Re: [hlcoders] [Base 2013 SDK / Stock Prerelease 2013 SDK] VPhysics Bug - Assured vphysics.dll hang/crash when physics objects enter specific area in a map
Hi Ryan, I can confirm that the issue doesn't appear if that sphere is recompiled on the latest build tools. I can only hope that the issue is due to the older engine the map was compiled for, your findings do make me confident enough that it's hopefully a one-off with the map. In my attempts to discover the cause, I managed to prevent the issue if I either disabled the physics shadow (thus there was no interaction at the physics engine level), or removed any velocity for the physics object. Like you said as well, phys_timescale also prevents it. These factors do imply a solver issue. I'll just have to disable the physics shadow in this one map to prevent the issue (as it's a custom map made by a player and the original author may be unable or unwilling to recompile it) and attempt to prevent server ops from spawning physics objects into the map. If maps are simply played in a SDK2013 mod that were compiled for the older engine and this crash occurs, it may still indicate a bug in the physics engine for those with the power to fix it. It would be best for collision detection to fail rather than crash like this. For me though, I seem to have a way forward now. Thanks a lot for your help! Best regards :) Peter From: hlcoders-boun...@list.valvesoftware.com on behalf of Ryan Kistner Sent: 02 March 2016 01:58 To: Discussion of Half-Life Programming Subject: Re: [hlcoders] [Base 2013 SDK / Stock Prerelease 2013 SDK] VPhysics Bug - Assured vphysics.dll hang/crash when physics objects enter specific area in a map Hello Peter, Tracing your crash puts me in IVP_Mindist_Minimize_Solver::p_minimize_PP(IVP_Compact_Edge const*, IVP_Compact_Edge const*, IVP_Cache_Ledge_Point*, IVP_Cache_Ledge_Point*), which is far enough into IVP to suggest a corrupt physics state or unsolvable interaction. In this case, I believe the physics mesh from the displacement sphere is the source of the problem: https://dl.dropboxusercontent.com/u/759758/kz_displacement_sphere2.jpg I can't seem to rebuild a map with the same broken physics though. You can confirm that Things Are Bad by setting phys_timescale 0 and trying to walk around in the sphere area, you will collide with the mesh sphere, confirming that it is indeed a physics mesh in play. On 2/29/2016 3:52 PM, Peter McKeown wrote: > Hi everyone (and hopefully Valve), > > > I've been trying to track a strange crash and heap corruption issue in my > mod, the problem only manifested itself after re-enabling the player's > physics shadow. The problem is only reliably able to be produced in one area > in a certain map, I put this down to heap corruption, but on a hunch I tested > the same area in a fresh SDK mod using the prerelease beta and the same issue > occurs - the stack trace always ends in vphysics.dll . > > > https://dl.dropboxusercontent.com/u/9880670/minimalism_crashzone.jpg > > [https://dl.dropboxusercontent.com/u/9880670/minimalism_crashzone.jpg] > > > The hang / crash happens under the following circumstances: > >* The player activates noclip and then flies into the crash sphere, and > then deactivates noclip while inside it. The crash is caused by the player's > physics shadow. >* A large physics object such as the airboat enters the large physics > crash zone near the sphere. >* A small physics object moves near the sphere. I tested this by placing > a physics object with prop_physics_create on a block next to the sphere, it > rested there fine. I pushed it towards the sphere and the literal instant it > moved, the game froze. >* Simply moving in that area with an active physics shadow has a chance > to crash the game, sometimes the crash occurs due to heap corruption. > > I'm almost certainly sure it's not an issue with map entities. I deleted all > map entities such as triggers and func_ entities to be sure. One thing that > may be responsible is that this map was compiled for use in SDK Base 2006. > The issue appears to happen on other maps too, but I haven't been able to > reproduce it. The other affected maps may also be SDK 2006 maps. Apart from > this, the maps function completely fine. > > > This is the map that causes the crash. I can upload crash dumps if Valve need > them, but it should be possible to reproduce the crash as the issue happens > with the stock SDK. > > https://dl.dropboxusercontent.com/u/9880670/kz_bhop_minimalism.bsp > > > Hopefully the problem can be resolved without changes to the SDK code. If so, > please update the standard SDK vphysics as well as the prerelease one - many > modders, myself included, are avoiding updating to the latest SDK because of > not wanting to inconvenience players by having to switch to the SDK bet
[hlcoders] [Base 2013 SDK / Stock Prerelease 2013 SDK] VPhysics Bug - Assured vphysics.dll hang/crash when physics objects enter specific area in a map
Hi everyone (and hopefully Valve), I've been trying to track a strange crash and heap corruption issue in my mod, the problem only manifested itself after re-enabling the player's physics shadow. The problem is only reliably able to be produced in one area in a certain map, I put this down to heap corruption, but on a hunch I tested the same area in a fresh SDK mod using the prerelease beta and the same issue occurs - the stack trace always ends in vphysics.dll . https://dl.dropboxusercontent.com/u/9880670/minimalism_crashzone.jpg [https://dl.dropboxusercontent.com/u/9880670/minimalism_crashzone.jpg] The hang / crash happens under the following circumstances: * The player activates noclip and then flies into the crash sphere, and then deactivates noclip while inside it. The crash is caused by the player's physics shadow. * A large physics object such as the airboat enters the large physics crash zone near the sphere. * A small physics object moves near the sphere. I tested this by placing a physics object with prop_physics_create on a block next to the sphere, it rested there fine. I pushed it towards the sphere and the literal instant it moved, the game froze. * Simply moving in that area with an active physics shadow has a chance to crash the game, sometimes the crash occurs due to heap corruption. I'm almost certainly sure it's not an issue with map entities. I deleted all map entities such as triggers and func_ entities to be sure. One thing that may be responsible is that this map was compiled for use in SDK Base 2006. The issue appears to happen on other maps too, but I haven't been able to reproduce it. The other affected maps may also be SDK 2006 maps. Apart from this, the maps function completely fine. This is the map that causes the crash. I can upload crash dumps if Valve need them, but it should be possible to reproduce the crash as the issue happens with the stock SDK. https://dl.dropboxusercontent.com/u/9880670/kz_bhop_minimalism.bsp Hopefully the problem can be resolved without changes to the SDK code. If so, please update the standard SDK vphysics as well as the prerelease one - many modders, myself included, are avoiding updating to the latest SDK because of not wanting to inconvenience players by having to switch to the SDK beta, and that problem is compounded if they have many mods where some use the beta and some don't. The best solution would be to have a Source SDK Base 2016, this would make it a matter of simply changing the appid in gameinfo.txt to get players on the right engine version. Hopefully you see this and can fix the issue! Regards, Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Here's a challenge!
And I explained that these are the original versions. I have not touched the MOD since the last compile (waited 2 years for the graffiti) with the previous SDK. People have tested it. I also still have them compiled. :-)So the fact that "zips do not build with the orange box tools from 2012" does not uncover the problem. They should. If they REALLY don't, then there is some other problem and not the MAX_MAP_PLANES as those levels have not changed.Look at the file dates, for example.This is why I say that MAX_MAP_PLANES error is bullshit, now. The solution should not be modifying the levels by splitting them up into smaller chunks. But anyway I decided now to try the "Proper" way of turning some into models hoping that brings the now too high MAX_MAP_PLANES count under the limit.Let's see if that works. Thanks,Peter Date: Wed, 29 Jul 2015 17:40:49 +0900 From: omegal...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Here's a challenge! I'm still standing by what I said before, You either saved over top of your VMF's from 2012, and went over the limit again, or you lost your modified versions. The vmf's in your zips do not build with the orange box tools from 2012, or the ones that released with the SDK in the end of 2007. let alone the binaries in the 2013 sdk. So, the only way to really fix it, is to split your maps up into even smaller chunks, or just delete brushes (or make models for props instead of brushes, you could probably use one of the third party tools to do that.. for example: https://developer.valvesoftware.com/wiki/VMF_to_SMD (i've never used it, i don't know how well it works)) below is cropped output from what I told you months ago. Begin Paste (this only includes the output from the 2012 version of vbsp fyi, but I had same issues with the other tools. The episode1 vbsp has even smaller MAX_MAP_PLANES ;)) All three of these VMF's give the exact same error. With 2012 vbsp, 2007 vbsp, 2013 vbsp, CSGO's VBSP. none of them work. 06/23/2012 05:47 PM16,065,220 hangover_00.vmf 06/23/2012 05:47 PM16,065,220 hangover_00_386.vmf 01/08/2015 11:50 AM16,072,948 hangover_00_387.vmf D:\dev\Hangover\source_from_C_root\Hangover\mapsrc>vbsp -game d:\dev\hangover\steamapps_sourcemods\Hangover -? Valve Software - vbsp.exe (Oct 31 2012) VBSP: Unknown option "-?" Command line: "vbsp" "-game" "d:\dev\hangover\steamapps_sourcemods\Hangover" "-?" usage : vbsp [options...] mapfile example: vbsp -onlyents c:\hl2\hl2\maps\test D:\dev\Hangover\source_from_C_root\Hangover\mapsrc>vbsp -game d:\dev\hangover\steamapps_sourcemods\Hangover hangover_00.vmf Valve Software - vbsp.exe (Oct 31 2012) 8 threads materialPath: d:\dev\hangover\steamapps_sourcemods\Hangover\materials Loading D:\dev\Hangover\source_from_C_root\Hangover\mapsrc\hangover_00.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Brush 2088334: MAX_MAP_PLANES Side 5 Texture: TOOLS/TOOLSNODRAW On Wed, Jul 29, 2015 at 5:06 PM, Peter McKeown wrote: Well, I'd like to try and help you. No promises on a solution, but I'll take a look at it. From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Wed, 29 Jul 2015 09:24:01 +0200 Subject: Re: [hlcoders] Here's a challenge! Yes, sorry. I already received some ideas I am hoping will solve the problem, but I have some more important stuff to sort out before I can get back to the MOD.Since this will take some time, before release, I did not want to leave it online. But if anybody is particularly interested to try it out than throw me a message and I'll gladly share it. Br,PeterFrom: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Tue, 28 Jul 2015 18:34:39 +0100 Subject: Re: [hlcoders] Here's a challenge! Link is 404'ing, did you delete the upload? From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Tue, 28 Jul 2015 06:32:35 +0200 Subject: Re: [hlcoders] Here's a challenge! Thank you Boncey.Probably not the problem, but I'll check those anyway. Br,Peter From: bon...@thewarpdimension.com Date: Tue, 28 Jul 2015 01:31:40 + To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Here's a challenge! Have you made sure that radius culling is off before compiling, as that only compiles your camera radius and can easily catch you off guard. Also make sure to realign your skyboxes to grid. (Click on them in 2D, Right Click -> Snap To Grid). Hope this helps! On Sat, Jul 25, 2015 at 7:58 AM Peter Urbanics wrote: Hi All, Some of you might remember me previously asking for help in building my already fi
Re: [hlcoders] Here's a challenge!
The idea I received is to change a few solid/func_detail constructions to models as the MAX_MAP_PLANES is too high.Reason: "maybe the newer vbsp compiler generates more planes somehow" compared to the SDK 2-3 years ago and this is the reason the same levels compiled with the previous SDK but now they don't anymore. So I plan to use Proper and convert some stuff to models to solve this. Tell me if you come up with anything else I should try or fix.I'll send you the link to the MOD files separately. Thanks,Peter From: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Wed, 29 Jul 2015 09:06:04 +0100 Subject: Re: [hlcoders] Here's a challenge! Well, I'd like to try and help you. No promises on a solution, but I'll take a look at it. From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Wed, 29 Jul 2015 09:24:01 +0200 Subject: Re: [hlcoders] Here's a challenge! Yes, sorry. I already received some ideas I am hoping will solve the problem, but I have some more important stuff to sort out before I can get back to the MOD.Since this will take some time, before release, I did not want to leave it online. But if anybody is particularly interested to try it out than throw me a message and I'll gladly share it. Br,PeterFrom: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Tue, 28 Jul 2015 18:34:39 +0100 Subject: Re: [hlcoders] Here's a challenge! Link is 404'ing, did you delete the upload? From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Tue, 28 Jul 2015 06:32:35 +0200 Subject: Re: [hlcoders] Here's a challenge! Thank you Boncey.Probably not the problem, but I'll check those anyway. Br,Peter From: bon...@thewarpdimension.com Date: Tue, 28 Jul 2015 01:31:40 + To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Here's a challenge! Have you made sure that radius culling is off before compiling, as that only compiles your camera radius and can easily catch you off guard. Also make sure to realign your skyboxes to grid. (Click on them in 2D, Right Click -> Snap To Grid). Hope this helps! On Sat, Jul 25, 2015 at 7:58 AM Peter Urbanics wrote: Hi All, Some of you might remember me previously asking for help in building my already finished MOD:http://www.moddb.com/mods/hangover 2 people volunteered at some point, to help but as the ancient Chinese saying goes: they both "disappeared like gray mule in the fog". I packed up the whole thing: the version that now runs with the new SDK in Hammer but won't compile for some unknown reason, throwing up bullshit errors.Nothing has changed and these maps compiled with the old SDK about 2-3 yeas ago.Please, anybody who think they have what it takes to compile a few levels, check it out and help figuring out what is missing:https://www.dropbox.com/s/ds39022nzw1ywf1/Hangover%20save%20-%202015%2001%2029.zip?dl=0unpack password is: "release_this_!!!"I would simply like to smack 4-5 graffiti onto some walls, build and release it, hoping some of the original watchers are still alive and would like to check it out. Thanks in advance,Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Here's a challenge!
Well, I'd like to try and help you. No promises on a solution, but I'll take a look at it. From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Wed, 29 Jul 2015 09:24:01 +0200 Subject: Re: [hlcoders] Here's a challenge! Yes, sorry. I already received some ideas I am hoping will solve the problem, but I have some more important stuff to sort out before I can get back to the MOD.Since this will take some time, before release, I did not want to leave it online. But if anybody is particularly interested to try it out than throw me a message and I'll gladly share it. Br,PeterFrom: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Tue, 28 Jul 2015 18:34:39 +0100 Subject: Re: [hlcoders] Here's a challenge! Link is 404'ing, did you delete the upload? From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Tue, 28 Jul 2015 06:32:35 +0200 Subject: Re: [hlcoders] Here's a challenge! Thank you Boncey.Probably not the problem, but I'll check those anyway. Br,Peter From: bon...@thewarpdimension.com Date: Tue, 28 Jul 2015 01:31:40 + To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Here's a challenge! Have you made sure that radius culling is off before compiling, as that only compiles your camera radius and can easily catch you off guard. Also make sure to realign your skyboxes to grid. (Click on them in 2D, Right Click -> Snap To Grid). Hope this helps! On Sat, Jul 25, 2015 at 7:58 AM Peter Urbanics wrote: Hi All, Some of you might remember me previously asking for help in building my already finished MOD:http://www.moddb.com/mods/hangover 2 people volunteered at some point, to help but as the ancient Chinese saying goes: they both "disappeared like gray mule in the fog". I packed up the whole thing: the version that now runs with the new SDK in Hammer but won't compile for some unknown reason, throwing up bullshit errors.Nothing has changed and these maps compiled with the old SDK about 2-3 yeas ago.Please, anybody who think they have what it takes to compile a few levels, check it out and help figuring out what is missing:https://www.dropbox.com/s/ds39022nzw1ywf1/Hangover%20save%20-%202015%2001%2029.zip?dl=0unpack password is: "release_this_!!!"I would simply like to smack 4-5 graffiti onto some walls, build and release it, hoping some of the original watchers are still alive and would like to check it out. Thanks in advance,Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Here's a challenge!
Yes, sorry. I already received some ideas I am hoping will solve the problem, but I have some more important stuff to sort out before I can get back to the MOD.Since this will take some time, before release, I did not want to leave it online. But if anybody is particularly interested to try it out than throw me a message and I'll gladly share it. Br,PeterFrom: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Tue, 28 Jul 2015 18:34:39 +0100 Subject: Re: [hlcoders] Here's a challenge! Link is 404'ing, did you delete the upload? From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Tue, 28 Jul 2015 06:32:35 +0200 Subject: Re: [hlcoders] Here's a challenge! Thank you Boncey.Probably not the problem, but I'll check those anyway. Br,Peter From: bon...@thewarpdimension.com Date: Tue, 28 Jul 2015 01:31:40 + To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Here's a challenge! Have you made sure that radius culling is off before compiling, as that only compiles your camera radius and can easily catch you off guard. Also make sure to realign your skyboxes to grid. (Click on them in 2D, Right Click -> Snap To Grid). Hope this helps! On Sat, Jul 25, 2015 at 7:58 AM Peter Urbanics wrote: Hi All, Some of you might remember me previously asking for help in building my already finished MOD:http://www.moddb.com/mods/hangover 2 people volunteered at some point, to help but as the ancient Chinese saying goes: they both "disappeared like gray mule in the fog". I packed up the whole thing: the version that now runs with the new SDK in Hammer but won't compile for some unknown reason, throwing up bullshit errors.Nothing has changed and these maps compiled with the old SDK about 2-3 yeas ago.Please, anybody who think they have what it takes to compile a few levels, check it out and help figuring out what is missing:https://www.dropbox.com/s/ds39022nzw1ywf1/Hangover%20save%20-%202015%2001%2029.zip?dl=0unpack password is: "release_this_!!!"I would simply like to smack 4-5 graffiti onto some walls, build and release it, hoping some of the original watchers are still alive and would like to check it out. Thanks in advance,Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Here's a challenge!
Link is 404'ing, did you delete the upload? From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Tue, 28 Jul 2015 06:32:35 +0200 Subject: Re: [hlcoders] Here's a challenge! Thank you Boncey.Probably not the problem, but I'll check those anyway. Br,Peter From: bon...@thewarpdimension.com Date: Tue, 28 Jul 2015 01:31:40 + To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Here's a challenge! Have you made sure that radius culling is off before compiling, as that only compiles your camera radius and can easily catch you off guard. Also make sure to realign your skyboxes to grid. (Click on them in 2D, Right Click -> Snap To Grid). Hope this helps! On Sat, Jul 25, 2015 at 7:58 AM Peter Urbanics wrote: Hi All, Some of you might remember me previously asking for help in building my already finished MOD:http://www.moddb.com/mods/hangover 2 people volunteered at some point, to help but as the ancient Chinese saying goes: they both "disappeared like gray mule in the fog". I packed up the whole thing: the version that now runs with the new SDK in Hammer but won't compile for some unknown reason, throwing up bullshit errors.Nothing has changed and these maps compiled with the old SDK about 2-3 yeas ago.Please, anybody who think they have what it takes to compile a few levels, check it out and help figuring out what is missing:https://www.dropbox.com/s/ds39022nzw1ywf1/Hangover%20save%20-%202015%2001%2029.zip?dl=0unpack password is: "release_this_!!!"I would simply like to smack 4-5 graffiti onto some walls, build and release it, hoping some of the original watchers are still alive and would like to check it out. Thanks in advance,Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Here's a challenge!
Thank you Boncey.Probably not the problem, but I'll check those anyway. Br,Peter From: bon...@thewarpdimension.com Date: Tue, 28 Jul 2015 01:31:40 + To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Here's a challenge! Have you made sure that radius culling is off before compiling, as that only compiles your camera radius and can easily catch you off guard. Also make sure to realign your skyboxes to grid. (Click on them in 2D, Right Click -> Snap To Grid). Hope this helps! On Sat, Jul 25, 2015 at 7:58 AM Peter Urbanics wrote: Hi All, Some of you might remember me previously asking for help in building my already finished MOD:http://www.moddb.com/mods/hangover 2 people volunteered at some point, to help but as the ancient Chinese saying goes: they both "disappeared like gray mule in the fog". I packed up the whole thing: the version that now runs with the new SDK in Hammer but won't compile for some unknown reason, throwing up bullshit errors.Nothing has changed and these maps compiled with the old SDK about 2-3 yeas ago.Please, anybody who think they have what it takes to compile a few levels, check it out and help figuring out what is missing:https://www.dropbox.com/s/ds39022nzw1ywf1/Hangover%20save%20-%202015%2001%2029.zip?dl=0unpack password is: "release_this_!!!"I would simply like to smack 4-5 graffiti onto some walls, build and release it, hoping some of the original watchers are still alive and would like to check it out. Thanks in advance,Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Here's a challenge!
Hi All, Some of you might remember me previously asking for help in building my already finished MOD:http://www.moddb.com/mods/hangover 2 people volunteered at some point, to help but as the ancient Chinese saying goes: they both "disappeared like gray mule in the fog". I packed up the whole thing: the version that now runs with the new SDK in Hammer but won't compile for some unknown reason, throwing up bullshit errors.Nothing has changed and these maps compiled with the old SDK about 2-3 yeas ago.Please, anybody who think they have what it takes to compile a few levels, check it out and help figuring out what is missing:https://www.dropbox.com/s/ds39022nzw1ywf1/Hangover%20save%20-%202015%2001%2029.zip?dl=0unpack password is: "release_this_!!!"I would simply like to smack 4-5 graffiti onto some walls, build and release it, hoping some of the original watchers are still alive and would like to check it out. Thanks in advance,Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Please help breathe life into a finished SP MOD!
Hi All, I made a MOD 2-3 years ago, then waited for a few graffiti and now with the newer SDK it won't compile anymore.Is there somebody who would be willing to take a look and tell me what is this bullshit error? And how to solve it so it compiles again?This MOD: http://www.moddb.com/mods/hangover I would simply like to smack those 4-5 graffiti onto some walls, build and release it, hoping some of the original watchers are still alive and would like to check it out. Please help me! I'll share the whole source package so you can try it out yourself and hopefully find a solution.I believe posting error messages would not result in any progress at this stage. Thanks in advance:Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Solution to laggy first-person spectating
You do not seem to understand what I'm talking about. m_iv_angEyeAngles will not be interpolated if ShouldInterpolate() returns false. Please study carefully how the game's interpolation system works. m_angEyeAngles will not appear smoothly updated to a spectator if m_iv_angEyeAngles is not being interpolated due to ShouldInterpolate() returning false. Date: Sun, 31 May 2015 02:37:01 +0100 From: st...@swires.me To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Solution to laggy first-person spectating Your fix is a hack, not a fix, let's get that right for a start. If you look at the code around it, you'll see that m_iv_angEyeAngles sets up interpolation on m_angEyeAngles, which is a networked copy of a player's eye angles which is sent to everyone but the local player. In C_HL2MPPlayer, the interpolated version is used in ::PreThink and ::EyeAngles also has an override. This makes eye angles in spectator interpolated (ie. smooth) and is Valve's way of implementing this. You probably derived from CBasePlayer or CBaseMultiplayerPlayer and didn't set this up, which again isn't an engine thing. On Sun, May 31, 2015 at 2:31 AM, Peter McKeown wrote: I'm not seeing how what you posted is relevant, the declaration of m_angEyeAngles is fine, but no interpolated variables are processed for a spectated player if ShouldInterpolate() returns false, which it does in some cases when spectating a player in first person. I haven't tracked down exactly why since this is a simple fix, most likely their viewmodels (which are visible, the spectator target is not rendered in first person) is chain requiring interpolation and that keeps m_angEyeAngles going. Date: Sun, 31 May 2015 02:25:52 +0100 From: st...@swires.me To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Solution to laggy first-person spectating It's not a bug with the code base and that isn't the proper way to fix it. This is how Valve's games handle it: https://github.com/ValveSoftware/source-sdk-2013/search?utf8=%E2%9C%93&q=m_iv_angEyeAngles On Sun, May 31, 2015 at 2:21 AM, Peter McKeown wrote: Greetings everyone, There is a bug with the codebase where in some situations the first person spectating of other players can become very laggy, as interpolation for m_angEyeAngles stops. This bug is present in TF2's code as well as I've seen it there too. The issue is that the player's ShouldInterpolate() doesn't take into account if the local player is spectating this player or not, causing it to no longer have it's interpolated variables (like m_iv_angEyeAngles) processed. I've been hunting this bug for a while in my mod and finally solved it, and I figured I'd share the solution here: In c_baseplayer.cpp, go to the ShouldInterpolate() function, and add this at the bottom above BaseClass::ShouldInterpolate(): if ( GetLocalPlayer() && GetLocalPlayer()->GetObserverTarget() == this ) return true; This will fix it. Hope this helps! Note: I didn't look too much into this, but the spectating of players is done via CalcView which doesn't appear to change what render->GetViewEntity() would return - the entity returned by this always interpolated, which would seem to be the intended way for this to work, but doesn't. Regards, Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Solution to laggy first-person spectating
Apologies for the double post, encountered an error in Outlook. From: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sun, 31 May 2015 02:27:42 +0100 Subject: [hlcoders] Solution to laggy first-person spectating Greetings everyone, There is an intermittent bug with the codebase where in some situations the first person spectating of other players can become very laggy, as interpolation for m_angEyeAngles stops. This problem is most easily found when the spectator target's viewmodel is hidden and thus isn't requiring interpolation (meaning there is no reason to interpolate the parent player either). This bug is present in TF2's code as well as I've seen it there too. The issue is that the player's ShouldInterpolate() doesn't take into account if the local player is spectating this player or not, causing it to no longer have it's interpolated variables (like m_iv_angEyeAngles) processed. I've been hunting this bug for a while in my mod and finally solved it, and I figured I'd share the solution here: In c_baseplayer.cpp, go to the ShouldInterpolate() function, and add this at the bottom above BaseClass::ShouldInterpolate(): if ( GetLocalPlayer() && GetLocalPlayer()->GetObserverTarget() == this ) return true; This will fix it. Hope this helps! Note: I didn't look too much into this, but the spectating of players is done via CalcView which doesn't appear to change what render->GetViewEntity() returns - the entity returned by this always interpolated, which would seem to be the intended way for this to work, but doesn't in practice. Regards, Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Solution to laggy first-person spectating
I'm not seeing how what you posted is relevant, the declaration of m_angEyeAngles is fine, but no interpolated variables are processed for a spectated player if ShouldInterpolate() returns false, which it does in some cases when spectating a player in first person. I haven't tracked down exactly why since this is a simple fix, most likely their viewmodels (which are visible, the spectator target is not rendered in first person) is chain requiring interpolation and that keeps m_angEyeAngles going. Date: Sun, 31 May 2015 02:25:52 +0100 From: st...@swires.me To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Solution to laggy first-person spectating It's not a bug with the code base and that isn't the proper way to fix it. This is how Valve's games handle it: https://github.com/ValveSoftware/source-sdk-2013/search?utf8=%E2%9C%93&q=m_iv_angEyeAngles On Sun, May 31, 2015 at 2:21 AM, Peter McKeown wrote: Greetings everyone, There is a bug with the codebase where in some situations the first person spectating of other players can become very laggy, as interpolation for m_angEyeAngles stops. This bug is present in TF2's code as well as I've seen it there too. The issue is that the player's ShouldInterpolate() doesn't take into account if the local player is spectating this player or not, causing it to no longer have it's interpolated variables (like m_iv_angEyeAngles) processed. I've been hunting this bug for a while in my mod and finally solved it, and I figured I'd share the solution here: In c_baseplayer.cpp, go to the ShouldInterpolate() function, and add this at the bottom above BaseClass::ShouldInterpolate(): if ( GetLocalPlayer() && GetLocalPlayer()->GetObserverTarget() == this ) return true; This will fix it. Hope this helps! Note: I didn't look too much into this, but the spectating of players is done via CalcView which doesn't appear to change what render->GetViewEntity() would return - the entity returned by this always interpolated, which would seem to be the intended way for this to work, but doesn't. Regards, Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Solution to laggy first-person spectating
Greetings everyone, There is an intermittent bug with the codebase where in some situations the first person spectating of other players can become very laggy, as interpolation for m_angEyeAngles stops. This problem is most easily found when the spectator target's viewmodel is hidden and thus isn't requiring interpolation (meaning there is no reason to interpolate the parent player either). This bug is present in TF2's code as well as I've seen it there too. The issue is that the player's ShouldInterpolate() doesn't take into account if the local player is spectating this player or not, causing it to no longer have it's interpolated variables (like m_iv_angEyeAngles) processed. I've been hunting this bug for a while in my mod and finally solved it, and I figured I'd share the solution here: In c_baseplayer.cpp, go to the ShouldInterpolate() function, and add this at the bottom above BaseClass::ShouldInterpolate(): if ( GetLocalPlayer() && GetLocalPlayer()->GetObserverTarget() == this ) return true; This will fix it. Hope this helps! Note: I didn't look too much into this, but the spectating of players is done via CalcView which doesn't appear to change what render->GetViewEntity() returns - the entity returned by this always interpolated, which would seem to be the intended way for this to work, but doesn't in practice. Regards, Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Solution to laggy first-person spectating
Greetings everyone, There is a bug with the codebase where in some situations the first person spectating of other players can become very laggy, as interpolation for m_angEyeAngles stops. This bug is present in TF2's code as well as I've seen it there too. The issue is that the player's ShouldInterpolate() doesn't take into account if the local player is spectating this player or not, causing it to no longer have it's interpolated variables (like m_iv_angEyeAngles) processed. I've been hunting this bug for a while in my mod and finally solved it, and I figured I'd share the solution here: In c_baseplayer.cpp, go to the ShouldInterpolate() function, and add this at the bottom above BaseClass::ShouldInterpolate(): if ( GetLocalPlayer() && GetLocalPlayer()->GetObserverTarget() == this ) return true; This will fix it. Hope this helps! Note: I didn't look too much into this, but the spectating of players is done via CalcView which doesn't appear to change what render->GetViewEntity() would return - the entity returned by this always interpolated, which would seem to be the intended way for this to work, but doesn't. Regards, Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Please help me build my MOD
It is just stock HL2 and I already have the SDK 2013 code there.What I am having trouble with is compiling the levels.They stop with a trivial but stupid error that should not happen as these same levels compiled with the previous SDK perfectly. Br,Peter Date: Tue, 14 Apr 2015 12:08:15 -0500 From: wazanato...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Please help me build my MOD Is it just a stock hl2 mod or does it require some actual code changes? I guess what I mean is do you just need someone to compile the sdk 2013 code for you? On Apr 14, 2015 1:43 AM, "Peter Urbanics" wrote: Hi All, Is there anybody out there with wizard like MOD building skills who has some extra time to help? I finished a MOD more than two years ago, except for some graffiti I was waiting for.It all built without an error back then. Times passed and now I had to change to the new SDK and after that it won't build anymore. I am a designer and have no clue what to do to fix it. I could share the whole thing if somebody with expertise would be willing to take a look. It is this: http://www.moddb.com/mods/hangoverI would just like to build and release so people who watched it back then could play it. Thanks in advance,Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Please help me build my MOD
Hi All, Is there anybody out there with wizard like MOD building skills who has some extra time to help? I finished a MOD more than two years ago, except for some graffiti I was waiting for.It all built without an error back then. Times passed and now I had to change to the new SDK and after that it won't build anymore. I am a designer and have no clue what to do to fix it. I could share the whole thing if somebody with expertise would be willing to take a look. It is this: http://www.moddb.com/mods/hangoverI would just like to build and release so people who watched it back then could play it. Thanks in advance,Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] SDK2007 and Episode 1 Content
Thanks for the suggestion, as I did not know about any benefits yet. Just the problems, of getting it to run and now the inability to make the same thing build that worked perfectly two years ago with the SDK back then.Yeah I'm a designer and have about no idea what I must do to get it working. :-)I like stuff that just works and lets me create. Date: Sat, 7 Mar 2015 13:14:16 +0200 From: geotav...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK2007 and Episode 1 Content I'd suggest to use Source SDK 2013 just to make your mod available on all 3 platforms Win, Mac and Linux. On 3/7/2015 12:18 PM, Peter Urbanics wrote: H, than maybe I should start at it again and now try to get my old mod running and building again with the original/old SDK. Thanks. Date: Fri, 6 Mar 2015 15:19:21 -0500 From: rbemr...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK2007 and Episode 1 Content That's not true. Neotokyo released on Steam just recently as an SDK2006 (I think) mod. On Fri, Mar 6, 2015 at 2:59 PM, Jesse Oak wrote: You can release a 2007 mod on third party sites like moddb but my understanding is Valve requires any mod that wishes to be on steam that they be on 2013. On Mar 6, 2015 11:46 AM, "Peter Urbanics" wrote: Hi Shokunin, I don't have a solution to your problem but have something similar myself. I made a MOD and about finished it 2 years ago just did not release it because I was waiting for some last graphics. Now with the new SDK it won't compile. Some stupid error, because it compiled just fine before. Is it possible to stay with the SDK2007 and release a MOD for people to play? I thought that we must convert to the new SDK. br, Peter Date: Fri, 6 Mar 2015 09:46:46 -0600 From: shokunin...@gmail.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] SDK2007 and Episode 1 Content Hello Everyone, I'm currently beta testing a HL2 SP mod and I've been having problems with missing models & textures from Episode 1 but I've only noticed it from half the testers. I'm using SDK2007 instead of 2013 because there are hundreds of code changes and I'd like avoid integrating. The mod is nearly complete as well and its been nearly 2 years in the making! I've verified that the SDK2007 includes EP1 content at least on my machine: ...steamapps\common\Source SDK Base 2007\vpks\depot_213_dir.vpk
Re: [hlcoders] SDK2007 and Episode 1 Content
H, than maybe I should start at it again and now try to get my old mod running and building again with the original/old SDK. Thanks. Date: Fri, 6 Mar 2015 15:19:21 -0500 From: rbemr...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK2007 and Episode 1 Content That's not true. Neotokyo released on Steam just recently as an SDK2006 (I think) mod. On Fri, Mar 6, 2015 at 2:59 PM, Jesse Oak wrote: You can release a 2007 mod on third party sites like moddb but my understanding is Valve requires any mod that wishes to be on steam that they be on 2013. On Mar 6, 2015 11:46 AM, "Peter Urbanics" wrote: Hi Shokunin, I don't have a solution to your problem but have something similar myself.I made a MOD and about finished it 2 years ago just did not release it because I was waiting for some last graphics.Now with the new SDK it won't compile. Some stupid error, because it compiled just fine before. Is it possible to stay with the SDK2007 and release a MOD for people to play?I thought that we must convert to the new SDK. br,Peter Date: Fri, 6 Mar 2015 09:46:46 -0600 From: shokunin...@gmail.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] SDK2007 and Episode 1 Content Hello Everyone, I'm currently beta testing a HL2 SP mod and I've been having problems with missing models & textures from Episode 1 but I've only noticed it from half the testers. I'm using SDK2007 instead of 2013 because there are hundreds of code changes and I'd like avoid integrating. The mod is nearly complete as well and its been nearly 2 years in the making! I've verified that the SDK2007 includes EP1 content at least on my machine:...steamapps\common\Source SDK Base 2007\vpks\depot_213_dir.vpk These files are missing for some of my testers. I've also tried deleting the 213 vpks, validating the SDK2007 tool cache, and saw that it re-downloaded them. After having my users validate it did not pull down the 213 vpks.Would anyone know why my copy of SDK2007 would include EP1 content and not others?Is there any way to modify my gameinfo.txt to trigger the SDK2007 to pull down the EP1 content? Another strange note, I found that by asking my users to download Counter-Strike: Source it triggers an update to the SDK2007 pulling down the EP1 content. My mod doesn't use any content from CS:S so I'd like to avoid this requirement. I'm worried a proper fix may require someone at Valve, so I'm hoping someone there is reading this. :) Worst case I can copy all the files I need but I'd like to avoid uncessary bloat. Thanks and any help or info would be much appreciated! :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- Ross Bemrose ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] SDK2007 and Episode 1 Content
Hi Shokunin, I don't have a solution to your problem but have something similar myself.I made a MOD and about finished it 2 years ago just did not release it because I was waiting for some last graphics.Now with the new SDK it won't compile. Some stupid error, because it compiled just fine before. Is it possible to stay with the SDK2007 and release a MOD for people to play?I thought that we must convert to the new SDK. br,Peter Date: Fri, 6 Mar 2015 09:46:46 -0600 From: shokunin...@gmail.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] SDK2007 and Episode 1 Content Hello Everyone, I'm currently beta testing a HL2 SP mod and I've been having problems with missing models & textures from Episode 1 but I've only noticed it from half the testers. I'm using SDK2007 instead of 2013 because there are hundreds of code changes and I'd like avoid integrating. The mod is nearly complete as well and its been nearly 2 years in the making! I've verified that the SDK2007 includes EP1 content at least on my machine:...steamapps\common\Source SDK Base 2007\vpks\depot_213_dir.vpk These files are missing for some of my testers. I've also tried deleting the 213 vpks, validating the SDK2007 tool cache, and saw that it re-downloaded them. After having my users validate it did not pull down the 213 vpks.Would anyone know why my copy of SDK2007 would include EP1 content and not others?Is there any way to modify my gameinfo.txt to trigger the SDK2007 to pull down the EP1 content? Another strange note, I found that by asking my users to download Counter-Strike: Source it triggers an update to the SDK2007 pulling down the EP1 content. My mod doesn't use any content from CS:S so I'd like to avoid this requirement. I'm worried a proper fix may require someone at Valve, so I'm hoping someone there is reading this. :) Worst case I can copy all the files I need but I'd like to avoid uncessary bloat. Thanks and any help or info would be much appreciated! :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Getting back to my MOD after 2 years
Great thanks!You need the MOD source folder and the MOD folder from under Steam, right? But which version should I pack and upload somewhere for you?- the 2 year old version that compiled back then correctly,- or the current version that now finally runs with the new SDK (maps and all content is untouched but maps do change slightly when resaved with current tools.) Only some config texts are new in this one so it works with the new SDK. Br,Peter Date: Fri, 9 Jan 2015 19:18:00 +0900 Subject: Re: [hlcoders] Getting back to my MOD after 2 years From: omegal...@gmail.com To: purban...@hotmail.com CC: hlcoders@list.valvesoftware.com I can try, I guess. On Fri, Jan 9, 2015 at 2:58 PM, Peter Urbanics wrote: I woke up today and instantly was like: "WTF was I thinking, he can't play the MOD, I only sent him the maps.":-)Do you want the whole thing? Can you investigate any further with that? I definitely could compile this 2 years ago. I have it compiled, still works (just without the graffities I would like to add now) and it has also been tested by several testers back then. Could looking at the compiled maps shed some light how to fix this now_ I remember this:"planes 65154/65536 1303080/1310720 (99.4%) VERY FULL!"I pretty much maxed that out.I learned that the hard way and had to redesign stuff and split a map into two parts when I came across this limitation. I initially planned too much to happen inside one map. some of this rings a bell too:"clip brushes automatically get converted into planes that vis ignores, automatically"But that should not be a problem, right? They just get converted and ignored. What should I try to get this working?(I added back HLCoders to the recipients, hoping somebody might have some idea based on your findings.) Br,Peter Date: Fri, 9 Jan 2015 04:44:52 +0900 Subject: Re: [hlcoders] Getting back to my MOD after 2 years From: omegal...@gmail.com To: purban...@hotmail.com Hello Peter, So, I had written a reply to you after analyzing one of the maps, (which you can see below) but.. now I believe it's not what I suspected at all, since none of the maps work with current generation tools, which is very very odd, considering the limits were actually increased at one point. I mean, from the report in my original reply, you can definitely see that there is a HUGE amount of brushes that you have marked as func_detail (and fyi, clip brushes don't need to be func_detail at all, that actually adds additional work to the compile process, clip brushes automatically get converted into planes that vis ignores, automatically ;)) I'm honestly stumped. I don't know how these maps compiled before, but don't now, if they haven't been changed at all. because testing with the episode 1 and orange box vbsp.exe, gives the following results: episode 1 vbsp (binary compiled in 2006) (hangover_00_386.vmf): Brush 3137627: num_entities == MAX_MAP_ENTITIES Side 5 Texture: HANGOVER/TOOLSNODRAW_WOOD orange box (2007) vbsp(binary last built in 2012) (hangover_00_386.vmf): Brush 2088334: MAX_MAP_PLANES Side 5 Texture: TOOLS/TOOLSNODRAW So, they couldn't have compiled over 2 years ago either.. and inside the zip, the VMFS are dated 2012. I think you just need to remove a lot of brushes like the original error says (the only reason I questioned it, was because you said they compiled 2 years ago with the old tools; but they don't, as I just tested that) and it may be useful, but the way that I quickly tested the old SDK was by using a launcher that I released, but didn't post anywhere: http://www.omegaowns.us/sdk2013 I just set the "sdk bin" dir to the old sdk bin\ep1\bin, and bin\orangebox\bin respectively, then using the button "command shell" do cd content\mapsrc\hangover vbsp hangover_00_386.vmf I guess I may not have been able to help either, my appologies. -Tony original email I was writing: Yeah, it's as i expected, it's one (or maybe more) that are part of the "creek" visgroup that's doing it. It probably has some invalid carving/clipping, it's creating all the planes and blowing out the list. I figured it out by using coordon and hiding specific visgroups until I isolated which visgroup it's part of. actually first i started out by replacing the first brush that it was erroring on, and then realized that was a stupid thing to do. there is a brush entity doing it, but I don't know which brush it is. with no func_detail... brushsides 12034/65536 96272/524288 (18.4%) planes 31312/65536 626240/1310720 (47.8%) vertexes 11971/65536 143652/786432 (18.3%) with func_detail.. but none of the other "costly" stuff like the func_breakable etc.. brushsides 36975/65536 295800/524288 (56.4%) planes 65154/655
Re: [hlcoders] Getting back to my MOD after 2 years
I woke up today and instantly was like: "WTF was I thinking, he can't play the MOD, I only sent him the maps.":-)Do you want the whole thing? Can you investigate any further with that? I definitely could compile this 2 years ago. I have it compiled, still works (just without the graffities I would like to add now) and it has also been tested by several testers back then. Could looking at the compiled maps shed some light how to fix this now_ I remember this:"planes 65154/65536 1303080/1310720 (99.4%) VERY FULL!"I pretty much maxed that out.I learned that the hard way and had to redesign stuff and split a map into two parts when I came across this limitation. I initially planned too much to happen inside one map. some of this rings a bell too:"clip brushes automatically get converted into planes that vis ignores, automatically"But that should not be a problem, right? They just get converted and ignored. What should I try to get this working?(I added back HLCoders to the recipients, hoping somebody might have some idea based on your findings.) Br,Peter Date: Fri, 9 Jan 2015 04:44:52 +0900 Subject: Re: [hlcoders] Getting back to my MOD after 2 years From: omegal...@gmail.com To: purban...@hotmail.com Hello Peter, So, I had written a reply to you after analyzing one of the maps, (which you can see below) but.. now I believe it's not what I suspected at all, since none of the maps work with current generation tools, which is very very odd, considering the limits were actually increased at one point. I mean, from the report in my original reply, you can definitely see that there is a HUGE amount of brushes that you have marked as func_detail (and fyi, clip brushes don't need to be func_detail at all, that actually adds additional work to the compile process, clip brushes automatically get converted into planes that vis ignores, automatically ;)) I'm honestly stumped. I don't know how these maps compiled before, but don't now, if they haven't been changed at all. because testing with the episode 1 and orange box vbsp.exe, gives the following results: episode 1 vbsp (binary compiled in 2006) (hangover_00_386.vmf): Brush 3137627: num_entities == MAX_MAP_ENTITIES Side 5 Texture: HANGOVER/TOOLSNODRAW_WOOD orange box (2007) vbsp(binary last built in 2012) (hangover_00_386.vmf): Brush 2088334: MAX_MAP_PLANES Side 5 Texture: TOOLS/TOOLSNODRAW So, they couldn't have compiled over 2 years ago either.. and inside the zip, the VMFS are dated 2012. I think you just need to remove a lot of brushes like the original error says (the only reason I questioned it, was because you said they compiled 2 years ago with the old tools; but they don't, as I just tested that) and it may be useful, but the way that I quickly tested the old SDK was by using a launcher that I released, but didn't post anywhere: http://www.omegaowns.us/sdk2013 I just set the "sdk bin" dir to the old sdk bin\ep1\bin, and bin\orangebox\bin respectively, then using the button "command shell" do cd content\mapsrc\hangover vbsp hangover_00_386.vmf I guess I may not have been able to help either, my appologies. -Tony original email I was writing: Yeah, it's as i expected, it's one (or maybe more) that are part of the "creek" visgroup that's doing it. It probably has some invalid carving/clipping, it's creating all the planes and blowing out the list. I figured it out by using coordon and hiding specific visgroups until I isolated which visgroup it's part of. actually first i started out by replacing the first brush that it was erroring on, and then realized that was a stupid thing to do. there is a brush entity doing it, but I don't know which brush it is. with no func_detail... brushsides 12034/65536 96272/524288 (18.4%) planes 31312/65536 626240/1310720 (47.8%) vertexes 11971/65536 143652/786432 (18.3%) with func_detail.. but none of the other "costly" stuff like the func_breakable etc.. brushsides 36975/65536 295800/524288 (56.4%) planes 65154/65536 1303080/1310720 (99.4%) VERY FULL! vertexes 20663/65536 247956/786432 (31.5%) so, there is a brush inside func_detail that is exploding the list. and, here is nothing but point entities (so it doesn't leak..), and func_detail (using cordon): brushsides 29852/65536 238816/524288 (45.6%) planes 44436/65536 888720/1310720 (67.8%) vertexes 13946/65536 167352/786432 (21.3%) On Fri, Jan 9, 2015 at 3:02 AM, Peter Urbanics wrote: Hi, Yes, sure, thanks for taking the time to help. I attached the original (2 year old saves) maps so you can also check what changes when resaved.(I checked the difference and noticed that some thi
Re: [hlcoders] Getting back to my MOD after 2 years
OK, I'll check that, but are you sure?The description of the error Interlopers gives says:"Description:Your map has too many brushsides, or, simpler said, too many brushes. The brush and brushside mentioned are simply the first one in the map that went over the limit." Br,Peter Date: Thu, 8 Jan 2015 23:33:26 +0900 From: omegal...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting back to my MOD after 2 years it says the brush 2088334, has an issue on side 5.. so.. use " go to brush" and fix the brush. On Thu, Jan 8, 2015 at 7:15 PM, Peter Urbanics wrote: Tried compiling and I instantly get:...brush 2088334: max_map_planes side 5 texture: tools/toolsnodraw... http://www.interlopers.net/errors/tells me that:"Maximum:65536Description:Your map has too many brushsides, or, simpler said, too many brushes. The brush and brushside mentioned are simply the first one in the map that went over the limit.Solution:Reduce the amount of brushsides, for instance by simplifying existing brushes or removing some of them. Perhaps you can turn a couple of them into models?There is nothing wrong with the mentioned brush, it is the TOTAL amount of brushsides that is your problemThis error will cause your map to fail compiling completely" BUT WHY!These maps compiled without problem before. (I even have the compiled versions to prove that. :-) ) Any idea what to check to find the problem that's causing this now? Thanks in advance,Peter From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sat, 3 Jan 2015 10:55:46 +0100 Subject: Re: [hlcoders] Getting back to my MOD after 2 years WOW!!!There was none. I guess that is not something new, but I did not find one under my backup either so I am not sure how it worked 2 years ago without that. Well, I found one under:C:\Hangover\sp\game\mod_hl2\cfgcopied it to the mod's cfg folder and all is solved, had to force myself to stop playing it.:-) Looks like all remains is to figure out again how my pipeline for the decal graffities was, add them and build and release. THANKS Tom, Peter, pmckeown2012, wazanator01!!! Br,Peter Date: Sat, 3 Jan 2015 18:32:26 +1000 From: schumann@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting back to my MOD after 2 years Is there a skill.cfg with all the right damage/health values in your mod's directory? On 3 January 2015 at 18:20, Peter Urbanics wrote: Some more info from the console:The NPC should play these faceposer clips and as the console says they are missing. There is no scenes folder. Where should this be? Scene 'scenes\at3_citizen_help_wave_01.vcd' missing!Scene 'scenes\at3_npc_oh_i_knew.vcd' missing!Scene 'scenes\at3_npc_catch_pistol.vcd' missing! When the zombies die (by themselves) the console says:ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLEERROR! models/zombie/classic.mdl missing ACT_DIESIMPLEERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE Another bug:Crates, boxes and even glass bottles don't break now when I keep hitting them with the crowbar.I am able to push them around, and the glass bottles break when kicked or picked up and thrown but not when hit with the crowbar.??? There is a few of these error messages when I hit and push these things around:AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_originAddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_originNo caption found for 'wood_crate.scraperough'No caption found for 'wood_crate.scraperough' Any idea what to try to fix these? 2. More progress:I have no idea where that scenes folder went so I copied it back under the MOD's folder from a backup and tried again and now the NPC played them nicely. VO lines, animations, lip syncing, everything seems to work.(Except for the captions I had for each line.)Console says:No caption found for 'at3_npc_help_call_01'No caption found for 'at3_npc_catch_pistol'No caption found for 'at3_npc_find_a_way' So I checked these captions and found that the closecaption_english.txt in my resource folder was some default one not the hangover specific one, so I copied that back from my backup too and magically the captions appeared.:-) 3. Crowbar bug:Every time I hit some physics thing with it this appears in the console:AddMultiDamage: g_MultiDamage.GetDamageForce() == veEvery time I hit something with the crowbar that should take damage and be thrown around.This appears in the console about 6 times and then not any more. There are facecrab ragdols, cinder blocks, wooden crates and box, wood rails, that should move and/or break whan hit with the crowbar, but they don't, only the proper hit mark appears on them.I can push, pick up and throw these things around but they won't move when hit with the crowbar.There is even an explosive barrel th
Re: [hlcoders] Getting back to my MOD after 2 years
Tried compiling and I instantly get:...brush 2088334: max_map_planes side 5 texture: tools/toolsnodraw... http://www.interlopers.net/errors/tells me that:"Maximum:65536Description:Your map has too many brushsides, or, simpler said, too many brushes. The brush and brushside mentioned are simply the first one in the map that went over the limit.Solution:Reduce the amount of brushsides, for instance by simplifying existing brushes or removing some of them. Perhaps you can turn a couple of them into models?There is nothing wrong with the mentioned brush, it is the TOTAL amount of brushsides that is your problemThis error will cause your map to fail compiling completely" BUT WHY!These maps compiled without problem before. (I even have the compiled versions to prove that. :-) ) Any idea what to check to find the problem that's causing this now? Thanks in advance,Peter From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sat, 3 Jan 2015 10:55:46 +0100 Subject: Re: [hlcoders] Getting back to my MOD after 2 years WOW!!!There was none. I guess that is not something new, but I did not find one under my backup either so I am not sure how it worked 2 years ago without that. Well, I found one under:C:\Hangover\sp\game\mod_hl2\cfgcopied it to the mod's cfg folder and all is solved, had to force myself to stop playing it.:-) Looks like all remains is to figure out again how my pipeline for the decal graffities was, add them and build and release. THANKS Tom, Peter, pmckeown2012, wazanator01!!! Br,Peter Date: Sat, 3 Jan 2015 18:32:26 +1000 From: schumann@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting back to my MOD after 2 years Is there a skill.cfg with all the right damage/health values in your mod's directory? On 3 January 2015 at 18:20, Peter Urbanics wrote: Some more info from the console:The NPC should play these faceposer clips and as the console says they are missing. There is no scenes folder. Where should this be? Scene 'scenes\at3_citizen_help_wave_01.vcd' missing!Scene 'scenes\at3_npc_oh_i_knew.vcd' missing!Scene 'scenes\at3_npc_catch_pistol.vcd' missing! When the zombies die (by themselves) the console says:ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLEERROR! models/zombie/classic.mdl missing ACT_DIESIMPLEERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE Another bug:Crates, boxes and even glass bottles don't break now when I keep hitting them with the crowbar.I am able to push them around, and the glass bottles break when kicked or picked up and thrown but not when hit with the crowbar.??? There is a few of these error messages when I hit and push these things around:AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_originAddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_originNo caption found for 'wood_crate.scraperough'No caption found for 'wood_crate.scraperough' Any idea what to try to fix these? 2. More progress:I have no idea where that scenes folder went so I copied it back under the MOD's folder from a backup and tried again and now the NPC played them nicely. VO lines, animations, lip syncing, everything seems to work.(Except for the captions I had for each line.)Console says:No caption found for 'at3_npc_help_call_01'No caption found for 'at3_npc_catch_pistol'No caption found for 'at3_npc_find_a_way' So I checked these captions and found that the closecaption_english.txt in my resource folder was some default one not the hangover specific one, so I copied that back from my backup too and magically the captions appeared.:-) 3. Crowbar bug:Every time I hit some physics thing with it this appears in the console:AddMultiDamage: g_MultiDamage.GetDamageForce() == veEvery time I hit something with the crowbar that should take damage and be thrown around.This appears in the console about 6 times and then not any more. There are facecrab ragdols, cinder blocks, wooden crates and box, wood rails, that should move and/or break whan hit with the crowbar, but they don't, only the proper hit mark appears on them.I can push, pick up and throw these things around but they won't move when hit with the crowbar.There is even an explosive barrel that used to go BOOM, now it will only dent when hit or shot at, but wont move or blow up. The crowbar is not all useless. There are a few headcrabs in this first area of the MOD I tested and those can be killed with it and than thier ragdoll body moved around by hitting. 4. I am not taking any damage from headcrab jumping at me. Console does not display any error or info.??? Please share any idea! Thanks,Peter From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sat, 3 Jan 2015 08:25:00 +0100 Subject: Re: [hlcoders] Getting back to my MOD after 2 years Hi, Thanks for the explanation. Much prog
Re: [hlcoders] Getting back to my MOD after 2 years
WOW!!!There was none. I guess that is not something new, but I did not find one under my backup either so I am not sure how it worked 2 years ago without that. Well, I found one under:C:\Hangover\sp\game\mod_hl2\cfgcopied it to the mod's cfg folder and all is solved, had to force myself to stop playing it.:-) Looks like all remains is to figure out again how my pipeline for the decal graffities was, add them and build and release. THANKS Tom, Peter, pmckeown2012, wazanator01!!! Br,Peter Date: Sat, 3 Jan 2015 18:32:26 +1000 From: schumann@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting back to my MOD after 2 years Is there a skill.cfg with all the right damage/health values in your mod's directory? On 3 January 2015 at 18:20, Peter Urbanics wrote: Some more info from the console:The NPC should play these faceposer clips and as the console says they are missing. There is no scenes folder. Where should this be? Scene 'scenes\at3_citizen_help_wave_01.vcd' missing!Scene 'scenes\at3_npc_oh_i_knew.vcd' missing!Scene 'scenes\at3_npc_catch_pistol.vcd' missing! When the zombies die (by themselves) the console says:ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLEERROR! models/zombie/classic.mdl missing ACT_DIESIMPLEERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE Another bug:Crates, boxes and even glass bottles don't break now when I keep hitting them with the crowbar.I am able to push them around, and the glass bottles break when kicked or picked up and thrown but not when hit with the crowbar.??? There is a few of these error messages when I hit and push these things around:AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_originAddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_originNo caption found for 'wood_crate.scraperough'No caption found for 'wood_crate.scraperough' Any idea what to try to fix these? 2. More progress:I have no idea where that scenes folder went so I copied it back under the MOD's folder from a backup and tried again and now the NPC played them nicely. VO lines, animations, lip syncing, everything seems to work.(Except for the captions I had for each line.)Console says:No caption found for 'at3_npc_help_call_01'No caption found for 'at3_npc_catch_pistol'No caption found for 'at3_npc_find_a_way' So I checked these captions and found that the closecaption_english.txt in my resource folder was some default one not the hangover specific one, so I copied that back from my backup too and magically the captions appeared.:-) 3. Crowbar bug:Every time I hit some physics thing with it this appears in the console:AddMultiDamage: g_MultiDamage.GetDamageForce() == veEvery time I hit something with the crowbar that should take damage and be thrown around.This appears in the console about 6 times and then not any more. There are facecrab ragdols, cinder blocks, wooden crates and box, wood rails, that should move and/or break whan hit with the crowbar, but they don't, only the proper hit mark appears on them.I can push, pick up and throw these things around but they won't move when hit with the crowbar.There is even an explosive barrel that used to go BOOM, now it will only dent when hit or shot at, but wont move or blow up. The crowbar is not all useless. There are a few headcrabs in this first area of the MOD I tested and those can be killed with it and than thier ragdoll body moved around by hitting. 4. I am not taking any damage from headcrab jumping at me. Console does not display any error or info.??? Please share any idea! Thanks,Peter From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sat, 3 Jan 2015 08:25:00 +0100 Subject: Re: [hlcoders] Getting back to my MOD after 2 years Hi, Thanks for the explanation. Much progress was made, again!Those paths were commented out because I did not have a Hangover configuration in Hammer before and un-commenting / commenting out those lines did not change anything, but now they make sense.Everything is there in Hammer and looks OK, so I started the game (the old build by the way, did not compile now)and the menu background scene played just fine. I believe everything worked as before if I remember correctly.Then started playing and all seemed good till I reached the area were an NPC comes out to a balcony and SHOULD PLAY some animations I have put together in Faceposer, but now she just runs out to the balcony and then goes into a pose there and stops. (There were animations, lip syncing, dialog lines, which don't work now.) After this I triggered the wake up of some zombies and they, stand up, do their wake up sound perfectly then just die and turn into ragdolls right on the spot.:-) Any idea what could cause this? Did Faceposer change too?Do I need to go to Faceposer and re-export? all the stuff? Or comp
Re: [hlcoders] Getting back to my MOD after 2 years
Some more info from the console:The NPC should play these faceposer clips and as the console says they are missing. There is no scenes folder. Where should this be? Scene 'scenes\at3_citizen_help_wave_01.vcd' missing!Scene 'scenes\at3_npc_oh_i_knew.vcd' missing!Scene 'scenes\at3_npc_catch_pistol.vcd' missing! When the zombies die (by themselves) the console says:ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLEERROR! models/zombie/classic.mdl missing ACT_DIESIMPLEERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE Another bug:Crates, boxes and even glass bottles don't break now when I keep hitting them with the crowbar.I am able to push them around, and the glass bottles break when kicked or picked up and thrown but not when hit with the crowbar.??? There is a few of these error messages when I hit and push these things around:AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_originAddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_originNo caption found for 'wood_crate.scraperough'No caption found for 'wood_crate.scraperough' Any idea what to try to fix these? 2. More progress:I have no idea where that scenes folder went so I copied it back under the MOD's folder from a backup and tried again and now the NPC played them nicely. VO lines, animations, lip syncing, everything seems to work.(Except for the captions I had for each line.)Console says:No caption found for 'at3_npc_help_call_01'No caption found for 'at3_npc_catch_pistol'No caption found for 'at3_npc_find_a_way' So I checked these captions and found that the closecaption_english.txt in my resource folder was some default one not the hangover specific one, so I copied that back from my backup too and magically the captions appeared.:-) 3. Crowbar bug:Every time I hit some physics thing with it this appears in the console:AddMultiDamage: g_MultiDamage.GetDamageForce() == veEvery time I hit something with the crowbar that should take damage and be thrown around.This appears in the console about 6 times and then not any more. There are facecrab ragdols, cinder blocks, wooden crates and box, wood rails, that should move and/or break whan hit with the crowbar, but they don't, only the proper hit mark appears on them.I can push, pick up and throw these things around but they won't move when hit with the crowbar.There is even an explosive barrel that used to go BOOM, now it will only dent when hit or shot at, but wont move or blow up. The crowbar is not all useless. There are a few headcrabs in this first area of the MOD I tested and those can be killed with it and than thier ragdoll body moved around by hitting. 4. I am not taking any damage from headcrab jumping at me. Console does not display any error or info.??? Please share any idea! Thanks,Peter From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sat, 3 Jan 2015 08:25:00 +0100 Subject: Re: [hlcoders] Getting back to my MOD after 2 years Hi, Thanks for the explanation. Much progress was made, again!Those paths were commented out because I did not have a Hangover configuration in Hammer before and un-commenting / commenting out those lines did not change anything, but now they make sense.Everything is there in Hammer and looks OK, so I started the game (the old build by the way, did not compile now)and the menu background scene played just fine. I believe everything worked as before if I remember correctly.Then started playing and all seemed good till I reached the area were an NPC comes out to a balcony and SHOULD PLAY some animations I have put together in Faceposer, but now she just runs out to the balcony and then goes into a pose there and stops. (There were animations, lip syncing, dialog lines, which don't work now.) After this I triggered the wake up of some zombies and they, stand up, do their wake up sound perfectly then just die and turn into ragdolls right on the spot.:-) Any idea what could cause this? Did Faceposer change too?Do I need to go to Faceposer and re-export? all the stuff? Or compile the whole thing to refresh it with VBCT, to make it work again? Thanks,Peter From: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sun, 28 Dec 2014 19:04:59 + Subject: Re: [hlcoders] Getting back to my MOD after 2 years Hi again, The FGD determines what entities are available (i.e. what shows up in the entity list, what keyvalues they have) and so on. Actually loading content, like models and textures, is done via mounting the other game's .vpks as search paths in the gameinfo. Have you mounted the EP2 vpks and so on? You will need something like this in the gameinfo (I think you already had them, but commented them out): game |all_source_engine_paths|ep2/ep2_english.vpkgame |all
Re: [hlcoders] Getting back to my MOD after 2 years
Hi, Thanks for the explanation. Much progress was made, again!Those paths were commented out because I did not have a Hangover configuration in Hammer before and un-commenting / commenting out those lines did not change anything, but now they make sense.Everything is there in Hammer and looks OK, so I started the game (the old build by the way, did not compile now)and the menu background scene played just fine. I believe everything worked as before if I remember correctly.Then started playing and all seemed good till I reached the area were an NPC comes out to a balcony and SHOULD PLAY some animations I have put together in Faceposer, but now she just runs out to the balcony and then goes into a pose there and stops. (There were animations, lip syncing, dialog lines, which don't work now.) After this I triggered the wake up of some zombies and they, stand up, do their wake up sound perfectly then just die and turn into ragdolls right on the spot.:-) Any idea what could cause this? Did Faceposer change too?Do I need to go to Faceposer and re-export? all the stuff? Or compile the whole thing to refresh it with VBCT, to make it work again? Thanks,Peter From: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sun, 28 Dec 2014 19:04:59 + Subject: Re: [hlcoders] Getting back to my MOD after 2 years Hi again, The FGD determines what entities are available (i.e. what shows up in the entity list, what keyvalues they have) and so on. Actually loading content, like models and textures, is done via mounting the other game's .vpks as search paths in the gameinfo. Have you mounted the EP2 vpks and so on? You will need something like this in the gameinfo (I think you already had them, but commented them out): game |all_source_engine_paths|ep2/ep2_english.vpkgame |all_source_engine_paths|ep2/ep2_pak.vpkgame |all_source_engine_paths|episodic/ep1_english.vpkgame |all_source_engine_paths|episodic/ep1_pak.vpk You may also want to mount the other game's folders, as well as the vpks. The folders contain misc files that may be useful to your mod, such a font files and localisation files. game|all_source_engine_paths|ep2game |all_source_engine_paths|episodic Be aware that the order you mount files matters, with I believe the higher up mounts having priority over the lower ones. This means that files such as the ep2 models with the same name as ep1 ones will load the ep2 variant. As some of Valve's model animations were changed in EP2, compared to say, HL2, you might find missing animations if EP2 removed animations that existed in HL2 depending on what you are trying to accomplish. Files in the gameinfo folder (i.e. hangover's mod folder) will have priority over all external content as long as the |gameinfo_path| remains above all other mounts. Hope this helps! Peter From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sun, 28 Dec 2014 09:01:51 +0100 Subject: Re: [hlcoders] Getting back to my MOD after 2 years Hi, Great info, thanks!Some progress was made. So I added this to the GameConfig.txt "Hangover" { "GameDir" "C:\Program Files (x86)\Steam\steamapps\sourcemods\Hangover""Hammer" { "GameData0" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\halflife2.fgd" "TextureFormat" "5" "MapFormat" "4" "DefaultTextureScale" "0.25" "DefaultLightmapScale" "16""GameExe" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\hl2.exe" "DefaultSolidEntity" "func_detail" "DefaultPointEntity" "info_player_start" "BSP" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vbsp.exe" "Vis" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vvis.exe" "Light" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vrad.exe" "GameExeDi
Re: [hlcoders] Getting back to my MOD after 2 years
Hi again, The FGD determines what entities are available (i.e. what shows up in the entity list, what keyvalues they have) and so on. Actually loading content, like models and textures, is done via mounting the other game's .vpks as search paths in the gameinfo. Have you mounted the EP2 vpks and so on? You will need something like this in the gameinfo (I think you already had them, but commented them out): game |all_source_engine_paths|ep2/ep2_english.vpkgame |all_source_engine_paths|ep2/ep2_pak.vpkgame |all_source_engine_paths|episodic/ep1_english.vpkgame |all_source_engine_paths|episodic/ep1_pak.vpk You may also want to mount the other game's folders, as well as the vpks. The folders contain misc files that may be useful to your mod, such a font files and localisation files. game|all_source_engine_paths|ep2game |all_source_engine_paths|episodic Be aware that the order you mount files matters, with I believe the higher up mounts having priority over the lower ones. This means that files such as the ep2 models with the same name as ep1 ones will load the ep2 variant. As some of Valve's model animations were changed in EP2, compared to say, HL2, you might find missing animations if EP2 removed animations that existed in HL2 depending on what you are trying to accomplish. Files in the gameinfo folder (i.e. hangover's mod folder) will have priority over all external content as long as the |gameinfo_path| remains above all other mounts. Hope this helps! Peter From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sun, 28 Dec 2014 09:01:51 +0100 Subject: Re: [hlcoders] Getting back to my MOD after 2 years Hi, Great info, thanks!Some progress was made. So I added this to the GameConfig.txt "Hangover" { "GameDir" "C:\Program Files (x86)\Steam\steamapps\sourcemods\Hangover""Hammer" { "GameData0" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\halflife2.fgd" "TextureFormat" "5" "MapFormat" "4" "DefaultTextureScale" "0.25" "DefaultLightmapScale" "16""GameExe" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\hl2.exe" "DefaultSolidEntity" "func_detail" "DefaultPointEntity" "info_player_start" "BSP" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vbsp.exe" "Vis" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vvis.exe" "Light" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vrad.exe" "GameExeDir" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer" "MapDir" "C:\Hangover\mapsrc""BSPDir" "C:\Program Files (x86)\Steam\steamapps\sourcemods\Hangover\maps" "CordonTexture" "tools\toolsskybox" "MaterialExcludeCount" "0" } } which is in:C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin Then if I run the hammer.exe there, now it does not ask anymore which config to start with but in the options it is set to Hangover so I guess it uses that.Now I can finally see my custom Hangover models in the model browser.It looks like the ones that have custom textures are textured but the ones that use textures from other Half Life products are just displayed with the black-pink checker texture.Unfortunately now every other model (which are not Hangover custom stuff but probably from EP1, 2, Orange Box, like trees, logs, rocks...) are still missing and displayed as ERROR texts. I tried adding some more Game Data Files directory paths in the options to the Hangover config but it did not chang
Re: [hlcoders] Getting back to my MOD after 2 years
Hi, Great info, thanks!Some progress was made. So I added this to the GameConfig.txt "Hangover" { "GameDir" "C:\Program Files (x86)\Steam\steamapps\sourcemods\Hangover""Hammer" { "GameData0" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\halflife2.fgd" "TextureFormat" "5" "MapFormat" "4" "DefaultTextureScale" "0.25" "DefaultLightmapScale" "16""GameExe" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\hl2.exe" "DefaultSolidEntity" "func_detail" "DefaultPointEntity" "info_player_start" "BSP" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vbsp.exe" "Vis" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vvis.exe" "Light" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vrad.exe" "GameExeDir" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer" "MapDir" "C:\Hangover\mapsrc""BSPDir" "C:\Program Files (x86)\Steam\steamapps\sourcemods\Hangover\maps" "CordonTexture" "tools\toolsskybox" "MaterialExcludeCount" "0" } } which is in:C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin Then if I run the hammer.exe there, now it does not ask anymore which config to start with but in the options it is set to Hangover so I guess it uses that.Now I can finally see my custom Hangover models in the model browser.It looks like the ones that have custom textures are textured but the ones that use textures from other Half Life products are just displayed with the black-pink checker texture.Unfortunately now every other model (which are not Hangover custom stuff but probably from EP1, 2, Orange Box, like trees, logs, rocks...) are still missing and displayed as ERROR texts. I tried adding some more Game Data Files directory paths in the options to the Hangover config but it did not change anything.It adds them to the GameConfig.txt like so: "GameData0" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\base.fgd" "GameData1" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\halflife2.fgd""GameData2" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\hl2mp.fgd""GameData3" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\base.fgd" "GameData4" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\halflife2.fgd" "GameData5" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\halflife2.fgd"but after restarting Hammer and loading the same map file, all the same stuff is still missing. I only have Source SDK Base 2013 Singleplayer installed now. Do I need to install Source SDK or Source SDK Base 2006, etc. to be able to add those directory paths?Is that what is required?I remember two years ago I was using the Source SDK and starting hammer from that one. One more thing I tried:if I switch the game config to EP2 inside Hammer then it tells me to restart, then when I open the same scene the trees and logs are there but the Hangover MOD specific models are missing. :-) What should I try?Please help!How do I make it load the models from both configs? Thanks,Peter From: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Fri, 19 Dec 2014 22:36:53 + Subject: Re: [hlcoders] Getting back to my MOD after 2 years Hi, Unless I've misread the proble
Re: [hlcoders] Getting back to my MOD after 2 years
Hi, Unless I've misread the problem, you said earlier you are starting Hammer with the Half-Life 2: Episode 2 configuration, that seems to be what the problem is. If you are making your own mod (with content in it's own folder in the SourceMods folder), you will need to create a custom Hammer configuration for it. You can do this within hammer, but the easiest way is to go to the SDK Base 2013/bin folder of your choice, and open GameConfig.txt . Make a copy of one of the existing configs, and paste it within the file, and edit the paths and names to reference your mod. Launch hammer with your game select and that should fix your missing content problem. Hope this helps, apologies if I've gotten your problem wrong. Best regards. Date: Fri, 19 Dec 2014 12:55:24 -0600 From: xnicho...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting back to my MOD after 2 years This problem could be solved by allowing developers access to the closed source filesystem dlls. Or valve could actually program their closed source filesystem dlls with MASSIVE verbosity. I mean line by line verbosity so that mod developers know exactly what is happening when steam goes through each line of gameinfo txt. gameinfo.txt produces zero output. It is controlled by a blackbox software with no output only failure messages and obviscation.. please make it extremely verbose line by line so us developers wont have to spend hours trying to figure it out... On Wed, Dec 17, 2014 at 8:28 AM, Peter Urbanics wrote: Hi, It's been a long time. :-)I wasn't lazy, just working on other stuff and have pretty low motivation for Hammer with this crap I am facing. :-( --I start hammer.exe fromC:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\binwith the Half-Life 2: Episode Two game configurationthan it seems like I am only missing my mod specific stuff:http://www.mediafire.com/view/56l5i88dw5ck44j/hangover_just_own_stuff_missing.png How do I add those back? Why does it not find those? My gaminfo txt looks like this: "GameInfo"{ name"Hangover"game "Hangover" title "Hangover" type singleplayer_only developer "Peter Urbanics"developer_url "http://sites.google.com/site/purbanics/";icon "icon/hangover_icon" // gamelogo 1 // nodifficulty 1 // Hides the difficulty tab nodegraph 0 // When false, prevents the engine from creating nodegraphs. FileSystem { SteamAppId 243730 // Source SDK Base 2013 Singleplayer SearchPaths { // No /custom/ folders because they can interfere with mod content and shouldn't be in mod gameinfo. game+mod+mod_write+default_write_path |gameinfo_path|. // Mod gamebin |gameinfo_path|bin // Mod's Binaries // Base Half-Life 2 Content: ep2, episodic, hl2 game_lv |all_source_engine_paths|hl2/hl2_lv.vpk// game |all_source_engine_paths|ep2/ep2_english.vpk// game |all_source_engine_paths|ep2/ep2_pak.vpk// game |all_source_engine_paths|episodic/ep1_english.vpk// game |all_source_engine_paths|episodic/ep1_pak.vpk game |all_source_engine_paths|hl2/hl2_english.vpkgame |all_source_engine_paths|hl2/hl2_pak.vpk game |all_source_engine_paths|hl2/hl2_textures.vpk game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk game |all_source_engine_paths|hl2/hl2_sound_misc.vpk game |all_source_engine_paths|hl2/hl2_misc.vpk platform |all_source_engine_paths|platform/platform_misc.vpk // TODO; find out what is it and why it's here// game |all_source_engine_paths|ep2// game|all_source_engine_paths|episodic game |al
Re: [hlcoders] Getting back to my MOD after 2 years
Hi, It's been a long time. :-)I wasn't lazy, just working on other stuff and have pretty low motivation for Hammer with this crap I am facing. :-( --I start hammer.exe fromC:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\binwith the Half-Life 2: Episode Two game configurationthan it seems like I am only missing my mod specific stuff:http://www.mediafire.com/view/56l5i88dw5ck44j/hangover_just_own_stuff_missing.png How do I add those back? Why does it not find those? My gaminfo txt looks like this: "GameInfo"{ name"Hangover"game "Hangover" title "Hangover" typesingleplayer_only developer "Peter Urbanics"developer_url "http://sites.google.com/site/purbanics/";icon "icon/hangover_icon" // gamelogo 1 // nodifficulty 1 // Hides the difficulty tab nodegraph 0 // When false, prevents the engine from creating nodegraphs. FileSystem { SteamAppId 243730 // Source SDK Base 2013 Singleplayer SearchPaths { // No /custom/ folders because they can interfere with mod content and shouldn't be in mod gameinfo. game+mod+mod_write+default_write_path |gameinfo_path|. // Mod gamebin |gameinfo_path|bin // Mod's Binaries // Base Half-Life 2 Content: ep2, episodic, hl2 game_lv |all_source_engine_paths|hl2/hl2_lv.vpk// game |all_source_engine_paths|ep2/ep2_english.vpk// game |all_source_engine_paths|ep2/ep2_pak.vpk// game |all_source_engine_paths|episodic/ep1_english.vpk// game |all_source_engine_paths|episodic/ep1_pak.vpk game |all_source_engine_paths|hl2/hl2_english.vpkgame |all_source_engine_paths|hl2/hl2_pak.vpk game |all_source_engine_paths|hl2/hl2_textures.vpk game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk game |all_source_engine_paths|hl2/hl2_sound_misc.vpk game |all_source_engine_paths|hl2/hl2_misc.vpk platform |all_source_engine_paths|platform/platform_misc.vpk // TODO; find out what is it and why it's here// game |all_source_engine_paths|ep2// game|all_source_engine_paths|episodic game |all_source_engine_paths|hl2platform |all_source_engine_paths|platform } } } - Thanks for any ideas I should try.Br,Peter From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sun, 5 Oct 2014 19:56:56 +0200 Subject: Re: [hlcoders] Getting back to my MOD after 2 years I think I had those lines there in the gameinfo, but I'll check that out again then. Thanks,Peter Date: Sun, 5 Oct 2014 01:14:34 -0500 From: wazanato...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting back to my MOD after 2 years You most likely just need to update your gameinfo.txt so that it mounts hl2 episodic and ep2 content. On Oct 4, 2014 1:59 AM, "Peter Urbanics" wrote: Thanks. Using your dll-s some progress has been made:Now I can start the MOD but there are a bunch of props missing already from the menu background. See image:http://www.mediafire.com/view/pz8y1j13qluz8rn/hangover_error1.png Then when I try to start the game it crashes. So I went on to start Hammer to take a look there, but the Hammer.bat underC:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\binjust says: "\Steam\steamapps\SourceMods\hangover was unexpected at this time."So I start the hammer.exe and load a scene, then there again a bunch of objects are missing. Some of them are my own models, some are ferns, etc. I don't re
Re: [hlcoders] Sound issues
Hi Jan Sorry if this is late, but looking at the design of UTIL_EmitSoundSuit, it uses a CPASAttenuationFilter which will attempt to send the sound to all players within audible range, which is probably why you can hear the sound if you are close enough to the player. To fix it, replace the CPASAttentuationFilter with a CSingleUserRecipientFilter. A CSingleUserRecipientFilter expects a CBasePlayer in the constructor, so cast to a player at GetContainingEntity( entity ). Peter Date: Mon, 13 Oct 2014 20:30:07 +0200 From: amo...@online.de To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Sound issues Hi Jan, regarding your first issue I can say that Source SDK Base 2007 has the same issue. We had this issue in our Mod a couple of times a few weeks before you posted your message. I have not yet investigated it though. Ben On 18.08.2014 16:07, Jan Hartung wrote: Hi list, Some weird things are going on with the sound in our SDK 2013 MP based mod. First, there is a map with a looped sound in it, the entity is placed in the center of the map and can be heard everywhere (it’s a small map and the volume is high enough). Now, it sometimes happens that when I kill a bot, this sound’s origin jumps to the place where I currently am. It may jump to its original position when the next round starts or stays there for a few rounds. At times, not related to any kill, the sound also duplicates, so you can hear it twice while the two “copies” are out of sync. The second thing is that we got an announcer in the game, so there are sounds which are played to every player. We loop through the players and use UTIL_EmitSoundSuit in order to do so. The announcer received an overhaul just recently, which also added multiple sounds for the same event, which are set up as rndwave in the sound script. Since then I notice, that whenever I stand close enough to another player, I can hear the announcer’s line, which is played to the other player. However, UTIL_EmitSoundSuit is supposed to play a sound audible to the player itself, judging by the function’s comment. Has anyone seen these issues? Jan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Possible 2013 Engine bug: Looping sounds stay in sound list outside of audible range
Hello everyone, I've found what seems to be a bug with the engine relating to looping sounds from ambient_generics (yellow sounds on snd_show 2). When testing my mod, which is based on Source SDK Base 2013 Multiplayer, I noticed that some map sounds weren't playing, and the console was being filled with "total_channels == MAX_CHANNELS" messages. I investigated using snd_show 2 and it seems that every flavor sound ambient_generic that played a fire sound (as there was lots of torches in the map with a small fire sound next to it) was in the sound list (thus showing up on snd_show 2), regardless of whether or not the sound was actually audible - every ambient_generic playing a looping sound anywhere on the map is in the list. These sounds can't actually be heard audibly. This isn't the same behavior that was in Source SDK Base 2006, as running the map there, sounds from ambient_generics only appear in the sound list if you get close enough to actually hear them. The trail in the mod code ends at engine->EmitAmbientSound(), so on a hunch I investigated Half-Life 2 and found this: If the map "d2_prison_06" is loaded, there are two constantly looping ambient_generics, combine_shield_loop3.wav, coming from combine shield walls. If the map is loaded in Source SDK Base 2006, if you noclip far away enough from the map, they disappear from the sound list, as expected as they cannot possibly be heard. If you load the map in Half-Life 2 though, which has the new engine code, no matter how far away you noclip, the sound is always showing in snd_show 2. Finally, I investigated Team-Fortress 2's map koth_sawmill, which has looping ambient_generic saw sounds, and those play in the sound list regardless of where you are anywhere in the map, or noclipping out of the map. The problem is definitely with ambient sounds from ambient_generics, as using stopsound, ent_fire to stop the sound of ambient_generics, then playing the sounds again, results in the sounds returning to the sound list well out of audible range. The issue going from there appears to be with engine->EmitAmbientSound(). This normally wouldn't be a problem if a map has a small amount of looping ambient sounds, but if the map does have a lot (like flavor sounds from fire), the sound list rapidly gets filled up and new sounds won't play, resulting in "total_channels == MAX_CHANNELS", or audio glitches can be heard. Has anyone else encountered this problem? I'm sure this isn't something I've caused myself, because it happens in Half-Life 2 and Team-Fortress 2 as well. One other note is that the "l" and "r" columns of each sound seem to increase when they should be audible, and this coincides with them appearing in sound list in SDK 2006. In 2013 though, both l and r are 0, yet still playing. Please note that noclipping outside the map does not cause this bug, in fact it causes sounds to stop being played in the 2006 engine. A screenshot of a map suffering from this bug with snd_show 2 and snd_visualize output is available at http://i.imgur.com/MCraGiA.jpg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Getting back to my MOD after 2 years
I think I had those lines there in the gameinfo, but I'll check that out again then. Thanks,Peter Date: Sun, 5 Oct 2014 01:14:34 -0500 From: wazanato...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting back to my MOD after 2 years You most likely just need to update your gameinfo.txt so that it mounts hl2 episodic and ep2 content. On Oct 4, 2014 1:59 AM, "Peter Urbanics" wrote: Thanks. Using your dll-s some progress has been made:Now I can start the MOD but there are a bunch of props missing already from the menu background. See image:http://www.mediafire.com/view/pz8y1j13qluz8rn/hangover_error1.png Then when I try to start the game it crashes. So I went on to start Hammer to take a look there, but the Hammer.bat underC:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\binjust says: "\Steam\steamapps\SourceMods\hangover was unexpected at this time."So I start the hammer.exe and load a scene, then there again a bunch of objects are missing. Some of them are my own models, some are ferns, etc. I don't remember from which episode.http://www.mediafire.com/view/3tvhotpku25gtjq/hangover_error2.png ARGH :-) Please help, what should I try, or post here so somebody can get an idea what could be wrong? I would hate to give up so close to finally releasing the MOD I worked on so much and also to let down the people on on ModDB watching it.Before I put the MOD to sleep 2 years ago, everything was error free, working perfectly and now with this new SDK I can't get it to work again. Thanks in advance,Peter Date: Sat, 20 Sep 2014 08:57:47 -0500 From: wazanato...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting back to my MOD after 2 years I put together an example HL2 EP2 mod for someone a few weeks ago you can just grab the .dlls from it if you want http://www.mediafire.com/download/7vskc88m1rqmmz4/Hl2EP2_Mod.zip Nothing is changed in it I just compiled the singleplayer code. I'm not sure why .dlls are not under the EP2 folder I could have sworn that's where they were located. If you don't want to use mine you can also just grab them from the game itself and it should work. On Sat, Sep 20, 2014 at 2:29 AM, Peter Urbanics wrote: Hi, So finally I dared to try this and got stuck going through these:http://steamcommunity.com/sharedfiles/filedetails/?id=232923055 at this point:-The bin folderThe bin folder is where your client and server .dll files will go from your compiled codeNavigate to ModSourceFolder\source-sdk-2013\sp\src\game\client\Release_mod_hl2 and copy the client.dll and paste it into the bin folder located in your steamapps\sourcmodes\modnameSame thing for server.dll- There is no such thing as "Release_mod_hl2" and there are no client and server .dll-s to be found there. By the way I did not do the setting up the code base and compiling part in the beginning as you suggested. You wrote: " If you don't need to port any code just skip pretty much the first half and copy paste the .dlls from the sdk 2013 single player folder for ep2 instead." Unfortunately I did not find any dll-s there either. The only folder that has those around there, is:Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\sourcetest\bin Are those dll-s good?Why don't I find them under ep2 as you suggested? Please help!Thanks in advance,Peter From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Fri, 8 Aug 2014 06:43:52 +0200 Subject: Re: [hlcoders] Getting back to my MOD after 2 years Thanks for the explanation. Sounds promising! Br,Peter Date: Thu, 7 Aug 2014 19:01:52 -0500 From: wazanato...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting back to my MOD after 2 years There shouldn't be a need to convert anything, the only thing you will need to remake for sure is the gameinfo.txt. Map files, sound files, textures, models, etc should be fine. HL2, TF2, CSS, etc were all moved to the 2013 branch, users no longer are required to own HL2 or it's episodes to play HL2 mods. Upon launching your mod they will auto install sdk 2013 singleplayer if they don't already. On Thu, Aug 7, 2014 at 7:28 AM, Peter Urbanics wrote: Thanks Jesse, I found it: http://steamcommunity.com/sharedfiles/filedetails/?id=232923055 I'll try that out and let you know what happened ... soon. Just to make this a bit clearer for me: I have to set up a new MOD and then copy all the content stuff from my old MOD into it? Is this how it has to be done? Isn't there a convert or something?And why do I need to go to this new SDK 2013 anyway, can't I just get my old MOD working and release it for people to play who have HL2? Thanks,Peter Date: Thu, 7 A
Re: [hlcoders] Getting back to my MOD after 2 years
Thanks. Using your dll-s some progress has been made:Now I can start the MOD but there are a bunch of props missing already from the menu background. See image:http://www.mediafire.com/view/pz8y1j13qluz8rn/hangover_error1.png Then when I try to start the game it crashes. So I went on to start Hammer to take a look there, but the Hammer.bat underC:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\binjust says: "\Steam\steamapps\SourceMods\hangover was unexpected at this time."So I start the hammer.exe and load a scene, then there again a bunch of objects are missing. Some of them are my own models, some are ferns, etc. I don't remember from which episode.http://www.mediafire.com/view/3tvhotpku25gtjq/hangover_error2.png ARGH :-) Please help, what should I try, or post here so somebody can get an idea what could be wrong? I would hate to give up so close to finally releasing the MOD I worked on so much and also to let down the people on on ModDB watching it.Before I put the MOD to sleep 2 years ago, everything was error free, working perfectly and now with this new SDK I can't get it to work again. Thanks in advance,Peter Date: Sat, 20 Sep 2014 08:57:47 -0500 From: wazanato...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting back to my MOD after 2 years I put together an example HL2 EP2 mod for someone a few weeks ago you can just grab the .dlls from it if you want http://www.mediafire.com/download/7vskc88m1rqmmz4/Hl2EP2_Mod.zip Nothing is changed in it I just compiled the singleplayer code. I'm not sure why .dlls are not under the EP2 folder I could have sworn that's where they were located. If you don't want to use mine you can also just grab them from the game itself and it should work. On Sat, Sep 20, 2014 at 2:29 AM, Peter Urbanics wrote: Hi, So finally I dared to try this and got stuck going through these:http://steamcommunity.com/sharedfiles/filedetails/?id=232923055 at this point:-The bin folderThe bin folder is where your client and server .dll files will go from your compiled codeNavigate to ModSourceFolder\source-sdk-2013\sp\src\game\client\Release_mod_hl2 and copy the client.dll and paste it into the bin folder located in your steamapps\sourcmodes\modnameSame thing for server.dll- There is no such thing as "Release_mod_hl2" and there are no client and server .dll-s to be found there. By the way I did not do the setting up the code base and compiling part in the beginning as you suggested. You wrote: " If you don't need to port any code just skip pretty much the first half and copy paste the .dlls from the sdk 2013 single player folder for ep2 instead." Unfortunately I did not find any dll-s there either. The only folder that has those around there, is:Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\sourcetest\bin Are those dll-s good?Why don't I find them under ep2 as you suggested? Please help!Thanks in advance,Peter From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Fri, 8 Aug 2014 06:43:52 +0200 Subject: Re: [hlcoders] Getting back to my MOD after 2 years Thanks for the explanation. Sounds promising! Br,Peter Date: Thu, 7 Aug 2014 19:01:52 -0500 From: wazanato...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting back to my MOD after 2 years There shouldn't be a need to convert anything, the only thing you will need to remake for sure is the gameinfo.txt. Map files, sound files, textures, models, etc should be fine. HL2, TF2, CSS, etc were all moved to the 2013 branch, users no longer are required to own HL2 or it's episodes to play HL2 mods. Upon launching your mod they will auto install sdk 2013 singleplayer if they don't already. On Thu, Aug 7, 2014 at 7:28 AM, Peter Urbanics wrote: Thanks Jesse, I found it: http://steamcommunity.com/sharedfiles/filedetails/?id=232923055 I'll try that out and let you know what happened ... soon. Just to make this a bit clearer for me: I have to set up a new MOD and then copy all the content stuff from my old MOD into it? Is this how it has to be done? Isn't there a convert or something?And why do I need to go to this new SDK 2013 anyway, can't I just get my old MOD working and release it for people to play who have HL2? Thanks,Peter Date: Thu, 7 Aug 2014 06:47:20 -0500 From: wazanato...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting back to my MOD after 2 years I have a guide on the sdk group hub page on steam for setting up a single player mod. If you don't need to port any code just skip pretty much the first half and copy paste the .dlls from the sdk 2013 single player folder for ep2 instead. On Aug 7, 2014 1:30 AM, "Peter Urba
Re: [hlcoders] Getting back to my MOD after 2 years
Hi, So finally I dared to try this and got stuck going through these:http://steamcommunity.com/sharedfiles/filedetails/?id=232923055 at this point:-The bin folderThe bin folder is where your client and server .dll files will go from your compiled codeNavigate to ModSourceFolder\source-sdk-2013\sp\src\game\client\Release_mod_hl2 and copy the client.dll and paste it into the bin folder located in your steamapps\sourcmodes\modnameSame thing for server.dll- There is no such thing as "Release_mod_hl2" and there are no client and server .dll-s to be found there. By the way I did not do the setting up the code base and compiling part in the beginning as you suggested. You wrote: " If you don't need to port any code just skip pretty much the first half and copy paste the .dlls from the sdk 2013 single player folder for ep2 instead." Unfortunately I did not find any dll-s there either. The only folder that has those around there, is:Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\sourcetest\bin Are those dll-s good?Why don't I find them under ep2 as you suggested? Please help!Thanks in advance,Peter From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Fri, 8 Aug 2014 06:43:52 +0200 Subject: Re: [hlcoders] Getting back to my MOD after 2 years Thanks for the explanation. Sounds promising! Br,Peter Date: Thu, 7 Aug 2014 19:01:52 -0500 From: wazanato...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting back to my MOD after 2 years There shouldn't be a need to convert anything, the only thing you will need to remake for sure is the gameinfo.txt. Map files, sound files, textures, models, etc should be fine. HL2, TF2, CSS, etc were all moved to the 2013 branch, users no longer are required to own HL2 or it's episodes to play HL2 mods. Upon launching your mod they will auto install sdk 2013 singleplayer if they don't already. On Thu, Aug 7, 2014 at 7:28 AM, Peter Urbanics wrote: Thanks Jesse, I found it: http://steamcommunity.com/sharedfiles/filedetails/?id=232923055 I'll try that out and let you know what happened ... soon. Just to make this a bit clearer for me: I have to set up a new MOD and then copy all the content stuff from my old MOD into it? Is this how it has to be done? Isn't there a convert or something?And why do I need to go to this new SDK 2013 anyway, can't I just get my old MOD working and release it for people to play who have HL2? Thanks,Peter Date: Thu, 7 Aug 2014 06:47:20 -0500 From: wazanato...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting back to my MOD after 2 years I have a guide on the sdk group hub page on steam for setting up a single player mod. If you don't need to port any code just skip pretty much the first half and copy paste the .dlls from the sdk 2013 single player folder for ep2 instead. On Aug 7, 2014 1:30 AM, "Peter Urbanics" wrote: Dear HLCoders, It's been exactly 2 years since I have not touched my MOD because I decided it was finished and will release it as soon as I get the last few graffiti and smack those on some walls. Finally I have them, YAY! http://www.moddb.com/mods/hangover But as I feared all along a lot has changed in the Source world in two years and now after fooling around for several days and trying various, said to work solutions, I still can't get the MOD to run, if I manage to start Hammer, models are missing, the VBCT compile tool does not see the MOD, etc. ARGH! :-( I'm confused now as there is so much different info out there (some already outdated) about how to convert your MOD to Source SDK 2013 or start Hammer differently, edit various txt files… I'm not even sure I need to convert or what exactly I should be doing to get this back up running. I fear I'm not seeing the forest from the tree and all this should be much easier. It was a simple Orange Box MOD with no code modification. Is there anybody out there with experience in sorting this kind of crap out? Anybody willing to take a look? I am so close to releasing the MOD, just need to get this sorted out. It all worked perfectly 2 years ago, so I am sure there is not much other crap going on in the MOD, just this SDK change needs some love to get it running again. I hope this makes sense to someone with experience in this. It's all gray for me. I just want to design!!! Any help would be very much appreciated. Thanks in advance, Peter Urbanics ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Getting back to my MOD after 2 years
Thanks for the explanation. Sounds promising! Br,Peter Date: Thu, 7 Aug 2014 19:01:52 -0500 From: wazanato...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting back to my MOD after 2 years There shouldn't be a need to convert anything, the only thing you will need to remake for sure is the gameinfo.txt. Map files, sound files, textures, models, etc should be fine. HL2, TF2, CSS, etc were all moved to the 2013 branch, users no longer are required to own HL2 or it's episodes to play HL2 mods. Upon launching your mod they will auto install sdk 2013 singleplayer if they don't already. On Thu, Aug 7, 2014 at 7:28 AM, Peter Urbanics wrote: Thanks Jesse, I found it: http://steamcommunity.com/sharedfiles/filedetails/?id=232923055 I'll try that out and let you know what happened ... soon. Just to make this a bit clearer for me: I have to set up a new MOD and then copy all the content stuff from my old MOD into it? Is this how it has to be done? Isn't there a convert or something?And why do I need to go to this new SDK 2013 anyway, can't I just get my old MOD working and release it for people to play who have HL2? Thanks,Peter Date: Thu, 7 Aug 2014 06:47:20 -0500 From: wazanato...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting back to my MOD after 2 years I have a guide on the sdk group hub page on steam for setting up a single player mod. If you don't need to port any code just skip pretty much the first half and copy paste the .dlls from the sdk 2013 single player folder for ep2 instead. On Aug 7, 2014 1:30 AM, "Peter Urbanics" wrote: Dear HLCoders, It's been exactly 2 years since I have not touched my MOD because I decided it was finished and will release it as soon as I get the last few graffiti and smack those on some walls. Finally I have them, YAY! http://www.moddb.com/mods/hangover But as I feared all along a lot has changed in the Source world in two years and now after fooling around for several days and trying various, said to work solutions, I still can't get the MOD to run, if I manage to start Hammer, models are missing, the VBCT compile tool does not see the MOD, etc. ARGH! :-( I'm confused now as there is so much different info out there (some already outdated) about how to convert your MOD to Source SDK 2013 or start Hammer differently, edit various txt files… I'm not even sure I need to convert or what exactly I should be doing to get this back up running. I fear I'm not seeing the forest from the tree and all this should be much easier. It was a simple Orange Box MOD with no code modification. Is there anybody out there with experience in sorting this kind of crap out? Anybody willing to take a look? I am so close to releasing the MOD, just need to get this sorted out. It all worked perfectly 2 years ago, so I am sure there is not much other crap going on in the MOD, just this SDK change needs some love to get it running again. I hope this makes sense to someone with experience in this. It's all gray for me. I just want to design!!! Any help would be very much appreciated. Thanks in advance, Peter Urbanics ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Getting back to my MOD after 2 years
Thanks Jesse, I found it: http://steamcommunity.com/sharedfiles/filedetails/?id=232923055I'll try that out and let you know what happened ... soon. Just to make this a bit clearer for me: I have to set up a new MOD and then copy all the content stuff from my old MOD into it?Is this how it has to be done? Isn't there a convert or something?And why do I need to go to this new SDK 2013 anyway, can't I just get my old MOD working and release it for people to play who have HL2? Thanks,Peter Date: Thu, 7 Aug 2014 06:47:20 -0500 From: wazanato...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting back to my MOD after 2 years I have a guide on the sdk group hub page on steam for setting up a single player mod. If you don't need to port any code just skip pretty much the first half and copy paste the .dlls from the sdk 2013 single player folder for ep2 instead. On Aug 7, 2014 1:30 AM, "Peter Urbanics" wrote: Dear HLCoders, It's been exactly 2 years since I have not touched my MOD because I decided it was finished and will release it as soon as I get the last few graffiti and smack those on some walls. Finally I have them, YAY! http://www.moddb.com/mods/hangover But as I feared all along a lot has changed in the Source world in two years and now after fooling around for several days and trying various, said to work solutions, I still can't get the MOD to run, if I manage to start Hammer, models are missing, the VBCT compile tool does not see the MOD, etc. ARGH! :-( I'm confused now as there is so much different info out there (some already outdated) about how to convert your MOD to Source SDK 2013 or start Hammer differently, edit various txt files… I'm not even sure I need to convert or what exactly I should be doing to get this back up running. I fear I'm not seeing the forest from the tree and all this should be much easier. It was a simple Orange Box MOD with no code modification. Is there anybody out there with experience in sorting this kind of crap out? Anybody willing to take a look? I am so close to releasing the MOD, just need to get this sorted out. It all worked perfectly 2 years ago, so I am sure there is not much other crap going on in the MOD, just this SDK change needs some love to get it running again. I hope this makes sense to someone with experience in this. It's all gray for me. I just want to design!!! Any help would be very much appreciated. Thanks in advance, Peter Urbanics ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Getting back to my MOD after 2 years
Dear HLCoders, It's been exactly 2 years since I have not touched my MOD because I decided it was finished and will release it as soon as I get the last few graffiti and smack those on some walls.Finally I have them, YAY! http://www.moddb.com/mods/hangover But as I feared all along a lot has changed in the Source world in two years and now after fooling around for several days and trying various, said to work solutions, I still can't get the MOD to run, if I manage to start Hammer, models are missing, the VBCT compile tool does not see the MOD, etc.ARGH! :-( I'm confused now as there is so much different info out there (some already outdated) about how to convert your MOD to Source SDK 2013 or start Hammer differently, edit various txt files… I'm not even sure I need to convert or what exactly I should be doing to get this back up running. I fear I'm not seeing the forest from the tree and all this should be much easier. It was a simple Orange Box MOD with no code modification. Is there anybody out there with experience in sorting this kind of crap out?Anybody willing to take a look? I am so close to releasing the MOD, just need to get this sorted out.It all worked perfectly 2 years ago, so I am sure there is not much other crap going on in the MOD, just this SDK change needs some love to get it running again. I hope this makes sense to someone with experience in this. It's all gray for me. I just want to design!!! Any help would be very much appreciated. Thanks in advance,Peter Urbanics ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers )
Excellent! Thank you for listening group members and Valve. Best regards to you all. Date: Fri, 25 Jul 2014 13:11:10 +0300 From: geotav...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers ) This is fixed now in the latest steam client beta, see: http://steamcommunity.com/groups/SteamClientBeta/discussions/0/558749191428566603/ On 7/18/2014 4:30 AM, Peter McKeown wrote: This is still a problem, mods aren't showing up in the steam server browser (not the server, the game itself isn't being recognised as existant unless you launch the game). If you View game info on someone playing SDK Base 2013, it says what server they are playing and it shows the game as the mod in the server info, but steam itself isn't showing it. It seems there is some sort of bug in steam going on here, has anyone else noticed this? This is only for 3rd party mods that aren't in the steam store ( i.e. mods in the SourceMods folder ) as far as I can tell. From: eric.br...@dnbrown.net To: hlcoders@list.valvesoftware.com Date: Mon, 14 Jul 2014 22:48:22 + Subject: Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers ) So, my mod's server shows up in the server browser for me. (just checked today 7/14) I do have the same behavior where when I'm playing the game, the player status in Steam says SDK Base 2013 MultiplayerNobody actually plays the SDK, so it makes more sense for the mod's name to be there.. From: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Mon, 14 Jul 2014 02:06:33 +0100 Subject: Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers ) Speaking of that, when playing a source mod, Steam Friends shows they are in game in the SDK Base the mod is based on, i.e In-Game: Source SDK Base 2013 Multiplayer, instead of saying "In-Mod" like it used to. Date: Sun, 13 Jul 2014 19:41:41 -0500 From: ben.lu...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers ) Additionally, mods of Alien Swarm are showing friends as "playing mod: swarm" no matter what mod they are playing. In Steam, playing a mod of Alien Swarm shows up as "in mod: Alien Swarm". I'm pretty sure the root cause is the same in all cases. This apparently started happening in March. http://steamcommunity.com/groups/SteamClientBeta/discussions/0/558749191428566603/ On Sun, Jul 13, 2014 at 3:25 PM, Peter McKeown wrote: Greetings everyone, I apologise if this issue is already known on hlcoders, I haven't found any reference to it yet though - Mods no longer show up in the Steam server browser. This includes SDK base 2006, 2007 and 2013 MP mods. The issue started after a Steam update and persists (atleast for my mods) today. There has been some forum posts about it on the Steam forums but no one has found a solution yet. The mod files (i.e. gameinfo.txt) match the latest ones in the SDK github repository. Also, servers do show up in the ingame server browser, but not outside of it. This seems to be a
Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers )
This is still a problem, mods aren't showing up in the steam server browser (not the server, the game itself isn't being recognised as existant unless you launch the game). If you View game info on someone playing SDK Base 2013, it says what server they are playing and it shows the game as the mod in the server info, but steam itself isn't showing it. It seems there is some sort of bug in steam going on here, has anyone else noticed this? This is only for 3rd party mods that aren't in the steam store ( i.e. mods in the SourceMods folder ) as far as I can tell. From: eric.br...@dnbrown.net To: hlcoders@list.valvesoftware.com Date: Mon, 14 Jul 2014 22:48:22 + Subject: Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers ) So, my mod's server shows up in the server browser for me. (just checked today 7/14) I do have the same behavior where when I'm playing the game, the player status in Steam says SDK Base 2013 MultiplayerNobody actually plays the SDK, so it makes more sense for the mod's name to be there.. From: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Mon, 14 Jul 2014 02:06:33 +0100 Subject: Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers ) Speaking of that, when playing a source mod, Steam Friends shows they are in game in the SDK Base the mod is based on, i.e In-Game: Source SDK Base 2013 Multiplayer, instead of saying "In-Mod" like it used to. Date: Sun, 13 Jul 2014 19:41:41 -0500 From: ben.lu...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers ) Additionally, mods of Alien Swarm are showing friends as "playing mod: swarm" no matter what mod they are playing. In Steam, playing a mod of Alien Swarm shows up as "in mod: Alien Swarm". I'm pretty sure the root cause is the same in all cases. This apparently started happening in March. http://steamcommunity.com/groups/SteamClientBeta/discussions/0/558749191428566603/ On Sun, Jul 13, 2014 at 3:25 PM, Peter McKeown wrote: Greetings everyone, I apologise if this issue is already known on hlcoders, I haven't found any reference to it yet though - Mods no longer show up in the Steam server browser. This includes SDK base 2006, 2007 and 2013 MP mods. The issue started after a Steam update and persists (atleast for my mods) today. There has been some forum posts about it on the Steam forums but no one has found a solution yet. The mod files (i.e. gameinfo.txt) match the latest ones in the SDK github repository. Also, servers do show up in the ingame server browser, but not outside of it. This seems to be a bug with Steam, if there isn't a solution, I'll report it here. I'm using Windows 8.1 x64, and the last selected game in the game tab of the browser was a mod. Once it was opened, the game field is blank and it's showing all games now, as if mods are no longer valid in the list. Regards, Peter McKeown ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- Ben Lubar ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers )
Speaking of that, when playing a source mod, Steam Friends shows they are in game in the SDK Base the mod is based on, i.e In-Game: Source SDK Base 2013 Multiplayer, instead of saying "In-Mod" like it used to. Date: Sun, 13 Jul 2014 19:41:41 -0500 From: ben.lu...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers ) Additionally, mods of Alien Swarm are showing friends as "playing mod: swarm" no matter what mod they are playing. In Steam, playing a mod of Alien Swarm shows up as "in mod: Alien Swarm". I'm pretty sure the root cause is the same in all cases. This apparently started happening in March. http://steamcommunity.com/groups/SteamClientBeta/discussions/0/558749191428566603/ On Sun, Jul 13, 2014 at 3:25 PM, Peter McKeown wrote: Greetings everyone, I apologise if this issue is already known on hlcoders, I haven't found any reference to it yet though - Mods no longer show up in the Steam server browser. This includes SDK base 2006, 2007 and 2013 MP mods. The issue started after a Steam update and persists (atleast for my mods) today. There has been some forum posts about it on the Steam forums but no one has found a solution yet. The mod files (i.e. gameinfo.txt) match the latest ones in the SDK github repository. Also, servers do show up in the ingame server browser, but not outside of it. This seems to be a bug with Steam, if there isn't a solution, I'll report it here. I'm using Windows 8.1 x64, and the last selected game in the game tab of the browser was a mod. Once it was opened, the game field is blank and it's showing all games now, as if mods are no longer valid in the list. Regards, Peter McKeown ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- Ben Lubar ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers )
Greetings everyone, I apologise if this issue is already known on hlcoders, I haven't found any reference to it yet though - Mods no longer show up in the Steam server browser. This includes SDK base 2006, 2007 and 2013 MP mods. The issue started after a Steam update and persists (atleast for my mods) today. There has been some forum posts about it on the Steam forums but no one has found a solution yet. The mod files (i.e. gameinfo.txt) match the latest ones in the SDK github repository. Also, servers do show up in the ingame server browser, but not outside of it. This seems to be a bug with Steam, if there isn't a solution, I'll report it here. I'm using Windows 8.1 x64, and the last selected game in the game tab of the browser was a mod. Once it was opened, the game field is blank and it's showing all games now, as if mods are no longer valid in the list. Regards, Peter McKeown ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Your version does not match the servers. Please restart the game.
Simply download Hidden:Source, a mod that also uses SDK Base 2006 also has this bug. Just get a friend to create a listen server on it, make sure the friend makes it sv_master_legacy_mode 0 so it's listed, and try and join using the ingame server browser. You'll get a version mismatch error message. > Date: Wed, 21 Nov 2012 12:13:52 -0600 > From: xnicho...@gmail.com > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Your version does not match the servers. Please > restart the game. > > 320 was the default for the 2006 sdk. Only when 2007 was released did > the appid change. > > I wonder, is there enough files for someone to download to test for you? > I would like to see this bug in action, I have enough experience > debugging to be able to tell you > if it is YOUR setup bug or every setup bug.. > > email me offlist if you could share me enough of a mod to actually test.. > > On Wed, Nov 21, 2012 at 9:59 AM, Peter McKeown > wrote: > > Hi, thanks your your answer. > > > > The problem does not seem to occur for mods running on SDK Base 2007, so the > > issue seems to only happen for mods running on SDK Base 2006 (the engines > > under the tool tab of Steam). > > > > As for the appid, 320 is for Half-Life 2 Deathmatch, the appid we are using, > > 215, is for Source SDK Base 2006 and must be used for a mod. Half-Life 2 > > Deathmatch now runs on an unknown version of the engine and using that as > > the base for the mod would prevent players without HL2DM from playing and > > would most likely be incompatible with the mod code. > > > > Regards, > > > > Peter > > > >> Date: Thu, 15 Nov 2012 15:18:02 -0600 > >> From: xnicho...@gmail.com > >> To: hlcoders@list.valvesoftware.com > > > >> Subject: Re: [hlcoders] Your version does not match the servers. Please > >> restart the game. > >> > >> I don't think valve is going to update or fix the sdk. The last hl2mp > >> sdk update was in 2007. > >> > >> Unless u can post your files somewhere I doubt anyone can really help > >> u fix the bug. > >> Aso if you are 2006 sdk, you need to use appid 320. > >> > >> > >> On Mon, Nov 5, 2012 at 12:09 AM, Peter McKeown > >> wrote: > >> > Hey guys, sorry to bump my own topic here, but this issue is still > >> > happening. Does anyone have any solution? The ideal solution would be > >> > for > >> > the code that does steam game version checking to ignore Source SDK Base > >> > 2006, but if I can just modify a file to fix the issue that would be > >> > great, > >> > so I really hope someone can help. > >> > > >> > Peter > >> > > >> > > >> > From: pmckeown2...@hotmail.com > >> > To: hlcoders@list.valvesoftware.com > >> > Date: Thu, 18 Oct 2012 20:10:13 +0100 > >> > > >> > Subject: Re: [hlcoders] Your version does not match the servers. Please > >> > restart the game. > >> > > >> > Hey guys, thank you for the responses. > >> > > >> > I've tried testing with the exact same build time dlls and the issue is > >> > still persisting. It is possible to join using the steam server browser, > >> > it's just the ingame server browser and only with listen servers, not > >> > dedicated ones. > >> > > >> > I've seen this issue on hlcoders before and the solution was using a > >> > steam.inf file with various settings, or by copying it from another > >> > game, > >> > but this doesn't work anymore, clients still receive the version does > >> > not > >> > match the servers error. This issue only started when > >> > sv_master_legacy_mode > >> > was changed to 0, but this is required in order to get game servers > >> > listed, > >> > so I'm unsure what to do to fix this. > >> > > >> >> Date: Thu, 18 Oct 2012 03:16:08 -0500 > >> >> From: edman...@gmail.com > >> >> To: amck...@yahoo.com; hlcoders@list.valvesoftware.com > >> >> Subject: Re: [hlcoders] Your version does not match the servers. Please > >> >> restart the game. > >> >> > >> >> very good advice. > >> >> In English it is spelled cause > >> >> > >> >> On 10/18/12, Adam "amckern" McKern wrote: > >> >> &g
Re: [hlcoders] Your version does not match the servers. Please restart the game.
Hi, thanks your your answer. The problem does not seem to occur for mods running on SDK Base 2007, so the issue seems to only happen for mods running on SDK Base 2006 (the engines under the tool tab of Steam). As for the appid, 320 is for Half-Life 2 Deathmatch, the appid we are using, 215, is for Source SDK Base 2006 and must be used for a mod. Half-Life 2 Deathmatch now runs on an unknown version of the engine and using that as the base for the mod would prevent players without HL2DM from playing and would most likely be incompatible with the mod code. Regards, Peter > Date: Thu, 15 Nov 2012 15:18:02 -0600 > From: xnicho...@gmail.com > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Your version does not match the servers. Please > restart the game. > > I don't think valve is going to update or fix the sdk. The last hl2mp > sdk update was in 2007. > > Unless u can post your files somewhere I doubt anyone can really help > u fix the bug. > Aso if you are 2006 sdk, you need to use appid 320. > > > On Mon, Nov 5, 2012 at 12:09 AM, Peter McKeown > wrote: > > Hey guys, sorry to bump my own topic here, but this issue is still > > happening. Does anyone have any solution? The ideal solution would be for > > the code that does steam game version checking to ignore Source SDK Base > > 2006, but if I can just modify a file to fix the issue that would be great, > > so I really hope someone can help. > > > > Peter > > > > > > From: pmckeown2...@hotmail.com > > To: hlcoders@list.valvesoftware.com > > Date: Thu, 18 Oct 2012 20:10:13 +0100 > > > > Subject: Re: [hlcoders] Your version does not match the servers. Please > > restart the game. > > > > Hey guys, thank you for the responses. > > > > I've tried testing with the exact same build time dlls and the issue is > > still persisting. It is possible to join using the steam server browser, > > it's just the ingame server browser and only with listen servers, not > > dedicated ones. > > > > I've seen this issue on hlcoders before and the solution was using a > > steam.inf file with various settings, or by copying it from another game, > > but this doesn't work anymore, clients still receive the version does not > > match the servers error. This issue only started when sv_master_legacy_mode > > was changed to 0, but this is required in order to get game servers listed, > > so I'm unsure what to do to fix this. > > > >> Date: Thu, 18 Oct 2012 03:16:08 -0500 > >> From: edman...@gmail.com > >> To: amck...@yahoo.com; hlcoders@list.valvesoftware.com > >> Subject: Re: [hlcoders] Your version does not match the servers. Please > >> restart the game. > >> > >> very good advice. > >> In English it is spelled cause > >> > >> On 10/18/12, Adam "amckern" McKern wrote: > >> > There could be a few issues - if your running nightly builds and use a > >> > version management system such as subversion, and your listen server is > >> > behind you in time (ie west coast v's east coast) then the server time > >> > is > >> > less then the build time - this will cayuse trouble (same as ztemp > >> > files). > >> > > >> > You need to make sure that your client server is running the same build > >> > of > >> > the dll as you, and its clock is the same, or latter then the time stamp > >> > on > >> > the file. > >> > > >> > > >> > > >> > Owner Nigredo Studios http://www.nigredostudios.com > >> > > >> > > >> >> > >> >> From: Peter McKeown > >> >>To: hlcoders@list.valvesoftware.com > >> >>Sent: Thursday, 18 October 2012 8:27 AM > >> >>Subject: [hlcoders] Your version does not match the servers. Please > >> >> restart > >> >> the game. > >> >> > >> >> > >> >> > >> >>Hi guys, I'm really hoping someone can help me with this because I've > >> >> tried > >> >> many things and none of them have solved the problem: > >> >> > >> >>I'm the programmer for KZMod (which runs on Source SDK Base 2006) and > >> >> I'm > >> >> encountering this message when trying to join listen servers via the > >> >> server browser. The message does not occur whe
Re: [hlcoders] Your version does not match the servers. Please restart the game.
Hey guys, sorry to bump my own topic here, but this issue is still happening. Does anyone have any solution? The ideal solution would be for the code that does steam game version checking to ignore Source SDK Base 2006, but if I can just modify a file to fix the issue that would be great, so I really hope someone can help. Peter From: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Thu, 18 Oct 2012 20:10:13 +0100 Subject: Re: [hlcoders] Your version does not match the servers. Please restart the game. Hey guys, thank you for the responses. I've tried testing with the exact same build time dlls and the issue is still persisting. It is possible to join using the steam server browser, it's just the ingame server browser and only with listen servers, not dedicated ones. I've seen this issue on hlcoders before and the solution was using a steam.inf file with various settings, or by copying it from another game, but this doesn't work anymore, clients still receive the version does not match the servers error. This issue only started when sv_master_legacy_mode was changed to 0, but this is required in order to get game servers listed, so I'm unsure what to do to fix this. > Date: Thu, 18 Oct 2012 03:16:08 -0500 > From: edman...@gmail.com > To: amck...@yahoo.com; hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Your version does not match the servers. Please > restart the game. > > very good advice. > In English it is spelled cause > > On 10/18/12, Adam "amckern" McKern wrote: > > There could be a few issues - if your running nightly builds and use a > > version management system such as subversion, and your listen server is > > behind you in time (ie west coast v's east coast) then the server time is > > less then the build time - this will cayuse trouble (same as ztemp files). > > > > You need to make sure that your client server is running the same build of > > the dll as you, and its clock is the same, or latter then the time stamp on > > the file. > > > > > > > > Owner Nigredo Studios http://www.nigredostudios.com > > > > > >> > >> From: Peter McKeown > >>To: hlcoders@list.valvesoftware.com > >>Sent: Thursday, 18 October 2012 8:27 AM > >>Subject: [hlcoders] Your version does not match the servers. Please restart > >> the game. > >> > >> > >> > >>Hi guys, I'm really hoping someone can help me with this because I've tried > >> many things and none of them have solved the problem: > >> > >>I'm the programmer for KZMod (which runs on Source SDK Base 2006) and I'm > >> encountering this message when trying to join listen servers via the > >> server browser. The message does not occur when joining dedicated servers > >> running the same files nor does it occur when direct connecting to listen > >> servers. Here is some more details: > >> > >>Recently a change was made involving sv_master_legacy_mode, I believe that > >> the steam master servers no longer respond to legacy requests. This in > >> itself isn't a problem, since setting sv_master_legacy_mode to 0 causes > >> servers to be listed on the master server (although sv_master_legacy_mode > >> defaults to 1 on Source SDK Base 2006, so servers are by default > >> unlisted?), I programmed KZMod to do this automatically so it's not an > >> issue. However, with this change to sv_master_legacy_mode 0 has come the > >> version does not match error, and having read archives of this mailing > >> list, I've tried using a steam.inf with just the appID in the file by > >> itself at 215, which doesn't solve the problem, I've tried manually > >> modifying the PatchVersion parameter which succeeds in making dedicated > >> servers inacessible depending on the number compared to the client's, but > >> doesn't allow access to listen servers. I've also tried copying SDK Base's > >> steam.inf in or using HL2MP's, but > > this causes servers to become unlisted and recieve regular > > "MasterRequestRestart" messages in the console. > >> > >>KZMOD's GameInfo.txt searchpaths to the gameinfo path and hl2. Adding > >> sourcetest to this causes MasterRequestRestart messages and unlisting, > >> most likely because it's using the steam.inf from SDK Base 2006. > >> > >>It seems that Source SDK Base 2007 doesn't have this issue, but we are > >> close to our release date and porting is
Re: [hlcoders] Your version does not match the servers. Please restart the game.
Hey guys, thank you for the responses. I've tried testing with the exact same build time dlls and the issue is still persisting. It is possible to join using the steam server browser, it's just the ingame server browser and only with listen servers, not dedicated ones. I've seen this issue on hlcoders before and the solution was using a steam.inf file with various settings, or by copying it from another game, but this doesn't work anymore, clients still receive the version does not match the servers error. This issue only started when sv_master_legacy_mode was changed to 0, but this is required in order to get game servers listed, so I'm unsure what to do to fix this. > Date: Thu, 18 Oct 2012 03:16:08 -0500 > From: edman...@gmail.com > To: amck...@yahoo.com; hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Your version does not match the servers. Please > restart the game. > > very good advice. > In English it is spelled cause > > On 10/18/12, Adam "amckern" McKern wrote: > > There could be a few issues - if your running nightly builds and use a > > version management system such as subversion, and your listen server is > > behind you in time (ie west coast v's east coast) then the server time is > > less then the build time - this will cayuse trouble (same as ztemp files). > > > > You need to make sure that your client server is running the same build of > > the dll as you, and its clock is the same, or latter then the time stamp on > > the file. > > > > > > > > Owner Nigredo Studios http://www.nigredostudios.com > > > > > >> > >> From: Peter McKeown > >>To: hlcoders@list.valvesoftware.com > >>Sent: Thursday, 18 October 2012 8:27 AM > >>Subject: [hlcoders] Your version does not match the servers. Please restart > >> the game. > >> > >> > >> > >>Hi guys, I'm really hoping someone can help me with this because I've tried > >> many things and none of them have solved the problem: > >> > >>I'm the programmer for KZMod (which runs on Source SDK Base 2006) and I'm > >> encountering this message when trying to join listen servers via the > >> server browser. The message does not occur when joining dedicated servers > >> running the same files nor does it occur when direct connecting to listen > >> servers. Here is some more details: > >> > >>Recently a change was made involving sv_master_legacy_mode, I believe that > >> the steam master servers no longer respond to legacy requests. This in > >> itself isn't a problem, since setting sv_master_legacy_mode to 0 causes > >> servers to be listed on the master server (although sv_master_legacy_mode > >> defaults to 1 on Source SDK Base 2006, so servers are by default > >> unlisted?), I programmed KZMod to do this automatically so it's not an > >> issue. However, with this change to sv_master_legacy_mode 0 has come the > >> version does not match error, and having read archives of this mailing > >> list, I've tried using a steam.inf with just the appID in the file by > >> itself at 215, which doesn't solve the problem, I've tried manually > >> modifying the PatchVersion parameter which succeeds in making dedicated > >> servers inacessible depending on the number compared to the client's, but > >> doesn't allow access to listen servers. I've also tried copying SDK Base's > >> steam.inf in or using HL2MP's, but > > this causes servers to become unlisted and recieve regular > > "MasterRequestRestart" messages in the console. > >> > >>KZMOD's GameInfo.txt searchpaths to the gameinfo path and hl2. Adding > >> sourcetest to this causes MasterRequestRestart messages and unlisting, > >> most likely because it's using the steam.inf from SDK Base 2006. > >> > >>It seems that Source SDK Base 2007 doesn't have this issue, but we are > >> close to our release date and porting is really a last resort, > >> additionally another popular mod, Hidden:Source also uses SDK Base 2006, > >> so if anyone could advise me on any solution to this problem, I'd be very > >> grateful. > >> > >>Regards, > >> > >>Peter McKeown > >>Programmer, KZMod > >> > >>___ > >>To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >> > >> > >> > >> > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Your version does not match the servers. Please restart the game.
Hi guys, I'm really hoping someone can help me with this because I've tried many things and none of them have solved the problem: I'm the programmer for KZMod (which runs on Source SDK Base 2006) and I'm encountering this message when trying to join listen servers via the server browser. The message does not occur when joining dedicated servers running the same files nor does it occur when direct connecting to listen servers. Here is some more details: Recently a change was made involving sv_master_legacy_mode, I believe that the steam master servers no longer respond to legacy requests. This in itself isn't a problem, since setting sv_master_legacy_mode to 0 causes servers to be listed on the master server (although sv_master_legacy_mode defaults to 1 on Source SDK Base 2006, so servers are by default unlisted?), I programmed KZMod to do this automatically so it's not an issue. However, with this change to sv_master_legacy_mode 0 has come the version does not match error, and having read archives of this mailing list, I've tried using a steam.inf with just the appID in the file by itself at 215, which doesn't solve the problem, I've tried manually modifying the PatchVersion parameter which succeeds in making dedicated servers inacessible depending on the number compared to the client's, but doesn't allow access to listen servers. I've also tried copying SDK Base's steam.inf in or using HL2MP's, but this causes servers to become unlisted and recieve regular "MasterRequestRestart" messages in the console. KZMOD's GameInfo.txt searchpaths to the gameinfo path and hl2. Adding sourcetest to this causes MasterRequestRestart messages and unlisting, most likely because it's using the steam.inf from SDK Base 2006. It seems that Source SDK Base 2007 doesn't have this issue, but we are close to our release date and porting is really a last resort, additionally another popular mod, Hidden:Source also uses SDK Base 2006, so if anyone could advise me on any solution to this problem, I'd be very grateful. Regards, Peter McKeown Programmer, KZMod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Counter-Strike 1.6 Demo Format
CNU Did you have any success working out the Counter-Strike 1.6 Demo Format ? I am also trying to work this out . thanks Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Easiest way to animate characters for HL 2 movie?
>> > As far as I know, you do not need to code or script for that, but > you need to map (so you must be able to use Hammer, but that's not > very hard). You can place (way)points in your map and the NPCs will > find their own route, using all the proper animations. You can also > instruct them to do certain actions at certain points, all within > Hammer. > > Check this out; > http://developer.valvesoftware.com/wiki/Category:Choreography and > especially this; > http://developer.valvesoftware.com/wiki/Choreography_Implementation > > Greets, > > > Icke > > ___ Excellent! Hammer it is. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] If I can't run Episode I, can I still do SDK work?
On Wed, 26 Jul 2006 13:27:05 +0200, Robbie Groenewoudt wrote: >�-- >�[ Picked text/plain from multipart/alternative ] >�It don't really see why Episode One and the SDK are related. The >�SDK hasn't even got support yet for the things in Ep1. So you can >�still work... > >�Anyway, here's a standardlist to do when having problems: >�- Defrag your harddisks >�- Install newest videocard-drivers >�- Also newest soundcard drivers >�- Clean spyware (MS Antispyware/Defender, whatever it's called) >�- Remove the directory SteamApps/yourusername/episode one and >�restart Episode One > >�On 7/26/06, Peter Immarco <[EMAIL PROTECTED]>�wrote: > Robbie, Great, that's good news! Regarding those steps, yep, did all that and MUCH more. I did every test/trick I could find except adjusting the RAM timings because my Dell doesn't seem to have that in the BIOS. If you read the Steam forums you'll see that there's just a small percentage of us that can't get around the problem. I'm betting somewhere in the future there will be a Steam update that covers this so I'll just wait. In the meantime I'll have fun with Hammer and the SDK. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] If I can't run Episode I, can I still do SDK work?
Hello again all, Just a quick pre-check before I invest too much time into the SDK. I can run HL2 just fine (or at least I could when I last checked before I bought Episode I). I then bought Epidode I and I'm one of those lucky people that get the video/audio hitching and looping problem every time some kind of disk activity occurs. I won't bother going into the huge amount of tech stuff I tried to get things work. This isn't the place and it's boring anyhow. But in short I simply gave up because the game is unplayable for me. So, if I can't get Episode I to run, does that mean any work I try to do with the SDK is similarly doomed? My test maps will be pretty dang simple, both in texture usage and polygon complexity, so I'm hoping that the problem I'm having won't affect my SDK work. Is that a safe assumption? Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Easiest way to animate characters for HL 2 movie?
Michael, Thanks, will do. On Tue, 25 Jul 2006 15:17:48 -0600, Michael Kramer wrote: > -- > [ Picked text/plain from multipart/alternative ] > Check out FacePoser in the SDK. > -- > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Easiest way to animate characters for HL 2 movie?
> If you want to create custom animations, you need to take the whole > route; Making the animation in XSI (a free Source compatible > version is available), compiling it in a model and putting the > whole thing in a map with Hammer. > > If you only need lip-syncing, facial expressions and existing > animations (you can blend existing animations together), then you > only need Faceposer (included in the HL2 SDK). > > > Greets, > > Icke > Icke, Ok understood. I'm no animator so I'll look at Faceposer. To move the characters around will I need to write code to do that (move hull, select animation, etc.)? Or is there a scripting language that would allow me to do the bulk of it? Like I said, I'm rusty as hell at this. Back when I was working with HL 1 SDK everything I did was sub-classing the monster class and writing code on the back of the think timer. Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Easiest way to animate characters for HL 2 movie?
Hello, I did a lot of coding with the C/C++ HL 1 SDK but I haven't touched the HL 2 SDK (I'm assuming that SDK is out, mea culpa if I'm wrong). I want to make an HL 2 movie using the in-game characters. What is the easiest way to make such a movie with the characters speaking the lines I have and the voice audio files I supply, using the facial expressions I want them to have? Do I have to go the full animation route, or is there a tool or method that would allow me to do this simply? Would "Gary's Mod" help here? Any advice would be appreciated. Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] "Pure Virtual method called" server crash
Something like this, GNU make assumed: dependencies: $(CC) $(CFLAGS) -MM -MG \ `find . '(' -name '*.c' -o -name '*.cpp' -o -name '*.S' ')' -print -o -name ignore_this -prune` \ | sed -e '[EMAIL PROTECTED] :]*: *\([^ ]*/\)[^ /[EMAIL PROTECTED]&@' \ | sed -e '[EMAIL PROTECTED](VPATH)/\([^ :]*\):@\1:@' \ >dependencies Makefile: dependencies depend: @rm -f dependencies && $(MAKE) dependencies include dependencies (Untested on HL2, but should work with minimal changes.) -- Peter Bortas http://peter.bortas.org "Alfred Reynolds" <[EMAIL PROTECTED]> writes: > Ahh, technically correct, the best kind ;-) Yup, I should have said > make. A program like "ctags" could do this for you (once you integrate > it into the makefile) but I typically just do a full rebuild each time > for linux. > > -Alfred > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Luke Graham > Sent: Tuesday, March 01, 2005 8:41 PM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] "Pure Virtual method called" server crash > > On Tue, 1 Mar 2005 20:21:25 -0800, Alfred Reynolds > <[EMAIL PROTECTED]> wrote: >> Do a full rebuild (i.e delete the obj/ dir), GCC doesn't track header >> changes well (or at all actually). > > Just being pedantic, but gcc doesnt track changes, make does. > >> - Alfred >> >> -Original Message- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of Matthew >> Lewis >> Sent: Tuesday, March 01, 2005 7:18 PM >> To: hlcoders@list.valvesoftware.com >> Subject: [hlcoders] "Pure Virtual method called" server crash >> >> I installed all the patches from the latest SDK and recompiled on my >> linux system. Now when I start the linux server it instantly crashes >> with the error "Pure virtual method called... teminate called without >> active exception". The core file shows the the error is occuring when >> the InvokeMethod function is executed >> (game_shared/igamesystem.cpp::264): >> >> void IGameSystem::PreClientUpdateAllSystems() >> { >>InvokeMethod( &IGameSystem::PreClientUpdate ); } >> >> The linux server was working prior to the latest SDK update. Any > ideas? >> >> (RH8.0-2.4.28/gcc-3.4.3) >> >> -- >> No virus found in this outgoing message. >> Checked by AVG Anti-Virus. >> Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 2/28/2005 >> >> ___ >> 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 >> >> > > > -- > spooq > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debugging a Linux server?
DOOManiac <[EMAIL PROTECTED]> writes: > Anyone have luck w/ debugging a Linux server? I've read this thread I think a run_in_debugger-script of some sort will save you a lot of time. I used to use something like this when debugging Science & Industry, but I don't have a dedicated server installed right now, so it's untested. -8<- #!/bin/sh # Peter Bortas, 2005 # # You are welcome to do whatever you want with this script. # # Valve should feel especially welcome to include something similar in # the next SDK release to avoid having the "how do a debug" question # pop up all the time. # Ignore some signals that we don't want the debugger to stop on. echo >.gdbinit handle SIGPIPE nostop noprint pass echo >>.gdbinit handle SIGUSR1 nostop noprint pass echo >>.gdbinit handle SIGUSR2 nostop noprint pass echo >>.gdbinit handle SIGLWP nostop noprint pass echo >>.gdbinit handle SIG38 nostop noprint pass echo >>.gdbinit handle SIG39 nostop noprint pass # Check where the script is so it can be run from anywhere. hlds_l_path="`dirname $0`" # Make sure the server finds additional shared objects if [ "${LD_LIBRARY_PATH}" ]; then LD_LIBRARY_PATH=${hlds_l_path}:${LD_LIBRARY_PATH} else LD_LIBRARY_PATH=${hlds_l_path} fi export LD_LIBRARY_PATH hlds_bin="${hlds_l_path}/srcds_i486" echo >>.gdbinit "run $@" echo "Executing in gdb: $hlds_bin $@" gdb $hlds_bin rm .gdbinit -8<- Save it in the same directory as the hlds binary. Call it "hlds_debug" or something, run chmod a+x on it and then just use it as you would the normal server binary: /usr/steam/hlds_l/hlds_debug -game espionage -norestart The server will start automaticly and run until you send a break or it fails to the debugger. -- Peter Bortas http://peter.bortas.org ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL2 SDK Steam Install
When I booted my computer today, Steam put up a message with a link to install the HL 2 SDK. I clicked on the link, and my modem chunked away for several minutes on my broadband connection. During that time there were no status messages from Steam and when the modem activity stopped, no completion message. So, does the Steam install work? Did it install anything? I looked in my /Valve directory and didn't see anything noteworthy. Can anyone shed some light on this? Is there a way to manually install the SDK without Steam? Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Running serverplugin_empty
Also even in a DS it doesn't look for the file in the correct places. Filemon output: srcds.exe:864 QUERY INFORMATION C:\hlserver\source\bin\bin\serverplugin_empty.dll PATH NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\hlserver\source\bin\bin\serverplugin_empty.dll PATH NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\hlserver\source\bin\bin\serverplugin_empty.dll PATH NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\hlserver\source\bin\bin\serverplugin_empty.dll PATH NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\hlserver\source\bin\bin\serverplugin_empty.dll PATH NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\hlserver\source\bin\bin\serverplugin_empty.dll PATH NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\HLServer\source\bin\serverplugin_empty.dll FILE NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\HLServer\source\bin\serverplugin_empty.dll FILE NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\HLServer\source\bin\serverplugin_empty.dll FILE NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\HLServer\source\bin\serverplugin_empty.dll FILE NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\HLServer\source\bin\serverplugin_empty.dll FILE NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\HLServer\source\bin\serverplugin_empty.dll FILE NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\HLServer\source\bin\bin\serverplugin_empty.dll PATH NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\HLServer\source\bin\serverplugin_empty.dll FILE NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\HLServer\source\bin\serverplugin_empty.dll FILE NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\HLServer\source\bin\bin\serverplugin_empty.dll PATH NOT FOUND Attributes: Error svchost.exe QUERY INFORMATION C:\HLSERVER\SOURCE\BIN\SERVERPLUGIN_EMPTY.DLL FILE NOT FOUND Attributes: Error > -Original Message- > From: [EMAIL PROTECTED] [mailto:hlcoders- > [EMAIL PROTECTED] On Behalf Of Alfred Reynolds > Sent: 02 December 2004 04:56 > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Running serverplugin_empty > > Okay, we have identified the problem. Right now you can't load a plugin > if you run under steam, we are working on a fix. In the mean time you > will need to use a dedicated server using the hldsupdatetool to run the > plugin. > > - Alfred > > Original Message > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Dustin > Sent: Wednesday, December 01, 2004 6:54 PM To: > [EMAIL PROTECTED] Subject: Re: [hlcoders] Running > serverplugin_empty > > > I am also having problems with the plugin system. > > > > First, got a clean compile of serverplugin_empty.dll Next, placed it > > in mod\bin\ Next, created a folder: mod\addons\ Next, created a file > > named plugins.vdf inside the mod\addons\ folder Next, started the mod > > with -dev > > > > Got the message on load: Plugins: found file "plugins.vdf" > > > > But, trying any command in the plugin: menu, empty_version, > > plugin_empty, etc...all just return a "unknown command" error > > > > > > - Original Message - > > From: "covert" <[EMAIL PROTECTED]> > > To: <[EMAIL PROTECTED]> > > Sent: Wednesday, December 01, 2004 8:20 PM > > Subject: RE: [hlcoders] Running serverplugin_empty > > > > > > > [ Converted text/html to text/plain ] > > > > > > the only message I see in the console is > > > > > > Plugins: found file "serverplugin_empty.vdf" > > > > > > > > > > > > I am running the server via the run_mod.bat file > > > > > > > > > > > > "c:\program files\valve\steam\steam.exe" -applaunch 220 -dev -game > > > "c:\myhl2mod\test" -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 > > > > > > > > > > > > As for running the dll in the debuger I am having a hard time > > > working out how to launch so the debuger reconsises the symbols > > > since it is being launched by steam. > > > > > > > > > > > > On Wed, 1 Dec 2004 17:21:58 -0800, Alfred Reynolds wrote: > > > > > Run with "-dev" on the command line and if you don't see > > > > any errors > about failing to load the plugin then it > > > > should be running. If you > run > under the debugger > > > > put a breakpoint on GameFrame() to check it is > being > > > > > called. > > > > > > - Alfred > > > > > > > > > > Original Message > > > > > From: [EMAIL PROTECTED] > > > > > [mailto:[EMAIL PROTECTED] On > > > > Behalf Of covert > Sent: Wednesday, December 01, 2004 5:14 > > > > PM To: > [EMAIL PROTECTED] Subject: RE: > > > > [hlcoders] Running > serverplugin_empty > > > > > >> [ Converted text/html to text/plain ] > > > > >> > > > > >> I have started my own mod. I copied the > > > > serverplugin_empty.dll >> file >> from > > > > c:\
RE: [hlcoders] Does HL2 have built-in metamod-like functionality?
No matter I found it. I didn't realise I had to extract the HL1 single player thingy. > -Original Message- > From: [EMAIL PROTECTED] [mailto:hlcoders- > [EMAIL PROTECTED] On Behalf Of Peter Holcroft > Sent: 01 December 2004 09:12 > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Does HL2 have built-in metamod-like functionality? > > I had a look in the SDK and couldn't see any sign of this. Could we have > an > update on it please Alfred? > > Pete. > > > -Original Message- > > From: [EMAIL PROTECTED] [mailto:hlcoders- > > [EMAIL PROTECTED] On Behalf Of Alfred Reynolds > > Sent: 17 October 2004 03:49 > > To: [EMAIL PROTECTED] > > Subject: RE: [hlcoders] Does HL2 have built-in metamod-like > functionality? > > > > Nope, its release it tied with the SDK and I don't know the timing on > > it. > > > > Original Message > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Lyme > > Marionette Sent: Saturday, October 16, 2004 11:19 AM To: > > [EMAIL PROTECTED] Subject: Re: [hlcoders] Does HL2 have > > built-in metamod-like functionality? > > > > > [ Converted text/html to text/plain ] > > > Alfred can you give a ballpark timeline for when this will be > > > availible even in a basic form? There are alot of servers that > > > are screaming for controls to enforce server policy. Thanks. > > > Alfred Reynolds wrote: > > > > > > It will be true (just as soon as I write it). Details will be sent to > > > the list when something is available. > > > > > > - Alfred > > > > > > Original Message > > > From: [EMAIL PROTECTED] > > > [mailto:[EMAIL PROTECTED] On Behalf Of Pavol > > > Marko > > > Sent: Tuesday, October 12, 2004 10:34 AM To: > > > [EMAIL PROTECTED] Subject: [hlcoders] Does HL2 have > > > built-in metamod-like functionality? > > > > > > > > > > > > Hello, > > > > > > I remember someone stating that the HL2 engine will have built-in > > > metamod like functionality a while back. Is this actually true? Or is > > > it only a myth? > > > > > > Thanks > > > PM > > > > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders[4] > > > > > > > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders[5] > > > > > > > > > > > > > > > ===References:=== > > > 1. mailto:[EMAIL PROTECTED] > > > 2. mailto:[EMAIL PROTECTED] > > > 3. mailto:[EMAIL PROTECTED] > > > 4. http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > 5. http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Does HL2 have built-in metamod-like functionality?
I had a look in the SDK and couldn't see any sign of this. Could we have an update on it please Alfred? Pete. > -Original Message- > From: [EMAIL PROTECTED] [mailto:hlcoders- > [EMAIL PROTECTED] On Behalf Of Alfred Reynolds > Sent: 17 October 2004 03:49 > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Does HL2 have built-in metamod-like functionality? > > Nope, its release it tied with the SDK and I don't know the timing on > it. > > Original Message > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Lyme > Marionette Sent: Saturday, October 16, 2004 11:19 AM To: > [EMAIL PROTECTED] Subject: Re: [hlcoders] Does HL2 have > built-in metamod-like functionality? > > > [ Converted text/html to text/plain ] > > Alfred can you give a ballpark timeline for when this will be > > availible even in a basic form? There are alot of servers that > > are screaming for controls to enforce server policy. Thanks. > > Alfred Reynolds wrote: > > > > It will be true (just as soon as I write it). Details will be sent to > > the list when something is available. > > > > - Alfred > > > > Original Message > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Pavol > > Marko > > Sent: Tuesday, October 12, 2004 10:34 AM To: > > [EMAIL PROTECTED] Subject: [hlcoders] Does HL2 have > > built-in metamod-like functionality? > > > > > > > > Hello, > > > > I remember someone stating that the HL2 engine will have built-in > > metamod like functionality a while back. Is this actually true? Or is > > it only a myth? > > > > Thanks > > PM > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list > > archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders[4] > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list > > archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders[5] > > > > > > > > > > ===References:=== > > 1. mailto:[EMAIL PROTECTED] > > 2. mailto:[EMAIL PROTECTED] > > 3. mailto:[EMAIL PROTECTED] > > 4. http://list.valvesoftware.com/mailman/listinfo/hlcoders > > 5. http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > ___ > > To unsubscribe, edit your list preferences, or view the list > > archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] So, what do you think of Half-Life2?
On Mon, 29 Nov 2004 18:10:31 -0600, botman\ wrote: > Tony "omega" Sergi wrote: >> If I remember correctly, that's simply because hl2 leads directly >> into hl3, like a two-part movie, kinda like kill bill vol 1 and >> vol2, it was all the same movie, but split into two films for the >> sake of time. >> > > I must have missed the part where Alyx says... > > "Gordon... it's your baby!" :) > > -- > Jeffrey "botman" Broome Jeffrey, It's right after the scene where the G-Man says "Gordon... I'm your father!" :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Is the HL2 SDK out or isn't it?
On Thu, 25 Nov 2004 23:18:31 -0700, Hasan Aljudy wrote: > part of it is .. (mapping tools and model viewer .. and well, XSI > for HL2) > > Thanks, So I take it that the NPC behavior modules aren't out yet? That's what I am most interested in. (CMonster class objects and supporting code, to use the HL 1 SDK lingo). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Is the HL2 SDK out or isn't it?
I just spent quite a bit of time searching Google and some of the major Half Life web sites (planet half-life, etc.), and I still can't figure out if the SDK for HL2 is out or not. I did find a million web site pages all proudly proclaiming how the SDK will ship before the game is released. Some of them as old as Jan/2004 and some even older. Well I have HL2 sitting in a box behind me (waiting for GeForce 6600 GT to show up from newegg), and I still can't figure out if the HL2 SDK is out. So is it? If not, what's the latest prediction? And in either case, can someone give me the URL of a reliable web page I can monitor for information on the SDK? Especially one for programmers discussing its merits. I sure hope they've got a better menu building system this time around. Building dynamic menus in the original SDK was a real eye-opener. Especially if it involved client server information querying to build the menu. Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] A Half-life wiki?
On Sat, 30 Oct 2004 16:37:10 -0400, Dave Sanders wrote: > Out of curiousity, does there happen to be a half-life wiki around > for coders / mappers / modelers, etc? Like > http://wiki.beyondunreal.com for the Unreal crowd. > > Its something we might consider, if it doesn't already exist. I > think what challenges folks, especially hobbyists with "Real Life" > always in the way, is real "This is how you start" documentation. > It would be great if some of the pro's could, collaboratively > through the wiki, build this sort of documentation - along with > tutorials and reference. > > Does this idea have any legs? Would people on this list and in the > community actually want to spend time writing / editing / testing > content for the community? > > I'll watch the debate on the list, if there is any, but if you are > interested in such a thing, let me know off-list too. I'll weigh > it in my head a bit, as I could host such a thing fairly cheaply... > OR if anyone on list knows anyone at any of the big HL or HL2 > sites, that would be willing to host it, like Beyond Unreal does, > I'd be willing to set it up and maintain it... hopefully with a > lot of help from you all. (Of if Valve wanted to give me server > space and put a stamp of legitimacy on it :) > > Thanks > D > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders I will be setting up a Wiki that tells people how to set up a HL2 Wiki. Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] A Half-life wiki?
Yes I see exactly what you mean. I think if you want your Wiki to be successful then you have to start it off with some really useful content to give others reason to contribute. The modelling tools for HL2 have already been released, I don't know much about them, but I'm sure that's somewhere to start until the SDK is released. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Shimmins Sent: 31 October 2004 12:59 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] A Half-life wiki? See what I mean, within 24 hours we now have two separate people talking of setting up Wikis. One already has, and another is about to. Michael -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of tei Sent: Sunday, 31 October 2004 11:47 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] A Half-life wiki? Dave Sanders wrote: > Well, regardless of how good or bad the idea is, I've got one set up: > > http://www.steelsphere.com/HalfLifeWiki > > If another host is available later, I'll port it over there. My > server isn't very fast, so I apologize for any speed issues. Humm.. I have a interesting offer for hosting on very good servers. The url can be wiki.hl2db.com This people its interesting on a sucesfull hl2 related wiki. I am also interested, but much more people its needed to start something like this. Installing the software its a cake, but need some support from people from this mail list (filling articles) and some unofficial one from valve (a link may help), having valve proud of hl2wiki has a fansite its important. People interested in this project can send me a private mail and I will contact the hosting to define how to start, collect more info, maybe even install and start writing articles. My mail is [EMAIL PROTECTED] --Tei ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] A Half-life wiki?
Sometimes the coding you do isn't that complicated and doesn't really deserve a whole article to talk about it. Say someone decoded one message in CS, you're hardly going to write up an article on it. But if you can just add this tiny snippet of information to a wiki then others can too. I don't think it would take long until every message is decoded and easy for everyone to see. Of course you can be almost guaranteed that every message in CS has been decoded by some coder, but you'll not find the details of them with Google at the moment. A lot of people just can't be bothered to write a huge article. Adding content to a wiki is so easy I'm sure there would be a lot more contributors. It would be good if VERC could host the wiki as we know we can trust them to do a good job of it. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Shimmins Sent: 31 October 2004 01:46 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] A Half-life wiki? >The Wiki could even be a reference on common HL2 functions, that people >could write up at their leisure. That's something TWL and V-ERC don't >have. Sorry, either I misunderstood you, or you misunderstood me. What I meant to say was that why cant placed like TWL be a general reference for common HL2 function that people have written at their leisure. Any registered member can currently submit articles on TWL. The only difference that I see between a Wiki and this setup is the ability for anyone to edit the content of their article. Michel -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bruce "Bahamut" Andrews Sent: Sunday, 31 October 2004 1:25 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] A Half-life wiki? Because they probably don't want a dead part of their site with twits erasing stuff all the time. Unless they had assurances that this project would actually go somewhere most websites would be reluctant. - Bruce "Bahamut" Andrews Michael Shimmins wrote: >But my point is *why* can't TWL have that? The mechanism is in place to do >it, people just don't. > >Michael > >-Original Message- >From: [EMAIL PROTECTED] >[mailto:[EMAIL PROTECTED] On Behalf Of NuclearFriend >Sent: Sunday, 31 October 2004 12:01 PM >To: [EMAIL PROTECTED] >Subject: Re: [hlcoders] A Half-life wiki? > >The Wiki could even be a reference on common HL2 functions, that >people could write up at their leisure. That's something TWL and V-ERC >don't have. > >Btw, BlueWolf said hl2db.com would host it. [EMAIL PROTECTED] > > >On Sat, 30 Oct 2004 20:37:08 -0400, Dave Sanders <[EMAIL PROTECTED]> wrote: > > >>The main difference is that a wiki is more open, in that anyone can >>come in and continually refine and update pages at will. A good >>example of this would be if someone wrote a page up for a particular >>tool, and then the tool gets an update. The page's instructions may >>not be relevant any longer, but the article is often "stuck" talking >>about the old version - which may be confusing to readers who find it >>later who are trying to follow the tutorial. >> >>Of course, this DOES open up the downsides of wiki's where people can >>put up ill written content, or just go around and destroy pages. >>Someone mentioned Wikipedia, which is a great example of the power of >>a wiki, but also has a large team of "guardian angels" which maintain >>the content against n'er do wells. (Just go look up the history for >>George W Bush or John Kerry on wikipedia to see this - people >>routinely knock out these pages and the angels have to restore them >>sometimes hourly.) >> >>One of my favorite wiki software packages is the Twiki package >>(Twiki.org) as it allows you to host multiple sites easily within on >>wiki, and allows regular users to create variables on the fly. It >>uses the variables in a hierarchical way to allow people to customize >>settings at various levels. (Simple irrelevant example: the entire >>wiki site may declare a background color, then declare a different one >>for the individual twiki web, then allow the individual user to >>declare their own.) This of course can also make it very confusing >>and overwhelming too. >> >>But just about any wiki would work... and really, it doesn't need to >>be overly complex. Let me do another round of "state of the wiki >>software" that I haven't done in a while, and see what I can find that >>will get us out of the gate quickly. Since there does appear to be at >>least some interest, I'll likely just get a domain and a cheap linux >>web host to host it, and maybe accept donations or run google ads if >>it takes off, to cover my costs. >> >>Give me a few weeks, and I'll see what I can pull together. >> >>D >> >> >> >> >>On Sat, 30 Oct 2004 15:03:52 -0500, Jorge Rodriguez >><[EMAIL PROTECTED]> wrote: >> >> >>>I support such a wiki, and I would certainly contribute if not for great >>>sites like The Wavelength http://www.thewavelength.net and
RE: [hlcoders] A Half-life wiki?
I would definitely contribute and I am absolutely certain others would too. It just needs someone to host the site. I did consider starting one for HL1 but it's a bit late for that really. I think now is a good time to start a HL2 coders Wiki. Pete. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dave Sanders Sent: 30 October 2004 21:37 To: [EMAIL PROTECTED] Subject: [hlcoders] A Half-life wiki? Out of curiousity, does there happen to be a half-life wiki around for coders / mappers / modelers, etc? Like http://wiki.beyondunreal.com for the Unreal crowd. Its something we might consider, if it doesn't already exist. I think what challenges folks, especially hobbyists with "Real Life" always in the way, is real "This is how you start" documentation. It would be great if some of the pro's could, collaboratively through the wiki, build this sort of documentation - along with tutorials and reference. Does this idea have any legs? Would people on this list and in the community actually want to spend time writing / editing / testing content for the community? I'll watch the debate on the list, if there is any, but if you are interested in such a thing, let me know off-list too. I'll weigh it in my head a bit, as I could host such a thing fairly cheaply... OR if anyone on list knows anyone at any of the big HL or HL2 sites, that would be willing to host it, like Beyond Unreal does, I'd be willing to set it up and maintain it... hopefully with a lot of help from you all. (Of if Valve wanted to give me server space and put a stamp of legitimacy on it :) Thanks D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What MSVC version do you use/have?
<[EMAIL PROTECTED]> writes: > Autotools (autoconf, automake, autoheader, m4...)? A shell script, perhaps? For the love to all that is holy to you, stay away from automake! autoconf is fine if a bit of a moving target, but automake is just an evil pile of problems. While you are at it; Back away from libtools... Slowly... Oh, and MSW/VC6, Linux/gcc-3.anything. -- Peter Bortas http://peter.bortas.org ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] What MSVC version do you use/have?
MSVC.NET 2003 Most of the HL coders I know are using .net 2003, I am surprised at the number of VC6 users. Perhaps it's simply because the bare SDK gives fewer problems for VC6 rather than the cost? It should be noted that Microsoft Visual C++ Toolkit 2003 is free for download: http://msdn.microsoft.com/visualc/vctoolkit2003/ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: 21 October 2004 03:34 To: [EMAIL PROTECTED] Subject: [hlcoders] What MSVC version do you use/have? I just want to do a quick straw poll of how many people on this list DON'T have access to MSVC.NET or above for their MOD development (we hope to only release MSVC.NET project files with the SDK)? - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)
I think a Valve employee should do "Find in Files" on "< gpGlobals->maxClients". ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] pvPrivateData
It may not be an issue to you, but retreiving resources in ns from v.vuser4.z for players is sometimes incorrect. This is because when a player is first person spectating another player, this value is replaced with the value of the person they are spectating (so that they can see how much resources they have). iuser1 == 4 when a player is in first person spectate mode and the windows offset for resources in NS3b4a is 0x190. Quoting "Brian A. Stumm" <[EMAIL PROTECTED]>: > > So in phpua we would like to track personal score related information that > is present on the scoreboard in some hl mods. For example Resources in > nsp, Score in dod or money in cstrike/czero. We've got nsp and cstrike but > I need to know the offset to this private data for dod... Here's what we > are using now. > > float pScore = 0.0; > if (strcmp(game_dir, "nsp") == 0) { >pScore = pPlayer->v.vuser4.z; > } else if (strcmp(game_dir, "cstrike") == 0 || strcmp(game_dir, "czero") == 0 > ) { >pScore = (float)*((int*)pPlayer->pvPrivateData + OFFSET_CS_MONEY); > } > sprintf(temp_player[P_SCORE][i], "%f", pScore); > > Anyone now the offset for dod to get this personal score data? > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UserMsg 57..... ?
In NS everyone in the server gets dropped. But it only happens in the Ready Room, which is when everyone in the game returns to one room at the end of the round. So it still could be pvs/pas related. Peter. > Tom Grim wrote: > > > If I recall correctly, yes, everyone on the NS server > > dropped. This occured a lot back in the playtesting > > when steam started. I'm unsure if Charlie has > > determined what caused it, but the last post he made > > here mentioning it said that he wasn't 100% sure it > > was cleared up. > > Unfortunately, I only have access to Charlie's betas > > as a playtester and not the code, so I can't confirm > > anything. However, I must say that multiple people > > dropping appears to be a side-effect of it. > > > > > > > > --- Ben Banfield <[EMAIL PROTECTED]> wrote: > > > >>I have this behaviour. I have never seen it drop > >>everyone. This led me > >>into thinking it could be a pvs/pas message for a > >>while or broadcast as > >>that goes to unreliable iirc. > >> > >>50% was me being lazy writing. However, iirc ns > >>drops all however i'm > >>not sure. > >> > >>Cale Dunlap wrote: > >> > >> > >>>When it happens in FA its completely random, it > >> > >>does not discriminate > >> > >>>between teams and such, and no its not always 50% > >> > >>of the players, sometimes > >> > >>>only 3 to 5 on a 28 player server will drop, > >> > >>sometimes 20 will drop. They > >> > >>>all drop at the same time too. > >>> > >>>-Cale > >>> > >>>-Original Message- > >>>From: [EMAIL PROTECTED] > >>>[mailto:[EMAIL PROTECTED] On > >> > >>Behalf Of Jeffrey "botman" > >> > >>>Broome > >>>Sent: Wednesday, May 26, 2004 2:31 PM > >>>To: [EMAIL PROTECTED] > >>>Subject: Re: [hlcoders] UserMsg 57. ? > >>> > >>>Ben Banfield wrote: > >>> > >>> > >>> > >>>>Sorry for the double post but I've come off like > >> > >>I'm flaming people and > >> > >>>>valve. Thats not what I've been trying to do. > >> > >>I'm simply a bit > >> > >>>>exasperated and am just looking for more > >> > >>information to hunt this down > >> > >>>>or for this bug to not cause half the clients on > >> > >>the server to quit. > >> > >>> > >>>Hmmm, that might be useful (half the clients on > >> > >>the server quit). Does > >> > >>>this happen to several clients at the same time? > >> > >>I know it's probably > >> > >>>hard to tell, but do people on the server see 50% > >> > >>of the players > >> > >>>suddenly go away? If so, then that might help to > >> > >>track it down. If > >> > >>>it's a teamplay MOD are all of those players on > >> > >>the same team? Adding > >> > >>>some stats tracking debug code to the server could > >> > >>help to identify when > >> > >>>this happens. > >>> > >>>Perhaps you can log (in memory) what's currently > >> > >>happening for each > >> > >>>player (in a circular buffer in memory) and when > >> > >>you see a large number > >> > >>>of players suddenly disappear from the server, > >> > >>dump this log of data to > >> > >>>a text file. Then you can go back and look at > >> > >>what network messages had > >> > >>>been recently sent or what type of activity was > >> > >>occuring when a large > >> > >>>number of players suddenly disappeared. > >>> > >>>P.S. I don't think it sounded like you were > >> > >>flaming anyone. > >> > >>>-- > >>>Jeffrey "botman" Broome > >>> > >>>___ > >>>To unsubscribe, edit your list preferences, or > >> > >>view the list archives, > >> > >>>please visit: > >>> > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] UserMsg 57..... ?
There seems to be quite a lot of different reasons for this occuring with it happpening in many mods to everyone on the server at the same time, and also to individuals with weird routers. But why is it always UserMsg 57? I think the only person who can answer this is someone at valve by looking up their source code. With it being a problem in many mods it would be time well spent. If its happening for different reasons, then perhaps some more specific error messages might be useful too. Peter. Quoting "McCormack, Chris" <[EMAIL PROTECTED]>: > check the hlmappers fourm. This msg is related to dodgy firmware in certain > routers. > > Chris > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] Behalf Of Cale Dunlap > Sent: 26 May 2004 06:09 > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] UserMsg 57. ? > > > I'd check for messages being sent a LOT at the same time (Think functions > especially). It seems as though this '57' deal had something do with > overflows. I was doing checks and junk in the Think function of our game > rules for when a server changed a cvar (allow_spectators, mp_specteam, etc) > and found that if I just moved those to the InitHUD function it stops (or at > least lessens) the players from being dropped. It has its downsides though, > because now for everybody to get the new cvar value the server has to either > be restarted or every player has to reconnect (since its in the InitHUD > function). > > -Cale > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Ben Banfield > Sent: Tuesday, May 25, 2004 6:08 AM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] UserMsg 57. ? > > Its not just FA and NS that have had this. My mod, BG has had it (and > still does) and i remember Kuja saying DPB had it too. Is it possible > this is a steam or sdk bug as the chance of 4 wildly different mods > causing the same error are extremely low imho. If we we're mismatching > wouldn't we be having different usermsg number's each time ( or am I > misunderstanding something here ). I'd love to see a resolution to this > as well. > > Thanks > > Ben > > Cale Dunlap wrote: > > > Oh. > > Crap. > > > > Ok, I'll check out all the messages and make sure they're parsed > correctly. > > Thanks Alfred! > > > > -Cale > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred > Reynolds > > Sent: Monday, May 24, 2004 12:43 AM > > To: [EMAIL PROTECTED] > > Subject: RE: [hlcoders] UserMsg 57. ? > > > > There is no usermsg 57, the engine defined ones stop at 56 (and mod > > created ones start at 64). Sounds like you are corrupting your network > > steam (by mismatching what the server sends and how the client parses it > > typically). > > > > - Alfred > > > > > >>-Original Message- > >>From: [EMAIL PROTECTED] > >>[mailto:[EMAIL PROTECTED] On Behalf Of > >>Cale Dunlap > >>Sent: Sunday, May 23, 2004 5:26 PM > >>To: [EMAIL PROTECTED] > >>Subject: [hlcoders] UserMsg 57. ? > >> > >>This is a multi-part message in MIME format. > >>-- > >>[ Picked text/plain from multipart/alternative ] > >>What is UserMsg #57. I've determined it to be within the engine.. Its > >>causing crashes in FA right now and I'm having a difficult > >>time figuring out > >>why. If I can find out what the message contains I can > >>probably figure out > >>where its being sent from. The error steam has been giving is > >>"UserMsg 57 > >>not present on client". > >> > >>Valve guys help out pzl? *puppy dog face* > >> > >>-Cale > > > ___ > 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 > > > *** > This e-mail and its attachments are confidential > and are intended for the above named recipient > only. If this has come to you in error, please > notify the sender immediately and delete this > e-mail from your system. > You must take no action based on this, nor must > you
RE: [hlcoders] CS:CZ Metamod
Using "strings mp.dll" I got the following list. I compiled a new version of metamod and it seems to work with czero now. ambient_generic ammo_338magnum ammo_357sig ammo_45acp ammo_50ae ammo_556nato ammo_556natobox ammo_57mm ammo_762nato ammo_9mm ammo_buckshot armoury_entity beam bodyque button_target cycler cycler_prdroid cycler_sprite cycler_weapon cycler_wreckage env_beam env_beverage env_blood env_bombglow env_bubbles env_debris env_explosion env_fade env_funnel env_global env_glow env_laser env_lightning env_message env_rain env_render env_shake env_shooter env_snow env_sound env_spark env_sprite fireanddie func_bomb_target func_breakable func_button func_buyzone func_conveyor func_door func_door_rotating func_escapezone func_friction func_grencatch func_guntarget func_healthcharger func_hostage_rescue func_illusionary func_ladder func_monsterclip func_mortar_field func_pendulum func_plat func_platrot func_pushable func_rain func_recharge func_rot_button func_rotating func_snow func_tank func_tankcontrols func_tanklaser func_tankmortar func_tankrocket func_trackautochange func_trackchange func_tracktrain func_train func_traincontrols func_vehicle func_vehiclecontrols func_vip_safetyzone func_wall func_wall_toggle func_water func_weaponcheck game_counter game_counter_set game_end game_player_equip game_player_hurt game_player_team game_score game_team_master game_team_set game_text game_zone_player gibshooter grenade hostage_entity info_bomb_target info_hostage_rescue info_intermission info_landmark info_map_parameters info_null info_player_deathmatch info_player_start info_target info_teleport_destination info_vip_start infodecal item_airtank item_antidote item_assaultsuit item_battery item_healthkit item_kevlar item_longjump item_security item_sodacan item_suit item_thighpack light light_environment light_spot momentary_door momentary_rot_button monster_hevsuit_dead monster_mortar monster_scientist multi_manager multisource path_corner path_track player player_loadsaved player_weaponstrip soundent spark_shower speaker target_cdaudio test_effect trigger trigger_auto trigger_autosave trigger_camera trigger_cdaudio trigger_changelevel trigger_changetarget trigger_counter trigger_endsection trigger_gravity trigger_hurt trigger_monsterjump trigger_multiple trigger_once trigger_push trigger_relay trigger_teleport trigger_transition weapon_ak47 weapon_aug weapon_awp weapon_c4 weapon_deagle weapon_elite weapon_famas weapon_fiveseven weapon_flashbang weapon_g3sg1 weapon_galil weapon_glock18 weapon_hegrenade weapon_knife weapon_m249 weapon_m3 weapon_m4a1 weapon_mac10 weapon_mp5navy weapon_p228 weapon_p90 weapon_scout weapon_sg550 weapon_sg552 weapon_shield weapon_smokegrenade weapon_tmp weapon_ump45 weapon_usp weapon_xm1014 weaponbox world_items worldspawn Quoting [EMAIL PROTECTED]: > I bought cscz but I'm never going to have time to play it... can you help me > justify spending the money by posting an official list of the new entities? > ;] I could only find "func_rain" and "func_snow" in the mp.dll as fully new > ents. > > Will Day may not get to adding them anywhere soon and I'd really like to have > a working metamod for my mod. > > -David "BAILOPAN" Anderson > http://www.amxmodx.org/ > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] registered user msgs
With metamod installed the command is: meta game Here are the HL engine ones: #define SVC_BAD 0 #define SVC_NOP 1 #define SVC_DISCONNECT 2 #define SVC_EVENT 3 #define SVC_VERSION 4 #define SVC_SETVIEW 5 #define SVC_SOUND 6 #define SVC_TIME7 #define SVC_PRINT 8 #define SVC_STUFFTEXT 9 #define SVC_SETANGLE10 #define SVC_SERVERINFO 11 #define SVC_LIGHTSTYLE 12 #define SVC_UPDATEUSERINFO 13 #define SVC_DELTADESCRIPTION14 #define SVC_CLIENTDATA 15 #define SVC_STOPSOUND 16 #define SVC_PINGS 17 #define SVC_PARTICLE18 #define SVC_DAMAGE 19 #define SVC_SPAWNSTATIC 20 #define SVC_EVENT_RELIABLE 21 #define SVC_SPAWNBASELINE 22 #define SVC_TEMPENTITY 23 #define SVC_SETPAUSE24 #define SVC_SIGNONNUM 25 #define SVC_CENTERPRINT 26 #define SVC_KILLEDMONSTER 27 #define SVC_FOUNDSECRET 28 #define SVC_SPAWNSTATICSOUND29 #define SVC_INTERMISSION30 #define SVC_FINALE 31 #define SVC_CDTRACK 32 #define SVC_RESTORE 33 #define SVC_CUTSCENE34 #define SVC_WEAPONANIM 35 #define SVC_DECALNAME 36 #define SVC_ROOMTYPE37 #define SVC_ADDANGLE38 #define SVC_NEWUSERMSG 39 #define SVC_PACKETENTITIES 40 #define SVC_DELTAPACKETENTITIES 41 #define SVC_CHOKE 42 #define SVC_RESOURCELIST43 #define SVC_NEWMOVEVARS 44 #define SVC_RESOURCEREQUEST 45 #define SVC_CUSTOMIZATION 46 #define SVC_CROSSHAIRANGLE 47 #define SVC_SOUNDFADE 48 #define SVC_FILETXFERFAILED 49 #define SVC_HLTV50 #define SVC_DIRECTOR51 #define SVC_VOICEINIT 52 #define SVC_VOICEDATA 53 #define SVC_SENDEXTRAINFO 54 #define SVC_TIMESCALE 55 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Brian A. Stumm Sent: 02 January 2004 20:08 To: [EMAIL PROTECTED] Subject: [hlcoders] registered user msgs Anyone know how I got this list? Memory tells me I had some program that ran against the game dll to produce this list but I can't remember if thats right and if it is where I got the program :( If anyone recognizes a list like this can you point me to a resource? Here is a sampling of this list that I got for the tfc mod, I'm looking for similar for dod now... Game registered user msgs:msgid size VoiceMask64 8 ReqState 65 0 SelAmmo 66 4 CurWeapon67 3 Geiger 68 1 Flashlight 69 2 FlashBat 70 1 Health 71 1 Damage 72 12 Battery 73 4 SecAmmoVal 74 2 SecAmmoIcon 75 -1 Train76 1 Items77 4 Concuss 78 1 8
Re: [hlcoders] i needed to post this; opinions please;)
Marco Leise <[EMAIL PROTECTED]> writes: > JPG support? That's great. But what about the lossless PNG format? > It supports full color with alpha channel, too and can be extremly > small! Let me guess, there is no free decoder available? There are several free PNG decoders available. Most people use libpng http://www.libpng.org/pub/png/libpng.html>, but if you don't like that the PNG standard is pretty easy to write your own decoder for. Especially when compared to the complexity of JPEG. -- Peter Bortas http://peter.bortas.org ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: [hlcoders] Valve´s programmers need more sleep?
- Original Message - From: "Oskar 'Zoot' Lindgren" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, November 07, 2002 4:37 PM Subject: [hlcoders] Valve´s programmers need more sleep? Valve's programmers need more sheep? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Need to find a really dog model
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Does anyone know where I can find a really good "dog" model for use with HL? Something with a few good bone controllers (neck, eyes) and some decent animations? If it costs a few bucks that's alright. Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Breaking the bone controller limit?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Has anybody ever figured out, if its possible, to exceed the limit of 4 bone controllers in HL, possibley from a server or client DLL coding standpoint? If so I'd like to know how. Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Model viewer that writes animation sequences to AVI's
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] A long time ago I hacked a version of the Half Life model viewer modified by Bouma, Dunn, and Schonefeld, to process a MDL file and write each of the model's animation sequences to a separate AVI file. Recently one of the other members of this forum asked me for a copy so I sent it to him. I figured I'd make it available to anyone else who wanted it. NOTE: It is a quick hack, there is no warranty and it is buggy! Use it at your own risk. But if you really need it then fine, here it is. Send me your email address and I'll send a copy to you. If someone would like to provide an FTP site to warehouse it, then that would be great, I don't have one available. Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Config vars for improved graphics?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I remember hearing somewhere that there were 2 or more config vars you could set to improve the graphics resolution of the HL engine over the "default" values. I think one had to do with raising Texture sizes from 256 to 512 or 1024, and there were one or two others. Can anyone tell me what the correct config file command line syntax would be to set those, and what those variable names were? If you have a good URL that explains that would be great. Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dual usage of a bone controller
Ken, No I don't want to control more than one bone (or multiple axes for the same bone) with a single bone controller, I just didn't know that you could assign more than one bone controller to the same bone, but for multiple axes. Your answer was perfect, big thanks. - Original Message - From: "Ken Birdwell" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, October 16, 2002 7:56 PM Subject: RE: [hlcoders] Dual usage of a bone controller > From your description, I'm not sure why you want to control them with a > single bonecontroller. It seems that you should just set up two > bonecontrollers, one that controls the Z axis (or whatever it really is) of > the neck bone, and one that controls the X axis (or whatever) of the neck > bone. > > $controller 0 "Bip01Neck" ZR -45 45 > $controller 1 "Bip01Neck" YR -30 30 > > If you really want a single controller to modify both at the same time, you > can do that as well, though they'll move as a single unit. > > $controller 0 "Bip01Neck" ZR -45 45 > $controller 0 "Bip01Neck" YR -30 30 > > For controllers, it's: $controller > > can be 0 through 3, or "mouth". can be X, Y, Z, XR, > YR, or ZR. > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2??????
- Original Message - From: "Philip (Fiber)" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, October 16, 2002 1:49 AM Subject: RE: [hlcoders] Half-Life 2?? > > > -glue- > > ah, that has to be fake. I don't think anyone would shell out 248.99$ > for > > an > > Xbox and the game, just to get their fix. > > [Phil] But I'm willing to shell out $1k (NZD) for a PS2 and PS2 Linux > Kit. Hell, I'm not even going to pay for an Xbox based on principle (if > it was given to me on the other hand) > The XBox SDK and kit is $10,000 USD. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL SDK v 2.3 checksum testing?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] What program can I use to verify the MD5 checksum for the HL SDK v 2.3 full installation file I've downloaded? Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL v SDK 2.3 - First Person mode?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The "what's new" doc for HL SD version 2.3 says it added a "first person mode". This confuses me because HL's default mode is a first person shooter? So what does this mean? Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Dual usage of a bone controller
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello, I'm talking with a graphics artist that has made many terrifice 3D models that support skeletal animation. Although I have written extensive code in the past with the HL SDK, that used the up to 4 bone controllers that a HL model supports, I'm a graphics and animation ignoramus so I need help asking the graphics artist the right questions, or giving him the correct information. The character the graphics artist is designing will have a neck bone that allows the characters head to both: 1) Rotate left to right like the standard HL human model does 2) But also move the head up and down along the Y axis. Think of someone nodding their head "yes". What confuses me is, how would that bone be controllable from the HL SDK? All the bone controllers I've seen map the movement of a single bone to a single "operation", not more than one "operation". Do I need to have the artist do something different in the model's skeletal structure? Or is this simply a simple 3D model bone labeling trick or, a DLL coding trick that I am unaware of? If it is the latter please point me to an example(s) so I can know how to code it. Hopefully this makes sense and someone can help me communicate the proper language to the graphics artist. thx -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Rope attached to NPC?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Let's say in my game I want the player to be able to "lasso" an NPC, and have the attachment be persistent. That is, once roped, the NPC cannot get free of the rope until the player let's go. For argument's sake imagine the rope is around the NPC's waist, once attached. I know that: - I'll need a HUD animation to show the player's hand gripping the rope. - When the NPC tries to run away or move closer to the player, I'll have to change the rope entity to make it look loose or drawn taut. In addition, I assume that in the NPC think code I'll have to check for the rope being attached, and, if as the NPC I'm at the end of the rope, to halt my movement, to simulate the rope preventing my walking or running away. My main questions are: How do I create and draw the rope entity? Is there a convenient way to show the rope in a taut and "loose" state? Also is there any way I could detect collisions between the rope and objects in the map, so I could bend it properly around an intervening tree for example, or will that be too huge a headache to bother with? Lastly, how will I position or draw each end of the rope so it that the NPC-end looks like its realistically wrapped around the waist of the NPC, and the player-end is gripped realistically by the player's hand in the HUD animation? If anyone has a good idea/strategy or sample/example on how to make this happen I'd love to hear about it. Details please. Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders