argument and the guns inherit from the base entity class
> just as NPCs and physics props. I just want it to detect the guns. I'm
> testing it before it reaches the base class's filters so I believe it's
> nothing to do with the flags.
>
> I tried just directly editing the MultipleTrigger class, commenting out
> anything to do with filters or anything else that may stop input but the
> problem persists. I feel I'm overlooking something obvious.
>
> Any ideas?
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Re: [hlcoders] Compiling SDK Shaders, Pixelshaders not compiling.

2010-05-07 Thread Tom Edwards
There is more to video config than the options in the UI. Check dxconfig 
and you'll find a load of different stuff. Now that I think about it 
some of the downgrading is done with dxlevel checks in materials, and 
you won't get that, but there are still improvements to be made.

On 07/05/2010 8:13, jetscope wrote:
> That's simply not true, there's a huge difference between DX8 and DX9
> performance that's not related to quality settings in any way, at least in
> TF2. On my home PC which uses an X1300, I've noticed at least a 10 FPS
> difference between the two DX levels with the exact same quality settings in
> TF2. I don't know what makes it so much more expensive to render, but I'm
> guessing it has to do with the Phong shader since turning down shader
> settings improves my framerates quite a bit under DX9 (though they still
> never reach DX8 rates).
>
> On Fri, May 7, 2010 at 8:59 PM, Tom Edwardswrote:
>
>
>> That's largely because of the lower video settings it enforces. You
>> could get the same performance under DX9 if you applied the relevant
>> cvars from dxconfig.cfg.
>>
>> On 07/05/2010 4:42, jetscope wrote:
>>  
>>> I believe this data is largely irrelevant. I'm pretty sure this 5% is,
>>>
>> more
>>  
>>> specifically, users whose video cards support DX8 at most - i.e., people
>>>
>> who
>>  
>>> don't support DX9 at all. However, many people whose video cards do
>>>
>> support
>>  
>>> DX9 - like me - still run games under DX8 simply because it's much
>>>
>> faster.
>>  
>>> On Fri, May 7, 2010 at 5:22 PM, Olly   wrote:
>>>
>>>
>>>
 Nope, only ~5% of steam users (that took part) still use DX8.

 http://store.steampowered.com/hwsurvey

 On 7 May 2010 15:57, Ryan Sheffer   wrote:


  
> A lot of dx8 users still.
>
> ~Ryan
>
> On May 7, 2010, at 6:19 AM, Marek Sieradzki
>wrote:
>
>
>
>> On Fri, May 7, 2010 at 1:16 PM, Christopher Fortner
>> wrote:
>>
>>  
>>> Im trying to track down the problem, so far ive reached the psa.exe,
>>> wich gets called in the psh_prep.pl,
>>> this file executes the following command:
>>>
>>> ..\..\dx9sdk\utilities\psa /Foshader0.o /nologo
>>> SDK_emissive_scroll_blended_pass_dx8_ps11.psh>   NIL
>>>
>>> wich makes psa.exe output the following error:
>>>
>>> assembly failed; no code produced
>>>
>>> Im unsure how to display debugging information about this process,
>>> any
>>> ideas about this error?
>>> Google isnt showing any results regarding it.
>>>
>>>
>>>
>> Come on. Who cares about DX8 and .psh/.vsh? Just use DX9 and SM 2.0
>> or higher.
>>
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Re: [hlcoders] Compiling SDK Shaders, Pixelshaders not compiling.

2010-05-07 Thread Tom Edwards
That's largely because of the lower video settings it enforces. You 
could get the same performance under DX9 if you applied the relevant 
cvars from dxconfig.cfg.

On 07/05/2010 4:42, jetscope wrote:
> I believe this data is largely irrelevant. I'm pretty sure this 5% is, more
> specifically, users whose video cards support DX8 at most - i.e., people who
> don't support DX9 at all. However, many people whose video cards do support
> DX9 - like me - still run games under DX8 simply because it's much faster.
>
> On Fri, May 7, 2010 at 5:22 PM, Olly  wrote:
>
>
>> Nope, only ~5% of steam users (that took part) still use DX8.
>>
>> http://store.steampowered.com/hwsurvey
>>
>> On 7 May 2010 15:57, Ryan Sheffer  wrote:
>>
>>  
>>> A lot of dx8 users still.
>>>
>>> ~Ryan
>>>
>>> On May 7, 2010, at 6:19 AM, Marek Sieradzki
>>>   wrote:
>>>
>>>
 On Fri, May 7, 2010 at 1:16 PM, Christopher Fortner
 wrote:
  
> Im trying to track down the problem, so far ive reached the psa.exe,
> wich gets called in the psh_prep.pl,
> this file executes the following command:
>
> ..\..\dx9sdk\utilities\psa /Foshader0.o /nologo
> SDK_emissive_scroll_blended_pass_dx8_ps11.psh>  NIL
>
> wich makes psa.exe output the following error:
>
> assembly failed; no code produced
>
> Im unsure how to display debugging information about this process,
> any
> ideas about this error?
> Google isnt showing any results regarding it.
>
>
 Come on. Who cares about DX8 and .psh/.vsh? Just use DX9 and SM 2.0
 or higher.

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Re: [hlcoders] Client Side Plugin DLL callbacks

2010-05-06 Thread Tom Edwards
You might not intend to cheat, but when VAC sees a code hooking into the 
client it doesn't know that. You'd better write some code into this that 
blocks connections to secure servers.

On 07/05/2010 1:22, Synthos wrote:
> Hello,
>   To address your knee-jerk reaction I have NO intention of cheating.
>
>   What I'm investigating is whether I can make an in-game
> Pick-Up-Game(PUG)/scrim finder. The plugin would manage a tcp/ip
> connection to a completely different server to get a list of forming
> pugs. It would then interact with the client to allow them to see / join
> / ignore the pugs.
>
>   My question is this:
>   The serverplugin example uses IServerPluginCallbacks which is
> obviously not quite acceptable... Certain callbacks are not called
> etc... Is there another interface I can use that is the proper interface
> for a client side plug-in?
>
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Re: [hlcoders] Getting material proxies to act on individual entities

2010-05-06 Thread Tom Edwards
You were bang on, Chris: I was returning early if the calculated value 
was out of range. I'm now applying it through max() and min() instead 
and all is well. Thanks! :-)

On 06/05/2010 5:34, Christopher Harris wrote:
> Hmm that is odd then.
>
> I do the exact same thing in our mod for blood effects on the weapons that
> fade out after some time, and for some special effects on some of the
> players. At first I had done it with all the variables stored into the proxy
> and I got the exact situation you describe where all the entities of the
> type like weapon or viewmodel with the same material would all be affected
> by any one of the weapons getting into a blood state.
>
> If you have logic such as if the time is beyond a certain point do not run
> any proxy logic that could be the cause because every time a material is
> rendered you need to ensure it is set for what setting that entity needs.
> Like if you had a blood effect on a weapon and then the next weapon did not
> need it you still need to reset the data back to no blood for that time.
>
> My basic logic thus is something like.
>
> OnBind()
> {
>If(entity.something)
>{
>   //change the variables for the effect
>}
>
>EffectMaterialVar.SetValue(entity.varValue);
> }
>
> In this way every time the proxy is executed for a particular entity it is
> setting the changing material variables to what it needs regardless had it
> changed or not.
>
> Chris
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
> Sent: Thursday, May 06, 2010 5:57 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Getting material proxies to act on individual
> entities
>
> Ryan, that is exactly what I can't work out how to do.
>
> Chris, the variable is the amount of time since the player or ragdoll
> spawned so it's already stored in each entity. Unless you mean setting
> material vars on the player, which isn't how I thought this worked at all.
>
> On 05/05/2010 10:41, Ryan Sheffer wrote:
>
>> You mean every material of the same name is getting effected? That
>> seems very strange. Are you overriding the material in the entities
>> draw function? I remember replacing materials for the player for a
>> cloak effect with no problems.
>>
>> ~Ryan
>>
>> On May 5, 2010, at 2:01 PM, Tom Edwards
>> wrote:
>>
>>
>>  
>>> I'm using a material proxy for my player spawn effect, which works
>>> fine
>>> except that it applies to all instances of the material in question at
>>> once. How should I go about applying the effect to different
>>> entities at
>>> different times?
>>>
>>> I expect that creating new instances of the material each time someone
>>> connects has something to do with it, but so far I've not even been
>>> able
>>> to access that area of the model...
>>>
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Re: [hlcoders] Getting material proxies to act on individual entities

2010-05-06 Thread Tom Edwards
Ryan, that is exactly what I can't work out how to do.

Chris, the variable is the amount of time since the player or ragdoll 
spawned so it's already stored in each entity. Unless you mean setting 
material vars on the player, which isn't how I thought this worked at all.

On 05/05/2010 10:41, Ryan Sheffer wrote:
> You mean every material of the same name is getting effected? That
> seems very strange. Are you overriding the material in the entities
> draw function? I remember replacing materials for the player for a
> cloak effect with no problems.
>
> ~Ryan
>
> On May 5, 2010, at 2:01 PM, Tom Edwards
> wrote:
>
>
>> I'm using a material proxy for my player spawn effect, which works
>> fine
>> except that it applies to all instances of the material in question at
>> once. How should I go about applying the effect to different
>> entities at
>> different times?
>>
>> I expect that creating new instances of the material each time someone
>> connects has something to do with it, but so far I've not even been
>> able
>> to access that area of the model...
>>
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[hlcoders] Getting material proxies to act on individual entities

2010-05-05 Thread Tom Edwards
I'm using a material proxy for my player spawn effect, which works fine 
except that it applies to all instances of the material in question at 
once. How should I go about applying the effect to different entities at 
different times?

I expect that creating new instances of the material each time someone 
connects has something to do with it, but so far I've not even been able 
to access that area of the model...

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Re: [hlcoders] Dugs in sdk update

2010-05-01 Thread Tom Edwards
It does stop it: the mods themselves are unaffected. Pity the SDK 
doesn't have the same protection. :-/

On 01/05/2010 5:22, Tobias Kammersgaard wrote:
> I thought the Source SDK Base was supposed to stop these kind of things :o?!
> As far as I can see the EP2 tools have been replaced (or updated to?) the
> L4D2 tools. The Instancing tool is available is Hammer anyway.
>
> - ScarT
>
>
> On 1 May 2010 17:45, Tom Edwards  wrote:
>
>
>> Nothing is new, it's just incompatible with the changes Valve made to
>> the engine recently.
>>
>> On 01/05/2010 2:56, Sam wrote:
>>  
>>> I can confirm all that, thankfully the EP1 model viewer and faceposer are
>>> still working, even that they're outdated
>>>
>>> Is there even a changelog on what's new in the SDK Update?
>>>
>>> On Sat, May 1, 2010 at 1:09 AM, Dmitry Barannik
>>>
>>   wrote:
>>  
>>>
>>>
>>>> 1 Can't see anything in model viewer.
>>>> 2 Faceposer doesn't start.
>>>> 3 Custom shaders are crashes model viewer, maybe need recompiling?
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Re: [hlcoders] Dugs in sdk update

2010-05-01 Thread Tom Edwards
Nothing is new, it's just incompatible with the changes Valve made to 
the engine recently.

On 01/05/2010 2:56, Sam wrote:
> I can confirm all that, thankfully the EP1 model viewer and faceposer are
> still working, even that they're outdated
>
> Is there even a changelog on what's new in the SDK Update?
>
> On Sat, May 1, 2010 at 1:09 AM, Dmitry Barannik  wrote:
>
>
>> 1 Can't see anything in model viewer.
>> 2 Faceposer doesn't start.
>> 3 Custom shaders are crashes model viewer, maybe need recompiling?
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Tom Edwards
This is the first hard evidence I've seen. Everything else so far 
(including the L4D Linux binaries) has been either definitely or 
potentially related to the dedicated server, but I don't see why you'd 
needt the graphics, friends or skins folders for that.

On 24/04/2010 5:05, 1nsane wrote:
> Also this, apparently:
> http://www.reddit.com/r/linux/comments/butl8/steam_for_linux_testapp_thingy/
>
> On Sat, Apr 24, 2010 at 11:37 AM, Jonas 'Sortie' Termansen<
> hlcod...@maxsi.dk>  wrote:
>
>
>>From what I heard at
>> <
>> http://www.phoronix.com/scan.php?page=article&item=steam_linux_script&num=1
>>  
>>> ,
>>>
>> they have found a bash script in the mac beta that adds future support
>> for Linux. And they have also released .so files for Linux in Left 4
>> Dead once, and so on. There is some evidence but nothing I would
>> consider valid proof of a Linux client coming in the near future.
>>
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Re: [hlcoders] Source Profiling

2010-04-14 Thread Tom Edwards
FUU

On 14/04/2010 8:23, Ryan Sheffer wrote:
> Seriously? Do not hijack!
> I just raged a little.
>
> ~Ryan
>
> On Apr 14, 2010, at 10:57 AM, Brent Lewis  wrote:
>
>
>> How do I make the mouse cursor visible? I'd rather not resort to
>> calling the Win32 API directly. Please help.
>>
>>  
>>> Date: Wed, 14 Apr 2010 19:19:57 +0200
>>> From: marek.sierad...@gmail.com
>>> To: hlcoders@list.valvesoftware.com
>>> Subject: Re: [hlcoders] Source Profiling
>>>
>>> There are 2 ways of doing profiling:
>>> - instrumentation (VProf)
>>> - sampling
>>>
>>> VProf covers only some stuff. If you want to get accurate data and
>>> for
>>> parts that are deep in the engine you should use sampling. AMD
>>> CodeAnalyst or Intel VTune. If you use Linux for profiling, you will
>>> have access to symbols for engine library files. When I did the
>>> profiling it was really helpful because most of CPU load was in the
>>> networking in the engine because I sent too much. What's really cool
>>> in VTune/CodeAnalyst is checking how much on average each instruction
>>> in C++/asm took. (it's an average due to out-of-order execution)
>>>
>>> You should expect that most of CPU time is spent in the engine and
>>> you
>>> should try to find which part of the mod causes most of it.
>>>
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Re: [hlcoders] Source Profiling

2010-04-13 Thread Tom Edwards
I'm pretty sure one of the vprof commands writes data out to the disc.

On 13/04/2010 11:02, Olly wrote:
> There is a bunch of vprof report things (type: find vprof_) but it only
> outputs to console, so you need to run the game with -condebug to have all
> console output to console.log
>
> On 13 April 2010 22:58, Iain Breen  wrote:
>
>
>> Is there any way to set this up so it outputs to text? I'm basically
>> comparing performance with my custom AI against the performance with
>> the existing AI to see what the performance hit is, so it'd be nice to
>> get the numbers somewhere I can study them.
>>
>> Cheers.
>>
>> On 13 Apr 2010, at 22:44, Olly  wrote:
>>
>>  
>>> Just FYI if you are after some more detailed profiling info...
>>>
>>> type:  vprof;+showvprof
>>>
>>> On 13 April 2010 22:30, Iain Breen  wrote:
>>>
>>>
 Brilliant, thanks again.

 Iain

 On Tue, Apr 13, 2010 at 10:26 PM, Jonas 'Sortie' Termansen<
 hlcod...@maxsi.dk>  wrote:

  
> Iain Breen wrote:
>
>> Hi list,
>>
>> how can I bring up the profiling tools ala the screenshot here:
>> http://source.valvesoftware.com/programming.php
>>
>> Is that available to SDK users or just engine purchasers?
>>
>>  
> It's done through the console. Enable cheats using sv_cheats 1 and
> use
> stuff like +showbudget, cl_showfps 2, net_graph 1 (not sure about
> that
> one), shift+f1 should also enable some debug stuff. There's plenty
> of
> stuff around, try developer 1 too. +showtexturebudget is also
> useful.
> Read the wiki for more information.
>
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Re: [hlcoders] VS2010

2010-04-13 Thread Tom Edwards
It also does highlighting and intellisense in preprocessor-disabled 
areas, which makes which makes working with shared code much easier.

On 13/04/2010 9:58, Tom Edwards wrote:
> I've used it since Beta 2 and it's great for Source. If your projects
> work in 2008 there shouldn't be any manual changes needed after you move
> to 2010.
>
> It's 100% worth upgrading for the new Intellisense. It's way faster and
> doesn't need to be rebuilt every time the IDE starts, and also does the
> inline error checking thing for Win32 C++ now.
>
> On 13/04/2010 6:29, Bob Somers wrote:
>
>> It's out now, if you haven't heard.
>>
>> http://www.microsoft.com/visualstudio/en-us/
>>
>> Did anyone here on the list use the betas or RCs (or even the now the
>> release version) for compiling source mods? I'd love to upgrade to
>> VS2010 to get the multi-monitor support, but if it's going to cause me
>> headaches I'll just stick with VS2008.
>>
>> --Bob
>>
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Re: [hlcoders] VS2010

2010-04-13 Thread Tom Edwards
I've used it since Beta 2 and it's great for Source. If your projects 
work in 2008 there shouldn't be any manual changes needed after you move 
to 2010.

It's 100% worth upgrading for the new Intellisense. It's way faster and 
doesn't need to be rebuilt every time the IDE starts, and also does the 
inline error checking thing for Win32 C++ now.

On 13/04/2010 6:29, Bob Somers wrote:
> It's out now, if you haven't heard.
>
> http://www.microsoft.com/visualstudio/en-us/
>
> Did anyone here on the list use the betas or RCs (or even the now the
> release version) for compiling source mods? I'd love to upgrade to
> VS2010 to get the multi-monitor support, but if it's going to cause me
> headaches I'll just stick with VS2008.
>
> --Bob
>
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Re: [hlcoders] Fwd: Retrieve List of entities in a level

2010-03-23 Thread Tom Edwards
It's all here: 
http://developer.valvesoftware.com/wiki/Accessing_other_entities#Finding_entities

On 23/03/2010 5:08, Iain Breen wrote:
> Trawled through the hlcoders archives, think I found the answer:
>
> http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg23102.html
> points
> to gEntList - I'm testing that now, but please correct me if I'm on the
> wrong track.
>
> Thanks,
> Iain.
>
> -- Forwarded message --
> From: Iain Breen
> Date: Tue, Mar 23, 2010 at 4:43 PM
> Subject: Retrieve List of entities in a level
> To: Discussion of Half-Life Programming
>
>
> Is there a way to retrieve a list of all entities in a level? I've created a
> test level with a custom NPC and a custom Area trigger, so is there some
> structure that contains pointers to these objects?
>
>   Basically, I'm looking to retrieve a boolean from a function inArea(Entity,
> Area) in the Area class. I have the Area object detecting whether a relevant
> object is inside or not (for now either the player or the NPC) using
> inputs/outputs in Hammer, so I need the NPC's think function to be able to
> retrieve the status of inArea() for each area in the level. In the future,
> I'll need to retrieve status from a few more custom entities that I'll be
> adding, so I need to be able to parse all entities in the level (I'll
> probably bound this to a certain radius around the NPC).
>
> Thanks
> Iain
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Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread Tom Edwards
Oh yeah? Spill the beans! :p

On 22/03/2010 12:03, Tobias Kammersgaard wrote:
> Valve is currently using Steam login shizzle on a new site which
> they're testing in closed beta (external from Steamcommunity.com ) :)
>
> -ScarT
>
> 2010/3/22, David Kraeutmann:
>
>> It was never fully implemented.
>> https://steamcommunity.com/openid/login returns main page.
>>
>> On Mon, Mar 22, 2010 at 12:44 AM, David Kellaway
>>   wrote:
>>  
>>> It's a real shame the OpenID provider doesn't work properly
>>> (DotNetOpenAuth rejects it because it's not fully compliant with the
>>> spec somehow). It'd be much less of a pain than making peoples'
>>> profiles public, editing them, and digging through the horrible XML
>>> feed.
>>>
>>> Is there anyone at Valve who'd know more about this?
>>>
>>> ---
>>> Dave Kellaway
>>>
>>>
>>> On 21 March 2010 23:06, Stephen Swires  wrote:
>>>
 I tried logging into Stack Overflow with that as the OID provider, but it
 wouldn't work. It'd be very cool if it did.

 On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison
 wrote:

  
> Even better, I bet you could just use: http://steamcommunity.com/openid/
>
> Thanks,
> - Saul.
>
>
> On 21 March 2010 12:32, Garry Newman  wrote:
>
>
>> Thanks, this is what I ended up doing. It's working great right now.
>>
>> garry
>>
>> On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
>>   wrote:
>>  
>>> Prehaps try linking an account on your website to a steam account.
>>>
>>> For example:
>>>
>>> To verify that they own an account with gmod on it ask them to put a
>>> small code/id in their steam community profile about-me section
>>> temporarily. Then you can have your website check it's existence by
>>> parsing the user's profile in xml:
>>>
>>> http://steamcommunity.com/id/profilename/?xml=1
>>>
>>> If it exists you can then check if their account posesses the game:
>>>
>>> http://steamcommunity.com/id/profilename/games/?xml=1
>>>
>>> Of course they would have to temporarily set their profile to public
>>> for this to work. Just make it a one off thing and you should have a
>>> pretty good way of verifying that the user owns a copy of gmod
>>> legitimately.
>>>
>>> On 21 March 2010 08:45, Garry Newman  wrote:
>>>
 Is there any way that another website can verify a steam login?

 I'm quite keen to make one of my websites check whether a user owns
 GMod before letting them download files (because at the moment in
 the
 comments there's a lot of "does this work on non-steam" - and I
 don't
 want to pay to let them download stuff).

 I'm sure I could manually post to the steam login form and see if
 it
 succeeds - but I'm guessing that if it doesn't, it will eventually
 ban
 my web server's IP.

 Anyone got any ideas, anyone already done something similar?

 garry

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Re: [hlcoders] Getting entity name from Hammer

2010-03-21 Thread Tom Edwards
That's the name of the entity class itself. I think GetDebugName() is 
what Iain is after.

On 22/03/2010 1:23, Brent Lewis wrote:
> CBaseEntity::GetEntityName()
>
>
>> Date: Mon, 22 Mar 2010 00:53:44 +
>> From: iain.br...@gmail.com
>> To: hlcoders@list.valvesoftware.com
>> Subject: [hlcoders] Getting entity name from Hammer
>>
>> Hi list,
>>
>> I've created a basic new entity that signifies if a player is in an area to
>> get used to the engine. I've added it to the FGD and it works fine when in
>> game, insofar as it outputs to the console if the player enters the area.
>>
>> Say I name the entity "upstairs" or "ground" in the Object Properties window
>> in Hammer. Is there a relevant C++ function call that will retrieve the
>> name, so I can then output the location to console too? I assume it's
>> similar to GetModelName() but I'm not very experienced with the Source
>> engine and just don't know which function to call.
>>
>> Thanks for your time
>> Iain
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Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-20 Thread Tom Edwards
Downside: Java.

On 20/03/2010 11:16, Darien Hager wrote:
> I'm currently working on a similar kind of replacement for Pakrat, so
> this is probably the "with a hammer everything looks like a nail" style
> of programming...
> ...But if I were to make a VBCT replacement I'd want to do it in Java,
> especially now that we have the whole Mac-platform news.
>
> 1. A lot of code would automatically be cross-platform, including GUI
> look/feel.
> 2. Most of the data formats it has to access (gameconfig.txt) are
> relatively straightforward, there's no need for C-level code-sharing
> with the SDK.
> 3. You can use a library like commons-exec to easily "wrap"
> vbsp/vvis/vrad in an object-oriented manner.
>
> --Darien Hager
>
>
>
>
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[hlcoders] Player pose params not animating

2010-03-19 Thread Tom Edwards
I'm making a new player entity from scratch. I have it working and set 
up to do client-side animation, but the pose paramaters aren't 
animating. They are being selected and applied correctly, but after a 
pose has been blended into it never changes. /Except/ when I fire my 
hitscan weapon: then the walking animation plays exactly once on the 
server (but not the client). These are the DOD player models so I know 
they can work!

The only clue I've found so far is that the (actual activity == desired 
activity) check in CMultiPlayerAnimState::ComputeMainSequence() always 
fails because the actual activity is DIE_RAGDOLL. But this must be 
erroneous somehow, as the correct animations are visibly applied to the 
model.

Server code: http://pastebin.com/tfPuQbrg
Client: http://pastebin.com/ZUkx3vWR

m_PlayerAnimState is implemented elsewhere:
> MultiPlayerMovementData_t mv;
> mv.m_flSprintSpeed = -1;
> mv.m_flRunSpeed = 320;
> mv.m_flWalkSpeed = 75;
> mv.m_flBodyYawRate = 720;
> m_PlayerAnimState = new CMultiPlayerAnimState( this,mv );
Helllp?

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Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-17 Thread Tom Edwards
Are you aware of Nem's Batch Compiler? You need to manually set BinRoot 
to get the OB tools working, but otherwise it's very good. Way better 
than VBCT in my opinion.

http://nemesis.thewavelength.net/index.php?c=1

On 17/03/2010 3:29, Jonas 'Sortie' Termansen wrote:
> Hi, my name is Jonas 'Sortie' Termansen and I intend to make a free
> software alternative to VBCT released under the GNU General Public License.
>
> VBCT ('Valve' Batch Compile Tool) was developed by qUiCkSiLvEr and it is
> one of the most useful tools I have used for modding. It's a batch
> compile tool that allows me to compile maps outside of Hammer, which is
> much faster.
>
> Unfortunately the VBCT development has come to a halt and the developer
> has been recently employeed full time. There has been no new release of
> VBCT since early 2009. And the developer didn't want to make his source
> code available when I asked him.
>
>
> My vision is to create an user-friendly general purpose batch compile
> tool for Source Mods. It should be written in pure C++ and licensed
> under a free software license such as the GNU GPL. It should be
> developed in union with the modding community.
>
> I will start hacking the basics together as soon as I have sent this
> email and commit the sources to the Maxsi Distribution SVN later on.
> 
>
>
> Feel free to contact me via the following services if you are interested
> in the project and would like to be part of its development. I would
> also like to hear on this list what features you would like from the
> ideal batch compile tool for Valve's Map.
>
> SteamId: Sortie
> MSN: Sortie at Maxsi dot dk
>
> Also, Valve broke batch compiling when they released the OB engine,
> though a workaround is known. I have created a simple GPL-licensed batch
> system that programmers should have no trouble using if they set it up
> properly. It's not my actual batch compile tool, but only a proof it's
> possible.
>
> http://www.maxsi.dk/upload/data/sortie/MaxsiCompile-1.0.zip
>
> About me:
> I am a highly skilled programmer with years of experience writing native
> C++ programs. I am currently working on a free software digital
> distribution platform platform for mods called Maxsi Distribution. I am
> involved with the development of City17: Episode One part time. I
> currently study high level Physics, Math, and Chemistry at my high
> school and intend to study Computer Science later on.
>
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[hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Tom Edwards
Two questions for Valve:

* Will there be a Mac SDK release?
* Will we be able to fill in Steam's new "detail view" for our mods?
  Getting Steam to display our news feeds would be particularly useful.


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Re: [hlcoders] Debug problem [Failed to load the launcher DLL]

2010-03-05 Thread Tom Edwards
Are the client and server DLLs in your mod's \bin folder?

On 05/03/2010 4:18, Albert Aurbakken wrote:
> For reference, I'm following this:
> http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code#Debugging
>
> But when I try to debug it just says
>
> Failed to load the launcher DLL:
>
> The specified module could not be found
>
> My prefs are:
> Command: C:\Program Files (x86)\Steam\steamapps\***\source sdk
> base 2007\hl2.exe
>
> Command arguments: -dev -sw -game "C:\Program Files
> (x86)\Steam\steamapps\SourceMods\mymod"
>
> Working dir: "C:\Program Files (x86)\Steam\steamapps\**\source sdk
> base 2007"
>
> I'm guessing there's something wrong with my command arguments but I
> really can't guess what exactly... Any clues? Sorry if it's a total
> newbie question, I am one!
>
> EDIT: Oh and I'm using VC++ 2010 Express
>
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Re: [hlcoders] SendPropExclude() and inheritance

2010-02-17 Thread Tom Edwards
Seems this was an odd issue relating to not #including header files from 
a subdirectory properly (odd because surely that should make the compile 
fail?). Once I fixed that, the problem went away.

On 16/02/2010 7:56, Tom Edwards wrote:
> I've used SendPropExclude() in a class which I'm inheriting from
> (CBaseNetworkedPlayer), and now this error appears when I connect to a
> server:
>
>   >  Missing RecvProp for DT_DeathmatchPlayer -
> DT_BaseEntity/AnimTimeMustBeFirst
>
> Which is of course one of the SendProps I've excluded. It would seem
> that it is re-asserting itself on the inherited class
> (CDeathmatchPlayer) in a way that doesn't link it to the existing
> RecvProp in DT_BaseEntity.
>
> Since I intend to release CBaseNetworkedPlayer to the public, I don't
> particularly want to make people define all its SendPropExclude()s in
> their own SendTables. Is there a good solution to this?
>
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