Re: [hlcoders] Why VectorNormalize?
Theres the C version: float VectorNormalize (vec3_t v){ float length, ilength; length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; length = sqrt (length); // FIXME if (length) { ilength = 1/length; v[0] *= ilength; v[1] *= ilength; v[2] *= ilength; } return length; } Quake 1 source: http://www.untitled-game.org/source/mathlibc.html Thats why return a float. Because is C code. And is the right thing for "Think in C" mode. But is the wrong thing for "Think in OOP" mode. So is right that Valve change this stuff. On 3/21/06, LDuke <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Isn't that exactly what you wanted? > > "Valve, why did you do VectorNormalize() instead of Vector::Normalize() ?" > > > > On 3/20/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > > > > [EMAIL PROTECTED] wrote: > > > > >By the way, there already is a member function for this. It's called > > NormalizeInPlace() > > > > > > > > At the risk of reviving this fruitless discussion from its grave: > > > > NormalizeInPlace() and the Normalize() that I speak of are different. > > Normalize() will return a normalized Vector, and NormalizeInPlace will > > normalize the Vector it is called on. > > > > -- > > Jorge "Vino" Rodriguez > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Oscar Vives Consultor de Software Libre www.servicios-dpi.com Telf 645 167 472 [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Say "broken" suddenly
try to make: $ make clean maybe some temp files are worseuglifielobotomized in a bad way also check your mod on other HL installation, to avoid firewall/installation bugs dependencies ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Portal
This Portal implementation with teleports calls for a "infinite stairs" map :D _ \ \ \ \ \ \ -- (adn alike :D) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] new in the list
Hi! I am new in the list. I am actually a Quake1 coder and I am interested to port some HL features to Quake1. I am in this list to learn something about Half-Life. Thanks! 1 saludo Tei ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map Overviews
El Fri, 15 Aug 2003 10:35:12 -0700 (PDT) "Brian A. Stumm" <[EMAIL PROTECTED]> dijo: my 0.01 cents (99% crap): maybe the better way can be to make a txt file with the name of all bsp maps in your mod, load these maps and move player to 0 0 4096, send a "screnshots" to client console and move to next map. This can be a mod feature, or a minimod. Will not be perfectly 2D. Hee... maybe you can tweak the OpenGL driver to force a isometric matrix, or have fov 0 or something... (fov 0 == isometric?) other option, maybe much better, is to do this by hand from a good map editor. A interesting issue from some maps editor (Quark) is that can add some fog that can enhance the 3d look of your 2d maps,.. ...I dont remeber if HL itself support fog, but any screenshot with some light fog will look deeper. > > Anyone know where I can get or how to make those topographical map > overview pictures? The standard valve maps all have them already but > the custom maps dont have them. You see them in spectator mode when > you do the mode where you see the whole map. In otherwords something > like this: > > http://bs-linux.com/hlwebtv2/topo_maps/2fort.png > > ___ > 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: HL MDL body limitation?
El Sat, 16 Aug 2003 21:12:18 +0200 Rockefeller <[EMAIL PROTECTED]> dijo: Related question: Its posible to examine the HL netcode? You know, the SVC_ events, the ParseBaseline data, the Its modelindex send as a byte or a short over the net? I am newbie. Where to get this info exactly? Whats is the entity limit in HL? Precache model limit? > > Its called limitations of 32bit archetecture. > > You can encode 8 combinations within 3 bits. And a model with 8 > combinations works. > > But with 4 heads, 2 main bodies, 4 extensions ( == 32 possible > combinations, 5 bit encoded) you are FAR from any int, byte or > whatever limit, and that does NOT work. > So i guess it's not an 32 bit architecture limitation. :) > > body seems to be a byte in the engine, for StudioModelRenderer sets it > to 255 for MP hires models. > I commented out that line, added a debug output, and that shows that > the value set in the server dll gets to StudioModelRenderer correctly. > > I'm quite sure that this is an engine limitation or bug... > > Rockefeller > > ___ > 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] Looking for a HLSTATS, SQLServer and ASP Coder
El Fri, 15 Aug 2003 22:46:01 -0700 "Michael A. Hobson" <[EMAIL PROTECTED]> dijo: > ASP only runs on Micro$haft IIS -- the most remotely hacked web server > on earth. > maybe not: apache-asp run ASP perlscript apps in any apache compatible system (wide range support..) Now... return to HLCODERS. (this is not PHP vs ASP vs PERL list ) > Flexible in terms of the number of ways you can be "0wn3ed", maybe. > > At 09:18 PM 8/15/2003 -0400, you wrote: > >You are obviously biased. ;) > > > >With 14 years of professional development experience I can say hands > >down I find ASP (and more so .net) far more flexible and capable the > >PHP any day. However, it, like Perl, awk, sed, etc all have their > >place in the scheme of development ;) > > > > Michael A. Hobson > email: [EMAIL PROTECTED] > (310) 649-0792 > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] new in the list
El Sun, 17 Aug 2003 18:23:49 +0200 Marco Leise <[EMAIL PROTECTED]> dijo: > Welcome :-) Thanks! > Basically you will learn a lot about PHP and ASP on this list, maybe > even some details of the HL engine, hahahaha.. > but all the cool stuff is either > available as well-documented sourc code or a secret of Valve *g*. Do > you make a mod or do you want to create a modified engine? My pet project, Telejano. A quake1 engine with absurd and unneded features. But.. he!!. people like it. > I never > played Quake, but I wonder what Half-Life has to offer for a Quake > mod. I think the main differences lie in the graphics (high detail > models, no palette), AI and network code. I suspect the very GREAT goals of Half-Life whas: - the server browser (usable!!) - the model format (bones, etc..) - the hulls sizes (and the extra hull)(do you remenber, this is a bsp based engine.. still...) Actually most Quake1 engines stilll dont include a good builtin server browser. But annithing about eyecandy is overcoded yet. > But if Quake is missing > stuff like trains I wish you all the luck to implement these features. Oh!. .. no, all about map features where easy to add to quake. > Quake will get a lot more atmosphere and flexibility in map design > with HL features i guess. Who knows? these headcrabs where funny :D --Tei > > > > > Hi! > > > > I am new in the list. > > > > I am actually a Quake1 coder and I am interested to port some HL > > features to Quake1. > > I am in this list to learn something about Half-Life. > > > > Thanks! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] QC Scripting for Console?
I am newbie. I am surprising how flexible is HL. Can be posible a zeroping mod for HL? A mod where hit/nothit is calculated clientside. All weapons instahit. And, a unrelated question. Whats about to add QuakeC support clientside to write small apps for console in QC. This way people will make something powerfull than console scripts and will write full apps. And has QC is multiplataform, recompile will not be need (a MacOS/X conprog.dat will work for windowsXP ...) Any proyect to add QuakeC support for Half-Life? TIA. --Tei Example: A small console app can provide smooth zooming, mod independant (will work for all mods), easy to recode to finne tunne. I think QC is the appropiate "scripting" lang for any Quake based engine. commands: con_zoomon con_zoomoff con_zoomreset cvars: con_fovnormal "90" con_fovmax "20" con_fovforspeed "5%" con_fovrewspeed "25%" con_fovclicksound "snd/click.wav" con_fovmovsound "snd/zuuum.wav" ( sensitivity also need to be handled, maybe with Cvar_Setf ("sensitivity", (normalsens * (currentfov / (normalfov + 30; ) This is QC code, something similar what can be done (not use the cvars): float timebomb /* = 0.00 */; float timehell /* = 0.00 */; float zoomode /* = 0.00 */; float normalfov /* = 0.00 */; float normalsens /* = 0.00 */; float targetfov /* = 0.00 */; float zoomtime /* = 0.00 */; void () con_debug = { bprint ("z: ", ftos (zoomode), "\n"); }; void () con_zoomon = { if ((zoomode == 0.00)) { normalfov = cvar ("fov"); normalsens = cvar ("sensitivity"); zoomode = 1; zoomtime = (time + 0.1); LocalSound ("zoom.wav", 1, 1); return; } }; //TODO: recode this function, somethimes loss mode withouth normalfov set (Why?) void () Run_Zoom = { local float currentfov; if (!zoomode) { return; } if ((zoomtime > time)) { return; } currentfov = cvar ("fov"); if ((zoomode == 1)) { if ((currentfov > 20)) { zoomtime = (time + 0.01); Cvar_Setf ("fov", (currentfov - 1)); Cvar_Setf ("sensitivity", (normalsens * (currentfov / (normalfov + 30; } else { Cvar_Setf ("crosshair", 9);// targeting :D Cvar_Setf ("mod_lsig", 2);//Activate laser sight } } else { if ((currentfov < normalfov)) { zoomtime = (time + 0.05); currentfov = (currentfov + 10); Cvar_Setf ("fov", currentfov); if ((currentfov >= normalfov)) { Cvar_Setf ("fov", normalfov); zoomode = 0.00; Cvar_Setf ("crosshair", 5); Cvar_Setf ("mod_lsig", 0.00); Cvar_Setf ("sensitivity", normalsens); } else { Cvar_Setf ("mod_lsig", 0.00); Cvar_Setf ("fov", currentfov); Cvar_Setf ("sensitivity", normalsens); } } else { zoomode = 0.00; } } }; void () con_zoomoff = { zoomode = 2; zoomtime = (time + 0.1); LocalSound ("bip.wav", 1, 1); }; void () CalledByEngineEveryFrame = { Run_Zoom (); Foo(); Bar(); }; El Mon, 18 Aug 2003 22:57:48 -0700 "Nate 'LPlasma' Purkeypile" <[EMAIL PROTECTED]> dijo: > You can alter the code to accept a far far higher submodel limit. We > did this in desert crisis and have literally millions of possible > combos. You just need to alter the compiler and some engine code. > Email ikkyo (DC coder [EMAIL PROTECTED] ) and I'm sure he'd give you > the specifics, but it definitely can be done. (And yes the default > limit is 255 possible combos,# of submodels in each group multiplied > against each other gives you how any you have). > > > >On Sat, 16 Aug 2003 21:12:18 +0200, Rockefeller > ><[EMAIL PROTECTED]> wrote: > > > > >> Its called limitations of 32bit archete
Re: [hlcoders] QC Scripting for Console?
El Tue, 19 Aug 2003 14:40:13 +0300 (EEST) Jussi Kivilinna <[EMAIL PROTECTED]> dijo: > On Tue, 19 Aug 2003, Tei wrote: > > > I am newbie. I am surprising how flexible is HL. > > Can be posible a zeroping mod for HL? > > Yes.. most mods are. > > > > > A mod where hit/nothit is calculated clientside. All weapons > > instahit. > > Half-life does this on serverside. Clientside is very bad idea because > client could be hacked to 'hit anything everywhere'. (or 'everything > from anywhere' or something) > You cant stop chears, True. Anyway you can "sign" with MD5/CRC a module, and check if the module whas "hacked" (on disk). Or you may isolated the critical code has a module that the game autodownload everytime. Or, maybe, you can CRC modules in memory and send the CRC to a server to recognized hacked modules. And you may randownly ignore client data and confirm what not unfair. As you move some work from server to client, you can free horsepower for some lovely features... ...you can make some tracelines and send to clients only the players that where not behind obstacles(*), in a similar way coronas work clientside, you will need a timer to no "hidden/show" too fast (smoothing is needed). As a side-effect you will save BW :D But ..he!!... whas only a doubt because I know very littel about HL. my english is crap :P (*) you can hidde players to the engine setting the modelindex to not model?. I suspect. Is modelindex 0 the world? what modelindex is nomodel? Half-Life support to use BSP models for the player? can be funny to use cs_siege.bsp has mi model to play counter-strike, hahahahaha of course, will half the framerate :__ D hehehehe. Hee.. you can also cheat with paintball games in real life, but people still play :D forget these morons cheaters :P Still no info about netcode... Any webpage to analize the Half-Life demo files format or netcode? To learn Half-Life i need something like this, but for Half-Life: http://skuller-vidnoe.narod.ru/q3dspecs.htm ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: HL MDL body limitation?
El Tue, 19 Aug 2003 17:19:26 +0200 Marco Leise <[EMAIL PROTECTED]> dijo: > May I go a bit off topic? Yes? Thx :D > I am about to create an alien jungle map and thought it would be the > best to split the jungle in 512x512 units squares and 'plant' some > models on them. The mod uses an altered vis code for entities that > basically shows all entities within a certain radius. (So size does > not affect visibility.) Now I'd like to have some variaty in the > plants. Can I have one model with, for example, two tree types and two > grass types and join them to four combinations by setting the > 'body'-specific to 0-3 in the entity? Has anyone a .qc file? I never > made a model and thought that some geeks on this list might know how > its done. > > Thx again, > Marco > I have ear about some compiling utility that work like your altered vis code (but will hidde also walls..(and for a old BSP version). ).. I fear If you profile your mod the fakevis function will be the big dog. Humm... If you have 2 models with 3 dif skins, its like to have 6 differents monsters. You can have 3 models with 8 diff skins, and will look like 24 diff monsters... IMHO. Your grass will look amazing with some animation. Can be done clientside? can be the grass triggered by texture shaders? Its Half-Life "bsp-tile-world" friendly? Maybe you can copy & clone a single bsp model over and over in the map ( setting the model to *1 ). This way the model "look" will be map specific. I know a GTA3 alike mod that work this way, with basic architecture details coded as func_ structures (the name of this mod is BIGMAP) and fake a real BIG BIG BIG city with bsp models... http://wiki.quakesrc.org/index.php/bigmap About grass I have some models, crap, Do you know the furr effect? ITs a particle effect that fake grass magically... but need a lot of trans planes with green dots. Not really usable, but interesting. http://forum.moddb.com/6/390/ <--- unusable but funny, mdl based ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: HL MDL body limitation?
El Tue, 19 Aug 2003 17:54:40 +0200 Marco Leise <[EMAIL PROTECTED]> dijo: > > I have ear about some compiling utility that work like your altered > > vis code (but will hidde also walls..(and for a old BSP version). > > ).. I fear If you profile your mod the fakevis function will be the > > big dog. > > > hehe, first of all it isn't MY code, it is Flayra's. *g* (Have never > seen him show up here, but well, it's the guy who invented Natural > Selection) > Cool Mod. Anyway Its more confusing for than q2 gloom or q1 TeamFortress. I think the problem the BSP based arquitecture is not really good for this tipe of game. A terrain engine can be better. Sad that Valve has not add some support for heighfields with collision detection. This unable to make mods like "Tribal2" or "Battlefield 1942" games in a cool way. To add a heighfield to Half-Life you need to add code to check heighfields in every collision related code, in pointcontents... slighty boring, but not really hard. Not like adding Doom3 lighting, that is slighty hard, but posible. Its Half-Life1 engine frozzen in time? Its cool that Half-Life support soo old hardware, this way tons of computers at cyberlocal, etc... don't need to update to newer 3D cards or faster harddisk. > > Humm... > > If you have 2 models with 3 dif skins, its like to have 6 differents > > monsters. > > You can have 3 models with 8 diff skins, and will look like 24 diff > > monsters... IMHO. > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] PM_PreventMegaBunnyJumping()
El Sat, 23 Aug 2003 15:45:59 -0500 "botman" <[EMAIL PROTECTED]> dijo: > > You wouldn't want to clamp jumping to the normal forward speed of a > > player as jumping is a gathering of kinetic/potential? energy in the > > skeletal/muscular system and a release quickly to accelerate, it has > > to be somewhat faster therefore than 1.0 times max speed. Why 1.7? I > > dunno, why 100 health? Just numbers chosen that 'felt right'? (well > > 100 health makes math easy, but you know what i mean). > > Yeah, I don't think the numbers are based on any kind of mathematical > formula. Like Pat said, their probably just made up values that are > tweaked until you get the desired effect. > > It kinda sucks having to compile, test, tweak, compile, test, tweak, > compile, test, tweak, etc. > You can read these custom values from console? I somethimes attach X internal variable temporaly to... temp1, and with console change temp1 to tweak for better adjustement. Example: rocket density value (too high, and will hidden stuff, too tigh and will be unsheen and will lose quality) If else fail, I guess you can read from a text file, and have this file open in notepad to edit/reconnect or whatever... imho. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: [n00b] fixed viewpoint
Hello Tony, Friday, August 29, 2003, 9:39:11 PM, you wrote: TC> Hi List, TC> First off, I'd just like to say Hi, I'm new to modding Half-Life, but I'm a fairly experienced TC> programmer (something you're probably glad to hear for a change). TC> Anyway, I'm working on a lame excuse for a mod, which will be sort of a clone of the old arcade game TC> "Smash TV". I'm working on setting up a fixed viewpoint from an entity I placed in my map -- TC> info_smash_cam. It basically points down and looks down from above. I've got my CSmashCam which I TC> gleaned info from the intermission camera entity, and I seem to have it properly TC> LINK_ENTITY_TO_CLASS'd... I own this game for C64! Hehehe.. cool idea. With the same technique, maybe you can make a "Alone In The Dark" game with bits of arcade. Or maybe a "Diablo" alike RPG. Anyway the original idea is not "SmashTV" but "Robotron". ( SmashTV have a funny "The Long Run" or "Blade Runer" style, but "Robotron" have a cool Kraftwerk style) I am also newbie. Anyway.. can you cycle all entitys and pick these with classname "info_smash_cam"?.. or pick the nearest with these classname? I dont know how half-life mods work yet. Maybe you can code the info_smash_cam entity spawn function to build a linked list, and make you search info_smash_cam to get the head of this list and cycle to get the better option (nearest).. this can be slighty fastest (and anyway you dont need to remove links on the fly). But he!.. I am newbie too and don't know how half-life work, yet. Do you know good docs to start learning HL? Do you know published info about the network/demo files? Maybe you can point me to doc's, better than full websites. I am overloaded of info, I dont know where to start. posdta: my english is crap ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: [n00b] fixed viewpoint
Hello Marco, Saturday, August 30, 2003, 1:09:04 AM, you wrote: ML> Hehe, how has 'Kraftwerk' found its way into your vocabulary? And why don't ML> you say power plant instead of Kraftwerk? Does it have a special meaning I ML> am not aware of? About what?: vocabulary? I have nothing similar :D http://kraftwerk.technopop.com.br/ Man Machine lyrics http://kraftwerk.technopop.com.br/lyrics_themanmachine.php Album. http://kraftwerk.technopop.com.br/images/images/records/maxi/rec_6.jpg hehehe - - - About SmashTV and Robotron: Robotron http://www.thelogbook.com/phosphor/atari78/r.htm SmashTV http://www.c64unlimited.net/games/s/Smash%20TV/smash_tv.gif As you can see, his something similar. The player is in the center of a arena, and monster spawn in doors and goo to kill you. If you survive Nth seconds, you move to next "level". Easy gameplay. I think this can be done with Half-Life easy withouth the 3th cam, but I suspect with the "Theme" will look funny. I want to see a Bomberman mod for Half-Life! ...hehehe... I know Worms where already done, but withouth a special camera mode. Hehehe.. I think the Gaming scene lack of some humor, I think Duke need to return soon and rescue us from boredoom. Maybe this SmashTV mod will have some fun, finnaly :D [on-topic] He!.. where i cand download the SRC for some HL mod? I will learn the hard way, from code :D [/on-topic] -Tei postdata: The most fun game I have played whas "Secret Agent" from Apogee, anyway. postdata: If else fail, I will open the SDK and make a fun mod myself, maybe a Sims game with the half-life monsters, hehehehe... or a pokemon style battle arena. Hehehehe.. you can make cool mods with hl :D >> Hello Tony, >> >> Friday, August 29, 2003, 9:39:11 PM, you wrote: >> >> TC> Hi List, >> >> TC> First off, I'd just like to say Hi, I'm new to modding Half-Life, but >> I'm a fairly experienced >> TC> programmer (something you're probably glad to hear for a change). >> >> TC> Anyway, I'm working on a lame excuse for a mod, which will be sort of >> a clone of the old arcade game >> TC> "Smash TV". I'm working on setting up a fixed viewpoint from an >> entity I placed in my map -- >> TC> info_smash_cam. It basically points down and looks down from above. >> I've got my CSmashCam which I >> TC> gleaned info from the intermission camera entity, and I seem to have >> it properly >> TC> LINK_ENTITY_TO_CLASS'd... >> >> I own this game for C64! [...] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK release kaput?
Hello Pat, PM> But no one said nanny-nanny boo boo yet.. ;). PM> Ontopic: I'm not sure if it's the same position, but that job posting has PM> been on and off their site for about a year now. I don't know that means PM> the SDK has to be delayed per se. However, if the game is 'tight' it's PM> logical the SDK is going to be delayed a little. But let's wait and see. Ok, no problem. Wait mode. Maybe is time, still... to do some sugestions to the HL2 team to slowdown development soo much, and help ID to release a cool DOOM3. My suggestion can be about to include a auxiliar optional VIEW window. Usefull to make: - mods with rearview window, for vehicles like cars, trucks, etc... - mods with "minimap" alike window - splitscreen mods, 2 players in the same comp and see a two players demo with split screen. I think this feature is really easy to code, you only need to change the render window and call RenderScene(); once. Any guy want to help me? Will be cool to send now suggestions to the valve team to kill his hearth, hahahahahaa.,... Valve will move his engine to consoles? these crap machines sould use two imput devices, split screen is a cool feature. TEI STOP YOU!.. ok,ok,.. will wait to HL3 to do this suggestion :D PM> At 01:46 PM 8/31/2003 -0400, you wrote: >>And you and marco (and now this post) are promoting the list being a >>kindergarten yourselves :P >> >> >>-omega >>Blackened Interactive - http://www.blackened-interactive.com >>Omega Wing - http://owing.blackened-interactive.com >>-Original Message- >>From: [EMAIL PROTECTED] >>[mailto:[EMAIL PROTECTED] On Behalf Of Simon >>Sent: August 31, 2003 11:01 AM >>To: [EMAIL PROTECTED] >> >>ok don't understand this joke, sorry for that. >>Btw. do you know the heise comments? >>This is sometimes a real kindergarten >>- Original Message - >>From: "Marco Leise" <[EMAIL PROTECTED]> >>To: <[EMAIL PROTECTED]> >>Sent: Sunday, August 31, 2003 4:59 PM >>Subject: Re: [hlcoders] SDK release kaput? >> >> >> > > I mean kindergarten is a german word used in english language. >> > > And as far as i know it's written like the german word: kindergarten >> > >> > I know what you meant ;), just tried to make a joke of it. >> > >> > ___ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] player pitch
Hello Mark, Sunday, August 31, 2003, 11:20:07 PM, you wrote: MG> Hi, MG> Is it possible to vary the player models pitch (pev->angles.x) (for MG> aligning to slope, say). Reason I ask is everytime I try and change it, it's MG> back to '-10' by the time it gets to the next frame and I can't see why. MG> Thanks, MG> Mark. I know nothing about HL, ...blah, blah blah... maybe you have to FORCE that in clientside with a FIXANGLE signal. I don't know how. Its suppose that is the player that will control the angle. Somethimes hardcore gamers look slighty low, to ground, to have a slighty better FPS ...(???)... A mod that change your angle at stairs/slopes look odd. He!.. I really need to learn HL someday!. Maybe these fucking FIXANGLE doestnot exist at HL :/ Its raining here. ...player picha, jejejeje... raise these up! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam to move to pay-as-play for HL2?
Hello mod, Monday, September 1, 2003, 6:48:44 PM, you wrote: mm> There are suggestions floating about that once Steam and HL2 get going mm> that HL2 will move to a pay-as-you-play billing format for online play. mm> I wouldn't have give this much thought, except that the slide show mm> presentation at the Game Developers Conference in 2002 listed this as a mm> feature of Steam. It seems a little unlikely that Valve would add the mm> feature to Steam if there were no future plans to use it. mm> Would someone at Valve like to clarify if this is in fact the case? I doubt, most users dont have a VISA card. Hehehehehe... Its PlanetSide a gigantic sucesfull history? Other reason: Dont want to play something that is actually for free, and will continue for free. Other reason: Dont want worst ping. Actually have good pings. Other reason (smaller): You mantain a servide, that is new for videogames companys. Actually tecnicall service from some videogame campanys is crap. Other reason: Maybe bussines man want to evolve to a Hollywood design. Film once, sell everywere forever. With payp you really film every day, If the service crash, users remove. But.. he? Who knows! maybe the source of this rumor is valve itself to test the response from people :D My english is crap. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[2]: [hlcoders] [n00b] fixed viewpoint
>> voogru wrote: >> >> > Try to give it a model, I had a wierd problem with using SET_VIEW and v> the >> > entity did not have a model. >> >> >> Hmm, so what do I do if I don't want it to have a model? >> >> Tony server send to client entitys with model, if a entity not have model, not send you can attach a camera to a entity withouth model, but the client will no have this entity (has not been send to him) and camera will en at 0,0,0 other problem is PVS, its posible that a entity camera out of your pvs will not send (too). the player have to be visible in the same pvs has the camera you intend to use. conclusion: the problem with "nomodel" is easy to fix. Make a 1 transparent pixel sprite called null.spr and use as model. -- stop to read -- -- end of file -- -- read at your own risk -- for hacky: If else fails, a posible hack is to use player has model, and fake a player.. but I doubt thiw work at lan or internet (but I think will work at SP) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Infinite loop in swds.dll
I am newbie, but I will try to help. MC> The problem is that the server hangs (cpu usage goes to 100%, MC> console unresponsive) intermittently after about 1 to 10 hours of MC> humans vs. bots gameplay. This only seems to happen on Win32, not MC> on Linux, although admittedly the testing focus has been on Win32 MC> systems. It doesn't appear to matter what version of the HL MC> engine you're running. .. maybe you can try to speedup the engine x10, or gameplay, to force this bug appear after 1 hour.. I dont know if HL.exe support host_framerate (crap) or slowmo (better) I suppose willl support host_framerate but not slowmo (a Max_Payne alike time compresion done right) HL.exe randomize the seed ? Will reproduce the same output for the same input? (Its HL.exe a determinist machine?) ...o crap!.. my hl.exe exe ask me for the cd-key, I think is somewhere in my desk.. (can't test now if hl.exe support host_framerate) My enlish suck. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] SKU?
NDA. WARNING. NO DISCLOUSURE AGREMENT. IF YOU CONTINUE READING THIS MAIL, YOUR SOUL; YOUR CAR; YOUR WHOLE LIFE; WILL BE OPTIONALLY OWNED BY [insert ominous name here] CORPORATION. PRESS [Pg Down] IF YOU AGREE OR [Reset computer] IF YOUR DISAGREE. About: http://redsmeg.ozforces.com.au/p2p_email.jpg Humm... aus people where cool by default I understand that. Sku.capped: singleplayer, no mods, (no user maps?) Sku.normal: sp and multiplayer + mods(+ fix patchs?) Sku.subscription: sp and dm + mods, fix patches, and extra content as available normal is easy to understand, but will be mods available for download from anonymous ftp sites? and critical patches? I miss a Sku.multiplayer with only, and ONLY, the files needed to play a DM game with high FPS and low PING. HL1 SP whas very good, but zimbillions of zealots have only play DM. My english is crap. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Visual Studio .net
Hello Dave, DM> Anyone have experience porting their code to .net to see what the DM> differences in the Managed code are? DM> Just kinda curious. DM> Starbreaker Not me. No-Related Question: And about the Visual Studio 6 Processor Pack? http://msdn.microsoft.com/vstudio/downloads/tools/ppack/ http://download.microsoft.com/download/vb60ent/Update/6/W9X2KXP/EN-US/vcpp.exe The Visual C++ 6.0 Processor Pack provides intrinsic support for enhanced instruction sets supported by Intel and Advanced Micro Devices (AMD) processors. The instructions sets supported are Intel's Pentium III new instruction sets (Streaming SIMD Extensions [SSE]) and Intel's Pentium 4 new instruction sets (Streaming SIMD Extensions 2 [SSE2]) as well as AMD's 3DNow! Instruction sets. I doubt this will work automatically, but anyway... Anyone have experience with this pack? Its a patch for the compiler and work automatically or need embeded assembler? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam/Mod/Coding concerns- attn: Valve
Humm... maybe can be code a "packageinstaller" for steam mods. We suggest to use .tar.gz with a new extension, maybe ".smod" This tool can unzip/untar the files, copy to the appropiate location and generate desktop icons. pros: - windows will nicely accept to register .smod extension with "packageinstaller.exe" tool - tool is not terribly hard to write - tool will be owned by community, not valve - .tar.gz is a good compresion for lots of files and tga files - .tar.gz is unix friendly cos: - .smod files will need a extra tool to install - the community (or valve) need to write this tiny tool - icon will be NOT blue - my shirt is boring As you see 50% of cos not have sense! :D What do you think? That somewhat like unreal ".umod" files :D Other option is a "custom for developers" mode or patch or whatever for that is not usefull for players. Other fix for "content in multiple folder" is to hash files (tga files?) and subst files with the same hash in other folder. But engine will need support for "links" (files with a text line with the real path of the file). Prior of installing/uninstalling something, the hash tool can run resorting and fixing stuff, unlinking some files, etc.. Maybe files can be downloaded from repositorys with the hash visible, this way players will not need to download files with a hash value already exist in is computer. I have notice some mods (Example: Counter-Strike) have repetitive content from HL singleplayer. If 80MB from 100MB is already in your HardDisk, with that technique you will only need to download 20MB. Example: /samengine/mymod1/textures/mapx/luzy.tga (2MB) hash dsfjlj354ggfdsgfg /samengine/mymod1/textures/mapx32/luzy.tga (2MB) hash dsfjlj354ggfdsgfg /samengine/nomymodbar/textures/luzy.tga (2MB) hash dsfjlj354ggfdsgfg /samengine/nomymodfoo/textures/luzy.tga (1MB) hash gsfgj67686986dffg That become: /samengine/texturecache/lyzy_dsfjlj354ggfdsgfg.tga (2MB) hash dsfjlj354ggfdsgfg /samengine/mymod1/textures/mapx/luzy.link ( 49 Bytes ) /samengine/mymod1/textures/mapx32/luzy.link ( 49 Bytes ) /samengine/nomymodbar/textures/luzy.link ( 49 Bytes ) /samengine/nomymodfoo/textures/luzy.tga (1MB) hash gsfgj67686986dffg My english is crap. P> Another consideration is whether mods for standalone HL2 would need to be P> installed differently than mods for HL2 downloaded over Steam. P> Presuter P> At 01:00 PM 9/7/2003 -0400, you wrote: >>This is a multi-part message in MIME format. >>-- >>[ Picked text/plain from multipart/alternative ] >>First off, I know this is the hl coding list; part of this concerns >>that, but it is generally about steam and mod functionality. I don't >>know of where else to ask this, where that anybody could respond to my >>concerns without everyone asking the same things down the line. I also >>know that several valve members are on this list still. >> >>I have some concerns regarding steam and mod functionality. Especially >>from a coding/debugging standpoint. >>I've experimented with steam (placing mod in it) and it's a pain. I >>didn't bother trying to debug it, since I found no way of running it via >>the command line, this poses somewhat of an issue as well. How will a >>user run other mods? Will EVERYTHING go in the steam "available games" >>menu? This itself is a concern for me the way that steam works; how that >>everything is cached multiple times. CS + TFC + DMC + HL itself inside >>steam use 600mb+ more than they do with standalone "old" non-steam hl! >>Because content is duplicated, and there is a cache! >> [..] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] sobig @ valve
Maybe not. I know some new malware (virus concept is now outdated) pick email address from various sources and fake addrees with to spread. This is specially annoyng as you mail spread with false alarms :( Fixing problems with malware is easy. My $0.2 Levels of solution: 0. lame) Install a antivirus. 1. easy) Not use IE or Outlook, use another browser and mail client. Mozilla, Bat, Eudora ,Sylpheed, etc.. Microsoft software have holes and malware use these holes. 2. normal) have a good firewall and a daily updated antivirus. Remove from memory ANITHING that is not criticall need (if comp crash killing that task, you need that, if computer disconnect from internet, you need that task, other stuff is optional). Kill from memory anithing you not know, can be malware. You can use google to learn about suspicious/unknom new tasks in memory. Avoid administrator account for internet browsing. 3. hard) Use a no-microsoft SO. Mac, BeOS, Linux, FreeBSD,.. Or at least config your HardDisk permissions to able user to only write a no critical areas (data areas, not windows folder, apps, dlls, register, etc...). Use administrator account only for new software installing 4. very hard) Use a read only hard disk (R by hardware), with a auxiliar read & write harddisk for data. 5. nightmare) Never connect to internet or share anithing. ToS> Apparently some if not a lot of people at valve are infected with sobig; ToS> oktagone, whom hosts frontline2.com as well as two other sites whom I ToS> use email for (the one I'm sending from right now as well) has blocked ToS> mail.valvesoftware.com because a huge number of sobig emails keep ToS> originating from the valve servers. As soon as they blocked the valve ToS> mail server, the majority of all sobig emails immediately stopped. Oh.. maybe is. ToS> Would someone be able to check in on that? ToS> -omega ToS> http://www.frontline2.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] an hl sound bug
JSB> I'm not sure which version of hl it started in, but I've really noticed JSB> this lately.. I don't know how easily it can be fixed (or if anyone JSB> there at valve will even fix it, it's just irritating), again this is JSB> another post where that I'm not sure where to send it; so I'm posting it JSB> here since it IS mod related as well. JSB> It seems that any created on the client via the function JSB> gEngfuncs.pfnPlaySoundByIndex( iSound, vol ); uses CHAN_ITEM now, and JSB> ALWAYS kills _ANY_ sound already playing on it. I don't remember this JSB> happening a long time ago. A good example is the Geiger counter, if JSB> you're near radiation, it stomps all over your weapon select on the hud; JSB> which used to ALWAYS play, and the code for it looks the same as it did JSB> back in sdk 1.0. JSB> Even if you cycle weapons, anything on the client using that function JSB> will stomp on the previous sound playing on it. Is it possible to make JSB> it just use the auto channel like I *think* it used to a long time ago? JSB> -omega JSB> http://www.frontline2.com Not cool.. __Help: Quick fix: generate a temporal entity, and make that entity the sound generator. _Random Gibberish Stuff Maybe you can force to use CHAN_AUTO somewhat. I don't think is now imposible to access that. I dont know the HL netcode, *maybe* the HL svc_sound whas originally that: MSG_WriteByte (&sv.datagram, svc_sound); MSG_WriteByte (&sv.datagram, field_mask); if (field_mask & SND_VOLUME) MSG_WriteByte (&sv.datagram, volume); if (field_mask & SND_ATTENUATION) MSG_WriteByte (&sv.datagram, attenuation*64); MSG_WriteShort (&sv.datagram, channel); MSG_WriteByte (&sv.datagram, sound_num); for (i=0 ; i<3 ; i++) MSG_WriteCoord (&sv.datagram, entity->v.origin[i]+0.5*(entity->v.mins[i]+entity->v.maxs[i])); [byte][byte]{[byte][byte]}[short][byte][float][float][float] Interesting enough, *maybe* channel whas send as a short and now something like: if (volume == 1) //use a new svc_sound version { MSG_WriteByte (&sv.datagram, svc_soundsmall); //new svc // asume attenuation normal // asume channel is ..CHAN_BODY?.. //MSG_WriteByte (&sv.datagram, volume);//assume volume is 1 MSG_WriteByte (&sv.datagram, sound_num); for (i=0 ; i<3 ; i++) MSG_WriteCoord (&sv.datagram, entity->v.origin[i]+0.5*(entity->v.mins[i]+entity->v.maxs[i])); [byte][byte][float][float][float] or [byte][byte][short][short][short] I think is lame that sound send a short over the net, and i dont understand is mod coders only where capable to use that: gEngfuncs.pfnPlaySoundByIndex( iSound, vol ); has here you can't affect attenuation, channel, I guess for 99.99% sounds volume is 1, attenuation is 1, channel is 1. Is lame to send over the net a [byte][byte][short] that is soo constant! IMHO. Other option, cleaner?,.. can be to add new SND_ values to filter_mask Maybe other funcion exist, something similar to this: gEngfuncs.pfnPlaySoundChannelByIndex( iSound, vol , channel );//? I dont know because I am newbie here. __Sign_ My english is crap. postdata: I am still interested in the dem file format for hl ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] sobig @ valve
Hehehe... Virus where not soo bad. Maybe some day a Game Boy Advance virus will deactivate a huge interestelar alien mothership ..the 4 july, and save the whole human race (except, maybe, a texas size european country where the spaceship will crash). Will this list still HL1 related or will swich to HL1+HL2+STEAM ? Maybe has been discured here, yet :/ "I thought what I'd do was, I'd pretend I was one of those deaf-mutes" G> The only 100% secure computer is a turned off computer. (Optionally G> encased in concrete if your worried about physical security) G> -EvilGrin G> -Original Message- G> From: [EMAIL PROTECTED] G> [mailto:[EMAIL PROTECTED] On Behalf Of tei G> Sent: Tuesday, September 09, 2003 8:50 AM G> To: [EMAIL PROTECTED] G> Subject: Re: [hlcoders] sobig @ valve G> Maybe not. G> I know some new malware (virus concept is now outdated) pick email G> address from various sources and fake addrees with to spread. This is G> specially annoyng as you mail spread with false alarms :( G> Fixing problems with malware is easy. G> My $0.2 G> Levels of solution: G> 0. lame) Install a antivirus. G> 1. easy) Not use IE or Outlook, use another browser and mail client. G> Mozilla, Bat, Eudora ,Sylpheed, etc.. Microsoft software have holes G> and malware use these holes. [...] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[2]: [hlcoders] sobig @ valve
Hello Marco, ML> These virii annoy me quite a bit, I just erased three on my sisters PC, two ML> of them were sobig variants. And I constantly keep getting these 'Use this ML> patch immediatly' mails. Half-Life, has a side effect, work has a "antivirus scanner", has if the exe or some data is changed, will croak. I have run a Half-Life Counter-Strike game with a damaged RAM chip, and the engine has report me that "a file is changed bla bla bla". => HL also help to debug a computer with hardware failures :D [Historic Note: 1# time that Tei give thanks to Valve coders] I think XP is crap and actually the better OS is Windows2000, but is sad that W2K fresh installation is actually a danger as is vulnerable to all RPC malware :( Its very "cool" that XP have (U)DMA deactivated and vsync activated. People transfer data from HD to ram at 16 MB/s and the FPS is cap to 60. And is HD suppor 100 MB/s and is 3d card will run HL at 90/100/200 FPS : / I think NVidia or other card provide a extension to manage Vsync or something similar, but I have forget the name. New cards have cool extensions :] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] ODE?
Humm... maybe its posible to add some support for ODE for HL? Most interactions where at engine side, I suspect, but maybe you can overwrite these with values from a real phisic library like ODE. ODE work as GPL **OR** BSD, Its ok to use for something comercial :] http://opende.sourceforge.net/ode.html I think HL2 will add something similar (Havok?) engineside, maybe something can be done at HL1 to fake similar features. Step by step, by small.. ___ 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 rendering api
__About Will be sad if HL2 will not have a linux dedicated servers. For perfomance, and popularity issues. __Some Guess___ But I guess Valve will have to fix a lot of mistakes that windows coders make: This is from a valve BSP file : "\quiver\valve\halflife.wad;\quiver\valve\decals.wad;\quiver\valve\liquid.wad" Whats happens if i pass this paths to a standard C or standard C++ function? Bad stuff. You need to parse this before to pass to a function. char filename[] = "\normal\quiver\valve\halflife.wad"; f = fopen( filename, "r");//BOMB! at windows, BOMB! at linux... __Conclusion Interesting enough, most errors compiling a windows app to linux where mistakes, as not follow standards. Code that is good (ANSI-C, ISO C++,..) compile withouth problem. Maybe the infestation d3d can be isolated with #defines, and project compiled with gcc. I think the HL2 engine is .. GREAT .. and If is need to firm a pact with Bill Gates with blood, I will do. But he.. a cool ping with Linux dedicated server'is lotsa cool, too. > > That sucks... I was hoping for a linux client. > >> Doesn't the fact that its directx 9 kind of clue you in as to what API >> it is? >> Where it requires dx6, and is scalable up to dx9. thus, its all dx. >> -omega >> http://www.frontline2.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[2]: [hlcoders] Half-Life 2 rendering api
Hello Phantom, Friday, September 12, 2003, 3:33:45 AM, you wrote: P> why would a DX9 windows CLIENT stop there being a linux SERVER, its totaly P> unrelated. Ok, that sane to me. /me cross fingers P> btw, just coz things are described as being for DX6 card to DX9 cards doesnt P> mean it wont use OGL, its just easier to work out which cards are which DX P> class hardware than it is to work out what OGL version a card will run :) P> For example its easier to say 'this requires DX9 hardware' than it is to say P> 'this requires OpenGL1.4 with ARB shader support', both can equate to the P> same thing in a technical sense but if I said DX9 hardware to someone they P> would know what cards i was on about right away :) P> (this isnt imply that HL2 uses OGL, afaik its a pure DX engine, i just like P> to point these things out :)) Thats how stuff work in perfect world. /me cross crossed fingers Coding a api independant render engine mean adding a level of indirection, this way a OpenGL api can be fake with SDL/OpenGL/D3D... But a D3D app writted in D3D looks like a very distinct animal. Half-Life 1 was Quake1 bases that was a OpenGL alike code, but If HL2 is based in other engine (Steam?) written from scrach, Who knows?,.. maybe is a pure D3D app to gain 2%, 5% speed.. and is frozzon as only a D3D app withouth support for SDL/OpenGL/'Old D3D version'/'unknowm incompatible future D3D version' I don't know, but I don't expect a OpenGL based engine :I P> - Original Message - P> From: "tei" <[EMAIL PROTECTED]> P> To: <[EMAIL PROTECTED]> P> Sent: Friday, September 12, 2003 12:21 AM P> Subject: Re: [hlcoders] Half-Life 2 rendering api >> >> __About >> >> >> Will be sad if HL2 will not have a linux dedicated servers. For >> perfomance, and popularity issues. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Steam port collision.
"If you play half-life you need steam to authenticate yourself. Apparently Steam uses the same port that QuakeWorld clients use (UDP 27001) . This means you can't run both at the same time." Read more here: http://www.fuhquake.net/forum/viewtopic.php?t=1706 Seems like Valve is triing to cybersquatter the port 27001 :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Tei try Steam.
Hello. I am a modder, and I am testing some new alien technology forgothen, and forbidden for humans eons ago, something called Steam. My system is localiced Spanish, as start as a HL+CS Retail, but bored of retail, I have remove (now is CS Mod ). Installing Steam is now stoped with this: Converting Base Goldsrc Shared Binaries files into steam cache...complete Converting Half-Life files into steam cache...complete Converting Base Goldsrc Shared Content Localized files into steam cache... Stuck, I have need to kill the task. I have restart, and now think I have not CS, and want to download 350 MB with my slow connection, brr... and I stuck. Poor idiot, Steam. Problem is, Is code in a way that dont get messages, or something similar, not crash (for me) but enter at infinite loops, or something similar. Not everything is losse. I suggest to nickname "Stiff" and start graphic jokes about.. Stuck, I have kill the app :D Will retry only for fun purposes :D The whole idea of "Live at MacWorld Mods, eat MacWorld hamburger, work at MacWorld and send your family to MacWorld College"-Steam is not cool as sound, but hee!.. I am triing to download some gooddies and learn new alien forgotten forbidden technology :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Tei try Steam.
>> It doesn't freeze. >> It just takes a while. >> It took me about 15 mins to do it, when all I had selected was half-life >> itself. BAS> It took me 5 hours to transer my current install of hl + tfc over to BAS> steam, its cache convert deal. And thats prior to it downloading anything. BAS> After the 5 hour convert process I've been dowloading the hl + tfc updates BAS> for 4 hours and am still going, no end in site... BAS> Also it took me 5.5 hours to upgrade my linux tfc server via steam. BAS> This sucks... BAS> although yesterday I upgraded my developement linux TFC server in about an BAS> hour or so? Not sure I didn't keep track but it didn't seem excessively BAS> long course at that time there were no client files available so hardly BAS> anyone was using steam. Wellcome back to S XIX Computing! http://www.neuromancer.ca/gibson/books/difference.php A app that need 10 hours to finish a task REALLY NEED a progress bar. Other reason I was think the app is freezze, its because not disk activity. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Mod Idea!
He.. whats about a Agent USA mod for HL? http://www.spacejunk.org/review.php?ID=132 Bin Laden is spreading a killing machine fungus and you are a CIA agent that travel from city to city with the only available vaccine. If you get yourself infected becomed in a zombie state, waiting other player to "vaccune" you. Press F7 to Start The Game. Hehehehe... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Fixing Steam
Brainstorms fans wellcomed here. What fix can help Steam app: Targets: a) assume unreliable hardware (damage hardware) b) assume unreliable software (braindead windows) c) assume unreliable users (users will kill the app is appear frozen, cheat, and do random stuff... d) assume admin access for modders (Our work is to add content!) e) reuse content as posible, avoid redownloading stuff, and wasting resources Solutions: d) -> support for add/remove 3th party content for mooders (new tool?) d) -> support for add content from no-stema valve games(new tool?) d) -> Logs,... and ... Logs!... and...maybe.. LOGS!!!, and... if else fail.. ...logs. d) -> more options to remove/add content for users (admin mode?) d) -> progress bar show files + 0%.. + a animated icon + (LOGS!) d) -> built-in chat? Suggestions: None. Logs, maybe. Able admins to import/export content, or maybe MORE DOCUMENTATION. Maybe Steam has impresive modders tools builtin, but where hidden with obscure switchs... And some stability: http://telejano.berlios.de/option/steamcrash1.gif Its Steam beta software? [EMAIL PROTECTED] /cygdrive/c/games/Steam $ strings Steam.exe | grep beta u:\p4clients\rel_beta\thirdpartycode\bsl\BSLTime.h \p4clients\rel_beta\Projects\GazelleProto\Common\Src\ServerAddressCache.cpp \p4clients\rel_beta\Projects\GazelleProto\Common\Src\PublicContentServerCommands.cpp \p4clients\rel_beta\Projects\GazelleProto\Common\Src\GeneralDirectoryServerCommands.cpp \p4clients\rel_beta\Projects\GazelleProto\Client\Engine\Src\FindGeneralDirectoryServer.cpp \p4clients\rel_beta\Projects\GazelleProto\Client\Engine\Src\FindBestCellId.cpp \p4clients\rel_beta\Projects\GazelleProto\Common\Src\ContentServerDirectoryServerCommands.cpp \p4clients\rel_beta\Projects\GazelleProto\Common\Src\ClientConfigDBKeyRecord.cpp\p4clients\rel_beta\Projects\Common\Network\WinSockHelperFunctions.cpp u:\p4clients\rel_beta\projects\common\network\WinSockHelperFunctions.h u:\p4clients\rel_beta\projects\common\network\SocketHelperFunctions.h \p4clients\rel_beta\Projects\Common\Misc\Win32StructuredExceptions.cpp u:\p4clients\rel_beta\projects\common\misc\Win32StructuredExceptions.h \p4clients\rel_beta\Projects\Common\Misc\VersionResource.cpp \p4clients\rel_beta\Projects\Common\Misc\StringConversion.cpp \p4clients\rel_beta\Projects\Common\Misc\SafeClibStringReplacements.cpp \p4clients\rel_beta\Projects\Common\Misc\Registry.cpp u:\p4clients\rel_beta\projects\common\network\NetworkException.h \p4clients\rel_beta\Projects\Common\Misc\NamedArgs.cpp \p4clients\rel_beta\Projects\Common\Misc\MultiFieldBlob.cpp \p4clients\rel_beta\Projects\Common\Misc\LimitSingleAppInstance.cpp \p4clients\rel_beta\Projects\Common\Misc\FileUtil.cpp \p4clients\rel_beta\Projects\Common\Misc\ErrorCodeException.cpp u:\p4clients\rel_beta\projects\common\misc\XMLHelperFunctions.h \p4clients\rel_beta\Projects\Common\Misc\ConfigDatabase.cpp \p4clients\rel_beta\Projects\Common\Misc\CloneableException.cpp \p4clients\rel_beta\Projects\Common\Misc\BlobRegistry.cpp u:\p4clients\rel_beta\projects\common\misc\BlobRegistry.h u:\p4clients\rel_beta\projects\common\misc\MultiFieldBlob.h u:\p4clients\rel_beta\projects\common\misc\Registry.h \p4clients\rel_beta\Projects\Common\Misc\Win32MiniDump.cpp \p4clients\rel_beta\Projects\GazelleProto\Tools\PackageFileTool\Src\PkgFileTOCindex.cpp \p4clients\rel_beta\Projects\GazelleProto\Tools\PackageFileTool\Src\PkgFileHdr.cpp \p4clients\rel_beta\Projects\GazelleProto\Tools\PackageFileTool\Src\PkgFile.cpp u:\p4clients\rel_beta\projects\common\misc\ThreadSafeCountedPtr.h u:\p4clients\rel_beta\Projects\GazelleProto\Client\BootStrapper\VC70_Release_Static\BootStrapper.pdb And now, a bit of humor: [EMAIL PROTECTED] /cygdrive/c/games/Steam $ strings Steam.exe | grep release Unable to release - - - No comments ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam/Mod/Coding concerns- attn: Valve
RBB> I'm having trouble doing this for hlds. I create my shortcut with the RBB> target: RBB> "C:\Program RBB> [EMAIL PROTECTED] RBB> server\hlds.exe" -console -game cstrike +maxplayers 32 +sv_lan 1 +map RBB> cs_assault RBB> Working directory is "C:\Program RBB> [EMAIL PROTECTED] server". RBB> I get an error it can't find steam.dll. RBB> I tried setting the working folder to C:\Program Files\Steam. Now it can't RBB> load gfx.wad. Sad that hl.exe no more support "-data" swich. This was the old way to set the working dir old days, Q1. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam and pak files
Where this info come from? This work for everthing media? :D time to learn the "hard link" function of NTFS volumes :D http://www.clourd2.com/slash/steam2.gif G> Just install them in your steamappsmaps folder, it G> should work fine (did for me) G> -EvilGrin G> -Original Message- G> From: [EMAIL PROTECTED] G> [mailto:[EMAIL PROTECTED] On Behalf Of Rice, Rick G> Sent: Monday, September 15, 2003 1:31 PM G> To: '[EMAIL PROTECTED]' G> Subject: RE: [hlcoders] Steam and pak files G> This message is in MIME format. Since your mail reader does not G> understand G> this format, some or all of this message may not be legible. G> -- G> [ Picked text/plain from multipart/alternative ] G> I was one of those people that thought that Steam was locked up due to G> 1. No disk activity G> 2. No indication WHAT SO EVER that the conversion was taking G> place G> 3. Task manager (Win2K) stating that the application was not G> responding G> 4. The cursor turning into an hourglass and not being able to G> move, G> or access the open steam app. G> 5. Repainting of the screen turned the whole desktop white! G> Well, I killed the process, downloaded the full steam + cs and G> re-installed. G> Now, none of the custom maps are available anymore. G> Is there a way to manually force the conversion of the maps from my G> original G> CS maps folder into the cache? Maybe doing this one map at a time? G> Radi8 G> -Original Message- G> From: Daniel Koppes [mailto:[EMAIL PROTECTED] G> Sent: Sunday, September 14, 2003 1:42 AM G> To: [EMAIL PROTECTED] G> Subject: Re: [hlcoders] Steam and pak files G> It should offer to convert your old install. It did for me. G> At 05:28 14/09/03, you wrote: >>I'm on day 2 of trying to convert my linux server to Steam. I have been >>plagued with numerous freeze-ups and connection reset errors as many of >>you probably have experienced. There has to be a better way. >> >>But my question is why is Steam downloading the contents of the pak >>files when they already exist on the server? This doesn't make sense. >>Why download the entire contents of the pak files when it's likely G> that >>99% of the files haven't undergone any changes under Steam? Can the old >>pak files be deleted since Steam has seen fit to unpack them? >> >>BTW: Some of you may find a petition circulating on PlanetHalflife to G> do >>away with Steam amusing. >> >>http://www.petitiononline.com/nosteam/petition.html >> ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Steam passwords policy suggestion.
Tryiing to connect to Steam network to play Half-Life singleplayer I get a connection error, saved at a log as: --- Error:Steam error: SteamLogin([EMAIL PROTECTED],heremypass,true,0x220fc04) failed with error 1: Steam is busy, please try again later Function trace: CFileSystem_Steam::Mount() --- I like that this system generate logs, but maybe is not a good idea to log the password as PLAIN TEXT. As tons of malware apps will steal the pass. And its very easy that malware apps install at XP machines because users nav with Internet Explorer. Maybe its a good idea to mask out with * the next time The file whas saved at errorlogs dir. Will Single Player HL2 work for people withouth Internet? Some peole say not, and I doubt that. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam and pak files
Hello Geoff, Well.. lame or not, "only for the fun" or not, work with Steam. *Tested*: Disk f: . .. counter-strike half-life othercrap blah foo bar Alias for Disk F: f: /games/Steam/SteamApps/[EMAIL PROTECTED]/ As a engine^H^H^H^H coder, I think the new version of HL.exe is really nice. All the menus where cool, the window mode of console ..is fresh, reminds me the FAKK console (a Quake1 game with impresive particle system and character lowpoly curves :) G> Trying to break steam for fun and profit. :D G> But seriously, you can treat G> steamapps\\\ G> Just like a vanilla HL install, especially the 'Half Life' one. Any mods G> installed in there will appear as '3rd party mods' on your games menu. G> (This may be the case with the other directories, e.g. cstrike) Thusly G> you can play just about any mod with steam. (Unless the mod dislikes any G> engine changes in 1.1.2.0). However, I am unsure as to what will happen G> when steam attempts to patch said directory. G> -EvilGrin ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] mouse windomed suggestion
I run "hl.exe -window" problem: my hl.exe (46/1.1.1.0) not free the mouse with console down. To free the mouse, you need to use a menu option... but then.. mouse not work ingame! Some code in hl.exe center the mouse every frame to "window_center_x, window_center_y". Will be nice if this code detect if key_dest!=key_game and avoid that. If the focus is other application, or the console is down, is not needed to move the mouse cursor to the center of screen. I guess the line at hl.exe that center the mouse looks like: SetCursorPos (window_center_x, window_center_y); maybe can be changed to: if (key_dest == key_game) SetCursorPos (window_center_x, window_center_y); Et.. voila!.. If console down, you mouse is free (I guess), and if console up, your mouse work in game. - - - will me nice to disable ipx support by default, and add -ipx for these people that want ipx (?). I suspect will enhance compatibility for other OS. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Won being retired -- how do we test non-valve mods?
>> Can you give more details on the exact error message? >> >> WON will not be retired until we have resolved all the important >> issues >> with >> 3rd party mods (i.e running and debugging them). Hehehe... all? I know a site that list 400 mods http://mods.moddb.com/?mf=t&mf_gme=1&start=400 maybe half-life have more than 1000/2000 mods actually. And suppose you fix 2320 mods. You will be stremly bored! - - - G> Details on the auth protocol would be sufficient. Releasing the source G> to won may have Copyright/DMCA/ issues G> even if Valve were inclined to do so. Maybe its not needed the won stuff, but the engine code itself *minus* the won stuff. If you give me the HL engine source to the community as GPL, these people will add: - a new sexy particle system (like Telejano) - bumpmaping (like Tenebreae) - per-vertex lighting (?) - terrain support - mvd demos, loc files, capture_avi, ... (zquake) - retexturing as 24b PNG + 24b luma - support for more than 10.000 entitys - support for better network - big maps - more sensitive control - a good model format to add ODE phisics - mix Quake2 and Half-Life clients - md3 model support - Quake2 maps support Dream on!... half-life with doom3 lighting + terrain support + a sexy particle engine for free!... Give a broken toy to the community, and will return as a Ferrari. Darkplaces http://www.icculus.org/twilight/darkplaces/screenshots.html Tenebrae http://www.willihammes.com/tenebrae/tb-base_07.jpg FTE http://www.qexpo.com/booths.php?id=3 Telejano http://telejano.berlios.de/wiki3/index.php/Screenshots%20v6.3 Others http://wiki.quakesrc.org/index.php/The%20best%20of%202003%20Screenshots,%20by%20Tei I dont want the "won" stuff, and will be dead stuff.. Ok? ... remove all about "won" and release a older version. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL2 source-faq man
Commenting that: http://collective.valve-erc.com/index.php?faq=source_mod_faq&printable=yes >> Ask: What is the maximum map size for Half-Life 2? >> >> >> Valve: The maximum map size is currently set at +/-16384 units (16x >> the horizontal area of Half-Life 1, 64x overall volume). >> >> Mods can choose their own unit scale for the world. For example, 1 >> unit could be made to be equal to 1 foot, or to 1/10 of an inch. >> Physics will be adjusted accordingly, but collisions are only >> guaranteed to be accurate to 1/32nd of a unit. >> Oh... everything is scaled down/up? cool. But resolution will be the same... as ever?. >> Ask: Would it be possible to make a mod similar to Battlefield 1942 >> with Source? >> >> Valve: First, BF1942 has pretty large maps, so you'd probably want to >> scale your units down to allow for a multiple mile x mile playing >> field. Close fighting at BF1932 suck, maybe because have very low resolution. I suspect. With worldscale you will have something similar. Mods with big maps and ugly worldscale factors will have ugly clipping.. I suspect. This look like a hack: http://collective.valve-erc.com/images/hl2/faq/area_hl1_vs_hl2.gif >> >> Ask:What is the networking system like and how flexible is it? >> >> >> Valve First, you have total control over what entity data is >> transmitted for a particular entity. In other words, no more set >> "entity_t" where you had to wedge in fields and override fields. >> Reflection alike network! cool. >> Second, you can write custom data proxy code to massage data values >> into more networkable values on the fly. ...??? >> >> Third, you have all of the low level prediction code exposed to you in >> the client .DLL and you have all of the server-side lag compensation >> code exposed to you in the game .DLL. >> humm... >> Fourth, there are a bunch of useful new diagnostic modes to show you >> when things mis-predict and help you track down inconsistencies >> between the client and server versions of things. >> Interesting. >> One of the cool things we've added to the multiplayer engine is the >> ability to predict the creation of additional entities, such as >> projectiles... so you can do a predicted rocket, have it simulate on >> the client and even do a non-lagged rocket jump in your mod if you >> wanted to. >> Cool. Instagib mods :D >> Also, entities that go out of the PVS on the client are no longer >> destroyed and recreated upon re-entry to the PVS. The entities live >> continuously on the client. In fact, you can create additional purely >> client side entities and have them simulate completely locally, too. >> To save reflected data? Humm... >> If you're familiar with the Half-Life 1 SDK code, there's now a >> C_BaseEntity on the client that matches the CBaseEntity on the server >> in almost all ways. Hee.. not, I dont know the SDK. >> >> On the performance of the networking code, it's as compressible and >> much more flexible than the Half-Life 1 code. Reflection will kick-ass. >> >> Ask: How do physics behaviors work in multiplayer? >> >> >> Valve: The simple answer is that there are client-side and server-side >> physics behaviors. You use client-side when maintaining cross-client >> coherence isn't important. This cuts down the network traffic while >> maintaining the appearance of physical simulation throughout the >> world. >> >> It's definable per-object, so exactly what is client-side and what is >> server-side is tunable by the designer. - - - About Netcode: I think this design is very interesting. Reflection is new for me, but is think is somewhat already common here, at the hl scene. I have read something about "scale", that sound me that the engine send a scale, and compress the coord with this scale. This will generate less resolution for big resolutions. But he!.. if the renderer is better now, you will be able to use outdoors anyway, maybe the problem is more r_speeds than network protocol. I guess the code will look like this: Server: void MSG_WriteCoord (sizebuf_t *sb, float f) { MSG_WriteShort (sb, (int)(f / sv.worldscale ); } Client: float MSG_WriteCoord (sizebuf_t *sb, float f) { return ( MSG_ReadShort(sb) * cl.worldscale ); } And reflection will work like that: Server: void CTurret::Reflection() { self->QueueReflection(); self->NoOfRockets()->Reflection(); self->Origin->Reflection(); self->Angle->Reflection(); self->EndQueuReflection(); } Client (render): void CTurret::Render() { ApplyAngle(self->angle); for (t=0;tNoFoRockets;t++) MyRockets(t)->Render(); } I can be wrong. But this is what I have understand from Valve "source-faq man". ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[2]: [hlcoders] Time on a server?
My guess: Server rulez, clients follow. With every packet, the server send a svc_time, I guess. do cl_messages a console, you see the svc_time listed. Session 1: ]map crossfire ]record small;wait;stop ]quit Session 2: ]/cl_messages Message Load - User messages: 0:0.00K -- End: 0 Total ]playdemo small Playing demo from C:\games\hl/valve/small.dem. No demos listed with startdemos ]cl_messages Message Load - 1:svc_nop: 16 msgs:0.02K 5:svc_setview: 1 msgs:0.00K 7:svc_time: 3 msgs:0.01K 9:svc_stufftext: 1 msgs:0.03K 10:svc_setangle: 2 msgs:0.01K 11:svc_serverinfo: 1 msgs:0.13K 12:svc_lightstyle: 64 msgs:0.51K 13:svc_updateuserinfo: 3 msgs:0.46K 14:svc_deltadescription: 7 msgs:6.00K 15:svc_clientdata: 3 msgs:0.11K 22:svc_spawnbaseline: 1 msgs:4.01K 25:svc_signonnum: 1 msgs:0.00K 32:svc_cdtrack: 1 msgs:0.00K 39:svc_newusermsg: 35 msgs:0.65K 40:svc_packetentities: 2 msgs:0.22K 43:svc_resourcelist: 1 msgs:10.98K 44:svc_newmovevars: 1 msgs:0.10K 45:svc_resourcerequest: 1 msgs:0.01K 52:svc_voiceinit: 1 msgs:0.00K 54:svc_sendextrainfo: 1 msgs:0.00K User messages: 23:0.36K -- End: 169 Total looks like HL only send 64 lightstyles from 255 available. I am unable to capture 1 frame, but 3 frames with this method. As svc_setview is send only once, i guess was send on startup. And I guess svc_nop where send on init for "Keep-alive" purposes. svc_newusermsg looks ugly.. what this is? The small.dem files is 28.374 bytes long. Binary. Unknom format (network data raw dump?). Searchs at google for "Half-Life Protocol" end at a crappy tool :( The format of cl_messages its not fully usefull as is printf as %0.2f and not %0.3f. Loss precision :/ MC> Anyone happen to know if generally speaking on mods, the time a client has MC> been on the server is tracked in their edict, or if the time a player has MC> been on a server (including between map changes) is tracked by hlds instead? MC> James ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Time on a server?
t> My guess: Server rulez, clients follow. t> With every packet, the server send a svc_time, I guess. t> do cl_messages a console, you see the svc_time listed. t> Session 1: t> ]map crossfire t> ]record small;wait;stop t> ]quit More fun: Session 3: ]map crossfire ]record small2;stop ]quit Session 4: ]gg small2 Playing demo from C:\games\hl/valve/small2.dem. 520.59 Half-Life v1.1.1.0 2147483647 Min 0 Max 2 frames 0.004 seconds 520.593 fps No demos listed with startdemos ]timedemo small2 Playing demo from C:\games\hl/valve/small2.dem. 4 frames 0.424 seconds 9.438 fps ]condump hehehehe... I understand that one generate 520 FPS and other 9 FPS, this is sane, but.. why one count 4 frames, and other 2 frames? Where como from these 2 extra frames that timedemo see? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: Stupid ?'s
Hello Alfred, AR> The MOTD control is IE. It is a very limited version however, its ability to AR> do scripting, activex, etc has been disabled. The ability to popup other AR> windows is also disabled. AR> Users should be keeping their IE version up to date (as its a core part of AR> their OS). AR> - Alfred He? ..hehehe. Get google. Write "internet explorer bug hole" Not a good idea to use a core part of the OS that is infamous for tons of virus, troyans, spyware, adware and other malware that autoinstall... ..to render a text! Every version release up the computer specs. If you have to update your IE, you at the same time have to update your comp, buy more ram, a faster cpu, a better mothercard.. Will block track cookies*? Will block spyware/adware/troyans/virus? Not a good idea, but ...bah! Some invisible proxys will be able to track you loggin the GET commands :/ - - - *Track Cookies: http://www.webmasterworld.com/forum39/40.htm ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finding Redundant Code & Unused Variables
>> This doesn't really relate to HL at all, but is there something I can >> use to locate redundant code and unused variables quickly? FZ> Visual C++ with warning level 4? :) At least for the unused variables. FZ> Florian. I guess can be "easy" to automate a perl script that collect any function declaration and count uses... croaking for functions uses only once. Of course, this can be done by hand with Visual C++, search for a suspicius function, and If is only listed once, is a candidate for removal. The only software metrics tool that i know is , but doest not generated the info you need. Anyway.. Its this psychological? I guess a good compiler will remove all unused stuff. The SDK compile with Intel or GCC compilers? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Displaying enemy name on hud
I am newbie, and this post whas surprising for me. Its the monster name data available client side? If not, you are breaking client-server model, your hud data (monster, health,etc..) will show only in the server, but not at other players. I guess you already know that Maybe the hud stuff work server side and send to client, or something.. brr... I need to learn more about that :D >> Ok i have coded some code in player.cpp where there is a piece of code >> that displays your team member name health and armor i have tried to >> make it so that it also shows monster name health and so on i got it CMD> to >> work as far as displaying health and armor but the name remains still >> in the not working section >> >> newSBarState[ SBAR_ID_TARGETNAME ] = ENTINDEX( pEntity->edict() ); >> >> that piece of code doesent seem to work when it comes to monsters i >> tried changing it to >> >> newSBarState[ SBAR_ID_TARGETNAME ] = pEntity->pev->targetname; >> >> but all it does is crash when looking at monster >> >> any ideas??? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] hl1 engine suggestions
hello. 1. videos will be nice if future versions of HL1 engine support video-as-texture, or videos-fullscreen, like .roq or with some cheap encoding technology (bink maybe not be posible) I think that the actual console is lame. With a looped video animation you can have somethine nice... 2. shaders * texture have water caustics * texture is lava (generate fire particles in surface) * texture is cube mapped * texture is a world mirror? (no need for fake mirrors) 3. builtin file server * upload/download files from clients * query commands * avatar 4. builtin irc client * no comments ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: hl1 engine suggestions
Hello Cortex, C> Now that HL2 is nearly coming out, do you really it's worth trying to C> implement new things in HL1 ? I personnaly think it'd be a lost of time... C> Now, all the mods will move to the HL2 engine, and no more players will stay C> on HL1 (or at least in the months following the coming out of HL2). C> Why do you want to have new things in HL1 ? You plan to stay on the HL1 C> engine for a long time ? C> <=- Michaël "Cortex" Monerau -=> Good question. Continue with HL1? == HL1 Adventajes: == 3B of $ of invest of hardware. People have buy computers with TNT2, Matrox, GeForce1, and pentium with 400 Mhz, 300 Mhz, 800 Mhz. Chips of ram with 128 MB, 64 MB. These people actually use HL1, and HL2 will not run as faster or will not run at all. Harcode players: this people want FPS and... FPS, and after that want ... FPS. These players dont want eyecandy.. these people DISABLE all eyecandy. Is sad from engine coders view, because people that want DM, dont want fog, or nice clouds, or nice particle trails for rockets... want cristal-clear and fullbrigh high FPS play. 3B of USERS (oops.. maybe a less more, maybe I count twice counter and strike players :*D => Invest of Hardware Huge user base == HL2 Dis-adventajes: == I not own a HL2 copy => I can't mod for HL2. I not live at USA, but miles and miles away from a good FilePlanet server or a cheap wide bandwidth. => I can't HL2. I don't like huge downloads. == No-sense reasons. == I am a odd Commodore 64 user. I like Half-Life 1. I have buy Half-Life +-8 weeks ago :D => C64, old enough to drink. == Real Reason == Heee only-for-fun factor. => Mod for Fun. == General Banter == HL1 is like a old car, thar you already have dissaemble and assemble away. Is a car that work, is not beaty but is a very good card. Will HL2 work with emulated windows?. Will HL2 work with Win64 architecture? Will work with future incompatible D3D versions?. I guess the HL1 software mode and opengl mode will still run. => No sense gibberish. ==> IACET ARTHURUS, REX QUONDAM REXQUE FUTURUS - Thomas Malory (Latin for "Here lies Arthur, the one and future king") - - - I am sorry for my english. I know look like english, but is not. Its crap, and its very hard to understand. I am sorry. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: hl1 engine suggestions
Hello Cale, CMD> You do that then you have HL2 :) CMD> HL1 was based on a Quake 1 graphics engine, and part of a Quake 2 engine CMD> for net code. Which means: no shaders, no video's as textures, no neato CMD> video console... Humm.. no. Thats not really true. Most modified Quake2 engines support shaders or something similar (rscripts). QuakeWorld support uploading skins. CMD> and why would anybody need an avatar? It's a game, not CMD> a chat system. Avatars? +showscores Maybe is a good idea, and modders will use this feature to show the avatar of the guy has kill you. People like avatars :*] Chats? GameSpy alike chats, helpfull to start games? CMD> I have many more things to say, but I better keep my comments about this CMD> post to myself or I'll get myself in trouble. Hehehe.. thanks! End of file underconstruction. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Re: hl1 engine suggestions
Hello Cale, Saturday, September 20, 2003, 1:17:07 AM, you wrote: CMD> Not Quake 1 graphics engines, which HL1 was based on. No shaders... yes CMD> Quake 2, but they only used parts of the netcode of the Q2 engine. Thats doest not matter. 99% Quake2 or Quake1 engines implement, can be theoricall exist for Half-Life. Example: rscripts. A rscript is a file that set/reset flags for textures, example: waterfall { scroll 0 -4 } With that this texture will scrolldown at a speed of 4. Is this imposible or posible with half-life? Its this usefull? Other example: sand { detailtexture grain.pcx } wood { detailtexture fiber.pcx } This also work for models: model/2hand.mdl { shadow 0 } model/lavaball.mdl { fullbright 1 } rscripts where supported for both, quake1 and quake2 based engines. My later email whas not about the "genesis" problem, but about my suggestions, but because my english suck... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL1/2 more ideas (only for fun)
I doubt to send this, has most people think that is late to have HL1 suggestions, but.. he!.. maybe some people will get this idea and use in some way, or something. Only for fun factor, more suggestions here: - - I have a idea, that work, about 2D games with a Half-Life engine (HL1/HL2.. ) Actually you use 3d models, and these where located in 3d world, and render has 3d. But can be posible to set models to a 2D texture (a nice guy draw?), located in screen coordinates, and render has 2d. Hehehe.. this way you can have "Soldat" or "Worms" or "Tetris" alike games with a HL engine, or maybe very advanced dinamic huds. About coordinates, can be cool to have 9 origin coordinates: NW, N, NE, W, Center, E, SW,S and SW. And rearray coordinates from this locations. You dont need netcode changes, but some changes in the render, and recognize .tga or .pcx files as valid models :D Opps.. you will need to write a custom PVS for this models, that will be visible if where inside the screen box :D Example (pseudocode): "model" = "pics/player8.tga" "origin" = "myorigin_x myorigin_y 0" ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Re: Re: hl1 engine suggestions
C> Tony "omega" Sergi wrote: >> You can do detail textures now. >> I've done all kinds of things with OpenGL in HL, by doing it in the >> CLIENT dll, and so has others. >> >> From moving clouds, to 24bit TGA texture loading, model rendering, I >> did >> the rendering types on models that the newer hl engine has native >> support for 2 years ago (albeit a little bit better since I supported >> alpha channel), continuation of what I said about 24bit tga textures; >> I >> can load 32bit tga's too, and use alpha channels. Etc etc. >> >> FLF2's flashbang effect was done with OpenGL (I MAY put it into FLFD, >> I >> haven't decided ;) ) There's all kinds of things you can do _without_ >> valve needing to do it for you. Heee Tony!.. Cool work!. I like to see people that push available technology to edge :D You show a good point, Its posible to code some usefull stuff from mods, withouth engine changes. - Animated skybox? - Textures that generate particles automatically? - GeoMod alike technology? You can fake that, but fake code is somewhat in-elegant, hacky, have minor visual artifacts and is terrible to mantain. I bet a engine changes, not hacky stuff done by leet people. Engine changes where available to the averaje Joe, but leet hacky code is only available to wizardry coders. Well.. Ok. Maybe Is a bad idea to make suggestions here, hehehehe,,... I will stop for a while. Toasters not need a 2th feature to surf the web. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Half-Life Terrain Engine Idea.
Hello Cortex, Sunday, September 21, 2003, 1:42:50 PM, you wrote: C> For your debug question, here's a post of Alfred (from VALVe) 3 days ago : C> ## C> Alfred Reynolds wrote: >> To debug in steam you will need to do the following: >> 1) Install steam. >> 2) Run steam at least once and launch half-life and have it load. >> 3) Place your mod in the directory of the program you launched in step >> 2 (i.e c:\program files\steam\steamapps\\Half-Life) 4) >> Copy >> the "SteamApp.cfg" file (created from the text below) into the >> programs >> directory (i.e c:\program files\steam\steamapps\> addr>\Half-Life\SteamApp.cfg 5) Edit "SteamApp.cfg" to point to the >> correct username, password, install path and AppID. The AppID value >> should be 70 (meaning Half-Life). >> >> The version entry should be 0 for now, if we ever update the content >> for your chosen AppID you will need to increment this number (we will >> phase this field out soon). >> >> 6) Copy Steam.dll from the base steam directory into the program >> directory (i.e copy c:\program files\steam\steam.dll c:\program >> files\steam\steamapps\\Half-Life\). >> >> 7) Launch hl.exe in the debugger like usual, just add "-steam" to the >> command line. If you forget "-steam" you will launch hl.exe using >> steam.exe and you will be unable to use the debugger (unless you >> attach >> to the process). >> >> >> We will be releasing details on customizing the UI soon. >> >> - Alfred >> >> >> >> SteamApp.cfg Cut Here >> C> >> ## >> # SteamApp.cfg >> # >> # Steam Client App configuration-override file >> # >> # This file is read by the Steam code in the Client >> # Application, and controls configurable parameters that >> # affect only that App. >> # >> # To be effective it must be placed in the App directory >> # (for example, c:[EMAIL PROTECTED]). >> # >> C> >> ## >> # >> # Debug-launch settings >> # >> # Use these settings when you are running your application directly >> # from your debugger (ie, not launching the App from the Steam UI) >> # In such cases, you need to tell Steam which application >> # you are running and the version you want to use. Each application >> has # an ID number and each version of your application has a version >> ID >> number. # You also need to indicate the username you are running Steam >> under. # >> # SteamInstallPath should point to the directory where the >> corresponding Steam.exe # resides >> # >> # To do a debug launch: >> # >> # - do at least one launch from the UI first to ensure the Minimum >> Footprint files # are present >> # - leave the Steam UI running >> # - copy this file into the App directory >> # - fill out the following config parameters Hello! This is a new idea I have found interesting to share. Terrain maps withouth engine support. Actually you can make some primitive terrain with bsp. Of course, you can end with a bad r_speed very easy... this why terrain with bsp is underused.. but.. Whats about If you have invisible bsp models? collision will still ocurr against your terrain bsp, FPS will be not as high as will be if you need to draw all these complex polys. You can have a low-poly version of your terrain. Its not need to have a very high poly terrain model. Of course, you will need to draw with opengl the high poly version of your terrain model. This seems easy.. actually the net is full of terrain engines with source to use. Construction: 0) you need a paint tool that export to raw. Photoshop, or similar may work, also exist some cool POVRAY to edit heighfields. 1) you need Lord Galbraith raw2map tool, to generate your .map file from your .raw heighfield data. Map is here: http://www.planetquake.com/gg/raw2map.html 2) you need to make the polys invisible (this way the render will not need to work), you can use clip_texture 3) with most bsp tools you need also a big box with sky texture 3) maybe you can disable skybox and oldsky and activate gl_clear? this way you will have a infinite sky 4) activate fog, to fake very long distances 5) use a vis utility that "break" in short distances (long poly not render anyway), or maybe with vis data that fake everything is hidden?. Maybe only 1 portal, and in this portal you see nothing. I dont know, I am not a bsp/vis hacker. Well.. Only 1,2 and 3 is required. Thats all. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] raw2map tool and FilePlanet
FilePlanet is removing some mods and tools, the raw2map (refered in my last mail about terrain engine with half-life1 ) is not more at FilePlanet, to solve this is have uploaded this tool to my own webpage here: http://telejano.berlios.de/option/raw2map2001[1].04.17.zip Thats all. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: To Valve: Suggestion for the new steam console
Hello Daniel, Friday, September 26, 2003, 8:13:22 AM, you wrote: DK> Try the DK> 'maps' command DK> eg DK> 'maps cs_m' for all maps beginning in cs_m, or DK> 'maps *' for all maps Thanks!.. but if finnaly some tab-completion is added, will be nice if work for "map" command. Other option can be to complete "kick" or "ban" commands or other similar commands that use a fixed set of options. You can also make tab complete cvars with the default value. Well.. this where *posible* but maybe not really interesting ideas. I think HL coders may read about, and pick whatever think will be fun to code. Other option can be to REC at a tape a normal and hardcore player with Counter-Strike and analize whats is bad and what is good with the actual interface. I really love the console, and I suspect provide harcode players some "133t" feel that is added to fun factor of Half-Life. But some usability features will improve the console to a very high standard. You dont need to invente the hammer, you can reuse concepts from establised shells, like 4dos or bash. features for fun factor: query bots, implement some SOAP, and provide some awswer bots, like a dictionary, "True Facts", number of latest release, etc.. Examples: querybot :dictionary camper querybot :latest cstrike querybot http://thelamenessclan.clanworld.xyz/thelam_news.q news querybot http://secureservercs.csseriusworld.xyz/login.q John sesamoe0 set querybot_default http://secureservercs.csseriusworld.xyz/ querybot :login John sesamoe querybot :admin masskick;restart; querybot :close Heee.. adding a command interface to query some asp or php app may introduce Half-Life at internet world complextravaganza and flourismystique, much beyond simpleworld and one-way minds! duh!. Tei, free freak features fuggestions for free ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Finding the true center point of an entity
Hello Sniper, S> Is it somehow possible to determine the exact center point of a brush based S> entity that has a brush based origin? The usual call to Center() is S> worthless. S> Center() returns pev->absmin + pev->absmax * 0.5. S> Absmin and absmax however are generated by using the model's origin... which S> would automatically mean the model's brush based origin. So we're back to S> the same problem. S> Argh. Whats is the problem? Its the model rotated and model brush origin point outside the model? Then you need a bit of math with vectors, I guess. If the model is not rotated, you can solve this with workarounds. Save the center you want to be the real center has auxiliar entity "info_center" with target your bmodel, or you can use a atribute to store the vector (message?,v_angle?,...) of your bmodel. I can't help more :/ Obligatory steam humor: "Green lifeforms in your desktop replace your moods" http://members.fortunecity.com/roogulator/sf/bodysnatchers56.htm ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam SDK?
Maybe this only have sense if you plan to generate games that will use the Steam distribution method (also paying method? maybe this doesn't not care). This is suppose other reason Valve breaking the rule #1... KISS: "keep it simple, stupid". Murphi Laws is all about how actually Steam work, but I guess Valve magic will solve most agravant problems.. and while this is fixed, users will update to better comps and (maybe) better conections. I guess Steam work much better with high-end computers. Actually If i press the Steam icon, become "Steam - Updating - .." for hours, doing nothing (or very slowly downloading something). Fortunally enough I not like too much to play CS, and anyway WON servers where still alive. I think is not a good idea to mix a game launcher + a update tool + a payment method in the same tool. The reason is that this block or unable some players to work off-line, or wait loong times to play singple-player/practice/etc.. Actually the "update tool" feature of Steam have "take over control" of all other features, and this is not good. "Steam as a game launcher" can be nice, if start fast (no more than 3 s. Actually can be 3 hours of real worl time = Arrggg ), and can be good as a payment method (I dont like to pay games more than once, but.. hee.. maybe other people want something like Ultima Online with a FPS or whatever...) for some people. My english suck. (<= this mail is really extreme bad. I am sorry) posdata: Woo.. sudenly my Steam -Updating window is now 61%.. Its alive!! Its alive!!! ... HAHAHA... ITS ALIVE!!! (<== frankestein quote) P> As I recall, you can get in contact with Valve and sign and NDA to get P> the Steam SDK from them. P> -Philip P> On Monday, September 29, 2003, at 05:54 pm, Bulk wrote: >> I think you misread his e-mail. He's looking for the steam SDK, not >> steam >> it's self. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Host_Error under Steam
Hello Charlie, CC> We're running some NS playtests under Steam, and one of the big problems were having is something called a Host_Error. Suddenly, everyone on the server will get kicked off the server, and will be CC> back in their Steam UI. Written to everyone's console is this ominous error message: CC> Host_Error: UserMsg: Not Present on Client 57 CC> Does anyone have any idea on what might be causing this, or how to fix it? A HOST_ERROR is a server problem, a unexpected problem that result the game need to end (can't continue). But its not fatal as SYS_ERROR, a sys error is a engine "crash", and end has a Messagebox. Well.. something bad occur, unexpected, not able to fix or ignore by engine ""interpreter"". The error message show as is something related with "UserMsg", and about some data that is not here (client with id 57?) maybe at a client_state_t struct, or something similar. Maybe the engine expect some user will exist and is actually removed from the structures data for some reason. Maybe the "no of clients" o "index of client" is not correct. Its "Client 57" the 57th entity? I guess 0 is the world, 1 is the first player.. but maybe not, I know very littel about Half-Life. Good Luck! CC> -Charlie CC> -- CC> Charlie Cleveland CC> Game programmer and designer CC> http://www.natural-selection.org CC> http://overmind.org CC> -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: HL2 Source Leaked
I doubt thats true. People hare overexted because HL2 looks like the more amazing release from... from... Quake1 maybe. I am over-excited, too. Anyway If this occur, not problem. Valve will suthdown 2/3 projects that will start from the leaks, and the code will become older has Valve enhance the code.. I suppose will continue working with HL2 engine. Actually look like a HL1 evolved more than a HL2 "written from scrach" engine. Maybe still share a lot of Quake1 code :D Valve fan quote: Hell... Valve. Goods work! DOOM3 will need a lot of amazing magic to beat HL2! Carmack, this will be hard, friend. ddan> Lawsuits, hmm... Havok might not be too happy if _their_ source code is in there... >> >> From: "illogic" <[EMAIL PROTECTED]> >> Date: 2003/10/02 Thu PM 12:54:08 MDT >> To: <[EMAIL PROTECTED]> >> Subject: Re: [hlcoders] HL2 Source Leaked >> >> One things for sure, if it is real, someones going to feel it. I think from >> a legal standpoint there safe, i cant say for sure, but man that certianly >> sucks. >> >> - Original Message - >> From: "Ben Banfield" <[EMAIL PROTECTED]> >> To: <[EMAIL PROTECTED]> >> Sent: Thursday, October 02, 2003 1:32 PM >> Subject: Re: [hlcoders] HL2 Source Leaked >> >> >> > A confirmation or statement from valve would be required before hearing >> > how this affects things. >> > >> > Stan Bubrouski wrote: >> > >> > > Well, >> > > >> > > As many of you probably know, the source to HL2 >> > > is being distributed over P2P and IRC already. >> > > >> > > Valve, I have heard nothing from your end, on >> > > this... how does this affect things? >> > > >> > > -sb >> > > >> > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] AI Ideas.
pseudocode: New function: fun MoveToEnemy { if (visible(me.origin, enemy.origin) ) { enemy.lastseenbysomehome = enemy.origin me.lastseelocation = enemy.origin walk (enemy.origin) } else if (visible(me.origin, me.lastseelocation) and visible(me.lastseelocation, enemy.origin)) walk (me.lastseelocation) else if (visible(me.lastseelocation,enemy.origin)) walk (me.lastseelocation) else if (visible(me.lastseelocation, enemy.lastseenbysomehome)) walk (me.lastseelocation) else walk (enemy.lastseenbysomehome); } Old function: fun MoveToEnemy { walk (enemy.origin) } What do you think about my enhanced "movetoenemy" function?. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Re: HL2 Source Leaked
SB> The code being leaked, means competitors etc, can learn SB> from the code. Beyond that it gives cheaters an upperhand SB> and will expose any security holes that would have better been SB> fixed in private. SB> -sb Hehehe... WOW! This is a snip of code from Kernel32: ¦KERNEL32.DLL ?FRPE.793C6823 a32 783120 ¦ Hiew DEMO (c)SEN ¦.793C681F: A86A test al,06A ;"j" ¦.793C6821: 2450 and al,050 ;"P" ¦.793C6823: 6A17 push 017 ¦.793C6825: 6AFF push 0FF ¦.793C6827: FF15B8103C79 call NtQueryInformationProcess ;NT ¦.793C682D: 3BC7 cmp eax,edi ¦.793C682F: 0F8C6A0F0300 jl .0793F779F (1) ¦.793C6835: 0FB7CB movzx ecx,bx ¦.793C6838: 6A01 push 001 ¦.793C683A: 83E941 sub ecx,041 ;"A" ¦.793C683D: 58 pop eax ¦.793C683E: D3E0 shl eax,cl ¦.793C6840: 8545A8 test [ebp][-0058],eax ¦.793C6843: 0F846267 je .0793CCFAB (2) ¦.793C6849: 0FB6440DAC movzx eax,b,[ebp][ecx][-0054] ¦.793C684E: 2BC7 sub eax,edi ¦.793C6850: 0F84680F0300 je .0793F77BE (3) ¦.793C6856: 48 dec eax ¦.793C6857: 48 dec eax ¦.793C6858: 0F8482770100 je .0793DDFE0 (4) ¦.793C685E: 48 dec eax ¦.793C685F: 0F85A497 jne .0793D0009 (5) ¦.793C6865: 6A03 push 003 ¦1Help 2PutBlk 3Edit 4Mode 5Goto 6Refer 7Search 8Header 9Files 10Quit A "Windows Source Leak"? ...not. Source is visible as assembler. Well.. I dont know too much about ASM, but sub -'A' is like calculating the base of a character. Hee!... looks like reading the Kernel32 source is easy!. (I use hiew) http://www.softnews.ro/public/cat/5/4/5-4-2.shtml We can point hiew to Steam.dll or whatever other .dll and read the "source" and learn from there. I am suspicious that leaks its becoming another way to promote games. And I still doubt the HL2 source code is out. But If is out, will be a good read. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Re: Re: HL2 Source Leaked
Quoting myself: --- Rule #1 Never use Outlook Express Troyan solved. Period. Rule #2 Kill anithing unknom from memory (use Wininternal Administrator pack if need to log file and register access is paranoid enough) Keystroke solved. Period. Rule #3 Use Linux for server Problem solved. Period. Of course, you need a brain, rules where only hints. PM> Therein lies the rub of 'telecommuting' and being able to work easily PM> sometimes. I know I've been in environments where the only option was to PM> turn off the 'real time' virus protection, because some products on the PM> market trigger while compiling (a lot of file access and it would check PM> each one), slowing the machines down beyond workability -- in our case our PM> 800 MHz machines compiled code slower than 200 MHz machines are capable of. PM> Or other environments on the other end, where the programmers couldn't work PM> because they didn't have sufficient access on their machines to debug PM> processes they didn't start (really that was a misconfiguration I now know, PM> but most Windows programmers have been taught they need to be admin on the PM> local machine to work - that's not true but you do need some elevated PM> rights in some cases). PM> All of us know source code control is vital, and we back it up, but how PM> often do we consider how easy it would be to compromise from the outside? PM> What a crappy thing to have happened.. while I'd be less concerned about PM> serious competitors using the information (too easy to prove and end up PM> losing at court over), it's more disconcerting to see what use idiot script PM> kiddies and cheat 'h4x0rs' make of the information.. sigh. PM> At 05:35 PM 10/2/2003 -0500, you wrote: >> > "1) Starting around 9/11 of this year, someone other than me was accessing >> > my >> > email account. This has been determined by looking at traffic on our email >> > server versus my travel schedule." >> > >> > Im lost... Why did he not change his password? >> >>Because hindsight is 20/20. I would bet that Gabe only recently (today) >>discovered that someone was using his e-mail account, otherwise he surely >>would have changed his password and/or disabled his e-mail account until >>things could be investigated further. >> >>It's so commonplace today for people to expect their Windows computers to do >>strange things and usually the first thought is "I have a virus". Run a >>virus scanner and if it doesn't detect anything, then your machine must not >>be infected, right? After all, how could you get a virus that no >>body else knows about? >> >>I'm sure with all the flurry of activity in the last couple of months for >>Valve, and Gabe being on the road so much, that nobody really thought twice >>about spending the time to throughly investigate why Gabe's computer was >>acting weird. Even worse, I would bet that the virus spread itself to other >>machines, so that even if Gabe did reformat his machine and get it clean >>again, as soon as he accessed one of the infected machines, it was back on >>his machine again. Sometimes those little buggers are REAL hard to get rid >>of, especially in a corporate network environment. >> >>I feel for the Valve guys and I know how difficult it can be to create >>secure networks yet still allow internal people to access the external >>resources that they need on a day-to-day basis. Being a network >>administrator is not an easy job and there's probably not much the network >>admins could have done in this case anyway. >> >>Perhaps Valve will restructure their internal network so that the "family >>jewels" never sit on a machine that has any kind of external Internet >>access. It makes development tasks more of a pain, but in does help to >>prevent security breaches. >> >>Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Re: Re: Re: HL2 Source Leaked
Hello Vyacheslav, Friday, October 3, 2003, 7:22:45 AM, you wrote: VD> Hello tei, VD> well, yeah... You "TheBAT" (http://www.ritlabs.com) instead of Outlook. Believe me - it is much VD> better, much more stable and secure. Besides it doesn't use any VD> Internet Explorer controls... Yea, actually is true. What do you think about the leak? Its very interesting. The webmail side looks like novice hackers. But the custom made keylogers and remove session looks more profesional, a bit more. Maybe the door is open by novices, and some more expert crackers have use it to take over the Valve network. Its this a hacker-politic action or is a industrial spy? Maybe the target whas to force some development continue with old good Half-Life, and about to fight against Steam. Or maybe "because its posible". About mail user agents: telnet is somewhat safe, but not perfect, some guy can still flood kill your connection. Maybe a java mail user agent can be better. All static compiled mail user agnets have bugs. And all navigator have bugs. But a navigator + mail client have (simple math) x2 more bugs. OE is the target for zimbillions of hackers, and is badly coded, very poorly security design, or not security design at all. Scripting in a mail? Whats the hell? Active-X in a mail? What the FUCK!?!! OE is crap, braindead crap. And other problem is that tons and tons of people use it, ...viral problems spread very very fast. Sooo you have the worst mail user agent, at the worst escenerio and the worst users. Add water :D What you have?: Pandemia. I actually use Bat, yes, but only for a few more days. Its not perfect. Maybe Evolution is a better app, but is only for Linux (arg!). Old versions of Eudora quere good enough, but actually where... old. I dont know the next Valve move, maybe big incompatibility changes, to unable the leak source to run the media HL2 will have. I know its easy to make a engine, but medias neet a lot of work, artist, time,... Its like making a Film. The script is a small stuff. Soo you have a 600 MB cd, and the .exe its only 2MB. You cant go far with 2MB from 600... ...but this will be a problem. Because leak-coders will circunvent easy any changes Valve will made, the result: valve will only fuck itself with these changes. Of course, any anti-cheaters messure will work very well as anti-leak coders. And Steam will help to distribute new binarys has posible with more incompatibility changes. That will eventually make the source unusefull. But HL1 code is at the source, and lots of other goodies. Some guys will compile HL1 engines that will use is own Master Server software (dpmaster?). Distribution of leak-mod-engines can continue with Kazaa or other p2p tools. I dont like the way code has become public. This way the code is now "cursed", thats is not good. Hehehe... the file (name omited) is a rar file, like Russia hacker stuff :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Porting HL2 to Linux
Hello tom, t> Hi folks, t> a question: will valve port HL2 to Linux? If they made a dedicated server t> for Linux, the engine has to compile. And then it's only a small t> step to port the whole application. Posible? maybe. A good thing? maybe not. Small market? Not all Linux user will want to use a "unknom binary". Soo is a subset of a subset. Ethics problems remain about the origin of sources. And.. why? maybe other companys will release native versions of is engines (Unreal vSomething, Doom3: Whatever, etc...) So.. If you want FPS with linux, you really dont need to cross the line and become outlaw. I suggest not to use these binarys, and still ask Valve to do a real binary for platform X (X= Linux, Mac, ... ), at least for singleplayer. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Re: Porting HL2 to Linux
>>I suggest not to use these binarys, and still ask Valve to do a real >>binary for platform X (X= Linux, Mac, ... ), at least for >>singleplayer. >> t> How ask? Everytime I sent them an email, I don't get any answer. t> Perhaps they aren't interested in it? Maybe. t> tom Maybe, but read about the people behind Valve: http://www.gamespot.com/features/btg_y2k/p15_01.html Gabe Newell Valve Software Gabe Newell As far as gaming visionaries go, Gabe Newell is a new kid on the block, having only shipped one game with his team at Valve Software in Kirkland, Washington. But that game was Half-Life, and it wasn't just any game; it completely redefined what gamers expected from a first-person shooter. Newell, a former Microsoft executive who co-founded the company with his fellow Microsoft millionaire Mike Harrington, has long said that Valve's success with Half-Life was simply due to them listening to what gamers really wanted in a game. Now the tables have turned, and everyone wants to hear where Newell wants games to go next. ??? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: HL2 Source Leaked
Hello tom, >> Then again, hindsight really is 20/20 - you wouldn't be having this >> problem if you used linux as your corporate desktop :) t> But under Linux there is no 'Visual Studio', and someone who comes t> from the win32 world doesn't want to miss this tool, although i think t> vi/emacs & make is better than anything else. *nix has zimbillions of tools for developers. Most of them use the toolbox paradigm. Also exist some multiplatform visual paradigm tools, like eclipse, kdevelopper, etc.. but most visual tools where user oriented and linux is somewhat developper oriented... I am dev, soo.. I am happy! But I use win, so... Its easy! t> tom ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Porting HL2 to Linux
Hello Stan, >> Hi folks, >> >> a question: will valve port HL2 to Linux? If they made a dedicated server >> for Linux, the engine has to compile. And then it's only a small >> step to port the whole application. They only need to implement SB> Not true by any means. It would be extremely difficult to SB> port this game to Linux seeing as unlike HL1 it uses DX SB> exclusively. SB> -sb If Valve dont want, will not do.. and If the market is tiny, dont really need. Its the same reason you can make a web for Internet Explorer and forget about other navigators, has 99% people will use these navigator. Anyway maybe you "only" need to rewrite the render, everything else work at dedicated, not need huge changes. I guess. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[2]: [hlcoders] RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?
Hello Marco, ML> (sorry, valve :/) I still think this is too conservative. Valve can't always be there with a HL update when a new cheat appears. So these independent developers like UnitedAdmins are needed and ML> they really do a great job and have good morals. They harm absolutly noone when they take a look at the original source code to have a better understanding how the cheats work. When I code on the ML> QuArK level editor I sometimes use stolen games to see if the editor works in all game modes. (Some demo versions of games don't allow custom levels.) I really don't have the money to buy a dozen ML> games just to check for compatibility. ML> There is far more evil in the world than making copies of source code to encounter cheaters. And now lets all sit and wait what Valve is doing atm. Heee Spain people say "el fin no justifica los medios", I font know hot this is traduct at english. Maybe "You can't get any good from a bad". Or maybe "You can't save souls working for evil". Gray area etic is something to avoid, contaminate everything you do. If you work in the "bright" side, somethimes you do mistakes and end as Gray area... example: You distribute a CS map with textures from the original CD... soo this map is illegal, but no one care. But if you work in a gray area, easy you become dark somethimes. example: you work a new X, illegal, and want to share the gained knowgment... I agree with most of your mails to this list, but not with this one. The idea to not touch the leaked source is a good idea. I think. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Re: HL2 Source
Heee No one compile with warnings level 3? ...debug mode? ...asserts? ...logs? ...batch tests? #if 0 #else #endif? MC> Ha, I love that. You spend hours trying to fix a bug. You put like 100 MC> lines of debug code before you find a glaring typo!! You fix the typo MC> and the bug is still there. MC> On Sun, 2003-10-05 at 04:44, Daniel Koppes wrote: >> Oh no, even better, you spend HOURS trying to fix a problem, only to >> discover it was your previously thought 100% perfect code elsewhere that >> was causing the problem. >> >> At 09:31 5/10/2003, you wrote: >> >> >I absotively LOVE IT when that happens! >> >I also love it when you fix one bug, and find 2 more that were hidden >> >BECAUSE of the one you fixed, and it ends up becoming a really really >> >really long day trying to fix it :X! >> > >> > >> >-omega >> >http://www.frontline2.com >> > >> > >> >-Original Message- >> >From: [EMAIL PROTECTED] >> >[mailto:[EMAIL PROTECTED] On Behalf Of botman >> >Sent: October 4, 2003 3:17 PM >> >To: [EMAIL PROTECTED] >> >Subject: Re: [hlcoders] Re: HL2 Source >> > >> >Okay, I'm bored. I've just rebuilt my code for the 83rd billionth time >> >today and I everytime I fix a bug I seem to add 2 more. I guess it's >> >time >> >to go out and get completely WASTED and try again tomorrow! :) >> > >> >Jeffrey "botman" Broome >> > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?
Cool. I can make a Quake1 mod, with all wad files, and bsp files. As my engine load Half-Life maps, can make a perfect clone of Counter-Strike mod, or maybe a singleplayer mod about terrorist :D ToS> Bad example, the license says we're allowed to do that. ToS> -omega ToS> example: ToS> You distribute a CS map with textures from the original CD... soo this ToS> map is illegal, but no one care. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Re: RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?
But maybe I can isolate hl content at one zip, and quake1 content other zip: zip1: - engine - gameprogsdat - extramdls - extrasounds zip2: - counter-strike maps - wads auto installer (download zip1 and zip2 and install) Or this is gray area? or illegal? Hehehe... what a mine field is modding! DK> I wouldn't be sure about that, I suspect the EULA only allows you to use DK> the content from HL/CS/TFC etc with HL itself, not another engine. >>Cool. >> >>I can make a Quake1 mod, with all wad files, and bsp files. As my >>engine load Half-Life maps, can make a perfect clone of Counter-Strike >>mod, or maybe a singleplayer mod about terrorist :D >> >> >> >>ToS> Bad example, the license says we're allowed to do that. >> >> >>ToS> -omega >> >>ToS> example: >>ToS> You distribute a CS map with textures from the original CD... soo this >>ToS> map is illegal, but no one care. >> >> ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Re: Re: RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?
Hello Daniel, Soo.. its illegal or gray area to *distribute* a zip file with all cs maps with the wad needed? Or... Its legal to distribute and is illegal to use these files? DK> 'Use' not 'Distribute' >>But maybe I can isolate hl content at one zip, and quake1 content >>other zip: >> >>zip1: >> - engine >> - gameprogsdat >> - extramdls >> - extrasounds >> >>zip2: >> - counter-strike maps >> - wads >> >>auto installer (download zip1 and zip2 and install) >> >>Or this is gray area? or illegal? >> >>Hehehe... what a mine field is modding! >> >>DK> I wouldn't be sure about that, I suspect the EULA only allows you to use >>DK> the content from HL/CS/TFC etc with HL itself, not another engine. >> >> >>Cool. >> >> >> >>I can make a Quake1 mod, with all wad files, and bsp files. As my >> >>engine load Half-Life maps, can make a perfect clone of Counter-Strike >> >>mod, or maybe a singleplayer mod about terrorist :D >> >> >> >> >> >> >> >>ToS> Bad example, the license says we're allowed to do that. >> >> >> >> >> >>ToS> -omega >> >> >> >>ToS> example: >> >>ToS> You distribute a CS map with textures from the original CD... soo this >> >>ToS> map is illegal, but no one care. >> >> >> >> >> >> ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Re: Re: Re: RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?
Hello Daniel, DK> Possibly not illegal to distribute (unless it is with the expicit purpose DK> of using them with your q1 cs clone), but illegal to use them with ANYTHING DK> that isn't HL (so you can probably use CS textures in Op4 for example). Where you have read that? At SDK_EULA? But you can make mods, and upload cs maps, withouth the need to install the SDK. Anyway maybe you are disallow to distribute maps by default, and maybe is the SDK eula that allow you to distribute maps for HL. But not force you to include the SDK_EULA file, soo.. if a user download a hl map withouth the SDK_EULA.txt and use for [whatever not hl] is breaking the SDK_EULA!.. but users have not agree the SDK_EULA, and fileplanet not force user to sign the SDK_EULA prior to download cs maps... I dont think users have to follow SDK guidelines if users dont agree the SDK_EULA, but I am not laywer. Soo.. I can install the SDK, that allows me to upload hl content for hl. And users can download hl content and use for whatever, no breaking the EULA.txt file at c:\sierra\hl becuase this file doest not exist. Or maybe the EULA.txt file is show at install, and after that is removed. The HL CD not include a EULA.txt file. And the readme.txt is about distribution, not use. I dont think the user is limited to use hl for the purpose X. Maybe is not limited. Maybe the user is able to use hl for quake1, if want that. More info about that will be appreciated. >>Hello Daniel, >> >>Soo.. its illegal or gray area to *distribute* a zip file with all cs >>maps with the wad needed? >> >>Or... Its legal to distribute and is illegal to use these files? >> >> >>DK> 'Use' not 'Distribute' >> >> >>But maybe I can isolate hl content at one zip, and quake1 content >> >>other zip: >> >> >> >>zip1: >> >> - engine >> >> - gameprogsdat >> >> - extramdls >> >> - extrasounds >> >> >> >>zip2: >> >> - counter-strike maps >> >> - wads >> >> >> >>auto installer (download zip1 and zip2 and install) >> >> >> >>Or this is gray area? or illegal? >> >> >> >>Hehehe... what a mine field is modding! >> >> >> >>DK> I wouldn't be sure about that, I suspect the EULA only allows you >> to use >> >>DK> the content from HL/CS/TFC etc with HL itself, not another engine. >> >> >> >> >>Cool. >> >> >> >> >> >>I can make a Quake1 mod, with all wad files, and bsp files. As my >> >> >>engine load Half-Life maps, can make a perfect clone of Counter-Strike >> >> >>mod, or maybe a singleplayer mod about terrorist :D >> >> >> >> >> >> >> >> >> >> >> >>ToS> Bad example, the license says we're allowed to do that. >> >> >> >> >> >> >> >> >>ToS> -omega >> >> >> >> >> >>ToS> example: >> >> >>ToS> You distribute a CS map with textures from the original CD... >> soo this >> >> >>ToS> map is illegal, but no one care. >> >> >> >> >> >> >> >> ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Re: HL2 Source
Friend, Mail list have guidelines, rules, or whatever. "Random" rules that you have to follow, maybe "crazy" rules, but anyway you have to follow these rules. Thats is how a mail list work. Actually moderatos of this list where quiet. Thats is good. And I dont want to awake, or force the need to become active. Censorshipt is not good. Soo.. this mail whas a bad idea. Will be sad if this list miss you, but will be because you do bad moves. And your mail with the link whas a bad idea. I suggest to self-censor some sensible information. This is not a public forum, but a Valve mail list. Thats will be much better than admins banning people and other confusing, dirty and boring stuff. conclusion: the horse is dead, stop kicking him. A friend suggestion. posdata: I am sorry for posting more than 4 mails. JC> Manip writes: >> Something like what ? I just got sent that so I stuck it on a web-server and >> posted the link... freedome of information. It isn't illegal, that doc at >> least because it isn't telling anyone to brake the law.. it doesn't provide >> download locations infact other than the title it could be about anything. >> - Original Message - >> From: "James Couzens" <[EMAIL PROTECTED]> >> To: <[EMAIL PROTECTED]> >> Sent: Sunday, October 05, 2003 12:03 PM >> Subject: [hlcoders] Re: HL2 Source >> >> >>> Manip, >>> >>> What the FUCK is wrong with you? How ignorant can you possibly be? Show >>> some god damn respect you son of a bitch! Why would you post something >> like >>> that in this VALVE list? You stupid cunt. >>> >>> James >>> >>> >>> Manip writes: >>> >>> > http://www.thedrydock.net/adminspace/manip/Compile_Half_Life_2.txt >>> > - Original Message - >>> > From: "tei" <[EMAIL PROTECTED]> >>> > To: <[EMAIL PROTECTED]> >>> > Sent: Sunday, October 05, 2003 10:28 AM >>> > Subject: [hlcoders] Re: Re: HL2 Source >>> > >>> > >>> >> >>> >> Heee No one compile with warnings level 3? ...debug mode? >>> >> ...asserts? ...logs? ...batch tests? #if 0 #else #endif? >>> >> >>> >> >>> >> >>> >> MC> Ha, I love that. You spend hours trying to fix a bug. You put like >>> > 100 >>> >> MC> lines of debug code before you find a glaring typo!! You fix the >> typo >>> >> MC> and the bug is still there. >>> >> >>> >> >>> >> MC> On Sun, 2003-10-05 at 04:44, Daniel Koppes wrote: >>> >> >> Oh no, even better, you spend HOURS trying to fix a problem, only to >>> >> >> discover it was your previously thought 100% perfect code elsewhere >>> > that >>> >> >> was causing the problem. >>> >> >> >>> >> >> At 09:31 5/10/2003, you wrote: >>> >> >> >>> >> >> >I absotively LOVE IT when that happens! >>> >> >> >I also love it when you fix one bug, and find 2 more that were >> hidden >>> >> >> >BECAUSE of the one you fixed, and it ends up becoming a really >> really >>> >> >> >really long day trying to fix it :X! >>> >> >> > >>> >> >> > >>> >> >> >-omega >>> >> >> >http://www.frontline2.com >>> >> >> > >>> >> >> > >>> >> >> >-Original Message- >>> >> >> >From: [EMAIL PROTECTED] >>> >> >> >[mailto:[EMAIL PROTECTED] On Behalf Of botman >>> >> >> >Sent: October 4, 2003 3:17 PM >>> >> >> >To: [EMAIL PROTECTED] >>> >> >> >Subject: Re: [hlcoders] Re: HL2 Source >>> >> >> > >>> >> >> >Okay, I'm bored. I've just rebuilt my code for the 83rd billionth >>> > time >>> >> >> >today and I everytime I fix a bug I seem to add 2 more. I guess >> it's >>> >> >> >time >>> >> >> >to go out and get completely WASTED and try again tomorrow! :) >>> >> >> > >>> >> >> >Jeffrey "botman" Broome >>> >> >> > >>> >> >>> >> ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] whats bad about a zip file with cs_siege.bsp?
You can use and distribute anything for hl, *IN* hl => 1) You can use anithing for hl, *IN* hl (Ok) 2) You can distribute anything for hl, *IN* hl (problem) How i distribute something *IN* hl?? Example zip file conents: b.bsp w.wad t.txt Whats changes are needed to be correct? Whats *IN* mean for this zipfile? thanks tony, our amazing hl guru :D ToS> You can use and distribute anything for hl, *IN* hl. ToS> Not other engines. ToS> Unless its your own content. ToS> But if you make a map with CS maps, you can only use it inside a mod for ToS> a valve game. But according to an old post on here about 2 years ago, ToS> that even includes opfor and gunman chronicals. ToS> -omega ToS> http://www.frontline2.com ToS> Hello Daniel, ToS> Soo.. its illegal or gray area to *distribute* a zip file with all cs ToS> maps with the wad needed? ToS> Or... Its legal to distribute and is illegal to use these files? DK>> 'Use' not 'Distribute' >>>But maybe I can isolate hl content at one zip, and quake1 content >>>other zip: >>> >>>zip1: >>> - engine >>> - gameprogsdat >>> - extramdls >>> - extrasounds >>> >>>zip2: >>> - counter-strike maps >>> - wads >>> >>>auto installer (download zip1 and zip2 and install) >>> >>>Or this is gray area? or illegal? >>> >>>Hehehe... what a mine field is modding! >>> >>>DK> I wouldn't be sure about that, I suspect the EULA only allows you ToS> to use >>>DK> the content from HL/CS/TFC etc with HL itself, not another engine. >>> >>> >>Cool. >>> >> >>> >>I can make a Quake1 mod, with all wad files, and bsp files. As my >>> >>engine load Half-Life maps, can make a perfect clone of ToS> Counter-Strike >>> >>mod, or maybe a singleplayer mod about terrorist :D >>> >> >>> >> >>> >> >>> >>ToS> Bad example, the license says we're allowed to do that. >>> >> >>> >> >>> >>ToS> -omega >>> >> >>> >>ToS> example: >>> >>ToS> You distribute a CS map with textures from the original CD... ToS> soo this >>> >>ToS> map is illegal, but no one care. >>> >> >>> >> >>> >>> ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Re: Re: HL2 Source
Hello Brian, Sunday, October 5, 2003, 8:44:22 PM, you wrote: BAS> On Sun, 5 Oct 2003, Manip wrote: >> what is interesting about that? That is what I heard just after the news >> broke on Slashdot. Obviously it isn't accurate but it was so soon after the >> original post... BAS> your news alludes to the fact that you were in possession of the leaked BAS> code... BAS> Go buy a clue please... http://www.justinrossetti.com/albums/HalfLife2/dllsource.jpg http://www.justinrossetti.com/albums/HalfLife2/hl2_death.jpg :] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] LINUX ABUSE REPORT
Hello. This mail is about illegal software and steal code. Some guy is reporting to use a SO nicknamed "LINUX" that include steal code from SCO and break DRM USA laws to reproduce DVD. I guess he use this illegal software to run "bs-linux.com" and I suggest to remove "bs-linux.com" DNS entry from the ".com" databases. To avoid support to steal code, to avoid ve sue by SCO and USA Governement for DRM law breaks. Here is the sign from the guy itself: BAS> -- BAS>ab. BAS> Brian A. Stummd88b. BAS> [EMAIL PROTECTED] 8P"YP"Y88 BAS> http://www.bs-linux.com 8|o||o|88 BAS> The Choice of a Gnu Generation8'.88 BAS> 8`._.' Y8. BAS> # d/ `8b. BAS> ### .dP . Y8b. BAS> ## # d8:' " `::88b. BAS> ## ### ### ### ### ### ### ### d8" `Y88b BAS> ## # ## ### ## #### ## ## :8P ' :888 BAS> ## # ## #### #### ### 8a.: _a88P BAS> ##### #### #### ###._/"Yaa_ :.| 88P| BAS> ## # ####### ###### ## \YP" `| 8P `. BAS> #### ### # #### ### ### ## ## / \._.d|.' BAS> # ### ### ### ### ### `--..__)88P`._.' Blah. This mail is a joke. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re:[OT] LINUX ABUSE REPORT
Hello Chris, MC> [EMAIL PROTECTED] - I love it ! But he now lives in Delaware. He has not reply. Still. I hope he will redirect his mail or use a vacation program. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Implications...
A good comment is here: http://www.quakesrc.org/forum/viewtopic.php?t=2212&start=30 swinston opinion: << expressing an opinion one way or another is perhaps a nono for me, but this is heartbreaking. A lowly script kiddie took advantage and stole something. It doesn't matter how many new or innovative things are in there. It doesn't matter how similar or readible or implementable in other engines that stuff is. What matters is this is stolen property. Property which publically took valve 5 years to make. To many here, that doesn't seem like a long time; but imagine that it were a different thing. Imagine that you worked 4 years towards getting a college degree, now when you've already called everyone and told them "I'm going to graduate," gotten the nice job, and all the acolades to go along with it, the registrar were to call up and say, "I'm sorry a script kiddie has taken all your work and we're going to graduate him instead of you." However, now that everyone can see how you were going to do it, they're going to graduate with better grades... You'll have to start over. Anything that you put that much time into becomes a large part of you. Stealing is bad, aiding in the stealing by looking at it, or aknowledging it as anything other than someone else's hard work and trying to aide in stoping its' distribution: that's almost as bad. Most game companies I know and have walked around in, don't pay particularly close attention to security. You can litterally walk into almost any development house and sit down at a computer, unquestioned. Ensemble and Id might be notible exceptions, however game companies don't pay as much attention as they should for an industry that thrievs on intellectual property. This is a really unfortunate thing to have happen. I can guarentee that no self respecting company on the planet has the source, most developers, that I know, if they have time, are even offering what aide they can towards finding out who does have it by scouring the net for links. I hope that Gabe doesn't wind up in court having to prove to Valve, Havoc, Sierra, Id Software, et all that he is not neglagent in protecting his source, their licenses etc. This is a truely horrible thing to have happen to anyone. If we are going to continue discussing HL2, out of respect for the hard work, time and effort of these developers, could we limit ourselves towards only discussing the features publically aknowledged in HL2, and ways we *already* know for doing similar things? Also out of respect, if you do have the source, and refuse to delete it, do us all a favor and not advertise that you either have it, have seen it, or wish to see it. Remember, guys, 5 years. It's their stuff, if you want to see it, sign an NDA and go to their offices. If they decide to go open source, great, support it. If not, don't punish them becuse some teen aged ass figured out how to run a script and ruin several individual's hard work. >> The \n where mine. >> What I'm wondering is: What implications will this have with all the other >> game manufacturers? >> Of course iD software wouldn't download the leak and rip off sections of >> code (hopefully), but what if one of their employees comes into posession P> of said leak and is 'inspired' by it? My opinion (tei): My hobby is engine coding, and will not rip any line from the source. I am not interested in HL2 because is much more than what I can understand. I am slighty interested in HL1, but actually is not really new, as actually most Quake1 engine load hl1 maps, and some have much better features that HL1 is. Soo.. HL1 live in the past. I have some problem about to read the SDK, If I read the SDK will be posible that write some HL1 features at my engine become a No-No. And, of course, If i read the HL1 source.. will be worst, will become a BIG NO-NO... The last feature I have added to my engine was a HL1 cloned feature: cl_messages, a interesting command to list every svc_ the netcode has received. I think was a cool idea, and was simple to migrate to quake1. The code is here: http://www.quakesrc.org/forum/viewtopic.php?t=2164 The date is 17 Sep 2003 06:20 pm So... I dont need HL1 SDK, or HL1 SOURCE to implement some HL1 features in my engine. And my engine is not a HL1 clone, soo I am not really interesting the way HL1 work, Its different, but not better. posdata: for the ret, I am not swiston, and I dont know too much this guy, looks like is a good engine guru, Thats all I know about. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] this is what we need here..
Hello Tony, ToS> http://omega.frontline2.com/test.jpg These sex machines are dangerous. I know a german friend dead by a electric shock with a similar artifact. ToS> -omega ToS> http://www.frontline2.com ToS> ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Implications...
Hello Slash, I agree with your conclusion, but not with your ideas. S> I think the code itself is not what is important- it's S> the ideas behind the code. I'm sure Carmack could code S> all the features of HL2 himself, but it takes a highly S> inspired and innovative team like Valve to come up S> with these ideas in the first place. Even if every S> game company copies off Valve (which they would have S> done anyways- with the source code or not), Valve will S> blow them out of the water again with their next S> release. THAT'S what is important. There are so many S> great coders out there, and it's really just a way to S> put your ideas and thoughts and visions into something S> more tangible, like an artist. Valve not make really amazing engines. Half-Life was not more than a glQuake engine with a good serverbrowser. Half-Life2 will have a good phisic engine, Havok, but is licensed technology. So looks to me that Valve make fucking good games, not engines. Half-Life-1 singleplayer was amazing, but Quake1 singleplayer was patethic. The engines where very similar. To avoid all errors, I think the changes Valve has made to Quake1 to make Half-Life1 was genius key changes, exactly the key changes needed to make really good mod and games like CS and DOD. S> I'm sure a lot of the code for HL2 is very good, I agree. S> but I S> also think other coders could do what Valve did. Maybe not. Hehehehe... gameplay is dificult to create. S> That's why the source code itself isn't as important. S> But would those other coders have a development team S> with such vision to come up with the ideas that HL2 S> has in the first place? Probably not. Ok, I think you S> get my drift... :D S> As far as hackers/cheaters/exploiters go... well... if S> you write good secure code, it won't matter if the S> source is freely known or not, right? Hare Videogames companys ready for Internet? Can code games, sure, but client applications where something about security that is really dangerous. Has applications become complex, become much more dangerous to leave holes open. Using OE in a hacker-targeted enviroment looks like where not really security conscientscious to me. S> Besides I'm sure S> they will take extra measures to fix any possible S> security issues before the full release, in addition S> Steam is an excellent tool to patch up any problems S> very quickly. Imposible. You can't fix these bugs you dont know exist. S> I think this whole situation will just be a bump in S> the road... Will it delay HL2's release further? No..!!!, please, nooo!!!... S> Maybe- but not because of programmers having to "fix" S> code- rather all this media attention and FBI and S> lawyers, checking comprimised computers, etc, etc :/ S> might distract them from their original schedule. I S> hope they have a couple of guys handling all this BS, S> while the rest of them pick up the pace and stay on S> schedule. :/ S> Remember, when you change your schedule because of S> hackers- the hackers win ;p system crackers, script kiddies system crackers. posdata: Valve is doint something amazing interesting that no one speak about. Is development a "XBOX" alike platform for PC. So you only have to pay the bills and download games, Steam will do all for you, games will be steam extensions, games will share code, games will have mods that will be fully games... recursivelly!.. So Valve is building something new, something that is not a boring and crappy DRM application to fuck players that want to play offline, but a Giganteous Game Framework! No one notice this? I am still analizing if will hate Valve for this or love. Has I dont want another Microsoft alike company fucking everything. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[2]: [hlcoders] pfnCVarGetString("ip")
Hello Brian, Tuesday, October 7, 2003, 5:52:39 AM, you wrote: >> > >> > So I'm adding my own query api to the server via a engine->hook->mod >> > deal... I want to grab info like map, hostname, ip, port etc like the >> > SERVER PROTOCOL from the SDK allows. So I used pfnCVarGetString("ip") to >> > grab some of this stuff like the server hostname and port and mp_timeleft >> > but when I put ip in I get "localhost" back. I know there is a +ip deal >> > for command line start but I've never used it on my server and my server >> > knows it is a 216.blah address when doing a status from console. How do I >> > access the IP address that is listed in the status command? setting ip via >> > console will allow me to get correct IP via the pfnCVarGetString but it >> > seems there has to be another way that the engine gets the IP... Anyone >> > know? >> >> >> Ok this is REALLY weird... My command line to start up includes -port >> 27016 but pfnCVarGetString("port") returns 27015 for that server unless I >> add >> >> port 27016 >> >> to my server.cfg. Problem is I that cvar is not set until AFTER my socket >> is created... I'm trying to use pfcCVarGetString to set a socket port >> >> ie port + 3000 >> >> this is being done because I have two mods running from SAME directory so >> I need a dynamic way to allocate the port. So I figured hlport + 3000 >> would be a good way to do this... >> >> Alred Reynolds told me that I could get IP and Port of the server by using >> this method but its not working, ie localhost and 27015 no matter what??? >> >> It is -port and not +port right? BAS> I love answering myself... BAS> Alfred you were WRONG shame on you ;) BAS> Its hostport not port... BAS> Does this guy work at valve or what hehe :D I am newbie here and dont know how to HL work, but maybe this can help: Is pfnCVarGetString("port") the client or the server port? Every client that connect (0,1,2...) will receive is own port. Client 0 will receive port n, Client 1 will recive port n+1, etc... Maybe you ask for client port, not server port. To debug this can be better to do the testing with a dedicated server, not a loopback :D Anyway remenber that status, cl_messages, dedicated and condebug where your friends. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Open Letter To Hacker Community
I think Valve is triing to become the next Microsoft. The Steam tools is crappy, and damage users gameplay with delays and failures, and restrict singleplayer ability. Its the first step of a highly dangerous technology to damage freedom: DRM. Valve as work dirty in the past. Unable Quake1 developpers to use both tools and some media into Quake1. Abducting good mods inside (like Counter-Strike). Valve overload the market with his product, that unable oportunitys for other developers. Valve write nazi Licenses. So.. I understand people that may *HATE* Valve. I not hate Valve. Valve is a enterprise that make good games. Half-Life was a very fun and good game. Valve provide nice SDK for modders to work from a clean start, and update the engine to mantain the community alive. Respect. Respect to the impresive good work Valve as do in the past, and is actually doing. Respect to the giganteous community around some hl based mods, like DOD, TFC and CS. Respect, consult your dictionary. If you think now the target is Valve. Please re-think. Its not cool to fuck a lot of people that where triing to get his fun from this. And Its not cool to fuck people doing fun games for all of us. If you have fun hacking, download Uplink game. If you want to fight DRM, send slow letters to your Congressman. Query him publically. If you want you piece of pie, *make better games*. Let other people have his fun with Valve. -Tei pd: my english is crap. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Open Letter To Hacker Community
Hello Andrew, AS> I actually think that to a degree the DRM present in Steam and HL2 is AS> actually an improvement on what we get currently. Why? AS> For a start, Steam allows me to access a copy of HL2 from anywhere that has an internet connection, AS> and I can instantly start downloading it if it's a broadband connection. Broadbrand is very rare worldwide. Maybe is a better option to move HL with a CD-R than redownloading everything. HL will ask for you CD-KEY, soo not problem. Suppose a normal 8 K/s download with Steam: 600 MB, 4 hours 3000 MB (30 mods), 4 days Suppose a normal CD-R disk with HL Dir: 30 s to copy from CD to HD AS> And there's still the option to use the game CD to prove that you own the game AS> like we always have. AS> And with any luck Valve should release the offline play Steam patch soon... Ignoring Singleplayer and LAN was a mistake. Will be nice to see these problems fixed ...forever. Thanks. Looks like older system was simpler, stronger and cleaner. Maybe I am oldschool or what? Thanks for your mail. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[2]: [hlcoders] Open Letter To Hacker Community
Hello Phil, P> Firstly, I would encourage you to get your definition of 'hacker' correct P> before you start shaking your finger at them. "Open Letter to Hacker Community" was better than "Open Letter to Hacker, Cracker, ScriptKiddie, Virii, Troyan Makers etc... people". I know hacker mean a guy soo good at coding/system that can write no-obvious workarounds for problems not-soluble other way. Hollywood is redefining hacker has "system cracker". >> I think Valve is triing to become the next Microsoft. The Steam tools >> is crappy, and damage users gameplay with delays and failures, and >> restrict singleplayer ability. Its the first step of a highly >> dangerous technology to damage freedom: DRM. P> How have they done any of that? That is just your personal experience. It P> hasn't changed the way that authentication is done, it hasn't introduced any P> new DRM, it hasn't restricted anything that you couldn't do before. P> All it is, is a new way to deliver Valve's content, authenticate to the servers P> (which were WON until Steam) and update the games. I dont want to comments the negative points, but... Not true: You have to use the same tool (Steam), you can't use 3th party tools, better tools than Steam. Bye Bye GameSpy, QTracker,... You can't still LAN or SP offline (will be fixed soon). You can't hack files into cache, but you can hack files into pak files. Ok, only power users and hackers care about, but the letter was address to this people... Everything is now imprisioned and buried inside Steam. The tool that access/able everything IF valve want Hopefully you can still directly access the hl.exe executable to lauch games :] This is somewhat like these TCPA .doc files. If Valve want to forbid "Mod Bart Simpson" can remake a new version that disable that mod, and "withouth consent" download to all users computers. This is not a problem for me, but I am not a hacker. But I think hacker will really disagree TCPA alike stuff... Maybe hackers will help to fix the Steam limitations. >> Valve as work dirty in the past. Unable Quake1 developpers to use >> both tools and some media into Quake1. P> When you take the Q1 engine, mix in stuff from Q2 and your own custom P> modifications, I'd love to see you do anything like backwards compatability P> with Q1. Valve licensed the Q1 engine fair and square and had no obligation, P> need or want to make it backwards compatable. Had not obligation other than be fair and make friends. Soo If you remove Q1 compatibility from Worldcraft... you gain enemys!.. not good. Ooops... maybe compatibility is droooped ? maybe... but is forbid at the license AND people as discovered a way to workaround (HACK HACK HACK) the problem to still use Worldcraft. q1rad is a quake1 tool to light maps with rendersity... maybe a illegal tool, but exist. You can also make Q1 maps with Hammer, but Valve forbit it... I not like that, but I not blame Valve. I list stuff that hackers disagree and hate. This is a well know example. Worldcraft, a Q1 map tool, generate BSP maps, Valve disable that (or drop) and forbid, also create is own "incompatible" BSP format. But this is also "fake" as is very easy to enable support for HL maps for Quake1. A lot of Q1 engines support HL maps. Valve forbid *me*, to upload cs_siege.bsp to my homepage and share with other files with instructions to copy this file at /quake/cstrike-ish-mod/maps Maybe this was a bussines decision, made to have more profit. Cool!. But you gain more enemys. More people will become angry. >> Abducting good mods inside >> (like Counter-Strike). Valve overload the market with his product, >> that unable oportunitys for other developers. Valve write nazi >> Licenses. P> Abducting? I'm assuming that gooseman agreed to having his MOD commercialised, P> otherwise Valve faces some serious charges. Microsoft Abducting. Lotus 1-2-3 => Excel Wordperfect => Word Mosaic => IE (builtin) Winzip => Explorer (builtin) ftp => Explorer (builtin) Winamp => Windows Media Player Valve Abducting Counter-Strike TeamFortress ... (more?) Good or Bad? I am not sure. Maybe enhance the mods itself. Good to the community. But its harder to make other mods. Its a tradeoff. P> And where are these nazi licenses, valve are incredibly nice with their MOD P> licenses. Already comment. >> If you think now the target is Valve. Please re-think. Its not cool to >> fuck a lot of people that where triing to get his fun from this. And >> Its not cool to fuck people doing fun games for all of us. If you have >> fun hacking, download Uplink game. P> Might want to address that one to the CRACKER community. :] yes, but for the public consume the word hacker is more common P> -Philip Thanks for your mail. Helll I have comment the negative side of the letter. Not good. The Valve work was sooo nice. Quake1 Singleplayer and most other FPS games was boring. But Half-Life has break everything to a new level. Good sp gameplay, good DM,...
[hlcoders] Re: Open Letter To Hacker Community
>> >> Had not obligation other than be fair and make friends. Soo If you >> remove Q1 compatibility from Worldcraft... you gain enemys!.. not >> good. Ooops... maybe compatibility is droooped ? maybe... but is >> forbid at the license AND people as discovered a way to workaround >> (HACK HACK HACK) the problem to still use Worldcraft. q1rad is a >> quake1 tool to light maps with rendersity... maybe a illegal tool, but >> exist. You can also make Q1 maps with Hammer, but Valve forbit it... P> This is the first time i've seen ANYONE complain about HL2 not supporting P> Quake1 maps (and i know alot of mappers). End of the day this is Valve's P> product, so you either play by their rules or dont play at all. As was P> mentioned they was under no obligation, moneytry or otherwise, to support a P> game by another company in their product. Its a bit like complaining that P> you cant make Quake1 map for UT, different products and different map P> formats. Nope. Complains where about a license that ban tools, SDK source, maps, textures... everything... to use with other engines. Like good old Quake1. Its legit, ok, but is annoying, so people may hate that. I really not care soo much about. I am interested at HL2 only as gammer. Soo you will find 0 or none references to hl2 in my messages. Hehehehe I am sorry for my english. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] the dead is horse, yet
Enough for me. I am sorry for my complains, this is a nice coders mail list, or its the target. So.. I will forget all about and return to make more bluffy suggestions to the HL2 team or HL1 modders here. Return to the roots. :] --Tei posdata1: I have send a mail to the webmaster of valvesoftware because a severe security flaw revealing internal paths. I hope will receive the mail and fix the problem. Cool to help Valve to enforce security. posdata2: I FINNALY FOUND XHVIS! Read about: <> Its compiled for Q1, but I think will be easy to change the HL2 tool for the same use. For top-down view mods (Rpg alike) can be cool, as will force a very small PVS or something ( I am not expert ). For this type of mods will boosth fps a lot (will render only a small section of the map, and not what normally a FPS will render). The file is here: http://slightly.quakesrc.org/realindex.php?view=file Good Modding. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weird bug
ToS> A long time ago when I first started working on Omega Wing I totally ToS> removed all the regular weapon support and re-wrote it all. This ToS> included removing all the code for the viewmodel, because I wasn't going ToS> to have them. hum,, ToS> Now I need it back, so I compared sdk's and inserted all of the ToS> viewmodel code that I could find back in, I fill the view model manually ToS> in player spawn and clear it when they die. However, it doesn't render, ToS> At all! ?? ToS> I can call gEngfuncs.GetViewModel(); on the client, and it finds the ToS> model, even returns the correct name and all, I re-added viewmodel to ToS> delta.lst etc, but it just does NOT render, no matter what I load for ToS> the model. ??? ToS> Is there anything special that needs to exist for the engine to draw the ToS> view model? R_drawviewmodel is 1 as it should be as well. Maybe the viewmodel is draw, but the angle is wrong, or the frustrum, or the lobotomizecustom alien devide, or the moon step is not the correct and your code need steel and silver tatoos :/ --::???::-- who knows. ToS> Suffice it to say, this has got me stumped. :/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[2]: [hlcoders] Weird bug
Hello Tony, ToS> No, it's not drawing at all. ToS> It's never hitting StudioDrawModel. HL have 3th person camera? I know with thirdperson viewmodel not draw, but viewentity is show. Its normal that viewmodel is hidden at 3th person. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] hl2/hl1 ideas
=== ON THE FLY GAMEMENUS.RES WITH CONSOLE? === Can be cool to generate this menus from console: menuclear addmenu "Chat Room" "connect chatroom0.mypeskiserver" addmenu "TFC Room" "connect chatroom1.mypeskiserver" addmenu "SFC Room" "connect chatroom2.mypeskiserver" addmenu "continue" "menuclose" showmenu Ok, If the player is unconnected you cand send new menus, but with console and alias,etc... you can save the generation of menus like this... alias ChatsMenu { menuclear; addmenu "Chat Room" "connect chatroom0.mypeskiserver"; addmenu "TFC Room" "connect chatroom1.mypeskiserver"; addmenu "SFC Room" "connect chatroom2.mypeskiserver"; addmenu "continue" "menuclose"; showmenu; } or this... alias ChatsMenu "menuclear;addmenu \"Chat Room\" \"connect chatroom0.mypeskiserver\";addmenu \"TFC Room\" \"connect chatroom1.mypeskiserver\"; addmenu \"SFC Room\" \"connect chatroom2.mypeskiserver\"; addmenu \"continue\" \"menuclose\"; showmenu;" or this... alias ChatsMenu 'menuclear;addmenu "Chat Room" "connect chatroom0.mypeskiserver";addmenu "TFC Room" "connect chatroom1.mypeskiserver";addmenu "SFC Room" "connect chatroom2.mypeskiserver";addmenu "continue" "menuclose"; showmenu;' == WAIT ROOMS SERVERS? == Humm... this way the user will connect to server A, and the server will generate some aliases. The server can be a "Wait Room", something like these wait rooms Warcraft have, or these map select QuakeWorld have. Then the player can trig menus with this techniques (console generating GameMenus.res on the fly). Or may ask to be connected to the first empty slot at other server, or something similar. So you can spawn a "wait server" with 64 players, withouth model, only a box maps, to able players speak at console or fly noclip waiting a free slot. == RAID SERVERS? == Whats about a server that is able to spawn more than 1 map, so... maybe a hull of 20 maps, and able players to swich from-to maps with the ability to mantain the same health and weapons and other stuff :D This may need a better net code, of course :] and some mod support (to able terrorist to spawn with the old health and old AK47 :D ) All this servers may share the same LIGHTSTYLES and PRECACHE models list, for very fast connections. So the first time you connect the delay can be 20 s, but switching maps will be 2/5 s K> Can someone from valve please post the list of all the button commands K> Here I will start it K> "#" the order of the button, I think K> "label" this is the name of the button K> "command" what the button does K> "OnlyInGame" when it can be used K> "notsingle" no fucking clue K> valid commands: K> "ResumeGame" K> "Disconnect" K> "OpenPlayerListDialog" K> "OpenCreateMultiplayerGameDialog" K> "OpenServerBrowser" K> "OpenOptionsDialog" K> "Quit" K> MISSING K> "OpenFindServerMenuAndStuff" ? K> ?? K> im sure there are lots of other missing commands, but I don't know them so I K> would like to know :) K> Also I spen a lot of time making new art for the old buttons and im very K> disappointed it all went to waste, I also had some custom sounds, I would K> like to reuse, any idea what the .wav files are for the menus buttons clicks K> and stuff K> Thx. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Mod Idea : Minimal Mod.
I have a simple mod idea, and maybe is already coded: - HL1 minimal, scheleton. A mod that run, only, not more than the lines needed to build and launch by the engine. Can be usefull to make total conversions, and to add stuff in a incremental way. Also usefull to learn HL. If the code is written from scrach and with a open source license, maybe will be posible to add a QC interpreter, or embed C#, or whatever... Only 1 problem. I have ear that omega as problems re-enabling some code, so... maybe the object structure that HL mods use where somewhat fragil.. (?) ..error prone? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] if its worth it... where to begin !
Jeffrey "botman" Broome wrote: Manip wrote: Oh also, if your having trouble finding this information instead of making just a blog why not focus some attention on helping others in your current situation get going :) Something Wiki (http://c2.com/cgi/wiki) based would be nice for users to be able to make changes/fixes/enhancements to topics, but it's also nice Other examples: Quake1 wiki.quakesrc.org Unreal wiki.beyondunreal.com to be able to read someone's "journal" about the steps they went through trying to add some feature, because you tend to learn MORE from your mistakes than you do from your successes. Having a blog where someone details all of the things that they tried and all of the things that they tried that failed, could help someone else from making those same mistakes. I think both types of "guides" would be helpful. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] can someone please explain this?
maybe you can examine the code that macros generate, most compilers have the option to see this code (cl.exe will have this option!.. ) ,maybe some problem corrupt what you want. other suggestions is to rewrite your code other way or disable temporally the compiler optimization options (#pragma option?), maybe a optimization option reorder the resulting instructions, fucking the data that you get at client side (but,.. 3!). You can analize the resulting ASM with debug mode... I dont really understand what is your problem :/ Good Luck! Kyle wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] http://www.hl-elite.com/klk/server.jpg http://www.hl-elite.com/klk/client.jpg Yes the messages is a 4 byte message ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Isometric View
Marco Leise wrote: If you make the FOV very small you will minimize the perspective effect. You could then move the camera backwards to compensate for the zoom effect caused by reducing the FOV. I don't know how well this will work in practice and you may run into precision problems. Max Hey, did I say that or what? :p yes, decals will suck, and some doors, or other stuff.. but as maps will be custom made for this isometric thing, you can workaround most problems: make wide surfaces over other surfaces to avoid Z-fighting. Rolfhh.!!!. Hehehe... hollywood solution for that is false perspective, make a near tree real size, and a very far tree giant :D ...argh! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] TriAPI Question
somewhere is the buffer, If you can draw your thing after the d3devil think or after the opengenius thing will work, I guess. How to get this buffer? I dont know. Tony "omega" Sergi wrote: Yeah, with D3D you need access to the object; which isn't exposed in hl. I was able to grab the direcSOUND object in quake2 (long before it went opensource, I did my own sound thing to play music in a quake2 mod I was doing) but I've never been successful in getting the d3d object for HL, so I just left it as a "can't be done" scenario. (to get the dsound object you just need to find the active app, and work from there, the d3d one baffles me) -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Pat Magnan Sent: October 19, 2003 1:55 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] TriAPI Question Hmm, haven't played with D3D at all, is the problem you just can't get reference to the surfaces/device context the engine uses i guess? HL2 will be interesting to see if there is something available up in the client code such that we can do our own D3D calls should we need to... ;). At 12:56 AM 10/19/2003 -0400, you wrote: Yes to the opengl, no to the d3d. -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Keith Jackson Sent: October 19, 2003 12:34 AM To: [EMAIL PROTECTED] Subject: [hlcoders] TriAPI Question This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Alright, I've been researching the past few hours, my eyes hurt, and I'm tired. I want to draw triangles without a texture. Just colors. Why waste speed doing textures if I just want a flat color? Is this possible? I cannot make it work at all. As soon as I take the TexCoord calls out, it no longer works, regardless of me putting in Color() and Brightness() calls. So, is the TriAPI only for textured triangles? I can obviously get around this by making a solid colored texture, but that seems like an awful hack to me. Also, where should I start looking to get 'deeper' into the drawing code? Can I find if we are in OpenGL mode and just start making gl* calls on my own? Or if we are in DX mode and start making DirectX calls? Thanks ahead of time. Keith ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] PNG format
PNG owns everything, except some broken editors that break the alpha channel. my opinion is that: JPG -> heavy big files as small size JPG/PNG -> big files as small size :D PNG -> small stuff (icons, hud..) TGA -> If you need a alpha channel (PNG also support a alpha channel but some editors fail to save correctly, soo TGA is safe.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] PNG format
Marco Leise wrote: Am Sun, 26 Oct 2003 22:15:57 - hat Geoff <[EMAIL PROTECTED]> geschrieben: Surely OGG Vorbis (http://www.vorbis.com) would be a better choice than mp3? :) -EvilGrin Believe it or not, I have the OGG Vorbis SDK on my PC :) But I think there is not much difference between OGG and MP3. (?) Marco #1 I have ear about a post-install tool that uncompress mp3 files as wav. So Its posible to distribute mods with mp3 files that uncompress to standard wav files. #2 Looks like WAV is very outdated now. Whats about lossless audio compresion? http://flac.sourceforge.net/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL1 / HL 2 / Steam suggestion.
I have work at a some cyberlocal. My experience about config files is that every user have is own, or use one from other user and edit. As users move from comp to comp in cyberlocals or move from cyberlocal to cyberlocal or from home to cyberlocal (and somethimes from home to work!) can be very valuable a feature to make config files portable and downloadable from Steam for custom mods/games. The ability to "upload" a configu file and "download" these config file can be automagically (similar as Messanger downloading your contacts and other config) or by a button or by console commands. example get_cfg my_nick //will download and aply the my_nick config upload_cfg my_nick pass //will upload the actual SAVE_FLAG settings as my_nick, with pass password I think is reasonable a limit of 8 configs, so this may need a new command: drop_cfg my_nick pass //this will forget a config for nick whatever (saved by me) with pass password Other reason this can be cool is that with that is not need to know the internal directory structure of Steam to place config files in the correct location. As most FPS games actually support very advanced and customized settings (from scripts, to custom finne grained mouse settings) I think this features will be really critical in the future. my english is crap ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL1 / HL 2 / Steam suggestion.
Jeffrey "botman" Broome wrote: tei wrote: I have work at a some cyberlocal. My experience about config files is that every user have is own, or use one from other user and edit. As users move from comp to comp in cyberlocals or move from cyberlocal to cyberlocal or from home to cyberlocal (and somethimes from home to work!) can be very valuable a feature to make config files portable and downloadable from Steam for custom mods/games. The ability to "upload" a configu file and "download" these config file can be automagically (similar as Messanger downloading your contacts and other config) or by a button or by console commands. 1. On-line Internet storage space is expensive to purchase, operate and maintain. humm... but nowdays HD where giganteous and cheap. So.. with a 100 GB hard disk you can store 26,214,400 files of 4 KB I know BW is expensive, anyway. 2. Valve is in the game development business, not the Internet file storage business. hummm... This problem can easily be overcome by having people set up an e-mail account on a free (or low cost) Web based e-mail service (MSN, Yahoo, etc.). Send your config files in an e-mail to yourself and leave them on the e-mail server. When you move to another machine (whether across the room, across town, or across the country), connect to your Web based e-mail address and copy your config file(s) to the local machine. If the cyberlocal able browsing the computer, some cyberlocal forbid this windows feature. Most users where malicious and will break the computer or try to break into network shared computers, or exec config tools (regedit, regsrvc32, at, etc... ) > When you are done using that machine, delete the files. argh!!!.. users deleting files at a cyberlocal?, of course, you can reestablish the files (maybe automagically with rembo or hardway with ghost) but is not fun to wait a computer restart slowly, or not work at all... The simplest solutions are often times the best. I agree. 1) User start steam 2) press "download my config" 3) play vs 1) User start steam 2) start IE 3) start notepad 4) browse hotmail 5) search the mail trough spam and personal messages 6) copy the text into notepad 7) save as dialog, search into the tiny window the steam folder somewhere in the hd tree 8) press save 9) type exec myconfig.cfg 10) ERROR, the config doest not load 11) exit the game 12) open save as dialog 13) search the folder 14) notice the file whas save as myconfig.cfg.txt (or not notice the error, then goto 7) 15) rename the file myconfig.cfg 16) exec myconfig.cfg 17) play hehehe... - - - Has a engine coder myself (or something), I guess having the whole cfg file of everyone player of your engine can be a dream for the developpers, that will instanly know what feature is activated, and what not, what is the common sensitivity and mouse values, etc... Much more informative to directly ask users this data, and in a format ready to datamining :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders