Re: [hlcoders] (no subject)

2010-11-29 Thread Jeffrey "botman" Broome

Go away or we will beat you with a crowbar.

Jeffrey "botman" Broome


On 11/29/2010 8:15 AM, gageat...@yahoo.com wrote:

http://goo.gl/xhMQs



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Re: [hlcoders] (no subject)

2010-11-12 Thread Jeffrey "botman" Broome

Thanks.  I was running low on V1agr4

Jeffrey "botman" Broome


On 11/12/2010 6:11 AM, gageat...@yahoo.com wrote:

http://goo.gl/FXEbq



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Re: [hlcoders] Starting...

2010-11-11 Thread Jeffrey "botman" Broome

http://developer.valvesoftware.com/wiki/Category:Source_SDK_FAQ

http://developer.valvesoftware.com/wiki/Category:Programming

Jeffrey "botman" Broome


On 11/11/2010 9:22 AM, Yannick Milhahn wrote:

Hey Guys,
my Source Mod is running.
I got this 0xC005 Error, I just forgot to build the server.dll, 
too. (Shame on me!)


After this crappy start I played around with some values and create a 
map.

All work fine, but I can´t find any good tutorials in the Internet.

One of my problem is:
How I start a new game with the "New Game" button?

Are there any good tutorials for "noobs" like me?
What are my next steps?

Thx
Yannick

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Re: [hlcoders] Source SDK Skeleton

2010-11-08 Thread Jeffrey "botman" Broome

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] TFC conc grenade effects - how to?

2010-10-29 Thread Jeffrey "botman" Broome

I thought Valve never released the source to TFC or CS.

GoldSrc downloads can be found here...

http://www.fileplanet.com/32334/0/0/0/1/section/SDKs_/_Source_Code

On 10/29/2010 6:01 PM, Andreas Grimm wrote:

where can i find the hl1 source? :-O

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joel R.
Sent: Saturday, October 30, 2010 12:49 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] TFC conc grenade effects - how to?

The source code is in the hl1 source

On Fri, Oct 29, 2010 at 5:23 PM, Andreas Grimm  wrote:


Hello,

I have a question about the TFC conc grenade effect:
http://www.youtube.com/watch?v=cMQAo9i0jGw

After grenade detonation the viewangle circles around and the weapon seems
to move around, too ...

My firdst question: Is the same effect in Source games possible?

And: Does anyone know which values I have to change there?
For the player: Is it the viewangle vector only or something else, too?
For the weapon: I have no idea how to move the viewmodel of the weapon like
this :D

A few tips would be great :)

Andreas


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Re: [hlcoders] Remember June 2006?

2010-10-29 Thread Jeffrey "botman" Broome

Any ETA would be meaningless, Valve Time, remember...  :)

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


Jeffrey "botman" Broome

On 10/29/2010 1:52 PM, Dan L wrote:

Can we at least get an ETA for
2009 sdk?


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Re: [hlcoders] Remember June 2006?

2010-10-28 Thread Jeffrey "botman" Broome
Epic's great support of UDK is mainly because that's what Epic does.  
Epic is an engine company and that's mostly all they do.  They make an 
engine that's used by dozens of licensees. They release this same engine 
in a stripped down format called UDK and apply some license restrictions 
on what you can and can't do with it.  Epic makes money by supporting 
the UDK because it will be used by future licensees.  The more Epic 
supports UDK, the more licensees they get and the more money they make 
when the people license the engine.  This is what UDK is for.  It is to 
drive new business to Epic.


Valve, on the other hand, doesn't make a dime from the SDK.  You can 
argue that some mod team will create the next Counter-Strike and Valve 
will buy them out and make billions off of the game, but to my 
knowledge, that's only really happened once, with Counter-Strike (and 
maybe Garry's Mod).  :)


Valve releases SDK tools (however broken they may be) as sort of a bonus 
for customers who've bought their games and want to fiddle around with 
things themselves.  I'm sure that the tools Valve uses internally are a 
little better than what's released in the SDK, but I'm also sure that 
the internal tools contain licensed code from 3rd parties that can't be 
released to the public.  So mod people are stuck with either using 
Valve's SDK tools, or re-implementing the tools themselves.


Yeah, it sucks when you spend months and months re-implementing 
something or trying to figure out a work around for some problem, only 
to have Valve change things in the next engine release which breaks 
everything you've spent months on trying to fix.   I'm pretty sure Valve 
isn't intentionally trying to break your mod and that's just one of the 
things you have to deal with when you haven't licensed the engine source 
code.


Like I said above, Valve doesn't make anything from the SDK, so there's 
really not a whole lot of incentive for them to constantly run the SDK 
tools through their QA people so that they can find and fix bugs.  It's 
just not cost effective for them to do this.  If you were paying for the 
SDK, you could probably expect a little better support and quality 
control for it, but since it's free, you're actually getting more than 
you paid for.



Jeffrey "botman" Broome


On 10/28/2010 2:14 PM, Tobias Kammersgaard wrote:

I hope to hear from other people on this list, that feels the same way, or
want to share their opinion on this matter.


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Re: [hlcoders] Does Valve (America) offers internships?

2010-09-01 Thread Jeffrey "botman" Broome

 WHAT?  Are you calling somone on the internets a liar?

How dare you sir.  How dare you.  :)


On 8/31/2010 7:22 PM, Andrew Ritchie wrote:

Liar

On Tue, Aug 31, 2010 at 7:17 PM, Minh Le  wrote:



"now in FixKorea?"

Unfortunately, yes.


On 8/31/2010 6:23 AM, WRNM wrote:


Oh, sorry I went serious =_=. BTW Just for curiosity, Are you the 'Minh
Le' now in FixKorea?

Richard

  Date: Tue, 31 Aug 2010 00:41:29 -0700

From: minh...@telus.net
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Does Valve (America) offers internships?

   I don't believe there is a branch in Siberia. I was just poking fun at
you because I found it amusing that you put America in brackets next to
Valve. Everyone knows there is only one Valve, and its location is Mt.
Olympus.


On 8/30/2010 8:08 PM, Trevor 'Drak' wrote:


I think he was kidding, because you added (America)

--
From: "WRNM"
Sent: Monday, August 30, 2010 10:53 PM
To:
Subject: Re: [hlcoders] Does Valve (America) offers internships?

  U. Is there a branch/studio in Siberia?

  Date: Mon, 30 Aug 2010 10:12:22 -0700

From: minh...@telus.net
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Does Valve (America) offers internships?

   You might wanna try Valve (Siberia)...

On 8/30/2010 6:35 AM, WRNM wrote:



Hey guys,

I don't really know if this is the right place or not but I'm


wondering>   if Valve provides any chances for internships?


I am currently a sophomore student majoring in Math. I can do some
programming but I'm better in 3D/2D Art stuff.

Just looking for some game development work experience, and of


course>   I'm happy to do it for free.


Please let me know if there's anything I can do about it.

Thanks,


Richard



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Re: [hlcoders] Does Valve (America) offers internships?

2010-09-01 Thread Jeffrey "botman" Broome

 WHAT?  Are you calling someone on the internets a liar?

How dare you sir.  How dare you.  :)


On 8/31/2010 7:22 PM, Andrew Ritchie wrote:

Liar

On Tue, Aug 31, 2010 at 7:17 PM, Minh Le  wrote:



"now in FixKorea?"

Unfortunately, yes.


On 8/31/2010 6:23 AM, WRNM wrote:


Oh, sorry I went serious =_=. BTW Just for curiosity, Are you the 'Minh
Le' now in FixKorea?

Richard

  Date: Tue, 31 Aug 2010 00:41:29 -0700

From: minh...@telus.net
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Does Valve (America) offers internships?

   I don't believe there is a branch in Siberia. I was just poking fun at
you because I found it amusing that you put America in brackets next to
Valve. Everyone knows there is only one Valve, and its location is Mt.
Olympus.


On 8/30/2010 8:08 PM, Trevor 'Drak' wrote:


I think he was kidding, because you added (America)

--
From: "WRNM"
Sent: Monday, August 30, 2010 10:53 PM
To:
Subject: Re: [hlcoders] Does Valve (America) offers internships?

  U. Is there a branch/studio in Siberia?

  Date: Mon, 30 Aug 2010 10:12:22 -0700

From: minh...@telus.net
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Does Valve (America) offers internships?

   You might wanna try Valve (Siberia)...

On 8/30/2010 6:35 AM, WRNM wrote:



Hey guys,

I don't really know if this is the right place or not but I'm


wondering>   if Valve provides any chances for internships?


I am currently a sophomore student majoring in Math. I can do some
programming but I'm better in 3D/2D Art stuff.

Just looking for some game development work experience, and of


course>   I'm happy to do it for free.


Please let me know if there's anything I can do about it.

Thanks,


Richard



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Re: [hlcoders] Simple queue

2010-07-28 Thread Jeffrey "botman" Broome

 No!!!  Things are supposed to go in the head and *out* the tail.

The other way around is just gross.  :)


On 7/28/2010 4:43 AM, Tony "omega" Sergi wrote:

Yeah, that works.
Just add new items to tail, and then retrieve (and remove) from head.
-Tony


On Wed, Jul 28, 2010 at 6:30 PM, Janek  wrote:


You can use a CUtlVector and use standard function like addtotail...

J.

2010/7/28 Eddie Cameron


Hi guys,

I need to use a simple FIFO queue in my mod, but am stuck as to how this

is

used in the SDK. I can only find a priority queue(from CUtl), which I

can't

get to work properly.
Is there any standard queue in the SDK? Or is there a way to make the
priority queue act like a normal queue?
My C++ is a bit rusty so I'm probably missing something obvious.

Thanks for the help!
Eddie
grapefruitgames.com
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Re: [hlcoders] Discussion, edman747 has invited you to open a Google mail account

2010-07-21 Thread Jeffrey "botman" Broome

 It doesn't.  It just wants to be loved.


On 7/21/2010 12:56 PM, Dexter wrote:

I am not sure if the hlcoders list really wants a gmail account XD

On Wed, Jul 21, 2010 at 11:46 AM, edman747  wrote:


I've been using Gmail and thought you might like to try it out. Here's an
invitation to create an account.


  You're Invited to Gmail!

edman747 has invited you to open a Gmail account.

Gmail is Google's free email service, built on the idea that email can be
intuitive, efficient, and fun. Gmail has:

  *Less spam*
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technology.

*Lots of space*
Enough storage so that you'll never have to delete another message.

*Built-in chat*
Text or video chat with edman747 and other friends in real time.

*Mobile access*
Get your email anywhere with Gmail on your mobile phone.

You can even import your contacts and email from Yahoo!, Hotmail, AOL, or
any other web mail or POP accounts. Learn
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.

Once you create your account, edman747 will be notified of your new Gmail
address so you can stay in touch. Learn
moreor get
started<
http://mail.google.com/mail/a-c2638ca622-768acb02d5-eAKKQVAvzcrruCuq1NbhOGA9fEk
!
Sign up<
http://mail.google.com/mail/a-c2638ca622-768acb02d5-eAKKQVAvzcrruCuq1NbhOGA9fEk
Learn
more

Google Inc. | 1600 Ampitheatre Parkway | Mountain View, California 94043
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Re: [hlcoders] (no subject)

2010-07-13 Thread Jeffrey &quot;botman" Broome

Look at the lines above that in the Output window.

The linker is complaining that there is a function being referenced 
(that you have added) that's not been defined in any of the C++ code.


Perhaps you accedentally deleted a function?  Or perhaps you created a 
new .cpp file and forgot to include that in the Visual Studio project?  
Maybe there is a function inside a #if (like a function on the client or 
on the server) that isn't being compiled into your final .obj object file.


On 7/13/2010 10:09 AM, adam chance wrote:

Thats all there is.




From: Mark Chandler
To: Discussion of Half-Life Programming
Sent: Monday, 12 July, 2010 17:52:59
Subject: Re: [hlcoders] (no subject)

Whats the rest of the error message?
'
On 7/13/2010 12:48 AM, adam chance wrote:
   

When I Build my Mod (Debug), I get this error:

2>.\Debug_episodic/Server.dll : fatal error LNK1120: 1 unresolved externals

What do I do?
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Re: [hlcoders] Source Engine 2!!!

2010-06-18 Thread Jeffrey &quot;botman" Broome
...and iPhone/iPad is essentially Mac OS X, so it's next!!!1!1!  :)

On 6/18/2010 4:32 PM, Harry Jeffery wrote:
> Platforms a source engine game (ported by valve themselves) run on:
> Windows, Mac OS X, Xbox 360, Playstation 3.
>
> I can only see one thing missing; linux.
>
> On 18 June 2010 22:13, Allan Button  wrote:
>
>> We are all missing a huge part of the picture here.
>>
>> Yes, driver support is bad in Linux. We can all agree on that. But there are 
>> people right now, I mean right this very second! Playing TF2 in 
>> Wine/Crossover. Meaning they already have done the work to get the drivers 
>> running on Linux. Would it not be better to support these players with a 
>> native build?
>>
>> I am a programmer, I have done coding for Linux, Windows and Mac. I think 
>> they should port over 1 game to Linux, see if anybody even uses it. Say HL2 
>> for example.
>>
>> They have Linux bins of SRCDS, so they already know how to bring an engine 
>> over, and they understand fully Linux networking and file system.
>>
>> My 2 cents. If nobody is interested in them, I'll take them back. Economic 
>> recession you know.
>>
>> Allan
>>
>> -Original Message-
>> From: hlcoders-boun...@list.valvesoftware.com 
>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Justin Krenz
>> Sent: Friday, June 18, 2010 4:49 PM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] Source Engine 2!!!
>>
>> I believe he was referring to your claim about voxels being the first thing 
>> used in 3d.  Vector graphics (lines/edges) were the first things used in 3d 
>> with games like Battlezone and Star Wars at the arcades..
>>
>> If you think voxels are so great, what did you think about Kevin Silverman's 
>> voxlap engine?  http://voxelstein3d.sourceforge.net/
>>
>> On Fri, Jun 18, 2010 at 2:23 PM, Joel R.  wrote:
>>  
>>> Please enlighten me then, Marek.  Voxels can be better the smaller
>>> they are, and in a few years will be better suited when we have more
>>> powerful computers.  Many are still struggling to even play TF2 with
>>> their current machines.  So yes, I'm retarded because I thought ahead of 
>>> your small mind.
>>>
>>> On Fri, Jun 18, 2010 at 2:06 PM, Adam 
>>> Bucklandwrote:
>>>
>>>
 That's the plan. He's hoping to do something similar to id tech 5's
 megatexture technology for geometry. It's called sparse voxel octree
 technology

 Basically(from what I understand), the idea is to make the voxels
 very very small to allow for high fidelity, but to only load the
 depth of the octree that could be seen at the current resolution,
 therefore allowing for incredibly detailed models, that only stream
 the small details if they could be seen at the current resolution.
 This is a big step up from LOD where the programmer basically has to
 guess where to swap the models out (and they need to be separate
 models)

 On 18 June 2010 18:42, Harry Jeffery
 wrote:
  
> I believe John Carmack is hoping to use voxels in id Tech 6. That
> engine's only 10 years away so who knows, this could be the future
> but we wont find out until we get there.
>
> On 18 June 2010 17:26, Harry Pidcock  wrote:
>
>> Ray traced polygon rendering is quite an expensive task on a CPU.
>>
>> But real time point cloud rendering can be done on it quite well.
>>
>> http://www.youtube.com/watch?v=Q-ATtrImCx4
>>
>> Yes its a bit cheesy, but that's because Bruce Dell doesn't have a
>>  
 marketing
  
>> budget.
>>
>>
>> This video is rendered in real time on a single core CPU, although
>> it is only rendering at like 800x600, if the algorithm had some
>> parallelism, maybe even have it developed for GPUs/hardware
>> specialization. Then it would certainly be able to render large
>> amounts of detail at a higher resolution.
>>
>> Although it doesn't have any advanced shading, it is still quite
>>  
 interesting
  
>> to see such a complex static environment drawn with a single CPU thread.
>>
>> Of course there are huge computational and memory issues with bone
>> animation, shading, transparency etc. So don't think you will see
>> this
>>  
 in
  
>> the next 5 - 10years.
>>
>> --
>> From: "Jonathan Murphy"
>> Sent: Saturday, June 19, 2010 12:31 AM
>> To: "Discussion of Half-Life Programming"<
>>  
 hlcoders@list.valvesoftware.com>
  
>> Subject: Re: [hlcoders] Source Engine 2!!!
>>
>>  
>>> 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 impl

Re: [hlcoders] Source Engine 2!!!

2010-06-18 Thread Jeffrey &quot;botman" Broome
This may help...

http://www.youtube.com/watch?v=fKK933KK6Gg

:)


On 6/18/2010 6:36 AM, Katrina Payne wrote:
> Reply follows inline
>
> On Friday, June 18, 2010 04:40:24 am Bob Somers wrote:
>
>> Yeah, no offense, but I don't think you fully understand the
>> differences between the CPU/GPU.
>>  
> Yeah, I do not think I do either.
>
>

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Re: [hlcoders] Source Engine 2!!!

2010-06-10 Thread Jeffrey &quot;botman" Broome
My money is on Portal for the Wii  :)

On 6/10/2010 2:07 PM, Joel R. wrote:
> Is this the big surprise for E3?!  I hope it is, that would so rock!
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Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)' is at index zero.

2010-05-27 Thread Jeffrey &quot;botman" Broome
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 update :o
>>>>>>> Its happening even though my mod uses the Source SDK Base 2007 as
>>>>>>>
>>>>>>>
>>>> its
>>>>
>>>>  
>>>>>> base.
>>>>>>
>>>>>>  
>>>>>>> - ScarT
>>>>>>> ___
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>
>>>>>>>
>>>> archives,
>>>>
>>>>  
>>>>>>> please visit:
>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>

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

2010-05-26 Thread Jeffrey &quot;botman" Broome
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 update :o
> Its happening even though my mod uses the Source SDK Base 2007 as
>
>> its
>>  
 base.
  
> - ScarT
> ___
> To unsubscribe, edit your list preferences, or view the list
>
>> archives,
>>  
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
 ___
 To unsubscribe, edit your list preferences, or view the list
  
>> archives,
>>  
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


  
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list
>>>
>> archives,
>>  
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>> --
>> Gear Dev
>> ___
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>> please visit:
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>>  
>
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Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread Jeffrey &quot;botman" Broome
"Coming Soon"

http://developer.valvesoftware.com/wiki/Valve_Time  :)


On 5/10/2010 12:22 PM, Sam wrote:
> So does anyone know an ETA of when this is going to be fixed? I'm tired of
> changing the appID every time I open Source SDK.
>
> On Mon, May 3, 2010 at 4:55 PM, JumpCore 
> Productionswrote:
>
>
>> We're a bit off topic here, I know, but here's a work around from the
>> forums. It seems to do the job, as far as I can tell. Good luck with
>> finishing up your mod!
>>
>> ***
>>
>> Originally Posted by IcarusNine:
>> Changing a mod's gameinfo.txt appID from 218 (SDK Base 2007) to 440 (Team
>> Fortress 2) seems to work around it. I'm not sure what Hammer is
>> using/associating with the appID, but the lack of it is what's causing at
>> least some of the problem.
>>
>>
>> -Original Message-
>> Date: Mon, 3 May 2010 17:32:19 +0100
>> From: Harry Jeffery
>> Subject: Re: [hlcoders] Dugs in sdk update
>> To: Discussion of Half-Life Programming
>> 
>> Message-ID:
>> 
>> Content-Type: text/plain; charset=ISO-8859-1
>>
>> It'd be nice if valve could fix this soon. Our mod can't progress at
>> all, we only really need to fix up the maps at the moment.
>>
>>
>>
>>
>> ___
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>> please visit:
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>>
>>  
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Re: [hlcoders] Compiling SDK Shaders, Pixelshaders not compiling.

2010-05-07 Thread Jeffrey &quot;botman" Broome
Yep, they're still playing Counter-Strike (not Source) on their 386 PCs.  :)


On 5/7/2010 10:22 AM, 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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>>>
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Re: [hlcoders] Dugs in sdk update

2010-05-03 Thread Jeffrey &quot;botman" Broome
On 5/1/2010 5:09 PM, Tom Edwards wrote:
> It does stop it: the mods themselves are unaffected. Pity the SDK
> doesn't have the same protection. :-/
>
>

http://www.botman2.com/images/HAHA.jpg

:)


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Re: [hlcoders] A more detailed picture of the Potentially Visible Set (PVS)

2010-04-22 Thread Jeffrey &quot;botman" Broome
Mike Abrash's stuff on Quake is always a nice read.  :)


On 4/22/2010 2:07 PM, Ryan Sheffer wrote:
> Thanks for the link, I am writing my own engine atm and am  at the map
> editor point and reading how the pros do it is always nice. Not using
> bsp because my game is chunk based with random layouts, but still.
> Great link since learning about binary space partition trees is always
> useful. There is another article as well I'll try to find, which was
> written by some Id guys and other randoms.
>
> ~Ryan
>
> On Apr 20, 2010, at 4:43 PM, "Adam \"amckern\" McKern"   >  wrote:
>
>
>> If you want an understanding of the BSP PVS (CSG), i would recommend
>> that you read 'the master of doom - it has a fair amount of a
>> chapter discussing how the BSP format was chosen for FPS, and how
>> PVS works with-in it.
>>
>> There is also a MASSIVE discussion of BSP at the VMEX website - 
>> http://www.bagthorpe.org/bob/cofrdrbob/bspformat.html
>>
>> 
>> Owner Nigredo Studios http://www.nigredostudios.com
>>
>> --- On Wed, 21/4/10, Colm Sloan  wrote:
>>
>> From: Colm Sloan
>> Subject: [hlcoders] A more detailed picture of the Potentially
>> Visible Set (PVS)
>> To: "Discussion of Half-Life Programming">  
>>>
>> Received: Wednesday, 21 April, 2010, 5:29 AM
>>
>> I'm doing some research on virtual visual environments. I believe
>> that the
>> PVS contains the estimated set of objects (geometry) that may be
>> visible to
>> the player. I was wondering if there was an Actual Visible Set that
>> contains
>> only the objects that the player really can see. If there isn't,
>> would it be
>> difficult to create such a set? Hopefully, I wouldn't have to do any
>> ray-tracing or anything. Also, is there a short way of getting the
>> number of
>> objects visible on the screen? I think I've seen this before in some
>> area
>> portal tutorial where the guy had objects shown as wire meshes.
>>
>> Thanks
>> ___
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>> archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>
>>
>>
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>> archives, please visit:
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>>  
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Re: [hlcoders] VS2010

2010-04-13 Thread Jeffrey &quot;botman" Broome
I did that once (a long time ago in a galaxy far far away)...

http://hpb-bot.bots-united.com/building.html

The VGUI stuff wouldn't link with the client DLL (because of Microsoft 
compiled namespace issues).  I had to create a fake VGUI to allow the 
client to render to the display.  Singleplayer savegame stuff had to be 
overridden (because of the engine doing some name mangling magic on the 
function names that were saved/loaded, Think functions, etc).  Other 
than that, it was mostly cleaning up non-portable C++ code.  That was 
all with GoldSrc which I'm guessing would be much easier than the 
current Source codebase.  :)

On 4/13/2010 3:42 PM, Jonas 'Sortie' Termansen wrote:
> Well, what I would like to see is a MinGW port of the Source SDK - I
> just ported my own software project to it, so I think I have the
> experience to do it, but the Souce SDK is a very, very big project and
> unless Valve carefully followed the C++ standard it's gonna be
> difficult. Though, since there are Linux server files, at least
> Server.dll must follow the C++ standard to some extend. Somehow I don't
> feel comfortable being forced to use Visual Studio. I do realize,
> though, a MinGW port is not going to happen unless I do it myself and I
> don't have the time for that.
>
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Re: [hlcoders] VS2010

2010-04-13 Thread Jeffrey &quot;botman" Broome
You should release Linux binaries or I will come over to your house and 
break your legs.  :)


On 4/13/2010 8:08 AM, Allan Button wrote:
> Hey, While you're giving him the shake down, you should force him to make 
> Linux Binaries also.
>
> Allan
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com 
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jeffrey 
> "botman" Broome
> Sent: Tuesday, April 13, 2010 8:55 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] VS2010
>
> On 4/13/2010 2:36 AM, Garry Newman wrote:
>
>> Anyone wanna try to convince me to upgrade?
>>
>> garry
>>
>>  
> You should upgrade or I will come over to your house and break your
> legs.  :)
>
>
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Re: [hlcoders] VS2010

2010-04-13 Thread Jeffrey &quot;botman" Broome
On 4/13/2010 2:36 AM, Garry Newman wrote:
> Anyone wanna try to convince me to upgrade?
>
> garry
>

You should upgrade or I will come over to your house and break your 
legs.  :)


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

2010-03-18 Thread Jeffrey &quot;botman" Broome
On 3/18/2010 5:12 PM, Garry Newman wrote:
> "Hey guys I have an idea for a new style of pants!"
> "Awesome - but I don't think you should get the promotional posters
> printed on a traditional printing press - you should..."
>
> garry
>

Your message got cut off.  How are we supposed to print our promotional 
posters?  :)


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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-11 Thread Jeffrey &quot;botman" Broome
I'm not so sure that a Mac port makes sense financially.  According to 
NPD (October 2009)...

http://www.npd.com/press/releases/press_091005.html

12% of U.S. households owning a computer, own an Apple computer.  Lets 
assume all of those are Macs with OSX and not Apple IIs.  :)

Of those Apple users, 85% *also* own a Windows PC.  This means that many 
of those Mac customers who wanted to buy Portal or Half-Life2 or Left 4 
Dead probably already own it, which means that you aren't going to have 
much of an increase in sales by supporting OSX.  Any customers that 
bought it on PC who instead buy it on OSX just reduce the total sales 
numbers for the PC (because they are buying it for a different platform 
now).

I really like the Mac and OSX.  I've done some iPhone development on the 
Mac...

http://www.youtube.com/watch?v=c4HZT-gKDVU

...so I'm not an "Apple hater" or "Mac hater".  I think OSX is really 
neat.  It is *very* user friendly and has a lot of really nice features 
(which Windows Vista and Windows 7 clearly "borrowed" from), but I just 
don't see supporting OSX as making much sense financially.

Here's the way I think things went down...

About 6 or 8 months ago, Gabe was looking to buy a new computer.  Gabe 
is a Microsoft guy from *way* back, and had never really messed around 
much with Macs, but this time he decided to get a Mac running Snow 
Leopard.  After a few minutes of playing around with it, Gabe goes 
running down the hall to grab people and tell them how AWESOME the Mac 
was!!!  Gabe said "OMG! We HAVE to port our games to this 
platform!!1!11!".  Some people replied and said "But Gabe, we're not 
going to be able to make any money selling games on Macs and it's going 
to cost us money to port our engine and all of our old games to OSX."  
Gabe said "I don't care.  We make enough money from Left 4 Dead, 
Counter-Strike and revenue from all the Steam sales to cover it.  I want 
to see some of our games running on a Mac within a year."  So a small 
team was formed to look into what it would take to port all of the 
engine DirectX and shader stuff to OpenGL and get the engine game code 
ported to OSX.  Gabe decided they should pick something smaller that 
would appear more to "Think Different" type people and everyone agreed 
that Portal was the one game that would most appeal to Mac-types.

As I said above, I like OSX, but Valve's decision to support Macs still 
has me scratching my head.  Maybe Valve is doing this "out of the 
goodness of their hearts", or maybe Valve sees it as more of a public 
relations benefit.  It still doesn't seem like a money making venture to 
me.  Maybe it will encourage other engine and game developers (I'm 
looking at you Epic) to support OSX, but I doubt it.

On 3/10/2010 4:49 PM, Jonas 'Sortie' Termansen wrote:
> Well, Mac support makes a lot of sense really. According to wikipedia
> Windows covers 88% of all desktop computers, and Mac OS X 6%. GNU/Linux
> only is only 1%. If you look at this pie chart
> http://en.wikipedia.org/wiki/File:Operating_system_usage_share.svg you
> can clearly see that if Valve supports Windows and Mac, they support
> almost every desktop computer able to run their games. I am really glad
> Valve are expanding the market for digital distribution to other
> platforms as well - personally I see Steam-like systems as the future of
> gaming. So whether how much I would like a linux port, I can perfectly
> see why they should focus on a Mac OS X port first.
>
> As for the whole no gaming on GNU/Linux thingey - the main reason
> developers don't make games for the platform is because gamers don't use
> it, and the main reason gamers doesn't use the platform is because the
> huge games don't get ports for the platform. If Valve shipped their
> Source games for GNU/Linux-based operating systems I am sure it would
> cause more gamers to use the platform, including myself.
>
> Again, I am really glad Valve is doing a Mac OS X port of Steam and
> Source and I appreiciate their efforts put into this.
>
>

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Re: [hlcoders] BSP V21

2009-10-28 Thread botman
I'm sure the Valve guys really appreciate you sending them unsolicited 
email.  I bet they'll get right on that.  :)


On 10/28/2009 8:43 AM, Saul Rennison wrote:
> That line was directed at VALVe, I sent that email to Mike Durand and Erik
> Johnson. I was wondering if anyone else has tried messing with L4D2 BSPs?
>
> Thanks,
> - Saul.
>
>
> 2009/10/28 Olly Ginger
>
>> You want a file from the sdk a game that the demo hasn't even been
>> relesed for yet?
>>
>> Sent from my iPhone
>>
>> On 28 Oct 2009, at 11:57, Saul Rennison  wrote:
>>
>>> Hey,
>>>
>>> I've just tried decompiling *c5m1_waterfront*, to find that the BSP
>>> version
>>> has changed to 21. After putting it through my BSP lump
>>> introspector, I've
>>> found that the BSP format has changed slightly (an integer has been
>>> placed
>>> somewhere, I think in each lump header).
>>>
>>> Are VALVe willing to elaborate on this new BSP format, possibly with
>>> just
>>> the *bspfile.h* in the L4D2 SDK?
>>>
>>> Much appreciated,
>>> - Saul.
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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread botman

On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:

 > This list is for programming in Source, not complaining about Source.

Aren't they the same thing?  ZING!  :)

-- 
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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread botman
I called 911.  The wambulance is on the way.

On 10/7/2009 9:15 PM, Nick wrote:
> still no reply, im not surprised though
>
> On Thu, Aug 6, 2009 at 2:57 PM, Harry Jeffery
>   wrote:
>> Yeah, I guess it makes much more sense if I treat it as sarcasm.
>> Meh.
>>
>> 2009/8/6 Tony Paloma:
>>> I think you missed the sarcasm.
>>>
>>> -Original Message-
>>> From: hlcoders-boun...@list.valvesoftware.com
>>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
>>> Sent: Thursday, August 06, 2009 2:53 AM
>>> To: Discussion of Half-Life Programming
>>> Subject: Re: [hlcoders] whats happening with this engine
>>>
>>> They use their tools to make their games to make lots of money and
>>> game of the year... again.
>>>
>>> 2009/8/6 botman:
>>>> How else is VAVLe going to be successful unless they listen to our
>>>> helpful comments?  It's obvious they don't know what they are doing and
>>>> need our help.
>>>>
>>>> On 8/5/2009 5:47 PM, Garry Newman wrote:
>>>>> They're probably too busy doing actual work to respond to a list of
>>>>> scatterbrain pipe dream demands from a bunch of lazy modders.
>>>>>
>>>>> garry
>>>>>
>>>>> On Wed, Aug 5, 2009 at 11:34 PM, Nickwrote:
>>>>>> I like how valve has absolutely no response to make regarding this
>>> subject.
>>>>>> On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennison
>>>   wrote:
>>>>>>> Seconded!
>>>>>>>
>>>>>>> Thanks,
>>>>>>> - Saul.
>>>>>>>
>>>>>>>
>>>>>>> 2009/7/26 Matt Hoffman
>>>>>>>
>>>>>>>> I for one would also like a fix for the ATI Hammer text... jaggies.
>>>>>>>>
>>>>>>>> Or should I make a separate hlcoders email about that instead of
>>> including
>>>>>>>> all my hard-earned research in this one?
>>>>>>>>
>>>>>>>>
>>>>>>>> On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> My only wish for updates to the tools is to update Faceposer to work
>>>>>>>> fully
>>>>>>>>> with Vista. Currently it is not possible to do auto-generation of the
>>>>>>>>> lip-synch data in Vista, and furthermore another dev and I both had
>>>>>>>> trouble
>>>>>>>>> on his XP machine locating a working link to the Speech SDK that
>>>>>>>> Faceposer
>>>>>>>>> requires, all the MS links were 404, etc.
>>>>>>>>>
>>>>>>>>> I will just say that doing the lip synch data yourself is extremely
>>>>>>>> lemons,
>>>>>>>>> not to mention that I am a coder not an artiste :D
>>>>>>>>>
>>>>>>>>> Chris
>>>>>>>>>
>>>>>>>>> -Original Message-
>>>>>>>>> From: hlcoders-boun...@list.valvesoftware.com
>>>>>>>>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
>>>>>>>>> Pidcock
>>>>>>>>> Sent: Saturday, July 25, 2009 9:32 PM
>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>> Subject: Re: [hlcoders] whats happening with this engine
>>>>>>>>>
>>>>>>>>> Whitespace should be easy to embed in the engine if you create a
>>> wrapper
>>>>>>>>> that works with the feature I presented before. Whitespace is a very
>>>>>>>> visual
>>>>>>>>> language that is great for particle effects and shaders(it is then
>>>>>>>>> translated into complex hlsl).
>>>>>>>>>
>>>>>>>>> --
>>>>>>>>> From: "Harry Jeffery"
>>>>>>>>> Sent: Sunday, July 26, 2009 4:40 AM
>>>>>>>>> To: "Discussion of Half-Life Programming"<
>>>>>>>>

Re: [hlcoders] Audio Programming-Beat counter

2009-09-25 Thread botman
What a coincidence!  I've been doing some research recently on beat 
tracking also.  I'm not sure if it's possible through Source, but here 
are some resources:

http://www.owlnet.rice.edu/~elec301/Projects01/beat_sync/beatalgo.html
http://www.gamedev.net/reference/articles/article1952.asp
http://werner.yellowcouch.org/Papers/bpm04/
http://code.compartmental.net/tools/minim/manual-beatdetect/

Masataka Goto did a lot of work in psychoacoustics:
http://staff.aist.go.jp/m.goto/

His work on beat tracking is here...
http://staff.aist.go.jp/m.goto/PROJ/bts.html

The best I've seen so far was work done by Eric Scheirer
http://en.scientificcommons.org/eric_d_scheirer

His "Temp and beat analysis of acoustic musical signals" can be found 
here (WARNING!!! Lots of complex signal processing math ahead)...

http://www.iro.umontreal.ca/~pift6080/H09/documents/papers/scheirer_jasa.pdf


On 9/25/2009 9:26 AM, Charkrid Pornpitackchaikul wrote:
> Hi guys,
>I don't have any experience with audio programming.  May be someone
> can point me to the right direction. How can I write a audio beat
> counting code by Source Audio Engine? What should I look for? I traced
> the code for quite sometime but I can't find anything that seem like can
> use for capture/find wave peak data.
>The thing I want to do is, I want to difference loop mixing together
> like a DJ mixing with 2 turntables. Appreciate any suggestion.
>
> Thanks in advance. :)
> Charkrid P.
>
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Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-23 Thread botman
gt;>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>> Try using the convars "host_framerate" and "pause".
>>>>>>>>>>>>
>>>>>>>>>>>> 2009/9/21 Olivér Horváth
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>> Hello everybody, my nickname is MESHUGGAH, a speedrun fan.
>>>>>>>>>>>>> We have a (currently in hold) Half-life 1 TAS [tool assisted]
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>> speedrun
>>>>>>>>
>>>>>>>>
>>>>>>>>>>>>> project @ SDA (speeddemosarchive.com) and we have some
>>> questions
>>>>>>>>>>>>>
>>>>>>>>> about
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>>>> the
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>> HL engine.
>>>>>>>>>>>>> We would like to achieve a frame-by-frame (frame advancing when
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>> you
>>>>>>>
>>>>>>>
>>>>>>>>>>> press
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>> a
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>> specific key) gameplay to abuse every bug and glitch in HL.
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>> However
>>>>>>>
>>>>>>>
>>>>>>>>> the
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>>>>> full
>>>>>>>>>>>>> HL SDK (as far as I know) doesn't gives me possibility to have
>>> a
>>>>>>>>>>>>>
>>>>>>>>> custom
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>>>>> function that would interrupt everything and making a TOTAL
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>> engine-pause
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>>> whenever there's a frame advance. So my question would be this:
>>>>>>>>>>>>>
>>>>>>>>>>>>> Is there any possible way to play the game frame-by-frame?
>>>>>>>>>>>>> (with absolutely no server-client communication or anything
>>> else
>>>>>>>>>>>>>
>>>>>>>>> during
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>>>>> frame-pause).
>>>>>>>>>>>>>
>>>>>>>>>>>>> If you don't understand what I'm talking about (tool assisted,
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>> speedrun,
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>>> why
>>>>>>>>>>>>> abuse glitches, why we need frame advance), feel free to ask
>>> it.
>>>>>>>>>>>>> btw I wanted to read the archives, but the txt files comes with
>>>>>>>>>>>>> very-very-very slow bitrate.
>>>>>>>>>>>>>
>>>>>>>>>>>>> Thanks for responses in advance.
>>>>>>>>>>>>> ___
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>> archives,
>>>>>>>>
>>>>>>>>
>>>>>>>>>>>>> please visit:
>>>>>>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>> ___
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>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>> archives,
>>>>>>>>
>>>>>>>>
>>>>>>>>>>>> please visit:
>>>>>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>> ___
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>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>> archives,
>>>>>>>
>>>>>>>
>>>>>>>>>>> please visit:
>>>>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>> ___
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>>>>>>>>>>
>>>>>>>>>>
>>>>>>> archives,
>>>>>>>
>>>>>>>
>>>>>>>>> please visit:
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>> ___
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>> archives,
>>>>>>>>> please visit:
>>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>> ___
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>>> archives,
>>>>>>>> please visit:
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>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>> ___
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>>>>>>> please visit:
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>>>>>>>
>>>>>>>
>>>>>>>
>>>>>> ___
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>>>>>>
>>>>> please visit:
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>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
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>>>>>>
>>>>>>
>>>>> ___
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>>>>> please visit:
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>>>>>
>>>>>
>>>>>
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Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread botman
Everybody should just use COLLADA...

https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema

:)

On 9/21/2009 8:40 AM, Minh wrote:
> does anyone know what advantages the .dmx format has over smd?
>
> Jed wrote:
>> I would be very surprised if the compiler doesn't still support SMD
>> for legacy reasons.
>>
>> Suppose I better brace myself for the inevitable flood of emails
>> asking me when I'll add DMX support to my plug-ins...
>>
>> - Jed
>>
>> 2009/9/21 Andrew Ritchie:
>>
>>> Unreal Tournament 2003 shipped with a version of Maya, the PLE, so there may
>>> be something similar still available.
>>>
>>> On Mon, Sep 21, 2009 at 1:35 PM, Tom Edwardswrote:
>>>
>>>
>>>> The release of the Heavy model sources (which is excellent BTW) has
>>>> confirmed that Valve's modellers now use Maya, and revealed the
>>>> quasi-binary DMX format as the successor to SMD.
>>>>
>>>> What does this mean for XSI support, particularly the Mod Tool?  Its
>>>> exporter has needed updating for a long time, mainly in terms of UI but
>>>> also core functionality. I'm sure the Maya plugin is an improvement on
>>>> all fronts but it's no help to most modders, as Maya doesn't have a free
>>>> Mod Tool equivalent.
>>>>
>>>> I'm also a little wary about DMX, since it can't be easily understood by
>>>> someone wanting to write a new exporter. Can we (and by we I mostly mean
>>>> Jed of course) see a spec for it? Does it support new features that SMD
>>>> does not?
>>>>
>>>> The good news is that there's a new Blender exporter out
>>>> <http://dvondrake.com/scripts/blendersmd>  that does everything except
>>>> VTA. Blender may have to become the new modder's choice for Source,
>>>> which, as much as I like it, isn't ideal given the exotic UI.
>>>>
>>>>
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>>>>
>>>>
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Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread botman
I think that it needs to make $100 bills shoot out of the DVD drive.

I think that would appeal to the entire community.

:)

On 8/29/2009 4:37 PM, Joshua Scarsbrook wrote:
> Hi Tony
>
> I think that the source sdk is a bit out dated; I think that with the
> realece of hl2ep3 or just after it, there needs to be a massive
> improvement in the source software development kit. For one there needs
> to be a weapon generator that uses tags and xml to define a weapon a
> basic weapon to speed up development of new weapons.  For two there
> needs to be a technical improvement to hammer. Hammer as said by many
> members of the community is out dated and needs to be improved; a simple
> improvement would be to add a progress bar to the run map window, also
> there needs to be a lighting render button to give a preview of the dev.
> In addition, there needs to be profiles added to the engine, say like a
> dev mode, which does not load custom content. Another thing would be to
> add crash tracking in the engine, the report bug system is not
> implicated enough and most map devs will understand technical details. A
> micro-engine in hammer to test whether a player can fit under a league
> is also a importing thing. A defeat visleef system would be a very
> powerful improvement to show things the player would be seeing and only
> that. The hammer editor is treated very much like a cad program and
> should be made easier to understand and with inbuilt documentation to
> help newcomers to mapping, the doc would be placed as tooltips and info
> in the entries window. In addition, it would be important make the
> skeathup plug-in more available though it is hidden in the source sdk
> gcf. In addition, improvements need to be made to the documentation of
> the source sdk, such as a separate wiki that contains a detailed
> expiation of what each coding file does. With all of this said I think
> that the source sdk and Valve Developers Wiki is out of date and both
> need an improvemt considering the amount of people that use them. Also
> worth noting, that it is too hard to change basic game play rules and
> they should be in a collective header file. What I propose is both
> employees of valve and the coumumatiy surrounding them do this as to
> continue communality support for years to come. Though these
> improvements would require a lot of development, I think that they would
> appeal to the entire communality.
>
> Thanks,
>
> Vbitz
>
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Re: [hlcoders] Source control solution?

2009-08-24 Thread botman
On 8/24/2009 9:23 AM, Tom Edwards wrote:
> Nobody has any love for Perforce?
>

Perforce is awesome (if you only want to use 2 clients or have enough 
money to pay for more than 2 clients).

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Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-21 Thread botman
wrote:
>>>>>>> Luigi has found yet another exploit in Valve's up-to-date,
>>>>>>> unexploitable engine :D
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Thanks,
>>>>>>> - Saul.
>>>>>>>
>>>>>>> ___
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>> archives,
>>>>>>> please visit:
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>>>>>>>
>>>>>>>
>>>>>> ___
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>> archives,
>>>>>> please visit:
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>>>>>>
>>>>>>
>>>>> ___
>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>> archives,
>>>>> please visit:
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>>>>>
>>>>>
>>>> ___
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>>>> archives,
>>>> please visit:
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>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>
> 
>
>
>>> __
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>>>> Get started: http://local.yahoo.com.au
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>>>>
>>> ___
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>>>
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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-20 Thread botman
WORD!

On 8/20/2009 9:31 AM, ZuM wrote:
> To be honest, as far as i know using a memory stick to keep your data is not
> the best of ideas. Someone correct me if i'm wrong, but the chances of a
> memory stick failing and crashing is bigger than that of a hard-drive, as
> after a certain number of writes and reads from it. Not completely sure
> about this.
>
> 2009/8/20 Luke Smith
>
>>   Ive recently started working started using n 8gb memory stick for all my
>> code. Its working fine for me and I have plenty of space left though I dont
>> know if these can still crash and cause problems?
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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-20 Thread botman
If you're talking about USB thumbdrive, don't rely on them for backups. 
  I've had 4 die on me in the last 5 years.  This may be due to carrying 
the thumbdrive around with me everywhere and/or leaving it in a hot car 
during the day.  If you leave it sitting beside your desk all the time 
and don't put it through physical punishment, you may have better lifespan.

On 8/20/2009 9:23 AM, Luke Smith wrote:
>Ive recently started working started using n 8gb memory stick for all my
> code. Its working fine for me and I have plenty of space left though I dont
> know if these can still crash and cause problems?
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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread botman
gt;>>> Anyway, my point is all these new mods start asking for 2-3 coders
>>>>>>> right off the bat and trying to pull a big team together. From
>>>>>>> experience it's far better to have just 1 coder to get the
>>>>>>> gameplay
>>>>>>> working and then maybe bring in a second for bugfixing and
>>>>>>> polish if
>>>>>>> necessary.
>>>>>>>
>>>>>>> I just feel mods having several unnecessary coders sets a bad
>>>>>>> example
>>>>>>> to newbies and is a bit unfair on mods with a great team that just
>>>>>>> cannot get hold of a coder to do some simple changes to the
>>>>>>> game. By
>>>>>>> having each mod take only what it needs from the hl2 modding
>>>>>>> community
>>>>>>> it would give other mods with lots of potential a better chance of
>>>>>>> being completed and released.
>>>>>>>
>>>>>>> _______
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives,
>>>>>>> please visit:
>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>> ___
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives,
>>>>> please visit:
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>>>>>>
>>>>>>
>>>>> ___
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>>>>> archives,
>>>>> please visit:
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>>>>>
>>>>>
>>>>
>>>> --
>>>> Gear Dev
>>>> ___
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>>>> archives, please visit:
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>>> _
>>> What can you do with the new Windows Live? Find out
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Re: [hlcoders] whats happening with this engine

2009-08-06 Thread botman
I have no idea what you are talking about, so here's a picture of a 
bunny with a pancake on his head...

(G.  I would attach a picture of a bunny in Hammer with a pancake on 
his head but every time I try to attach the pancake model to the bunny 
model the editor crashes.)

God dammit VALVe, fix your code!!!1!  :)

On 8/6/2009 12:24 PM, Tony Paloma wrote:
> I think you missed the sarcasm.
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
> Sent: Thursday, August 06, 2009 2:53 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] whats happening with this engine
>
> They use their tools to make their games to make lots of money and
> game of the year... again.
>
> 2009/8/6 botman:
>> How else is VAVLe going to be successful unless they listen to our
>> helpful comments?  It's obvious they don't know what they are doing and
>> need our help.
>>
>> On 8/5/2009 5:47 PM, Garry Newman wrote:
>>> They're probably too busy doing actual work to respond to a list of
>>> scatterbrain pipe dream demands from a bunch of lazy modders.
>>>
>>> garry
>>>
>>> On Wed, Aug 5, 2009 at 11:34 PM, Nickwrote:
>>>> I like how valve has absolutely no response to make regarding this
> subject.
>>>> On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennison
>   wrote:
>>>>> Seconded!
>>>>>
>>>>> Thanks,
>>>>> - Saul.
>>>>>
>>>>>
>>>>> 2009/7/26 Matt Hoffman
>>>>>
>>>>>> I for one would also like a fix for the ATI Hammer text... jaggies.
>>>>>>
>>>>>> Or should I make a separate hlcoders email about that instead of
> including
>>>>>> all my hard-earned research in this one?
>>>>>>
>>>>>>
>>>>>> On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
>>>>>> wrote:
>>>>>>
>>>>>>> My only wish for updates to the tools is to update Faceposer to work
>>>>>> fully
>>>>>>> with Vista. Currently it is not possible to do auto-generation of the
>>>>>>> lip-synch data in Vista, and furthermore another dev and I both had
>>>>>> trouble
>>>>>>> on his XP machine locating a working link to the Speech SDK that
>>>>>> Faceposer
>>>>>>> requires, all the MS links were 404, etc.
>>>>>>>
>>>>>>> I will just say that doing the lip synch data yourself is extremely
>>>>>> lemons,
>>>>>>> not to mention that I am a coder not an artiste :D
>>>>>>>
>>>>>>> Chris
>>>>>>>
>>>>>>> -Original Message-
>>>>>>> From: hlcoders-boun...@list.valvesoftware.com
>>>>>>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
>>>>>>> Pidcock
>>>>>>> Sent: Saturday, July 25, 2009 9:32 PM
>>>>>>> To: Discussion of Half-Life Programming
>>>>>>> Subject: Re: [hlcoders] whats happening with this engine
>>>>>>>
>>>>>>> Whitespace should be easy to embed in the engine if you create a
> wrapper
>>>>>>> that works with the feature I presented before. Whitespace is a very
>>>>>> visual
>>>>>>> language that is great for particle effects and shaders(it is then
>>>>>>> translated into complex hlsl).
>>>>>>>
>>>>>>> --
>>>>>>> From: "Harry Jeffery"
>>>>>>> Sent: Sunday, July 26, 2009 4:40 AM
>>>>>>> To: "Discussion of Half-Life Programming"<
>>>>>> hlcoders@list.valvesoftware.com
>>>>>>> Subject: Re: [hlcoders] whats happening with this engine
>>>>>>>
>>>>>>>> I thought it looked so clean and easy, then I selected the
> whitespace.
>>>>>> =[
>>>>>>>> 2009/7/25 Spencer 'voogru' MacDonald:
>>>>>>>>> I like this one better.
>>>>>>>>>
>>>>>>>>> http://compsoc.dur.ac.uk/whitespace/
>>>>>>>>>
>>>>>>>>

Re: [hlcoders] whats happening with this engine

2009-08-05 Thread botman
 it and the generosity of community users such as myself, Prall,
>>>> et
>>>>>>> al.
>>>>>>>>>>> to write these plug-ins for the 3D apps we want to use.
>>>>>>>>>>>
>>>>>>>>>>> Interesting case in point - a Canadian studio approached me once
>>>>>>>>>>> asking me when my plug-ins would be available for 3DS Max 2009
>>>>>>> because
>>>>>>>>>>> that was their in-shop 3D content creation tool and they had
>>>>>>>>>>> invested
>>>>>>>>>>> a lot of money in software and training and didn't want to have
>>>> to
>>>>>>>>>>> move to something else. Their apparent decision to purchase a
>>>>>>>>>>> Source
>>>>>>>>>>> license for their title was hanging on the availability of
>>>>> plug-ins
>>>>>>>>>>> for Max.
>>>>>>>>>>>
>>>>>>>>>>> My main issue with some of the SDK tool is that that it feels
>>>> like
>>>>>>>>>>> Valve aren't being smart about it. Good tools means wider
>>>> adoption
>>>>>>>>>>> which might result in more licensees and from a modders
>>>>>>>>>>> perspective,
>>>>>>>>>>> more people getting into it and maybe making the next
>>>>>>>>>>> CSS/TF2/Portal
>>>>>>>>>>> that Valve can snap up as their IP. I think Valve should have a
>>>>>>>>>>> dedicated tool guy (not me) turning out polished useful tools -
>>>>> not
>>>>>>>>>>> this rehashed crap that's hung over from Half-Life 1.
>>>>>>>>>>>
>>>>>>>>>>> - Start over with StudioMDL - make it a GUI app from the start
>>>>> (and
>>>>>>>>>>> adding batch/scripting to it wouldn't be hard)
>>>>>>>>>>> - Make HLMV a proper MFC of WPF app and get rid of the old buggy
>>>>>>>>>>> mxtk
>>>>>>>>>>> GUI from Mete's HLMV.
>>>>>>>>>>> - Add support form more 3D modern file formats and eventually
>>>>> phase
>>>>>>>>>>> out SMD, etc.
>>>>>>>>>>> - If for license/NDA reasons you can't release all the source
>>>> code
>>>>>>> for
>>>>>>>>>>> apps, at least release parts of it. A lot can be learned from
>>>> even
>>>>>>>>>>> partial code that could help us as modders make our own apps.
>>>>>>>>>>> - Add some SDK tool API stuff - for example code to render a 3D
>>>>>>> window
>>>>>>>>>>> like in HLMV. It can still require steam but make it accessible
>>>> so
>>>>>>>>>>> that developers can add support for model rendering in other
>>>> apps.
>>>>>>>>>>> - Polished tools will make the SDK/Engine more attractive to end
>>>>>>>>>>> users. Modding shouldn't be a right of passage but a warm
>>>>> welcoming
>>>>>>>>>>> experience to inspire the next great ideas.
>>>>>>>>>>>
>>>>>>>>>>> I could go on but you get the general idea...
>>>>>>>>>>>
>>>>>>>>>>> - Jed
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> 2009/7/24 Jorge Rodriguez:
>>>>>>>>>>>> On Fri, Jul 24, 2009 at 2:41 AM, Minh
>>>>> wrote:
>>>>>>>>>>>>> The .smd format is extremely robust the way  accomodates
>>>>>>>>>>>>> reference
>>>>>>>>>>> meshes,
>>>>>>>>>>>>> AND skeletal animation. So you want a method to go straight
>>>>> from
>>>>>>> 3d
>>>>>>>>>>> model /
>>>>>>>>>>>>> animation ->  .mdl ?
>>>>>>>>>>>>> How is that going to work with parametric animation? where
>>>> you
>>>>>>>>>>>>> can
>>>>>>>>>>> combine
>>>>>>>>>>>>> multiple .smds to make an animation?
>>>>>>>>>>>>
>>>>>>>>>>>> Minh, while the capabilities of the studio compiler are
>>>>>>>>>>>> formidable,
>>>>>>>>>>>> it
>>>>>>>>>>> still
>>>>>>>>>>>> leaves much to be desired in terms of file format and syntax.
>>>>>>>>>>>> Don't
>>>>>>>>>> tell
>>>>>>>>>>> me
>>>>>>>>>>>> you've never struggled with the qc format. I am constantly
>>>>> having
>>>>>>>>>>> problems
>>>>>>>>>>>> with its limitations. It's a rather robust system that allows
>>>>> for
>>>>>>>>>>> combining
>>>>>>>>>>>> animations in many interesting ways, but the syntax still
>>>> pisses
>>>>>>>>>>>> me
>>>>>>>>>>>> off
>>>>>>>>>>>> quite a bit, and the technicality of it leaves it out of reach
>>>>> of
>>>>>>>>>>>> most
>>>>>>>>>>>> artists. I hear Valve wrote some simple tools around it, but
>>>> I'm
>>>>>>>>>>> surprised
>>>>>>>>>>>> they haven't replaced it entirely.
>>>>>>>>>>>>
>>>>>>>>>>>> The SMD format is perhaps a bit clunky, but I don't have too
>>>>> many
>>>>>>>>>>> problems
>>>>>>>>>>>> with it, because it does exactly what is needed, even if it
>>>> does
>>>>>>>>>>>> it
>>>>>>>>>>>> in
>>>>>>>>>> a
>>>>>>>>>>> bit
>>>>>>>>>>>> of a backwards way.
>>>>>>>>>>> ___
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>>>>>>> archives,
>>>>>>>>>>> please visit:
>>>>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>> ___
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives,
>>>>>>>>>> please visit:
>>>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>> ___
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>> archives,
>>>>>>>>> please visit:
>>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>> No virus found in this incoming message.
>>>>>>>>> Checked by AVG - www.avg.com
>>>>>>>>> Version: 8.5.392 / Virus Database: 270.13.28/2259 - Release Date:
>>>>>>>> 07/24/09
>>>>>>>>> 18:24:00
>>>>>>>>>
>>>>>>>> ___
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>> archives,
>>>>>>>> please visit:
>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>> --
>>>>>>> Sent from Olly's SEGA Game Gear
>>>>>>> ___
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>>>>>>> please visit:
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>>>>>>>
>>>>>>>
>>>>>>> ___
>>>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>>>> please visit:
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>>>>>>>
>>>>>>>
>>>>>> ___
>>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>>> please visit:
>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>>> No virus found in this incoming message.
>>>>>> Checked by AVG - www.avg.com
>>>>>> Version: 8.5.392 / Virus Database: 270.13.30/2262 - Release Date:
>>>>> 07/25/09
>>>>>> 18:01:00
>>>>>>
>>>>> ___
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
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>>>>>
>>>>>
>>>>> ___
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
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>>>>
>>>>
>>> ___
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>>> please visit:
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>>>
>>>
>> ___
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>> please visit:
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>>
>
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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread botman
...and then pigs will fly.  :)


On 7/24/2009 2:19 PM, Joel R. wrote:
> Profit making? The only games that made profit on the source engine are the
> ones by valve and the one by garry.
>
> I believe the NS2 engine will be everything you guys here wanted.  They took
> all the best aspects of the source engine, gutted them out and rewrote
> them.  They will have better tools, better everything, all written by 2 guys
> (probably just 1 guy).  And it will all have derived from the Source
> Engine.  From what little we have seen it seems to be shaping up quite
> nicely.
>
>
>
>
> On Fri, Jul 24, 2009 at 2:11 PM, Bob Somers  wrote:
>
>> No kidding. Nothing like asking a company who's in business to make
>> money to throw their profit making tools into the public domain...
>>
>> --Bob
>>
>>
>>
>> On Fri, Jul 24, 2009 at 11:21 AM, Ryan Sheffer  wrote:
>>> In a nutshell, asking far too much.
>>>
>>> On Fri, Jul 24, 2009 at 10:58 AM, Nick  wrote:
>>>
>>>> I basically summed up the entire thread for everyone.
>>>>
>>>>
>>>> Give modders better tools:
>>>> Open source hammer.
>>>> Open source all tools.
>>>> Release specs on proprietary formats
>>>> Enable a lua added version of sdk
>>>> allow some sort of documentation of the non-released parts of sdk
>>>> (release entire sdk, but have only clientside code available)
>>>>
>>>> Make it easier to create content, and modify the engine.
>>>>
>>>> ___
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>>>> please visit:
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>>>>
>>>>
>>>
>>> --
>>> ~Ryan ( skidz )
>>> ___
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>>>
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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread botman
How DARE you come on to this list and respond with a well thought out 
and reasonable response?  Don't you know this this list is only for 
whiners and n00bs?  GTFO!!1!  :)

On 7/23/2009 7:28 PM, Bob Somers wrote:
> With all due respect to you guys, I think you're forgetting that
> ultimately Valve is not in the mod-support business. They're in the
> business of making their own games, and the success of their titles
> shows how well they do it.
>
> Their tools are designed for the way the workflow happens at Valve,
> not at your house. They're providing their tools to you as a courtesy.
> Now, if they want to take suggestions from the community that's great,
> but ultimately you're getting all their tools for free so it's really
> "too bad" if they don't work they way you want them to.
>
> I'm not well versed in the model compilation process for Source, but
> there's one thing a command line interface has over a GUI...
> scriptability. In a big software company, the rule of thumb is that
> anything that can be automated should be automated. You can't script a
> GUI (at least, not very easily at all).
>
> --Bob
>
>
>
>
> On Thu, Jul 23, 2009 at 5:08 PM, Saul Rennison  
> wrote:
>> Hell I'm on Summer Holidays, I'll give this a go, although it does
>> mean I'd have to do texture support which I'm not so great at. But GCF
>> support is possible via Nemesis' HLlib.
>>
>> All replies in this topic bring up good points in the Source Engine,
>> heres my 2 pence:
>> I don't agree with the fact Source doesn't have good physics.
>> Source should move to DAE.
>> StudioMDL and HLMV should be open-source, leave P4 integration in, we
>> only need the code / snippets from it.
>>
>> There's probably more but I can't be bothered replying.
>>
>> Thanks,
>> -Saul.
>>
>> On 24 Jul 2009, at 00:17, Harry Jeffery
>>   wrote:
>>
>>> If it's all made nice and modular and supports either dll or python
>>> plugins I think it would work great.
>>>
>>> Nothing there that should be too hard to re-implement.
>>>
>>> 2009/7/24 Matt Hoffman:
>>>> Because...
>>>>
>>>> Hell that's a good point. The VMF document format isn't exactly
>>>> hard to
>>>> understand. The compile tools are all plugged-in.
>>>>
>>>> Only thing you would have issues with (I'd Imagine): Loading from
>>>> the GCFS
>>>> quickly, and efficiently. Though I imagine Jed would have a
>>>> solution there.
>>>> Displacements could also be an issue.
>>>>
>>>> I'd imagine it's possible.
>>>>
>>>>
>>>>
>>>> On Thu, Jul 23, 2009 at 4:06 PM, Harry Jeffery<
>>>> harry101jeff...@googlemail.com>  wrote:
>>>>
>>>>> 1. Update SDK and make it uber leet as per suggestions.
>>>>> 2. Distribute SDK (not on valvetime please)
>>>>> 3. Studios pay for license
>>>>> 4. More mods become commercially viable (e.g. GMod)
>>>>> 5. ?
>>>>> 6. Profit!
>>>>>
>>>>> But seriously, it can be done.
>>>>>
>>>>> And if hammer is so bad why has the community not started work on an
>>>>> opensource version with python support for plugins.
>>>>>
>>>>> 2009/7/23 Jorge Rodriguez:
>>>>>> Source engine works just fine for outdoors areas. Did you people
>>>>>> forget
>>>>> that
>>>>>> half of HL2 and the episodes take place outdoors? Obviously it
>>>>>> doesn't
>>>>> scale
>>>>>> up to GTA-size large areas, but it can handle some pretty large
>>>>>> areas.
>>>>>>
>>>>>> --
>>>>>> Jorge "Vino" Rodriguez
>>>>>> ___
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>>>>>> archives,
>>>>> please visit:
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>>>>>>
>>>>>>
>>>>> ___
>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>> archives,
>>>>> please visit:
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>>>>>
>>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list
>>>> archives, please visit:
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>>>>
>>>>
>>> ___
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>>> archives, please visit:
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>>>
>> ___
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>> please visit:
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>>
>>
>
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Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread botman
t;>>> shot.
>>>>>>>
>>>>>>>> I
>>>>>>>>
>>>>>>>>> got the code to compile, but now it crashes the map if I start
>>>>>>>>>
>>>> with
>>>>
>>>>> a
>>>>>
>>>>>>>>> prop_vehicle_jetski in it. (Added a FGD entry based off the
>>>>>>>>>
>>>>> Airboat,
>>>>>
>>>>>>> uses
>>>>>>>
>>>>>>>>> the Airboat's model). So now my question is, how do I debug this
>>>>>>>>>
>>>>>> crash
>>>>>>
>>>>>>>>> (Memory could not be read) when it happens on load time? Or
>>>>>>>>>
>>>> should
>>>>
>>>>> I
>>>>>
>>>>>> go
>>>>>>
>>>>>>>>> about spawning the entity a different way that might be more
>>>>>>>>>
>>>> prone
>>>>
>>>>> to
>>>>>
>>>>>>>>> letting me debug?
>>>>>>>>>
>>>>>>>>> Also I assume not having a client-side file is going to be bad?
>>>>>>>>>
>>>>> (And
>>>>>
>>>>>>> may
>>>>>>>
>>>>>>>> be
>>>>>>>>
>>>>>>>>> the source of my crashes even?)
>>>>>>>>> ___
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>
>>>>>> archives,
>>>>>>
>>>>>>>>> please visit:
>>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>> ___
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>
>>>>> archives,
>>>>>
>>>>>>>> please visit:
>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>> ___
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>
>>>> archives,
>>>>
>>>>>>> please visit:
>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>> ___
>>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>>> please visit:
>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>> ___
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>> 
>>>
>>>
>>> Internal Virus Database is out of date.
>>> Checked by AVG - www.avg.com
>>> Version: 8.5.375 / Virus Database: 270.13.11/2232 - Release Date:
>> 07/11/09 17:56:00
>>>
>>
>> ___
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>> please visit:
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>>
>>
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Re: [hlcoders] Access reception to hlcoders forum

2009-07-03 Thread botman
Jonas 'Sortie' Termansen wrote:
> Engrish anyone?
>
> Trinitron, I have no idea what you are talking about. This isn't a 'forum', 
> it's a mailing list. But if you want to see the previous mails, there should 
> be some website where you can browse them.
>
> But what I understood was, you want the current .dem format?
>
>   
There is a searchable archive of the hlcoders email list here...

http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/

...but the history doesn't go back as far as the archives here...

http://list.valvesoftware.com/mailman/private/hlcoders/

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Re: [hlcoders] Sharing a depot in perforce

2009-06-25 Thread botman
James Gray wrote:
> Git? If you go that route, I would say Mercurial is much better.
>
>   
...and the source control wars have begun!  Everyone grab your favorite 
weapon and come out fighting.  :)

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Re: [hlcoders] Sharing a depot in perforce

2009-06-25 Thread botman
Garry Newman wrote:
> TBH, that link makes me think SVN is better. I'm not convinced. At all.
> garry
>
>   
...but...but...Perforce has TEH AWESOMES!

:)

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Re: [hlcoders] Sharing a depot in perforce

2009-06-25 Thread botman
botman wrote:
> Garry Newman wrote:
>> Slightly off topic, but why do people use Perforce over SVN (besides 
>> 'cuz
>> Valve does')?
>> garry
>>   
> Because Perforce has teh awesomes...
>
> http://maillist.perforce.com/pipermail/perforce-user/2006-May/018327.html
>
> :)
>
More...

http://versioncontrolblog.com/comparison/Perforce/Subversion/index.html

SVN is good (if you want a free source control, Perforce is better, if 
you can afford licenses for more than 2 peeps)

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Re: [hlcoders] Sharing a depot in perforce

2009-06-25 Thread botman
Garry Newman wrote:
> Slightly off topic, but why do people use Perforce over SVN (besides 'cuz
> Valve does')?
> garry
>   
Because Perforce has teh awesomes...

http://maillist.perforce.com/pipermail/perforce-user/2006-May/018327.html

:)

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Re: [hlcoders] Sharing a depot in perforce

2009-06-25 Thread botman
Ben Tucker wrote:
> im having some perforce troubles I have two computers on the same 
> network, and both have perforce installed. I also have them sharing a 
> netfolder ( a hard drive shared on the network ). I cant install perforce 
> server on the netfolder because it isnt actually a server. Id like to store a 
> perforce depot on there that both the computers can access and use.
>
> I have attempted this by defining a depot on both of the comps. I did this 
> with MSDOS:
> p4 depot lido
> and then changed the map: field to the netfolder's path and where I had the 
> depot folder. This half worked, as they both could put files up there and do 
> things with them. however, they could not detect the other computers files, 
> so they could not collaborate.
>
> anyone know how to fix this so they can collaborate on the same files?
>   
You shouldn't be "sharing" files anywhere.  You install Perforce on one 
machine and run it as the server...

http://www.perforce.com/perforce/doc.082/manuals/p4sag/01_install.html#1049719

You install Perforce on the other machine (the client) and run it as a 
client. 

The server creates a depot using "p4 depot SomeDepotName"...

http://www.perforce.com/perforce/doc.082/manuals/p4sag/03_superuser.html#1044923

...and the client(s) access those files by creating a ClientSpec (or 
Workspace) that contains that depot.

The client can then add new files to the depot or sync to revisions of 
files in the depot.  The P4 server keeps track of which version of each 
file a client has.  At no point should you "share" a file between the 
server and client by putting on a shared network resource where either 
machine can modify that file.

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Re: [hlcoders] Source SDK Beta Concluded

2009-06-15 Thread botman
On 6/15/2009 4:31 PM, Matt Hoffman wrote:
>>> Am I the only one that finds it ironic that you hate that the map
>>> sources are being released because people will "fix" them, but in the
>>> same email ask when the model sources will get releases so you can "fix"
>>> them?  :)
>
> There is a difference between "fixing" the maps
> (arena_2fort_night_fixed_pro_b3) and my fixing of the characters. As it
> stands, the scout has been fixed. This fixing is not editing the model
> reference, It's re-compiling the characters with facial flexes so that I can
> do custom animations, *cough* machinima *cough* etc.

Okay, but my point is that you assume that every no-talent so-called 
level designer will take the map sources and make crappy clones of them 
polluting servers with these maps.  That may be true, but other skilled 
level designers will take the map sources, examine them and learn ways 
to things that they didn't know about beforehand (which benefits the 
community as a whole).

Players who don't want the crappy maps will avoid playing on servers 
that run them.  If no one plays on that server, it will shut down or 
will be at the bottom of the list in the browser.

On the other hand, some awesome level designer may take the map, 
re-texture it using Mario textures or Lego textures and assets and make 
a custom map that's genuinely fun to play (possibly bringing back 
players who have left because all of the old maps have become tired and 
boring).

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Re: [hlcoders] Source SDK Beta Concluded

2009-06-15 Thread botman
On 6/15/2009 4:02 PM, Matt Hoffman wrote:
> I for one am hating the official map release.
>
> While I have a project that I would have needed the map sources for (and not
> recompiles), I think we are going to see alot of 2FORT_PRO_FIXED and
> CP_GRAVELPIT_PRO_FIXED_FIXED_V2. I for one, do not want these.
>
> However, I guess there is hope as I haven't seen too many of those, and
> decompiling was already possible.
>
> When you say the "model sources' are coming soon, how soon is soon? Because
> I'm currently fixing all of the models so that they can recompile (Fixing
> flexes and the such), and I'm wondering if your going to: A. Include these
> with your model sources, and B: Do it in a timely manner?

Am I the only one that finds it ironic that you hate that the map 
sources are being released because people will "fix" them, but in the 
same email ask when the model sources will get releases so you can "fix" 
them?  :)

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Re: [hlcoders] Why did VALVe remove almost everything we got in the new SDK beta update?

2009-06-12 Thread botman
On 6/12/2009 4:02 PM, James K wrote:
> About 2 hours ago we got an update to the SDK beta that included new
> programs like normal2ssbump.exe and a few others, but then a patch released
> minutes after removed that and almost 90% of the stuff in my orangebox bin
> folder. What's the deal VALVe? Don't want us to have tools that should be
> publicly available?

http://www.botman2.com/images/HAHA.jpg

LOL

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Re: [hlcoders] Dynamic shadows on ViewModel

2009-06-12 Thread botman
On 6/12/2009 2:31 PM, Cory de La Torre wrote:
> I too have been trying to figure this out. Garry knows how.

Garry knows all!

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Re: [hlcoders] replay

2009-06-12 Thread botman
On 6/12/2009 7:25 AM, Sykes wrote:
> Might sound ambitious.. but Im wondering if anyone has any
> ideas/experience in client side action replay under the hl2 sdk?

Do you mean like rewinding a demo in game?

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Re: [hlcoders] Perforce Workspaces - Releasing

2009-06-08 Thread botman
On 6/8/2009 1:20 PM, Ben Tucker wrote:
> Okay, sorry for so many questions today, but I have one more...
> So, I'm using Perforce (Valve recommends it for source control) and I'm 
> trying to remove a workspace. But when I tried the way that the Perforce 
> guide said to do it, the files on my computer were still read-only. How can I 
> make them just normal files and have no connection to Perforce?

If you want to remove (delete) the files use "Remove from Client" (in 
P4Win).

If you just want to set the files to not read-only, open a Command 
Prompt window, change to the folder with all your files and run...

attrib -r *.* /S

...and that will turn off read-only on all files in the current folder 
and in all subfolders.

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Re: [hlcoders] File System

2009-05-27 Thread botman
On 5/27/2009 3:55 PM, Gabriel Smith wrote:
> I was wondering if there was any way to incorporate a file system into source 
> so you could theoretically search through files anywhere on your computer.  I 
> want to know so I can see if making a fps style "desktop" was possible.
>
>   Yoda12999
>

#include 
#include 

void Directory(FILE *fp, CHAR *path)
{
HANDLE hFile = NULL;
WIN32_FIND_DATA pFindFileData;
CHAR temp_path[_MAX_PATH];

strcpy(temp_path, path);
strcat(temp_path, "\\*");

hFile = FindFirstFile(temp_path, &pFindFileData);

if (hFile == INVALID_HANDLE_VALUE)
return;

int dir_count = 0;
int file_count = 0;

do
{
if ((strcmp(pFindFileData.cFileName, ".") == 0) || 
(strcmp(pFindFileData.cFileName, "..") == 0))
continue;  // skip '.' and '..'

if (pFindFileData.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY)
{
fprintf(fp, "Directory = %s\\%s\n", path, 
pFindFileData.cFileName);

strcpy(temp_path, path);
strcat(temp_path, "\\");
strcat(temp_path, pFindFileData.cFileName);

Directory(fp, temp_path);
dir_count++;
}
else
{
fprintf(fp, "%12d  %s\n", pFindFileData.nFileSizeLow, 
pFindFileData.cFileName);
file_count++;
}

} while( FindNextFile(hFile, &pFindFileData) );

fprintf(fp, "Count for %s = %d directories, %d files.\n", path, 
dir_count, file_count);

// Close the find handle.
FindClose( hFile );
}

void main(void)
{
FILE *fp = fopen("Directory.txt", "w");
if (fp != NULL)
Directory(fp, ".");
fclose(fp);
}


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Re: [hlcoders] how to disable intellisense from graying out proprocessor conditional blocks?

2009-05-05 Thread botman
On 5/5/2009 4:44 PM, Jorge Rodriguez wrote:
> This has bothered me for a while and I would like to know the solution too,
> but my layman's solution is to copy stuff outside of the CLIENT_DLL block
> and then right click it, it's usually recognized by intellisense
> immediately.

The only way I know to do this is to completely disable intellisense.

I wonder if they'll make this a checkbox in VS2010?  :)

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Re: [hlcoders] Please update the demo editor!

2009-05-01 Thread botman
On 5/1/2009 2:22 PM, Glen No wrote:
> Ok everyone, I have sort of made a petition/general thread for this in the
> steam forums, here:
>
> http://forums.steampowered.com/forums/showthread.php?p=9782577#post9782577

You should also make an internet petition.  I hear they work really 
well.  :)

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Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-28 Thread botman
On 4/28/2009 8:02 AM, Garry Newman wrote:
> Do what?
> Anything I've done, all you've gotta do is ask and I'll tell you how I've
> done it.

How did you get all those women to fall in love with you?

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Re: [hlcoders] remove me from list!

2009-04-27 Thread botman
On 4/27/2009 12:27 PM, Ian T. Jacobsen wrote:
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>

See the last two lines of your email (and this email)...

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

:)

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Re: [hlcoders] npc_surface - Could VALVekindlyprovidethesourcecodeto this awesome test entity?

2009-04-15 Thread botman
On 4/15/2009 6:52 PM, Spencer 'voogru' MacDonald wrote:
> Can I interest you in a tin foil hat?

Is it coated with env_cubemap?  :)

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Re: [hlcoders] npc_surface - Could VALVe kindlyprovidethesourcecode to this awesome test entity?

2009-04-15 Thread botman
On 4/15/2009 10:44 AM, Matt Hoffman wrote:
> Jonas: http://www.youtube.com/watch?v=sqSS0sSff44
>

Looks sorta like Havok fluid physics to me...

http://www.youtube.com/watch?v=R760vS77VmM

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Re: [hlcoders] ForcedMaterialOverride

2009-04-09 Thread botman
On 4/9/2009 6:19 PM, Jean Marcel Knapp dos Santos wrote:
> Thanks, it worked, but now there is another error:
>
> ShaderAPIDX8::CreateD3DTexture: Invalid color format!
>
> The combat characters are now black... They supposed to be yellow/red.

If you google "ShaderAPIDX8::CreateD3DTexture: Invalid color format!", 
one of the links you get is this...

http://forums.steampowered.com/forums/showthread.php?t=753436&highlight=Black+textures

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Re: [hlcoders] First-Person Arms Model

2009-03-19 Thread botman
When trying to figure out how to do things, it's useful to search 
through the SDK source code for examples.  You know that you want to 
change a skin, but don't know how to do it.  Start by searching the 
Valve Developer Community wiki pages...

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

I put "skin" in the search box on how to create skins for models.  No 
programming example of how to change a skin jumps out at me, so I search 
the SDK source code (using "Find in Files" in Visual Studio, or using my 
favorite tool WinGrep).

I start by searching all .cpp files for "skin" and this gives me lots of 
results (in fact, too many to look through), so I search for "Skin" 
using a case-sensitive search assuming that there will be some function 
that allows me to change a skin and it will have the name "Skin" (with 
that case) somewhere in it.

Lo and behold, I find things like "GetSkin()" and "SetSkin()" in various 
places (for example, weapon_crossbow.cpp has a SetSkin() member 
function).  By looking at this example code, I can determine how to set 
a skin on a model.

"Give a man a fish, feed him for a day.  Teach a man to fish, feed him 
for life."

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On 3/18/2009 11:16 PM, Idrox Gedrono wrote:
> Well, right, I don't want to change the actual materials, I just want
> to set the skin number of the model.  For example, if 0 is the HEV
> suit and 1 is rebel hands and 2 is combine hands, I want to know how
> to set that number in code.
>
> Ryan Sheffer wrote:
>> You don't, you can override the materials of a model but I think
>> that is about it. You will have to make either modifications to the
>> current texture or recompile the model with multiple skins.
>>
>> On Wed, Mar 18, 2009 at 6:22 PM, Idrox Gedrono  wrote:
>>
>>> Very well.   The arms model must not change, then, but instead
>>> the skin on the arms.   Half-Life 2 Deathmatch has skins for both
>>> rebels and combine. The question is, then, how (and where) do you
>>> change the skin of the player's weapon in code?
>>>
>>> Ben Mears wrote:
>>>> Good point. But you would still have to compile the new skin
>>>> into the model, right? I think you would still need to
>>>> decompile the model and apply the new texture/skin to the model
>>>> in a 3D program and then export the new reference SMD for the
>>>> model with the new texture/skin. You would also need to
>>>> reference the new texture in the .QC file and designate it as a
>>>> skin that can be used.
>>>>
>>>> botman wrote:
>>>>> Models can have multiple skins.  You can switch between the
>>>>> skin for different materials on the model.
>>>>>
>
> _
> Hotmail® is up to 70% faster. Now good news travels really fast.
> http://windowslive.com/online/hotmail?ocid=TXT_TAGLM_WL_HM_70faster_032009
>
>
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Re: [hlcoders] First-Person Arms Model

2009-03-18 Thread botman
Models can have multiple skins.  You can switch between the skin for 
different materials on the model.

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On 3/18/2009 6:57 PM, Idrox Gedrono wrote:
> Okay, but that doesn't answer my question: is there a way to change
> the model that the arms use?  Just off the top of my head, weapons in
> HL2DM must certainly support multiple arm models, since combine have
> shiny gloves and rebels don't.  How is this accomplished?
>
> On Tue, Mar 17, 2009 at 6:12 PM, Grash  wrote:
>
>> Okay, it seems that you're still confused between the two model
>> types for weapons. There are two different models. I detail in
>> brief the difference between them.
>>
>> 1) World Model. This is the model that is picked up\tossed This is
>> the model that attached to other players. This is the model that
>> you see on your self in 3rd person. Valve typically names these
>> models with a "w_" prefix
>>
>>
>> 2) View Model This is the model that is seen in first person. This
>> model is rendered differently, as only the client sees it. For this
>> reason, View models have arms built into them. Hence why you still
>> see the HVAC Hands regardless of player model. Valve typically
>> names these models with a "v_" prefix
>>
>>
>>
>>
>> --- On Tue, 3/17/09, Idrox Gedrono  wrote:
>>
>> From: Idrox Gedrono Subject: [hlcoders] First-Person Arms Model To:
>> hlcoders at list.valvesoftware.com Date: Tuesday, March 17, 2009,
>> 8:17 PM
>>
>>
>> Using both a rebel playermodel and the combine-police playermodel,
>> I still retain the HEV-suited hands and arms shown in first-person.
>> How do you change the model of the arms you see?  Thanks in
>> advance.
>
> _
> Windows Live™: Life without walls.
> http://windowslive.com/explore?ocid=TXT_TAGLM_WL_allup_1a_explore_032009
>
>
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Re: [hlcoders] Tf2 scout update now breaks plugin / SDK updateneeded?

2009-03-13 Thread botman
ing common, you could look at the SourceMod code and see how
>>>>>> they
>>>>>> handle the same situation.  If it's only interfaces that you're
>>>>>> using,
>>>>> then
>>>>>> hopefully Valve will update the SDK soon.
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> On Thu, Feb 26, 2009 at 12:31 PM, cheeseh-bu
>>>>> wrote:
>>>>>>> Hi, The latest TF2 scout update seems to crash when I use my plugin
>>>>> now
>>>>>>> after GameFrame is called.
>>>>>>>
>>>>>>> Does anyone know of any interface changes / Bot handling changes?
>>>>> (i.e. SDK
>>>>>>> updated? -- latest code doesn't seem to work)
>>>>>>>
>>>>>>> Although, I am just guessing
>>>>>>>
>>>>>>> Hope some have the answer,
>>>>>>> cheeseh
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>>>>>>>
>>>>>>>
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>>>>> please visit:
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>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Ryan "Kalvin" Williams
>>>>> Project VDC - Founder and Lead Developer
>>>>> http://www.projectvdc.net/
>>>>>
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>>>>> please visit:
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>>>>>
>>>>>
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>
>
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Re: [hlcoders] Spawning large number of dynamic lights.

2009-03-02 Thread botman
On 3/2/2009 1:16 PM, Aditya Gaddam wrote:
> I am trying to spawn lights because the areas being lighted are also
> changing. They are not static geometry. Would lightmaps still work in this
> situation? Aren't they compiled into the BSP?

Lots of dynamic lights may make things somewhat slow.

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Re: [hlcoders] Recent update bugged.

2009-02-17 Thread botman
Jarno Veuger wrote:
> I can confirm that Episode 2 is indeed broken now. I think Valve really 
> needs to test their updates better.

Now Valve hatez teh modderz AND teh playerz.  :)

P.S. using 'z' instead of 's' is fun!

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Re: [hlcoders] TF2 Colision

2009-02-14 Thread botman
Tony Sergi wrote:
> Soon as the SDK goes into beta again, it's there.

How long is that in "Valve time"?  :)

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Re: [hlcoders] Tools not working for Orange Box games after the last engine update

2009-01-31 Thread botman
Nick wrote:
> i think valve is trying to send you guise as message, and the message
> is stop modding

http://www.botman2.com/images/HAHA.jpg

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Re: [hlcoders] hlcoders Digest, Vol 11, Issue 63

2009-01-29 Thread botman
Tom Schumann wrote:
> Well what I'm reffering to is apparently very mediocre ragdolls, but
> that's all I'm looking for. I've read in two places that there is
> some simple ragdoll code in one of Half-Life's .dll's code: 
> http://hl-improvement.com/forums/index.php?topic=7265.msg115299#msg115299
> 
> 
> and also in an email from the admin of 3rdlife.net about a tutorial
> he used to host. So, does anyone know where this is or, if not, in
> what .dll it's likely to be?

The nVidia (Ageia) PhysX SDK dlls are available for download here...

http://developer.nvidia.com/object/physx_downloads.html

Like other people have mentioned, you will have to pass the world BSP 
polygons to the PhysX engine for it's collision model and you'll need to 
create ragdoll collision bodies for a PhysX ragdoll.

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Re: [hlcoders] hl2.exe not completely exiting when quitting mod?

2009-01-20 Thread botman
Nick wrote:
> you people complain too much i think

Pot, meet Kettle.  :)

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Re: [hlcoders] Documentation Survey Results

2009-01-15 Thread botman
Tobias Kammersgaard wrote:
> Internet Surveys are serious business!
> /ScarT

I was actually going to go make an internet survey that says:

"Are internet surveys serious business?

( ) Yes
( ) No"

...and then post the URL, but it seemed like way too much work.

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

2009-01-14 Thread botman
Sykes wrote:
> Have to agree with botman there.. some wise words..
> 
> though just as a comment : botman: your HL1 SDK site used to host some
> awesome howto's that really did aid in the "learning curve"
> 
> perhaps this is best thing.. some practical examples? - though
> arguably thats what most of the sdk is anyway..

I agree.  Some quick code snippets on how to do common stuff would be 
useful to put on the wiki.  Things like "how to loop through all players 
to do something on each one", or "how to modify the behavior of a weapon 
(or grenade)", etc.  The kind of tutorial stuff that is/was on The 
Wavelength website would be ideal for the wiki and that kind of stuff 
wouldn't take too much time.

The only problem is that many of the tutorials that were created had 
bugs (or just flat out wouldn't compile).  People type in a tutorial and 
expect it to work 100% out of the box and many of them did not because 
the people that created them were careless or didn't put enough effort 
into making them foolproof.  There needs to be a caveat to people that 
say "Hey, here's some tutorials.  They may work properly or they may not 
depending on the skill of the person who created them."  Having a way to 
rate the tutorials would be nice too so that someone would know that 
something with a high rating would be more likely to work properly.

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

2009-01-14 Thread botman
Tony Sergi wrote:
> The time it would take to actually do all that, you could just make a real 
> mod.
> 
> Or as minh said, world peace.

In the last 8 or 9 years that I've been on this email list, something 
like this has been discussed at least 4 or 5 times.  Everybody thought 
it was a good idea but nobody had the time or energy to create something 
like this and maintain it over time.  Every time some new coder starts 
working on a Half-Life mod, they get overwhelmed by the complexity of 
the code base.  Everyone wants a quick method to be able to understand 
how things fit together and there has never been any documentation that 
fulfills that need.  It would be difficult and time consuming to create 
such documentation and it would difficult to keep it up to date.

Having worked at a game development studio for many years, I would much 
rather see Valve spending their time creating code and fixing bugs than 
creating and updating documentation.

New developers just need to "jump in with both feet" and play around 
with the code for a couple of months and they will quickly become 
familiar with how things work.  You're not going to learn the entire 
code base in a couple of weeks and you don't really need to understand 
the entire code base to work on a single feature for a mod.

Just take things one step at a time and don't try to do too much at once 
and before too long you'll have a pretty good understanding of how 
things fit together and how things work (or you'll lose interest in the 
first few weeks and give up and go do something else).

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

2009-01-13 Thread botman
Nick wrote:
> If you want a car...why dont you just create one with metal?

The last time I checked, you have to *pay* for a car (and metal).

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Re: [hlcoders] Orange Box bot plugin - SVN available - anyone willing to contribute?

2008-12-24 Thread botman
Olly wrote:
> You really need to learn the facts before making statements like you do.

The internets are for arguments and serious business and porn.

Hurray for teh internets!

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Re: [hlcoders] Orange Box bot plugin - SVN available - anyone willing to contribute?

2008-12-23 Thread botman
cheeseh-bu wrote:
> Hi all,
> 
> first of all, thanks for the help to get my plugin for the Orange box SDK
> working, My plugin is at *http://rcbot.bots-united.com*
> 
> Now just a message for anyone interested in contributing to the source (Bear
> in mind it is in *Alpha stage*):

Yay!  Something to keep me occupied over the Christmas break.

It's either that, or play Portal for the eleventy-billionth time.  :)

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Re: [hlcoders] VelocityPunch and... what else?

2008-12-18 Thread botman
Yorg Kuijs wrote:
> Aight, how best to call it though?
> if I call it from ExplodeTouch in my grenade entity then will it work? 
> or would it need pointers?
> I want it to push everything so just calling the function should be enough?

You would need to loop through all the entities that you want to push 
and call it once for each one.

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Re: [hlcoders] Linux (Ubuntu) makefile woes (Andrew Watkins)

2008-12-15 Thread botman
Andrew Watkins wrote:
> 
> As far as I can tell, clean orange box makefiles have this problem,
> although someone else should confirm this before I go & post a big
> warning on the wiki.

If you use FTP to transfer files between PC and *nix, the FTP 
application should do all the cr/lf to newline translation for you.

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Re: [hlcoders] Bryy wants to keep up with you on Twitter

2008-11-08 Thread botman
Adam Buckland wrote:
> I'm guessing becaus he sent a twitter invite to the hlcoders email  
> address?

It won't work.  hlcoders has no life, so there's nothing to twitter 
about!  :)

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Re: [hlcoders] Amateur mod team looking for skilled Lead Programmer

2008-10-14 Thread botman
Yahn Bernier wrote:
> But we're always reading...

Shouldn't you be working on some awesome Episode 3 co-op support right 
now?  :)

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Re: [hlcoders] Amateur mod team looking for skilled Lead Programmer

2008-10-14 Thread botman
Tom Leighton wrote:
> I believe not, same goes for the source coding forum on SPUF. I tend to 
> enforce the "This forum is for help" unofficial rule but if people 
> started making informative detailed posts about their mod and why they 
> wanted help i'm sure I wouldn't mind.
> 
> Who's up for writing a rulebook for hlcoders?  

I think since this list is owned and maintained by Valve, it would be up 
to Valve to state what the rules are.  Not us.  :)

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Re: [hlcoders] Old recorded demos

2008-09-18 Thread botman
Nick wrote:
> A new format that won't have this problem? LOLOL

Maybe they're going to store everything in a text file?  XML?  :)

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Re: [hlcoders] Documentation

2008-09-16 Thread botman
Dave Gomboc wrote:
> 
> I'll try to get the ball rolling.
> http://developer.valvesoftware.com/wiki/Edict_t is almost completely
> blank (and nor is there material for CBaseEdict).  The minimal
> description provided, however, suggests that edict_t is not an
> unimportant class.  What can you tell me about it?  What ought a creator
> of mods and/or server plugins know about edict_t?  Feel free to respond
> on this mailing list, and I'll consolidate your responses into the wiki
> page.

We (hlcoders) had discussed edict a long time ago.  I was looking back 
for the original post (from Jay Stelly, I believe) that said that 
"edict" was Carmack's term for "entity dictionary" which was basically a 
way to store basic properties about an entity (location, rotation, etc.).

Since the engine was compiled with a specific edict structure, your mod 
code can not just add or remove properties to the edict structure 
otherwise you have a size mismatch between what the engine thinks the 
size of this structure is and what your mod thinks this structure is 
(which leads to either the engine or your mod stomping on the wrong 
locations in memory and causing all kinds of problems).

The only thing Google points to when searching for "hlcoders quake 
edict" is this from Ken Birdwell...

http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg01215.html

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Re: [hlcoders] Question about CUtlVector.

2008-09-09 Thread botman
A.Oliver wrote:
> Hi, my mod is suffering random crashes each certain amount of time
> and the mini dumps don't point to any useful piece of code. Well, the
> call stack traces parts of the code I never modified and I had a
> similar experience previously which confirmed such call stacks are
> trash basically. Here is:
> 
> server.dll!CNetworkVarBase::Set(const
> int & val=-1)  Line 204 C++ server.dll!CBaseEntity::SetNextThink(int
> nContextIndex=-1, float thinkTime=-1.#QNAN00)  Line 1037 + 0x34 bytes
> C++ server.dll!CBaseEntity::PhysicsRunSpecificThink(int
> nContextIndex=1147464990, void (void)* thinkFunc=0x0dc282f0)  Line
> 2092 C++ 
> server.dll!CBaseEntity::PhysicsRunThink(CBaseEntity::thinkmethods_t
> thinkMethod=THINK_FIRE_ALL_FUNCTIONS)  Line 1890 C++ 
> server.dll!Physics_SimulateEntity(CBaseEntity * pEntity=0x0adcf000)
> Line 2009 + 0x9 bytes C++ server.dll!Physics_RunThinkFunctions(bool
> simulating=true)  Line 2060 + 0x9 bytes C++ 
> server.dll!CServerGameDLL::GameFrame(bool simulating=)  Line 1076 +
> 0xa bytes C++
> 
> 
> So it seems there is a leak somewhere, and I'd say it has to do with
> a few CUtlVector I use in CBasePlayer to store info. None of these
> stores pointers, but I'm confused about what to do when that player
> is removed. Such arrays require any special treatment as it happens
> when they store pointers? I'm looking for similar cases in the code
> and I couldn't conclude anything. So should I do something to
> deallocate the memory they in CBasePlayer destructor, or something
> else?
> 
> BTW, such server crashes happens always immediately after a player
> has been killed. It has been running in Ep1 engine (HL2MP based)
> until I ported it to OB, only took 3 days but I ported this bug as
> well... I have a question regarding some default entities not working
> properly in OB, but that'd go better in another post I guess.
> 
> These crashes are becoming a nightmare, they are dragging down the
> whole development.If you need more info please let me know, and sorry
> if I'm asking something basic. 


This, "thinkTime=-1.#QNAN00" looks bad to me.  Are you passing in a bad 
floating point value (possibly dividing by zero)?

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Re: [hlcoders] Graphical Debugging

2008-09-02 Thread botman
Maarten De Meyer wrote:
> /me hits myself in the head. Should've thought of that myself, I didn't
> think it'd work out of the box with a random directx application. [
> Although I have a habit of looking down on pix for windows, it's absolute
> horror compared to the xbox version :p ]

Yeah.  The Xbox360 version of PIX kicks ass.  It's buttloads better than 
anything available for the PS3.

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Re: [hlcoders] Graphical Debugging

2008-09-02 Thread botman
Maarten De Meyer wrote:
> This mail is intended more for valve employees than the list I guess, but
> you never know.
> 
> Simple question, as usual: is there a way to do some graphical debugging
> in Source, similar to eg nvperfhud or the likes? [ where you can see
> contents of rendertargets per drawcall etc ]?
> 
> I assume not, or at least not for us modders, but you never know :)

PIX?...

http://msdn.microsoft.com/en-us/library/bb173088(VS.85).aspx

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Re: [hlcoders] Running Source on VMWare Fusion

2008-08-15 Thread botman
Adam "amckern" McKern wrote:
> I have a friend that is trying to help me out with models, however he
> only has an Intel Mac, and is running VMWare Fusion for Mac.
> 
> When ever he try's to launch a steam game, it sits there with the
> green 'loading Source SDK Base', and then dumps him back to the
> desktop, even before hl2.exe loads.
> 
> What can we do?

Buy a PC?

aw c'mon, somebody had to say it!  :)

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Re: [hlcoders] Preprocessor Trouble

2008-08-06 Thread Jeffrey &quot;botman" Broome
Øystein Dale wrote:
> 
> BTW, I'm not sure if I'm replying to this mailing list correctly. The
> address I'm sending to is [EMAIL PROTECTED] Can
> someone confirm or correct this?

hlcoders@list.valvesoftware.com is the correct email address.

The threaded or not-threaded issue is more than likely due to which 
email client you use (some less-than-awesome email clients don't support 
threaded emails properly when replying to emails).  You are using 
"Reply" to respond to messages, right?

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Re: [hlcoders] grenade code

2008-07-30 Thread Jeffrey &quot;botman" Broome
Yorg Kuijs wrote:
> Been messing around for about 2 hours now and I think I almost got it
> currently using this code:
> if ( "weapon_superfrag" )
> {

I hope that's not the actual code, since...

if ( pointer_to_some_text_string_here )

...will always be true since the pointer will always be non-zero.

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Re: [hlcoders] Bots & Server Plugins coming - woot

2008-07-25 Thread Jeffrey &quot;botman" Broome
Jeremy wrote:
> To summarize, the new bot interface is going into the Orange Box engine, and
> so will be available for DOD:S, CS:S(when its updated to OB), TF2 of course,
> and whatever future Orange Box based mods/games pop up(hopefully HL2DM will
> be updated as well).
> 
> If you are a fan of DOD:S or CS:S and want to help out at all, there is a
> discussion at Bots United you can check out to get more detailed info about
> this stuff.
> 
> http://forums.bots-united.com/showthread.php?t=3629&page=8 - near the bottom
> 
> Hopefully once Tony gets the interfaces and stuff solid it won't be too long
> of a process to go from his hands into a steam update near you. In order to
> get the interfaces solid for these several games I could use some help. I
> mention that help in the bots united thread linked above. Please discuss
> further there so as not to spam the coders list.

Awesome!  It's nice to see Valve finally give some bot lovin' again like 
they did when the first SDK came out for the original Half-Life.

Way to go Valve!  You guys and gals truly are the best.  :)

I may have to get off my butt and get back to some bot coding for Source 
once again.

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Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread Jeffrey &quot;botman" Broome
Tobias Kammersgaard wrote:
> May I ask why?

I think most (all?) of the things not being distributed uses third party 
libraries that Valve is not allowed to redistribute.  Like Tony said, 
they should never have been there in the first place, but somebody 
screwed up initially and put in things that later got removed.

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Re: [hlcoders] Linux & Orange Box

2008-06-21 Thread Jeffrey &quot;botman" Broome
Garry Newman wrote:
> Valve need to come and clean my bathroom. I bought Half-Life 1 in
> 2001, I pay their wages, they owe me this.

You haven't cleaned your bathroom since 2001?

Ew, you're disgusting!

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Re: [hlcoders] New Makefile problems.

2008-06-16 Thread Jeffrey &quot;botman" Broome
Mike Durand wrote:
> Are you guys finding this necessary on the makefiles that were included
> in last week's beta? I did all of the editing/saving of those on my
> Linux box so I'm surprised that this is a problem.

If files were FTPed from a Windoze box to a Linux box, the FTP app would 
introduce CR/LF in place of newlines (unless FTP was set up properly to 
know that the client/server we using different text file formats).

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Re: [hlcoders] New Content Authoring Tools In Tonight's Update

2008-06-11 Thread Jeffrey &quot;botman" Broome
Jake Breen wrote:
> Guess you missed this part...
> 
> *I'm sure that there will be lots of questions and I'll do my best to
> answer them quickly. I'm looking update the SDK either tomorrow or
> Wednesday which will give you guys some more examples as well as make
> launching the engine tools more consistent with our other tools.*
> 
> Not only that, but hoping the crash bug when saving would be fixed.

Did you use the "Valve Time" conversion table?  :)

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

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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Jeffrey &quot;botman" Broome
Nick wrote:
> I was never convinced he worked for valve anyway. Nice guy though..
> Lack of valve email always makes me wonder..

He's not listed on the Valve people page...

http://www.valvesoftware.com/people.html

...but then again, it might not be updated all that often and some 
people might request to not be on the page.

You could try sending an email to [EMAIL PROTECTED] and see if it 
bounces back.  :)

Also, if I worked at Valve, I wouldn't be able to use "jeffb@" because 
Jeff Ballinger already has it.  :(

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Re: [hlcoders] XSI Mod Tool 6 and SMD Importer

2008-05-09 Thread Jeffrey &quot;botman" Broome
Tom Edwards wrote:
> What's with all this replying below the quote? I keep thinking someone 
> sent an empty message. :-p

A: Because it messes up the order in which people normally read text.
Q: Why is top-posting such a bad thing?
A: Top-posting.
Q: What is the most annoying thing in e-mail?

http://en.wikipedia.org/wiki/Top-posting#Top-posting

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Re: [hlcoders] Performance : "OB engine" vs "ep1 engine"

2008-04-25 Thread Jeffrey &quot;botman" Broome
Nick wrote:
> I am really shocked about this massive performance difference. I read
> about this nowhere else, I had no idea this would happen. I am only
> very thankful that I didn't bother upgrading to OB sdk. Does anyone
> know if/when these performance issues will be resolved

Probably never.  Next-gen games require next-gen hardware.  You're not 
going to be able to run more recent games with your '386 computer and 
your GeForce2 graphics card.  :)

Seriously, game developers will keep pushing the top-end hardware just 
as far as it can go.  If you don't keep upgrading your hardware every 
few years, you will be unable to run the latest and greatest games.

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Re: [hlcoders] Proper way to iterate a CUtlDict?

2008-04-15 Thread Jeffrey &quot;botman" Broome
Yahn Bernier wrote:
> No, there are no remaining bugs in the code.  Well done.

I call "bullshit".  There's always one more bug!  ;)

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