[hlcoders] HL2dm SDK

2004-12-23 Thread r00t 3:16
I guess the suprise to have the hl2dm sdk released for the holidays isn't
going to happen :(
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] HL2dm SDK

2004-12-23 Thread Ben Davison
>From Adrian Finol

Hey Ben,

Sorry but it wont be until next year. There's a couple of stuff we are
working on that we want to get in the codebase before we release it.

Take care.


On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> I guess the suprise to have the hl2dm sdk released for the holidays isn't
> going to happen :(
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
>
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Andrew Foss
When I read that, I just about had a coronary. Then I remembered: Next
year is less than a week away. :D

And now I realize that "next year" includes 365.25 days. drat.


On Fri, 24 Dec 2004 02:14:28 +, Ben Davison
<[EMAIL PROTECTED]> wrote:
> From Adrian Finol
>
> Hey Ben,
>
> Sorry but it wont be until next year. There's a couple of stuff we are
> working on that we want to get in the codebase before we release it.
>
> Take care.
>
>
> On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> > I guess the suprise to have the hl2dm sdk released for the holidays isn't
> > going to happen :(
> >
> > r00t 3:16
> > CQC Gaming
> > www.cqc-gaming.com
> >
> > ___
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> > please visit:
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> >
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Ben Davison
:O

I would probably take a wild guess and say we are going to get it in
the first quarter of the year :P


On Mon, 27 Dec 2004 00:53:47 -0800, Andrew Foss <[EMAIL PROTECTED]> wrote:
> When I read that, I just about had a coronary. Then I remembered: Next
> year is less than a week away. :D
>
> And now I realize that "next year" includes 365.25 days. drat.
>
> On Fri, 24 Dec 2004 02:14:28 +, Ben Davison
> <[EMAIL PROTECTED]> wrote:
> > From Adrian Finol
> >
> > Hey Ben,
> >
> > Sorry but it wont be until next year. There's a couple of stuff we are
> > working on that we want to get in the codebase before we release it.
> >
> > Take care.
> >
> >
> > On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> > > I guess the suprise to have the hl2dm sdk released for the holidays isn't
> > > going to happen :(
> > >
> > > r00t 3:16
> > > CQC Gaming
> > > www.cqc-gaming.com
> > >
> > > ___
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> > > please visit:
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> > >
> > >
> >
> >
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> > - http://www.shadow-phoenix.com
> >
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Daniel Menard
Honestly im not that excited about getting my hands on the HL2dm code.
The HL2 code is already there and IMO it's plenty to figure out how it
all works. I just hope they don't start making major changes to the
code base, because my mod is already on its way and having to
accomodate changes to the codebase can be a pain.

Ofcourse people looking to mod HL2dm is a different story, but for
TCs, I think you're better off working from the barebones SDK mod.


On Mon, 27 Dec 2004 14:14:24 +, Ben Davison
<[EMAIL PROTECTED]> wrote:
> :O
>
> I would probably take a wild guess and say we are going to get it in
> the first quarter of the year :P
>
>
> On Mon, 27 Dec 2004 00:53:47 -0800, Andrew Foss <[EMAIL PROTECTED]> wrote:
> > When I read that, I just about had a coronary. Then I remembered: Next
> > year is less than a week away. :D
> >
> > And now I realize that "next year" includes 365.25 days. drat.
> >
> > On Fri, 24 Dec 2004 02:14:28 +, Ben Davison
> > <[EMAIL PROTECTED]> wrote:
> > > From Adrian Finol
> > >
> > > Hey Ben,
> > >
> > > Sorry but it wont be until next year. There's a couple of stuff we are
> > > working on that we want to get in the codebase before we release it.
> > >
> > > Take care.
> > >
> > >
> > > On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> > > > I guess the suprise to have the hl2dm sdk released for the holidays 
> > > > isn't
> > > > going to happen :(
> > > >
> > > > r00t 3:16
> > > > CQC Gaming
> > > > www.cqc-gaming.com
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list archives, 
> > > > please visit:
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> > > >
> > > >
> > >
> > >
> > > --
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> > >
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Teddy
Do you mean we as in the royal we? Or have you been working on hl2dm
all this time?

I thought you were the guy from shadowphoenix ben, now i'm all confused


On Fri, 24 Dec 2004 02:14:28 +, Ben Davison
<[EMAIL PROTECTED]> wrote:
> From Adrian Finol
>
> Hey Ben,
>
> Sorry but it wont be until next year. There's a couple of stuff we are
> working on that we want to get in the codebase before we release it.
>
> Take care.
>
>
> On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> > I guess the suprise to have the hl2dm sdk released for the holidays isn't
> > going to happen :(
> >
> > r00t 3:16
> > CQC Gaming
> > www.cqc-gaming.com
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
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> - http://www.shadow-phoenix.com
>
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Ben Davison
I mean we as in mod teams. :)

I havent been working on it, the original email was from Adrian Finol
a developer who works with valve.


On Tue, 28 Dec 2004 05:44:52 +1000, Teddy <[EMAIL PROTECTED]> wrote:
> Do you mean we as in the royal we? Or have you been working on hl2dm
> all this time?
>
> I thought you were the guy from shadowphoenix ben, now i'm all confused
>
>
> On Fri, 24 Dec 2004 02:14:28 +, Ben Davison
> <[EMAIL PROTECTED]> wrote:
> > From Adrian Finol
> >
> > Hey Ben,
> >
> > Sorry but it wont be until next year. There's a couple of stuff we are
> > working on that we want to get in the codebase before we release it.
> >
> > Take care.
> >
> >
> > On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> > > I guess the suprise to have the hl2dm sdk released for the holidays isn't
> > > going to happen :(
> > >
> > > r00t 3:16
> > > CQC Gaming
> > > www.cqc-gaming.com
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives, 
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > --
> > - Ben Davison
> > - http://www.shadow-phoenix.com
> >
> > ___
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> > please visit:
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> >
> >
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Jeffrey \"botman\" Broome
Teddy wrote:
Do you mean we as in the royal we? Or have you been working on hl2dm
all this time?
I thought you were the guy from shadowphoenix ben, now i'm all confused
I think the important part of that email is...
"From Adrian Finol"
(Adrian works for Valve, ben was just forwarding Adrian's response.)
--
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Knifa
I need the HL2DM code for some CTF type mods I'm going to make.
The current multiplayer source code is just like it says, It's
completley empty.. The score board doesn't even work, neither does
weapon reloading and about a hundred other things.
Honestly im not that excited about getting my hands on the HL2dm code.
The HL2 code is already there and IMO it's plenty to figure out how it
all works. I just hope they don't start making major changes to the
code base, because my mod is already on its way and having to
accomodate changes to the codebase can be a pain.
Ofcourse people looking to mod HL2dm is a different story, but for
TCs, I think you're better off working from the barebones SDK mod.
On Mon, 27 Dec 2004 14:14:24 +, Ben Davison
<[EMAIL PROTECTED]> wrote:

:O
I would probably take a wild guess and say we are going to get it in
the first quarter of the year :P
On Mon, 27 Dec 2004 00:53:47 -0800, Andrew Foss <[EMAIL PROTECTED]> wrote:

When I read that, I just about had a coronary. Then I remembered: Next
year is less than a week away. :D
And now I realize that "next year" includes 365.25 days. drat.
On Fri, 24 Dec 2004 02:14:28 +, Ben Davison
<[EMAIL PROTECTED]> wrote:

From Adrian Finol
Hey Ben,
Sorry but it wont be until next year. There's a couple of stuff we are
working on that we want to get in the codebase before we release it.
Take care.
On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote:

I guess the suprise to have the hl2dm sdk released for the holidays isn't
going to happen :(
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Teddy
Uhhh whoops. Nevermind me, i'm on crack :)

Knifa: you can fix most of those things in about a day's worth of
coding. It's even easier now, thanks to this thread:
http://forums.thewavelength.net/index.php?showtopic=11025


On Mon, 27 Dec 2004 20:56:47 +, Knifa <[EMAIL PROTECTED]> wrote:
> I need the HL2DM code for some CTF type mods I'm going to make.
> The current multiplayer source code is just like it says, It's
> completley empty.. The score board doesn't even work, neither does
> weapon reloading and about a hundred other things.
>
> >Honestly im not that excited about getting my hands on the HL2dm code.
> >The HL2 code is already there and IMO it's plenty to figure out how it
> >all works. I just hope they don't start making major changes to the
> >code base, because my mod is already on its way and having to
> >accomodate changes to the codebase can be a pain.
> >
> >Ofcourse people looking to mod HL2dm is a different story, but for
> >TCs, I think you're better off working from the barebones SDK mod.
> >
> >
> >On Mon, 27 Dec 2004 14:14:24 +, Ben Davison
> ><[EMAIL PROTECTED]> wrote:
> >
> >
> >>:O
> >>
> >>I would probably take a wild guess and say we are going to get it in
> >>the first quarter of the year :P
> >>
> >>
> >>On Mon, 27 Dec 2004 00:53:47 -0800, Andrew Foss <[EMAIL PROTECTED]> wrote:
> >>
> >>
> >>>When I read that, I just about had a coronary. Then I remembered: Next
> >>>year is less than a week away. :D
> >>>
> >>>And now I realize that "next year" includes 365.25 days. drat.
> >>>
> >>>On Fri, 24 Dec 2004 02:14:28 +, Ben Davison
> >>><[EMAIL PROTECTED]> wrote:
> >>>
> >>>
> From Adrian Finol
> 
> Hey Ben,
> 
> Sorry but it wont be until next year. There's a couple of stuff we are
> working on that we want to get in the codebase before we release it.
> 
> Take care.
> 
> 
> On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> 
> 
> >I guess the suprise to have the hl2dm sdk released for the holidays isn't
> >going to happen :(
> >
> >r00t 3:16
> >CQC Gaming
> >www.cqc-gaming.com
> >
> >___
> >To unsubscribe, edit your list preferences, or view the list archives, 
> >please visit:
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> >
> >
> >
> >
> --
> - Ben Davison
> - http://www.shadow-phoenix.com
> 
> ___
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> please visit:
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> 
> 
> 
> >>>___
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> >>>please visit:
> >>>http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >>>
> >>--
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> >>- http://www.shadow-phoenix.com
> >>
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> >>
> >>
> >>
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Knifa
A day's worth for someone that is actully good at coding.
I am a newb :/
Teddy wrote:
Uhhh whoops. Nevermind me, i'm on crack :)
Knifa: you can fix most of those things in about a day's worth of
coding. It's even easier now, thanks to this thread:
http://forums.thewavelength.net/index.php?showtopic=11025
On Mon, 27 Dec 2004 20:56:47 +, Knifa <[EMAIL PROTECTED]> wrote:

I need the HL2DM code for some CTF type mods I'm going to make.
The current multiplayer source code is just like it says, It's
completley empty.. The score board doesn't even work, neither does
weapon reloading and about a hundred other things.

Honestly im not that excited about getting my hands on the HL2dm code.
The HL2 code is already there and IMO it's plenty to figure out how it
all works. I just hope they don't start making major changes to the
code base, because my mod is already on its way and having to
accomodate changes to the codebase can be a pain.
Ofcourse people looking to mod HL2dm is a different story, but for
TCs, I think you're better off working from the barebones SDK mod.
On Mon, 27 Dec 2004 14:14:24 +, Ben Davison
<[EMAIL PROTECTED]> wrote:


:O
I would probably take a wild guess and say we are going to get it in
the first quarter of the year :P
On Mon, 27 Dec 2004 00:53:47 -0800, Andrew Foss <[EMAIL PROTECTED]> wrote:


When I read that, I just about had a coronary. Then I remembered: Next
year is less than a week away. :D
And now I realize that "next year" includes 365.25 days. drat.
On Fri, 24 Dec 2004 02:14:28 +, Ben Davison
<[EMAIL PROTECTED]> wrote:

From Adrian Finol

Hey Ben,
Sorry but it wont be until next year. There's a couple of stuff we are
working on that we want to get in the codebase before we release it.
Take care.
On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote:


I guess the suprise to have the hl2dm sdk released for the holidays isn't
going to happen :(
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Justin Harvey
Yeah I agree, I'm pretty well set except for the whole physics->prediction
issue. Maybe someone from Valve can give us a snippet/hint on that whole
deal because I think more than few people are stumped on that one.
Justin
--
http://www.radi-8.com
- Original Message -
From: "Teddy" <[EMAIL PROTECTED]>
To: 
Sent: Monday, December 27, 2004 4:18 PM
Subject: Re: [hlcoders] HL2dm SDK

Uhhh whoops. Nevermind me, i'm on crack :)
Knifa: you can fix most of those things in about a day's worth of
coding. It's even easier now, thanks to this thread:
http://forums.thewavelength.net/index.php?showtopic=11025
On Mon, 27 Dec 2004 20:56:47 +, Knifa <[EMAIL PROTECTED]> wrote:
I need the HL2DM code for some CTF type mods I'm going to make.
The current multiplayer source code is just like it says, It's
completley empty.. The score board doesn't even work, neither does
weapon reloading and about a hundred other things.
>Honestly im not that excited about getting my hands on the HL2dm code.
>The HL2 code is already there and IMO it's plenty to figure out how it
>all works. I just hope they don't start making major changes to the
>code base, because my mod is already on its way and having to
>accomodate changes to the codebase can be a pain.
>
>Ofcourse people looking to mod HL2dm is a different story, but for
>TCs, I think you're better off working from the barebones SDK mod.
>
>
>On Mon, 27 Dec 2004 14:14:24 +, Ben Davison
><[EMAIL PROTECTED]> wrote:
>
>
>>:O
>>
>>I would probably take a wild guess and say we are going to get it in
>>the first quarter of the year :P
>>
>>
>>On Mon, 27 Dec 2004 00:53:47 -0800, Andrew Foss <[EMAIL PROTECTED]>
>>wrote:
>>
>>
>>>When I read that, I just about had a coronary. Then I remembered: Next
>>>year is less than a week away. :D
>>>
>>>And now I realize that "next year" includes 365.25 days. drat.
>>>
>>>On Fri, 24 Dec 2004 02:14:28 +, Ben Davison
>>><[EMAIL PROTECTED]> wrote:
>>>
>>>
>>>>From Adrian Finol
>>>>
>>>>Hey Ben,
>>>>
>>>>Sorry but it wont be until next year. There's a couple of stuff we
>>>>are
>>>>working on that we want to get in the codebase before we release it.
>>>>
>>>>Take care.
>>>>
>>>>
>>>>On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16
>>>><[EMAIL PROTECTED]> wrote:
>>>>
>>>>
>>>>>I guess the suprise to have the hl2dm sdk released for the holidays
>>>>>isn't
>>>>>going to happen :(
>>>>>
>>>>>r00t 3:16
>>>>>CQC Gaming
>>>>>www.cqc-gaming.com
>>>>>
>>>>>___
>>>>>To unsubscribe, edit your list preferences, or view the list
>>>>>archives, please visit:
>>>>>http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>>
>>>>--
>>>>- Ben Davison
>>>>- http://www.shadow-phoenix.com
>>>>
>>>>___
>>>>To unsubscribe, edit your list preferences, or view the list
>>>>archives, please visit:
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>>>>
>>>>
>>>>
>>>>
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>>>please visit:
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>>>
>>>
>>>
>>--
>>- Ben Davison
>>- http://www.shadow-phoenix.com
>>
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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Teddy
If you're talking about players bumping into phyiscs objects/getting
stuck, try running CheckStuck() every frame instead of every
CHECK_STUCK_INTERVAL (0.4 sec by default i think)

On Mon, 27 Dec 2004 16:48:36 -0600, Justin Harvey <[EMAIL PROTECTED]> wrote:
> Yeah I agree, I'm pretty well set except for the whole physics->prediction
> issue. Maybe someone from Valve can give us a snippet/hint on that whole
> deal because I think more than few people are stumped on that one.
>
> Justin
> --
> http://www.radi-8.com
> - Original Message -
> From: "Teddy" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, December 27, 2004 4:18 PM
> Subject: Re: [hlcoders] HL2dm SDK
>
> > Uhhh whoops. Nevermind me, i'm on crack :)
> >
> > Knifa: you can fix most of those things in about a day's worth of
> > coding. It's even easier now, thanks to this thread:
> > http://forums.thewavelength.net/index.php?showtopic=11025
> >
> >
> > On Mon, 27 Dec 2004 20:56:47 +, Knifa <[EMAIL PROTECTED]> wrote:
> >> I need the HL2DM code for some CTF type mods I'm going to make.
> >> The current multiplayer source code is just like it says, It's
> >> completley empty.. The score board doesn't even work, neither does
> >> weapon reloading and about a hundred other things.
> >>
> >> >Honestly im not that excited about getting my hands on the HL2dm code.
> >> >The HL2 code is already there and IMO it's plenty to figure out how it
> >> >all works. I just hope they don't start making major changes to the
> >> >code base, because my mod is already on its way and having to
> >> >accomodate changes to the codebase can be a pain.
> >> >
> >> >Ofcourse people looking to mod HL2dm is a different story, but for
> >> >TCs, I think you're better off working from the barebones SDK mod.
> >> >
> >> >
> >> >On Mon, 27 Dec 2004 14:14:24 +, Ben Davison
> >> ><[EMAIL PROTECTED]> wrote:
> >> >
> >> >
> >> >>:O
> >> >>
> >> >>I would probably take a wild guess and say we are going to get it in
> >> >>the first quarter of the year :P
> >> >>
> >> >>
> >> >>On Mon, 27 Dec 2004 00:53:47 -0800, Andrew Foss <[EMAIL PROTECTED]>
> >> >>wrote:
> >> >>
> >> >>
> >> >>>When I read that, I just about had a coronary. Then I remembered: Next
> >> >>>year is less than a week away. :D
> >> >>>
> >> >>>And now I realize that "next year" includes 365.25 days. drat.
> >> >>>
> >> >>>On Fri, 24 Dec 2004 02:14:28 +, Ben Davison
> >> >>><[EMAIL PROTECTED]> wrote:
> >> >>>
> >> >>>
> >> >>>>From Adrian Finol
> >> >>>>
> >> >>>>Hey Ben,
> >> >>>>
> >> >>>>Sorry but it wont be until next year. There's a couple of stuff we
> >> >>>>are
> >> >>>>working on that we want to get in the codebase before we release it.
> >> >>>>
> >> >>>>Take care.
> >> >>>>
> >> >>>>
> >> >>>>On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16
> >> >>>><[EMAIL PROTECTED]> wrote:
> >> >>>>
> >> >>>>
> >> >>>>>I guess the suprise to have the hl2dm sdk released for the holidays
> >> >>>>>isn't
> >> >>>>>going to happen :(
> >> >>>>>
> >> >>>>>r00t 3:16
> >> >>>>>CQC Gaming
> >> >>>>>www.cqc-gaming.com
> >> >>>>>
> >> >>>>>___
> >> >>>>>To unsubscribe, edit your list preferences, or view the list
> >> >>>>>archives, please visit:
> >> >>>>>http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >>>>>
> >> >>>>>
> >> >>>>>
> >> >>>>>
> >> >>>>--
> >> >>>>- Ben Davison
> >> >>>>- http://www.shadow-phoenix.com
> >> >>>>
> >> >

Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Justin Harvey
Thank you, I'll give that a go. Specifically I'm talking about all the
prediction errors that show up when you turn on 'cl_showerror'.
J.
- Original Message -
From: "Teddy" <[EMAIL PROTECTED]>
To: 
Sent: Monday, December 27, 2004 7:15 PM
Subject: Re: [hlcoders] HL2dm SDK

If you're talking about players bumping into phyiscs objects/getting
stuck, try running CheckStuck() every frame instead of every
CHECK_STUCK_INTERVAL (0.4 sec by default i think)
On Mon, 27 Dec 2004 16:48:36 -0600, Justin Harvey <[EMAIL PROTECTED]>
wrote:
Yeah I agree, I'm pretty well set except for the whole
physics->prediction
issue. Maybe someone from Valve can give us a snippet/hint on that whole
deal because I think more than few people are stumped on that one.
Justin
--
http://www.radi-8.com

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Re: [hlcoders] HL2dm SDK

2005-01-24 Thread Teddy
I've noticed that i get lots of prediction errors, but only while
running on a linux dedicated server. On a win32 server tho, i get none
of these errors!


On Mon, 27 Dec 2004 22:13:10 -0600, Justin Harvey <[EMAIL PROTECTED]> wrote:
> Thank you, I'll give that a go. Specifically I'm talking about all the
> prediction errors that show up when you turn on 'cl_showerror'.
>
> J.
> - Original Message -
> From: "Teddy" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, December 27, 2004 7:15 PM
> Subject: Re: [hlcoders] HL2dm SDK
>
> > If you're talking about players bumping into phyiscs objects/getting
> > stuck, try running CheckStuck() every frame instead of every
> > CHECK_STUCK_INTERVAL (0.4 sec by default i think)
> >
> > On Mon, 27 Dec 2004 16:48:36 -0600, Justin Harvey <[EMAIL PROTECTED]>
> > wrote:
> >> Yeah I agree, I'm pretty well set except for the whole
> >> physics->prediction
> >> issue. Maybe someone from Valve can give us a snippet/hint on that whole
> >> deal because I think more than few people are stumped on that one.
> >>
> >> Justin
> >> --
> >> http://www.radi-8.com
>
>
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[hlcoders] HL2DM SDK in January or February?

2005-01-16 Thread Jose Luis Gonzalez
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
The one million dollar question. Will Valve release HL2DM this month ??, any 
news about it??

--



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[hlcoders] hl2dm sdk third person attack animation

2005-12-24 Thread l3fty
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey hlcoders,

For animation testing purposes I am using the standard third person camera. 
Most animation seem to be called correctly as long as the correct activity is 
associated with them, however there is a problem with the (melee) attack. The 
attack animation does not play for the hosting pc's character on a listen 
server. The animations are correctly executed on a client however, which i 
believe rules out any potential qc file problems. I assume theres some 
condition that says if the entity is the servers player character, not to send 
the attack animation, but i cant find such a condition.

Any pointers would be appreciated, thanks :)

l3fty

www.warcrymod.com
--


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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-17 Thread Draco
Hey guys, if you are interested, my first project for Source will be
to do HLDM using the HL:S models and such. I will release the code if
and when it's done.(I'll be getting MSVC 7.1 so I can start this next
week or so)

Might be usefull


**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net

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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-17 Thread Maurino Berry
I'd be really interested in knowing this too as it will influence my
development plan.
_
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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-17 Thread Alfred Reynolds
The code for HL2DM won't be until February at the earliest. I am
interested as to why people want it. It doesn't contain anything more
that the current SDK.

The only real difference is has some HL2 weapons predicted (the current
SDK has all its weapons predicted also) and it has a some more examples
to work from. If you want to make a HL2DM clone or get more examples
then it will be useful, otherwise...

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
January or February?

> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ] The one million
> dollar question. Will Valve release HL2DM this month ??, any news
> about it??

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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-17 Thread Alfred Reynolds
Oh, and please tell us what areas you are having trouble coding so we
can add more/better examples for you.

- Alfred

Original Message
From: Alfred Reynolds
Sent: Monday, January 17, 2005 8:28 PM
To: 'hlcoders@list.valvesoftware.com'
Subject: RE: [hlcoders] HL2DM SDK in January or February?

> The code for HL2DM won't be until February at the earliest. I am
> interested as to why people want it. It doesn't contain anything more
> that the current SDK.
>
> The only real difference is has some HL2 weapons predicted (the
> current SDK has all its weapons predicted also) and it has a some
> more examples to work from. If you want to make a HL2DM clone or get
> more examples then it will be useful, otherwise...
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
> Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
> hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
> January or February?
>
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ] The one million
> > dollar question. Will Valve release HL2DM this month ??, any news
> > about it??

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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-17 Thread Patrick Flanagan
I don't understand why everyone is clamboring for the HL2DM code to be
released. Most of the functionality you need is already in the SDK,
and I was able to reimplement all of it in my mod with minimal effort.
I think the people that are asking for it just want to start from a
fully working game, which arguably the SDK is not. You certainly don't
need the HL2DM code in order to make a mod, my team (and others I know
of) are getting along fine without it.

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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-17 Thread Christensen, Grant
Agree.  While there have been some bugs to be fixed along the way, I
have found it rewarding to be able to get things going myself, and it
has given me a far better understanding of the mechanics of the SDK.  I
have all sorts of things working now which after a little research and
planning I have found to be rather easy to implement.

Grant.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick
Flanagan
Sent: Tuesday, 18 January 2005 2:39 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HL2DM SDK in January or February?

I don't understand why everyone is clamboring for the HL2DM code to be
released. Most of the functionality you need is already in the SDK,
and I was able to reimplement all of it in my mod with minimal effort.
I think the people that are asking for it just want to start from a
fully working game, which arguably the SDK is not. You certainly don't
need the HL2DM code in order to make a mod, my team (and others I know
of) are getting along fine without it.

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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-17 Thread Hasan Aljudy
> This E-Mail is intended only for the addressee. Its use is limited to that
> intended by the author at the time and it is not to be distributed without the
> author's consent. Unless otherwise stated, the State of Queensland accepts no
> liability for the contents of this E-Mail except where subsequently confirmed 
> in
> writing. The opinions expressed in this E-Mail are those of the author and do
> not necessarily represent the views of the State of Queensland. This E-Mail is
> confidential and may be subject to a claim of legal privilege.

OT: dude, your email's disclaimer is longer than your actual emails :P


On Tue, 18 Jan 2005 14:48:37 +1000, Christensen, Grant
<[EMAIL PROTECTED]> wrote:
> Agree.  While there have been some bugs to be fixed along the way, I
> have found it rewarding to be able to get things going myself, and it
> has given me a far better understanding of the mechanics of the SDK.  I
> have all sorts of things working now which after a little research and
> planning I have found to be rather easy to implement.
>
> Grant.
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Patrick
> Flanagan
> Sent: Tuesday, 18 January 2005 2:39 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] HL2DM SDK in January or February?
>
> I don't understand why everyone is clamboring for the HL2DM code to be
> released. Most of the functionality you need is already in the SDK,
> and I was able to reimplement all of it in my mod with minimal effort.
> I think the people that are asking for it just want to start from a
> fully working game, which arguably the SDK is not. You certainly don't
> need the HL2DM code in order to make a mod, my team (and others I know
> of) are getting along fine without it.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>

>
> If you have received this E-Mail in error, please notify the author and 
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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread DOOManiac
I get the impression that most people are wanting the "standard" things
to be there already for them, like scoreboards and teamplay systems
(including voice icons and chat coloring and stuff), rather than coding
their own.
For some beginners (I consider myself once, so perhaps I can speak for
them, since I'm a dumbass) I also think a lot of it has to do with just
fear of putting work into something now, and not knowing what to do to
merge the code later.
I just want a fully working spectator mode cause I don't feel like
fixing the broken one. heh
--
Russell "DOOManiac" Weed
--
[EMAIL PROTECTED]
--
Alfred Reynolds wrote:
The code for HL2DM won't be until February at the earliest. I am
interested as to why people want it. It doesn't contain anything more
that the current SDK.
The only real difference is has some HL2 weapons predicted (the current
SDK has all its weapons predicted also) and it has a some more examples
to work from. If you want to make a HL2DM clone or get more examples
then it will be useful, otherwise...
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
January or February?

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] The one million
dollar question. Will Valve release HL2DM this month ??, any news
about it??

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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Ben Davison
I think it has todo with so much stuff that is broken or non
functional in the current SDK that has to-do with it.

I would rather have most of the "grunt" work done for me then having
to reimplement basic stuff like scoreboards or team menus. While I do
admit implementing it yourself is a great way to learn the ins and
outs of the engine, i'm sure most people would like a fully functional
base to work from.


On Tue, 18 Jan 2005 02:56:20 -0600, DOOManiac
<[EMAIL PROTECTED]> wrote:
>
> I get the impression that most people are wanting the "standard" things
> to be there already for them, like scoreboards and teamplay systems
> (including voice icons and chat coloring and stuff), rather than coding
> their own.
>
> For some beginners (I consider myself once, so perhaps I can speak for
> them, since I'm a dumbass) I also think a lot of it has to do with just
> fear of putting work into something now, and not knowing what to do to
> merge the code later.
>
> I just want a fully working spectator mode cause I don't feel like
> fixing the broken one. heh
>
> --
> Russell "DOOManiac" Weed
> --
> [EMAIL PROTECTED]
> --
>
> Alfred Reynolds wrote:
> > The code for HL2DM won't be until February at the earliest. I am
> > interested as to why people want it. It doesn't contain anything more
> > that the current SDK.
> >
> > The only real difference is has some HL2 weapons predicted (the current
> > SDK has all its weapons predicted also) and it has a some more examples
> > to work from. If you want to make a HL2DM clone or get more examples
> > then it will be useful, otherwise...
> >
> > - Alfred
> >
> > Original Message----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
> > Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
> > hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
> > January or February?
> >
> >
> >>This is a multi-part message in MIME format.
> >>--
> >>[ Picked text/plain from multipart/alternative ] The one million
> >>dollar question. Will Valve release HL2DM this month ??, any news
> >>about it??
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>
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>


--
- Ben Davison
- http://www.shadow-phoenix.com

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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Mike Blowers

"It doesn't contain anything more that the current SDK."

"The only real difference is has some HL2 weapons predicted (the current
SDK has all its weapons predicted also)
and it has a some more examples to work from. If you want to make a HL2DM
clone or get more examples
then it will be useful, otherwise..."
Wow... Steam must have downloaded the wrong SDK for me then !
How about these "issues" then (just to start with)
Go Thirdperson The player has 4 arms.
The Physics is nothing like HL2DMHow many times have you been teleported
across a level just because you happened to walk on a slope in HL2DM ?)
Exit the Jeep and the weapon comes off the jeep then flies back on again.
Exit the Jeep whilst it's leaning against a wall, and those angles are
forced on the player.
After throwing a grenade it's auto switches to another weapon, no matter how
many grenades you have left.
. bored now so that will do to start with.
I simply can't believe the mp sdk is anything more than an early beta
release at best... none of the above issues
exist in HL2DM.
In it's current state I'd suggest that any coder faces weeks of trying to
fix these basic issues, just so it's
playable let alone adding new content.
Mike.
Alfred Reynolds wrote:
> The code for HL2DM won't be until February at the earliest. I am
> interested as to why people want it. It doesn't contain anything more
> that the current SDK.
>
> The only real difference is has some HL2 weapons predicted (the current
> SDK has all its weapons predicted also) and it has a some more examples
> to work from. If you want to make a HL2DM clone or get more examples
> then it will be useful, otherwise...
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
> Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
> hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
> January or February?
>
>
>>This is a multi-part message in MIME format.
>>--
>>[ Picked text/plain from multipart/alternative ] The one million
>>dollar question. Will Valve release HL2DM this month ??, any news
>>about it??
>
>
> ___
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> please visit:
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>
>
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- http://www.shadow-phoenix.com
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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Josh
Any possibility of any server plugin updates? Perhaps the ability to change
a user's origin?  It would be great if there could be a function that allows
us to modify the damage done per shot before it is processed.

Not sure if you wanted a feature request or not :P

Also, will hudmessages be fixed for CS:S?

Thanks,
Josh

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Monday, January 17, 2005 11:28 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HL2DM SDK in January or February?

The code for HL2DM won't be until February at the earliest. I am
interested as to why people want it. It doesn't contain anything more
that the current SDK.

The only real difference is has some HL2 weapons predicted (the current
SDK has all its weapons predicted also) and it has a some more examples
to work from. If you want to make a HL2DM clone or get more examples
then it will be useful, otherwise...

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
January or February?

> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ] The one million
> dollar question. Will Valve release HL2DM this month ??, any news
> about it??

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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Jeffrey \"botman\" Broome
Mike Blowers wrote:
Wow... Steam must have downloaded the wrong SDK for me then !
How about these "issues" then (just to start with)
Go Thirdperson The player has 4 arms.
The Physics is nothing like HL2DMHow many times have you been
teleported
across a level just because you happened to walk on a slope in HL2DM ?)
Exit the Jeep and the weapon comes off the jeep then flies back on again.
Exit the Jeep whilst it's leaning against a wall, and those angles are
forced on the player.
After throwing a grenade it's auto switches to another weapon, no matter
how
many grenades you have left.
How many of these issues have you posted on VERC?
As for Physics, Jay Stelly responded to a post on VERC about maxspeed
being handled improperly...
http://www.chatbear.com/board.plm?a=viewthread&t=211,1104816723,4893&id=768355&b=4991&v=flatold
--
Jeffrey "botman" Broome
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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Erik Johnson
Please be very specific when talking about what is broken with the SDK.

We'll work on any problems or difficult areas that you're running in to.

Erik

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: Tuesday, January 18, 2005 5:30 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HL2DM SDK in January or February?

I think it has todo with so much stuff that is broken or non
functional in the current SDK that has to-do with it.

I would rather have most of the "grunt" work done for me then having
to reimplement basic stuff like scoreboards or team menus. While I do
admit implementing it yourself is a great way to learn the ins and
outs of the engine, i'm sure most people would like a fully functional
base to work from.


On Tue, 18 Jan 2005 02:56:20 -0600, DOOManiac
<[EMAIL PROTECTED]> wrote:
>
> I get the impression that most people are wanting the "standard"
things
> to be there already for them, like scoreboards and teamplay systems
> (including voice icons and chat coloring and stuff), rather than
coding
> their own.
>
> For some beginners (I consider myself once, so perhaps I can speak for
> them, since I'm a dumbass) I also think a lot of it has to do with
just
> fear of putting work into something now, and not knowing what to do to
> merge the code later.
>
> I just want a fully working spectator mode cause I don't feel like
> fixing the broken one. heh
>
> --
> Russell "DOOManiac" Weed
> --
> [EMAIL PROTECTED]
> --
>
> Alfred Reynolds wrote:
> > The code for HL2DM won't be until February at the earliest. I am
> > interested as to why people want it. It doesn't contain anything
more
> > that the current SDK.
> >
> > The only real difference is has some HL2 weapons predicted (the
current
> > SDK has all its weapons predicted also) and it has a some more
examples
> > to work from. If you want to make a HL2DM clone or get more examples
> > then it will be useful, otherwise...
> >
> > - Alfred
> >
> > ----Original Message----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Jose
Luis
> > Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
> > hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
> > January or February?
> >
> >
> >>This is a multi-part message in MIME format.
> >>--
> >>[ Picked text/plain from multipart/alternative ] The one million
> >>dollar question. Will Valve release HL2DM this month ??, any news
> >>about it??
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>
> ___
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>
>


--
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- http://www.shadow-phoenix.com

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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Ben Davison
I can't speak for most people here but the current SDK is "sparse" I
personally like learning the engine by doing most the basic work
myself but I think most people would like a solid base to work off,
and not have to create the basics like A round timer for example.

Erik, Can I ask what is planned for the next version of the SDK? I
know that there is going to be a "physics fix" by Jay Stelly. Anything
else we should expect?


On Tue, 18 Jan 2005 10:30:41 -0800, Erik Johnson <[EMAIL PROTECTED]> wrote:
> Please be very specific when talking about what is broken with the SDK.
>
> We'll work on any problems or difficult areas that you're running in to.
>
> Erik
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
> Sent: Tuesday, January 18, 2005 5:30 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] HL2DM SDK in January or February?
>
> I think it has todo with so much stuff that is broken or non
> functional in the current SDK that has to-do with it.
>
> I would rather have most of the "grunt" work done for me then having
> to reimplement basic stuff like scoreboards or team menus. While I do
> admit implementing it yourself is a great way to learn the ins and
> outs of the engine, i'm sure most people would like a fully functional
> base to work from.
>
> On Tue, 18 Jan 2005 02:56:20 -0600, DOOManiac
> <[EMAIL PROTECTED]> wrote:
> >
> > I get the impression that most people are wanting the "standard"
> things
> > to be there already for them, like scoreboards and teamplay systems
> > (including voice icons and chat coloring and stuff), rather than
> coding
> > their own.
> >
> > For some beginners (I consider myself once, so perhaps I can speak for
> > them, since I'm a dumbass) I also think a lot of it has to do with
> just
> > fear of putting work into something now, and not knowing what to do to
> > merge the code later.
> >
> > I just want a fully working spectator mode cause I don't feel like
> > fixing the broken one. heh
> >
> > --
> > Russell "DOOManiac" Weed
> > --
> > [EMAIL PROTECTED]
> > --
> >
> > Alfred Reynolds wrote:
> > > The code for HL2DM won't be until February at the earliest. I am
> > > interested as to why people want it. It doesn't contain anything
> more
> > > that the current SDK.
> > >
> > > The only real difference is has some HL2 weapons predicted (the
> current
> > > SDK has all its weapons predicted also) and it has a some more
> examples
> > > to work from. If you want to make a HL2DM clone or get more examples
> > > then it will be useful, otherwise...
> > >
> > > - Alfred
> > >
> > > Original Message
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Jose
> Luis
> > > Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
> > > hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
> > > January or February?
> > >
> > >
> > >>This is a multi-part message in MIME format.
> > >>--
> > >>[ Picked text/plain from multipart/alternative ] The one million
> > >>dollar question. Will Valve release HL2DM this month ??, any news
> > >>about it??
> > >
> > >
> > > ___
> > > 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
> >
> >
>
> --
> - Ben Davison
> - http://www.shadow-phoenix.com
>
> ___
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> please visit:
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>


--
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- http://www.shadow-phoenix.com

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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Alfred Reynolds
We will be releasing a basic bot API for plugins (with a very simple
example). We have also extended the IPlayerInfo structure to return more
data about player. You should use the
IServerPluginHelpers::CreateMessage() function to communicate with end
users from a plugin (oh, and we added a DIALOG_ENTRY message type that
lets you prompt a user for input).

- Alfred


Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
Tuesday, January 18, 2005 7:08 AM To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HL2DM SDK in January or February?

> Any possibility of any server plugin updates? Perhaps the ability to
> change a user's origin?  It would be great if there could be a
> function that allows us to modify the damage done per shot before it
> is processed.
>
> Not sure if you wanted a feature request or not :P
>
> Also, will hudmessages be fixed for CS:S?
>
> Thanks,
> Josh
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> Reynolds
> Sent: Monday, January 17, 2005 11:28 PM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] HL2DM SDK in January or February?
>
> The code for HL2DM won't be until February at the earliest. I am
> interested as to why people want it. It doesn't contain anything more
> that the current SDK.
>
> The only real difference is has some HL2 weapons predicted (the
> current SDK has all its weapons predicted also) and it has a some
> more examples to work from. If you want to make a HL2DM clone or get
> more examples then it will be useful, otherwise...
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
> Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
> hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
> January or February?
>
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ] The one million
> > dollar question. Will Valve release HL2DM this month ??, any news
> > about it??
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
> ___
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> archives, please visit:
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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Ben Davison
Bot API? Is that going to be using bits of the CS:S bot code?

Also that change list mainly seems geared towards plugins, also has
valve fixed the memory eating error with hammer and steam?


On Tue, 18 Jan 2005 10:55:27 -0800, Alfred Reynolds
<[EMAIL PROTECTED]> wrote:
> We will be releasing a basic bot API for plugins (with a very simple
> example). We have also extended the IPlayerInfo structure to return more
> data about player. You should use the
> IServerPluginHelpers::CreateMessage() function to communicate with end
> users from a plugin (oh, and we added a DIALOG_ENTRY message type that
> lets you prompt a user for input).
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
> Tuesday, January 18, 2005 7:08 AM To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] HL2DM SDK in January or February?
>
> > Any possibility of any server plugin updates? Perhaps the ability to
> > change a user's origin?  It would be great if there could be a
> > function that allows us to modify the damage done per shot before it
> > is processed.
> >
> > Not sure if you wanted a feature request or not :P
> >
> > Also, will hudmessages be fixed for CS:S?
> >
> > Thanks,
> > Josh
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> > Reynolds
> > Sent: Monday, January 17, 2005 11:28 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] HL2DM SDK in January or February?
> >
> > The code for HL2DM won't be until February at the earliest. I am
> > interested as to why people want it. It doesn't contain anything more
> > that the current SDK.
> >
> > The only real difference is has some HL2 weapons predicted (the
> > current SDK has all its weapons predicted also) and it has a some
> > more examples to work from. If you want to make a HL2DM clone or get
> > more examples then it will be useful, otherwise...
> >
> > - Alfred
> >
> > Original Message
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
> > Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
> > hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
> > January or February?
> >
> > > This is a multi-part message in MIME format.
> > > --
> > > [ Picked text/plain from multipart/alternative ] The one million
> > > dollar question. Will Valve release HL2DM this month ??, any news
> > > about it??
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
- Ben Davison
- http://www.shadow-phoenix.com

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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread S. Hendriks
Thats very good news, i can't wait to extend those. I lack time to
investigate stuff, but i am sure when the new SDK release is there, it
will give us a lot more control over things (well as far as its needed
of course).

I heard, but did not test this yet, that the current  'bot plugins' do
not work with the CSS release. (Botman, could you confirm?) Any info on
this?

===
Stefan Hendriks
FunDynamic & RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Alfred Reynolds
Verzonden: dinsdag 18 januari 2005 19:55
Aan: hlcoders@list.valvesoftware.com
Onderwerp: RE: [hlcoders] HL2DM SDK in January or February?


We will be releasing a basic bot API for plugins (with a very simple
example). We have also extended the IPlayerInfo structure to return more
data about player. You should use the
IServerPluginHelpers::CreateMessage() function to communicate with end
users from a plugin (oh, and we added a DIALOG_ENTRY message type that
lets you prompt a user for input).

- Alfred


Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
Tuesday, January 18, 2005 7:08 AM To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HL2DM SDK in January or February?

> Any possibility of any server plugin updates? Perhaps the ability to
> change a user's origin?  It would be great if there could be a
> function that allows us to modify the damage done per shot before it
> is processed.
>
> Not sure if you wanted a feature request or not :P
>
> Also, will hudmessages be fixed for CS:S?
>
> Thanks,
> Josh
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> Reynolds
> Sent: Monday, January 17, 2005 11:28 PM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] HL2DM SDK in January or February?
>
> The code for HL2DM won't be until February at the earliest. I am
> interested as to why people want it. It doesn't contain anything more
> that the current SDK.
>
> The only real difference is has some HL2 weapons predicted (the
> current SDK has all its weapons predicted also) and it has a some more

> examples to work from. If you want to make a HL2DM clone or get more
> examples then it will be useful, otherwise...
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
> Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
> hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
> January or February?
>
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ] The one million
> > dollar question. Will Valve release HL2DM this month ??, any news
> > about it??
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,

> please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
> ___
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> please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Pavol Marko
It could be nice if you could add something to print to chat area so we
don't have to use UserMessages for that.
Also, any news about whether the GameFrame function will be changed to
be called even when the server is empty? That would be a very nice feature..
Alfred Reynolds schrieb:
We will be releasing a basic bot API for plugins (with a very simple
example). We have also extended the IPlayerInfo structure to return more
data about player. You should use the
IServerPluginHelpers::CreateMessage() function to communicate with end
users from a plugin (oh, and we added a DIALOG_ENTRY message type that
lets you prompt a user for input).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
Tuesday, January 18, 2005 7:08 AM To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HL2DM SDK in January or February?

Any possibility of any server plugin updates? Perhaps the ability to
change a user's origin?  It would be great if there could be a
function that allows us to modify the damage done per shot before it
is processed.
Not sure if you wanted a feature request or not :P
Also, will hudmessages be fixed for CS:S?
Thanks,
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Monday, January 17, 2005 11:28 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HL2DM SDK in January or February?
The code for HL2DM won't be until February at the earliest. I am
interested as to why people want it. It doesn't contain anything more
that the current SDK.
The only real difference is has some HL2 weapons predicted (the
current SDK has all its weapons predicted also) and it has a some
more examples to work from. If you want to make a HL2DM clone or get
more examples then it will be useful, otherwise...
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
January or February?

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] The one million
dollar question. Will Valve release HL2DM this month ??, any news
about it??

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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Jeffrey \"botman\" Broome
S. Hendriks wrote:
I heard, but did not test this yet, that the current  'bot plugins' do
not work with the CSS release. (Botman, could you confirm?) Any info on
this?
I would assume this has to do with CS:S now officially supporting bots
(internally).  Bots created through plugins may (will?) confuse the CS:S
code that internally handles fake clients.
--
Jeffrey "botman" Broome
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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Bug
Sorry are you saying you are adding the ability to communicate with end
users in the next release or that we, just as a general note, should use
CreateMessage() to send things to users?

How does DIALOG_ENTRY take input from a user?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: 18 January 2005 18:55
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HL2DM SDK in January or February?

We will be releasing a basic bot API for plugins (with a very simple
example). We have also extended the IPlayerInfo structure to return more
data about player. You should use the
IServerPluginHelpers::CreateMessage() function to communicate with end
users from a plugin (oh, and we added a DIALOG_ENTRY message type that
lets you prompt a user for input).

- Alfred


Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
Tuesday, January 18, 2005 7:08 AM To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HL2DM SDK in January or February?

> Any possibility of any server plugin updates? Perhaps the ability to
> change a user's origin?  It would be great if there could be a
> function that allows us to modify the damage done per shot before it
> is processed.
>
> Not sure if you wanted a feature request or not :P
>
> Also, will hudmessages be fixed for CS:S?
>
> Thanks,
> Josh
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> Reynolds
> Sent: Monday, January 17, 2005 11:28 PM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] HL2DM SDK in January or February?
>
> The code for HL2DM won't be until February at the earliest. I am
> interested as to why people want it. It doesn't contain anything more
> that the current SDK.
>
> The only real difference is has some HL2 weapons predicted (the
> current SDK has all its weapons predicted also) and it has a some
> more examples to work from. If you want to make a HL2DM clone or get
> more examples then it will be useful, otherwise...
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
> Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
> hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
> January or February?
>
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ] The one million
> > dollar question. Will Valve release HL2DM this month ??, any news
> > about it??
>
> ___
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> archives, please visit:
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>
>
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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Alfred Reynolds
When we release it you will see :)

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bug Sent:
Tuesday, January 18, 2005 12:14 PM To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HL2DM SDK in January or February?

> Sorry are you saying you are adding the ability to communicate with
> end users in the next release or that we, just as a general note,
> should use
> CreateMessage() to send things to users?
>
> How does DIALOG_ENTRY take input from a user?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> Reynolds
> Sent: 18 January 2005 18:55
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] HL2DM SDK in January or February?
>
> We will be releasing a basic bot API for plugins (with a very simple
> example). We have also extended the IPlayerInfo structure to return
> more data about player. You should use the
> IServerPluginHelpers::CreateMessage() function to communicate with
> end users from a plugin (oh, and we added a DIALOG_ENTRY message type
> that lets you prompt a user for input).
>
> - Alfred
>
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
> Tuesday, January 18, 2005 7:08 AM To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] HL2DM SDK in January or February?
>
> > Any possibility of any server plugin updates? Perhaps the ability to
> > change a user's origin?  It would be great if there could be a
> > function that allows us to modify the damage done per shot before
> > it is processed.
> >
> > Not sure if you wanted a feature request or not :P
> >
> > Also, will hudmessages be fixed for CS:S?
> >
> > Thanks,
> > Josh
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> > Reynolds Sent: Monday, January 17, 2005 11:28 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] HL2DM SDK in January or February?
> >
> > The code for HL2DM won't be until February at the earliest. I am
> > interested as to why people want it. It doesn't contain anything
> > more that the current SDK.
> >
> > The only real difference is has some HL2 weapons predicted (the
> > current SDK has all its weapons predicted also) and it has a some
> > more examples to work from. If you want to make a HL2DM clone or
> > get more examples then it will be useful, otherwise...
> >
> > - Alfred
> >
> > Original Message
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Jose
> > Luis Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
> > hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
> > January or February?
> >
> > > This is a multi-part message in MIME format.
> > > --
> > > [ Picked text/plain from multipart/alternative ] The one million
> > > dollar question. Will Valve release HL2DM this month ??, any news
> > > about it??
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> > ___
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> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Alfred Reynolds
CS:S will work with 3rd party bots (implementing the bot API was a good
test of this). I suspect that current bot plugins don't work because
they have to use assorted hacks to work (and the release probably
invalidated some of those hacks).

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
"botman" Broome Sent: Tuesday, January 18, 2005 11:48 AM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HL2DM SDK in
January or February?

> S. Hendriks wrote:
> >
> > I heard, but did not test this yet, that the current  'bot plugins'
> > do not work with the CSS release. (Botman, could you confirm?) Any
> > info on this?
> >
>
> I would assume this has to do with CS:S now officially supporting
> bots (internally).  Bots created through plugins may (will?) confuse
> the CS:S code that internally handles fake clients.

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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Jeffrey \"botman\" Broome
Alfred Reynolds wrote:
CS:S will work with 3rd party bots (implementing the bot API was a good
test of this). I suspect that current bot plugins don't work because
they have to use assorted hacks to work (and the release probably
invalidated some of those hacks).
WHAT!?!?!?!?  Plugins using HACKS!!!  WHAT YOU SAY???
All your base are belong to us!
--
Jeffrey "botman" Broome
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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Alfred Reynolds
I still feel dirty from reading that forum post with all the hex offsets


- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
"botman" Broome Sent: Tuesday, January 18, 2005 1:26 PM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HL2DM SDK in
January or February?

> Alfred Reynolds wrote:
> > CS:S will work with 3rd party bots (implementing the bot API was a
> > good test of this). I suspect that current bot plugins don't work
> > because they have to use assorted hacks to work (and the release
> > probably invalidated some of those hacks).
>
> WHAT!?!?!?!?  Plugins using HACKS!!!  WHAT YOU SAY???
>
> All your base are belong to us!

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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread S. Hendriks
That would make sense, i did not dig into this, but i can't wait for the
'official' bot plugin to work with, feels a lot more comfortable then ;)

===
Stefan Hendriks
FunDynamic & RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Alfred Reynolds
Verzonden: dinsdag 18 januari 2005 22:06
Aan: hlcoders@list.valvesoftware.com
Onderwerp: RE: [hlcoders] HL2DM SDK in January or February?


CS:S will work with 3rd party bots (implementing the bot API was a good
test of this). I suspect that current bot plugins don't work because
they have to use assorted hacks to work (and the release probably
invalidated some of those hacks).

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
"botman" Broome Sent: Tuesday, January 18, 2005 11:48 AM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HL2DM SDK in
January or February?

> S. Hendriks wrote:
> >
> > I heard, but did not test this yet, that the current  'bot plugins'
> > do not work with the CSS release. (Botman, could you confirm?) Any
> > info on this?
> >
>
> I would assume this has to do with CS:S now officially supporting bots

> (internally).  Bots created through plugins may (will?) confuse the
> CS:S code that internally handles fake clients.

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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread S. Hendriks
I can imagine,

Though the cBaseEntity access gained on the more 'clean' is not that
bad!?

===
Stefan Hendriks
FunDynamic & RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Alfred Reynolds
Verzonden: dinsdag 18 januari 2005 22:30
Aan: hlcoders@list.valvesoftware.com
Onderwerp: RE: [hlcoders] HL2DM SDK in January or February?


I still feel dirty from reading that forum post with all the hex offsets


- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
"botman" Broome Sent: Tuesday, January 18, 2005 1:26 PM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HL2DM SDK in
January or February?

> Alfred Reynolds wrote:
> > CS:S will work with 3rd party bots (implementing the bot API was a
> > good test of this). I suspect that current bot plugins don't work
> > because they have to use assorted hacks to work (and the release
> > probably invalidated some of those hacks).
>
> WHAT!?!?!?!?  Plugins using HACKS!!!  WHAT YOU SAY???
>
> All your base are belong to us!

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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Bug
Manip has access to CBaseEntity without any kind of hacks or cheap tricks or
modifications to the SDK... but more on that later (don't e-mail me!).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: 18 January 2005 21:30
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HL2DM SDK in January or February?

I still feel dirty from reading that forum post with all the hex offsets


- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
"botman" Broome Sent: Tuesday, January 18, 2005 1:26 PM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HL2DM SDK in
January or February?

> Alfred Reynolds wrote:
> > CS:S will work with 3rd party bots (implementing the bot API was a
> > good test of this). I suspect that current bot plugins don't work
> > because they have to use assorted hacks to work (and the release
> > probably invalidated some of those hacks).
>
> WHAT!?!?!?!?  Plugins using HACKS!!!  WHAT YOU SAY???
>
> All your base are belong to us!

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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-20 Thread Beppo
Was nothing of all this posted on VERC?
Without trying to sound rude or something alike, but you encounter these
bugs within 2 minutes of playing the test map.
But back on topic... some already said that many out there want a base SDK
that actually works, has the basic stuff you need for a game already
implemented (ScoreBoard and stuff alike) and the bugs that some already
fixed themselves like the animations being fixed by Valve to get a
'standard' that you do not need to reinvent or even to reimplement by
copying code from a forum or something similar.
Sure you can learn a lot from doing all this yourself but the problem for
many out there is simply the time needed for all this.
I am pretty new to the HL/HL2 engine and so do not know right from the start
where to search for specific things at all and if I encounter a bug that
makes specific things unplayable then I get lost pretty fast due to me not
knowing the class hierarchy out of my pocket. In addition I do not have the
time needed to then try to fix these bugs myself cause my spare time for
this 'hobby' is already limited.
The more the MP SDK can offer to help out new folks like myself, the better.
We need examples we can enhance or even exchange later on. But to implement
these things yourself without knowing actually where the proper place would
be is another form of reinventing the wheel or even totally worthless in the
end cause the next official update will maybe have this code part
implemented properly.
So, many wait for the official release of HL2DM as base for the SDK, cause
in HL2DM everything seems to work. You have working game modes, one for team
play and one for solo, working animations with IK, working online physics,
working weapons aso aso. The only part missing would be fully online working
vehicles of different types (wheels, tracks, hovers, flying, swimming,
diving).
But maybe you guys can surprise us all by releasing an official HL2DM map
with a working buggy, jeep or whatever type of vehicle you want to use and
this all working in the SDK then too. :)
I know I'm asking for a lot, maybe too much, but with such a MP base SDK you
will get tons of new people to actually start modding.
Not everyone out there has the time and/or the skill to reinvent the wheel
or to fix base codes.
Would be great if Valve would be able to deliver such a MP SDK. Would hook
even more mod teams to this great engine, for sure!
regards,
Beppo
--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
http://infiltration.sentrystudios.net

- Original Message -
From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, January 18, 2005 4:48 PM
Subject: Re: [hlcoders] HL2DM SDK in January or February?

Mike Blowers wrote:
Wow... Steam must have downloaded the wrong SDK for me then !
How about these "issues" then (just to start with)
Go Thirdperson The player has 4 arms.
The Physics is nothing like HL2DMHow many times have you been
teleported
across a level just because you happened to walk on a slope in HL2DM ?)
Exit the Jeep and the weapon comes off the jeep then flies back on again.
Exit the Jeep whilst it's leaning against a wall, and those angles are
forced on the player.
After throwing a grenade it's auto switches to another weapon, no matter
how
many grenades you have left.
How many of these issues have you posted on VERC?
As for Physics, Jay Stelly responded to a post on VERC about maxspeed
being handled improperly...
http://www.chatbear.com/board.plm?a=viewthread&t=211,1104816723,4893&id=768355&b=4991&v=flatold
--
Jeffrey "botman" Broome
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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-20 Thread Chris Adams
"Not everyone out there has the time and/or the skill to reinvent the
wheel
or to fix base codes."

I think a few weeks ago this was definitely the case, but the
availability of fixes now is very great. I messed up my code base
totally the other day and it took me 20 minutes to have a fully working
MP code base with scoreboard etc, using the fixes on the net.

Useful links:
http://forums.thewavelength.net
http://www.sourcewiki.org
http://www.hl2dev.tk

Admittedly though it would be nice just to use the Valve code instead of
any possibly shoddy fixes :-)

---
Chris Adams
Fragzzhost

T (07005) 964 855
F (07005) 964 857
www.fragzzhost.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Beppo
Sent: 20 January 2005 21:58
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HL2DM SDK in January or February?

Was nothing of all this posted on VERC?
Without trying to sound rude or something alike, but you encounter these
bugs within 2 minutes of playing the test map.

But back on topic... some already said that many out there want a base
SDK
that actually works, has the basic stuff you need for a game already
implemented (ScoreBoard and stuff alike) and the bugs that some already
fixed themselves like the animations being fixed by Valve to get a
'standard' that you do not need to reinvent or even to reimplement by
copying code from a forum or something similar.
Sure you can learn a lot from doing all this yourself but the problem
for
many out there is simply the time needed for all this.

I am pretty new to the HL/HL2 engine and so do not know right from the
start
where to search for specific things at all and if I encounter a bug that
makes specific things unplayable then I get lost pretty fast due to me
not
knowing the class hierarchy out of my pocket. In addition I do not have
the
time needed to then try to fix these bugs myself cause my spare time for
this 'hobby' is already limited.

The more the MP SDK can offer to help out new folks like myself, the
better.
We need examples we can enhance or even exchange later on. But to
implement
these things yourself without knowing actually where the proper place
would
be is another form of reinventing the wheel or even totally worthless in
the
end cause the next official update will maybe have this code part
implemented properly.

So, many wait for the official release of HL2DM as base for the SDK,
cause
in HL2DM everything seems to work. You have working game modes, one for
team
play and one for solo, working animations with IK, working online
physics,
working weapons aso aso. The only part missing would be fully online
working
vehicles of different types (wheels, tracks, hovers, flying, swimming,
diving).
But maybe you guys can surprise us all by releasing an official HL2DM
map
with a working buggy, jeep or whatever type of vehicle you want to use
and
this all working in the SDK then too. :)

I know I'm asking for a lot, maybe too much, but with such a MP base SDK
you
will get tons of new people to actually start modding.
Not everyone out there has the time and/or the skill to reinvent the
wheel
or to fix base codes.

Would be great if Valve would be able to deliver such a MP SDK. Would
hook
even more mod teams to this great engine, for sure!

regards,

Beppo

--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
 http://infiltration.sentrystudios.net



- Original Message -
From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, January 18, 2005 4:48 PM
Subject: Re: [hlcoders] HL2DM SDK in January or February?


> Mike Blowers wrote:
>>
>> Wow... Steam must have downloaded the wrong SDK for me then !
>>
>> How about these "issues" then (just to start with)
>>
>> Go Thirdperson The player has 4 arms.
>>
>> The Physics is nothing like HL2DMHow many times have you been
>> teleported
>> across a level just because you happened to walk on a slope in HL2DM
?)
>>
>> Exit the Jeep and the weapon comes off the jeep then flies back on
again.
>>
>> Exit the Jeep whilst it's leaning against a wall, and those angles
are
>> forced on the player.
>>
>> After throwing a grenade it's auto switches to another weapon, no
matter
>> how
>> many grenades you have left.
>
> How many of these issues have you posted on VERC?
>
> As for Physics, Jay Stelly responded to a post on VERC about maxspeed
> being handled improperly...
>
>
http://www.chatbear.com/board.plm?a=viewthread&t=211,1104816723,4893&id=
768355&b=4991&v=flatold
>
> --
> Jeffrey "botman" Broome
>
> 

Re: [hlcoders] HL2DM SDK in January or February?

2005-01-20 Thread Beppo
Thanks for the links Chris, appreciated.
And I have to second you here ;)
Admittedly though it would be nice just to use the Valve code instead of
any possibly shoddy fixes :-)
--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
http://infiltration.sentrystudios.net

- Original Message -
From: "Chris Adams" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, January 20, 2005 11:41 PM
Subject: RE: [hlcoders] HL2DM SDK in January or February?

"Not everyone out there has the time and/or the skill to reinvent the
wheel
or to fix base codes."
I think a few weeks ago this was definitely the case, but the
availability of fixes now is very great. I messed up my code base
totally the other day and it took me 20 minutes to have a fully working
MP code base with scoreboard etc, using the fixes on the net.
Useful links:
http://forums.thewavelength.net
http://www.sourcewiki.org
http://www.hl2dev.tk
Admittedly though it would be nice just to use the Valve code instead of
any possibly shoddy fixes :-)
---
Chris Adams
Fragzzhost
T (07005) 964 855
F (07005) 964 857
www.fragzzhost.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Beppo
Sent: 20 January 2005 21:58
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HL2DM SDK in January or February?
Was nothing of all this posted on VERC?
Without trying to sound rude or something alike, but you encounter these
bugs within 2 minutes of playing the test map.
But back on topic... some already said that many out there want a base
SDK
that actually works, has the basic stuff you need for a game already
implemented (ScoreBoard and stuff alike) and the bugs that some already
fixed themselves like the animations being fixed by Valve to get a
'standard' that you do not need to reinvent or even to reimplement by
copying code from a forum or something similar.
Sure you can learn a lot from doing all this yourself but the problem
for
many out there is simply the time needed for all this.
I am pretty new to the HL/HL2 engine and so do not know right from the
start
where to search for specific things at all and if I encounter a bug that
makes specific things unplayable then I get lost pretty fast due to me
not
knowing the class hierarchy out of my pocket. In addition I do not have
the
time needed to then try to fix these bugs myself cause my spare time for
this 'hobby' is already limited.
The more the MP SDK can offer to help out new folks like myself, the
better.
We need examples we can enhance or even exchange later on. But to
implement
these things yourself without knowing actually where the proper place
would
be is another form of reinventing the wheel or even totally worthless in
the
end cause the next official update will maybe have this code part
implemented properly.
So, many wait for the official release of HL2DM as base for the SDK,
cause
in HL2DM everything seems to work. You have working game modes, one for
team
play and one for solo, working animations with IK, working online
physics,
working weapons aso aso. The only part missing would be fully online
working
vehicles of different types (wheels, tracks, hovers, flying, swimming,
diving).
But maybe you guys can surprise us all by releasing an official HL2DM
map
with a working buggy, jeep or whatever type of vehicle you want to use
and
this all working in the SDK then too. :)
I know I'm asking for a lot, maybe too much, but with such a MP base SDK
you
will get tons of new people to actually start modding.
Not everyone out there has the time and/or the skill to reinvent the
wheel
or to fix base codes.
Would be great if Valve would be able to deliver such a MP SDK. Would
hook
even more mod teams to this great engine, for sure!
regards,
Beppo
--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
http://infiltration.sentrystudios.net

- Original Message -
From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, January 18, 2005 4:48 PM
Subject: Re: [hlcoders] HL2DM SDK in January or February?

Mike Blowers wrote:
Wow... Steam must have downloaded the wrong SDK for me then !
How about these "issues" then (just to start with)
Go Thirdperson The player has 4 arms.
The Physics is nothing like HL2DMHow many times have you been
teleported
across a level just because you happened to walk on a slope in HL2DM
?)
Exit the Jeep and the weapon comes off the jeep then flies back on
again.
Exit the Jeep whilst it's leaning against a wall, and those angles
are
forced on the player.
After throwing a grenade it's auto switches to another we