Re: [hlcoders] Post your code!

2008-06-26 Thread red box
maybe someone have any ideas of co-op in SP, with switching between characters?
please, post your code. :)

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Re: [hlcoders] Post your code!

2008-06-26 Thread John
*"I just networked the name of the entity and loaded those scripts for
that clientside entity when it's created.
**garry"*

Yea, I got that, but how did you unpick the IMPLEMENT_NETWORKCLASS_ALIASED
macro.
On 6/16/08, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> Good call :) At least I deleted the OBJ files ;)
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
>
> Sent: Monday, June 16, 2008 8:09 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Post your code!
>
> FYI, there's about 54MB of intellisense cache in that rar that could be
> deleted.
>
> I tooled around in a few of the maps but didn't manage to work anything
> out. Fantastic visuals though. :-)
>
> Ben Everett wrote:
> > Copyright isn't an issue at all, distribution is. I'll contact FilePlanet
> > and FileShack to have them host it. You can already nab all art assets
> and
> > code from:
> > http://www.obike.net/forsaken/Forsaken%20Release.rar
> >
> > I'll upload a installation file for the mod itself shortly.
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Tom
> Edwards
> > Sent: Sunday, June 15, 2008 2:33 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] Post your code!
> >
> > Watch out for copyright. It doesn't matter if you can get in touch with
> > them any more: it's still not your work.
> >
> > Otherwise, bring it on! :-)
> >
> > Ben Everett wrote:
> >
> >> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
> >> anymore) I've thought about releasing the source code, art assets, and
> map
> >> assets for free as well as the last playable build of the game. What
> would
> >> you guys think of that?
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Tom
> Edwards
> >> Sent: Saturday, June 14, 2008 4:30 AM
> >> To: hlcoders
> >> Subject: [hlcoders] Post your code!
> >>
> >> Do you have any code lying around that might be useful to others? Why
> >> not share it?
> >>
> >> http://developer.valvesoftware.com/wiki/Category:Free_source_code
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >> __ NOD32 3186 (20080613) Information __
> >>
> >> This message was checked by NOD32 antivirus system.
> >> http://www.eset.com
> >>
> >>
> >>
> >> ___
> >> 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
> >
> >
> > __ NOD32 3187 (20080615) Information __
> >
> > This message was checked by NOD32 antivirus system.
> > http://www.eset.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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> please visit:
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>
>
> __ NOD32 3190 (20080616) Information __
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Re: [hlcoders] Post your code!

2008-06-16 Thread Ben Everett
Good call :) At least I deleted the OBJ files ;)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Monday, June 16, 2008 8:09 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!

FYI, there's about 54MB of intellisense cache in that rar that could be 
deleted.

I tooled around in a few of the maps but didn't manage to work anything 
out. Fantastic visuals though. :-)

Ben Everett wrote:
> Copyright isn't an issue at all, distribution is. I'll contact FilePlanet
> and FileShack to have them host it. You can already nab all art assets and
> code from:
> http://www.obike.net/forsaken/Forsaken%20Release.rar
>
> I'll upload a installation file for the mod itself shortly.
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
> Sent: Sunday, June 15, 2008 2:33 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Post your code!
>
> Watch out for copyright. It doesn't matter if you can get in touch with 
> them any more: it's still not your work.
>
> Otherwise, bring it on! :-)
>
> Ben Everett wrote:
>   
>> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
>> anymore) I've thought about releasing the source code, art assets, and
map
>> assets for free as well as the last playable build of the game. What
would
>> you guys think of that?
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
>> Sent: Saturday, June 14, 2008 4:30 AM
>> To: hlcoders
>> Subject: [hlcoders] Post your code!
>>
>> Do you have any code lying around that might be useful to others? Why 
>> not share it?
>>
>> http://developer.valvesoftware.com/wiki/Category:Free_source_code
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>> __ NOD32 3186 (20080613) Information __
>>
>> This message was checked by NOD32 antivirus system.
>> http://www.eset.com
>>
>>
>>
>> ___
>> 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
>
>
> __ NOD32 3187 (20080615) Information __
>
> This message was checked by NOD32 antivirus system.
> http://www.eset.com
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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>
>
>   


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Re: [hlcoders] Post your code!

2008-06-16 Thread Tom Edwards
FYI, there's about 54MB of intellisense cache in that rar that could be 
deleted.

I tooled around in a few of the maps but didn't manage to work anything 
out. Fantastic visuals though. :-)

Ben Everett wrote:
> Copyright isn't an issue at all, distribution is. I'll contact FilePlanet
> and FileShack to have them host it. You can already nab all art assets and
> code from:
> http://www.obike.net/forsaken/Forsaken%20Release.rar
>
> I'll upload a installation file for the mod itself shortly.
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
> Sent: Sunday, June 15, 2008 2:33 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Post your code!
>
> Watch out for copyright. It doesn't matter if you can get in touch with 
> them any more: it's still not your work.
>
> Otherwise, bring it on! :-)
>
> Ben Everett wrote:
>   
>> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
>> anymore) I've thought about releasing the source code, art assets, and map
>> assets for free as well as the last playable build of the game. What would
>> you guys think of that?
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
>> Sent: Saturday, June 14, 2008 4:30 AM
>> To: hlcoders
>> Subject: [hlcoders] Post your code!
>>
>> Do you have any code lying around that might be useful to others? Why 
>> not share it?
>>
>> http://developer.valvesoftware.com/wiki/Category:Free_source_code
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>> __ NOD32 3186 (20080613) Information __
>>
>> This message was checked by NOD32 antivirus system.
>> http://www.eset.com
>>
>>
>>
>> ___
>> 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
>
>
> __ NOD32 3187 (20080615) Information __
>
> This message was checked by NOD32 antivirus system.
> http://www.eset.com
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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>
>
>   


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Re: [hlcoders] Post your code!

2008-06-15 Thread Daniel Glenn
It's a shame Forsaken never saw the light of day. Thanks for releasing the
source though. Lots of stuff we can learn from it, I'm sure.

On Sun, Jun 15, 2008 at 8:08 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:

> Ben, im part of the moddb team but if you send an email to scott
> ([EMAIL PROTECTED]) he could re grant you access.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
> Sent: Monday, June 16, 2008 6:44 AM
> To: 'Discussion of Half-Life Programming'
> Subject: Re: [hlcoders] Post your code!
>
> I don't have access to modify the Forsaken entry on ModDB anymore
> unfortunately. I would have no problem throwing it up on Google Code, IF
> the
> mod was still being actively developed. The problem was never updating the
> code, just art assets and maps. You know there is a problem when coders
> start learning how to map ;)
>
> Forsaken could still easily be developed and released for wide public use,
> the only thing ever lacking was the final push from artists and mappers to
> add the few remaining assets. Unfortunately our lead mapper is now the lead
> level designer for Little Big Planet, our lead character artist/animator is
> now the lead character artist for Hi-Rez Studio's Global Agenda, and our
> lead weapon modeler has worked full-time at Terminal Reality for quite a
> while. It's hard for people to work on a game full-time during the day and
> come home and work on another game... it's draining on a lot of levels.
>
> The key thing is we all had fun developing Forsaken. All we cared about was
> making a game that WE enjoyed playing, and at that we succeeded. It's just
> unfortunate that despite the amount of time we poured into the project, the
> general public never really got to see what we were doing. That's why I'm
> releasing everything now... to let others enjoy it. There's the fringe
> benefit for everyone else out there in getting to learn from our source
> code, there's some pretty cool stuff tucked away in there. One of them
> being
> the ability to have a mapper create the win conditions for a map that
> depends on the team.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
> Sent: Sunday, June 15, 2008 5:27 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Post your code!
>
> You could put it on ModDB too.
>
> http://www.moddb.com/mods/3591/forsaken/downloads
>
> Ben Everett wrote:
> > Copyright isn't an issue at all, distribution is. I'll contact FilePlanet
> > and FileShack to have them host it. You can already nab all art assets
> and
> > code from:
> > http://www.obike.net/forsaken/Forsaken%20Release.rar
> >
> > I'll upload a installation file for the mod itself shortly.
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Tom
> Edwards
> > Sent: Sunday, June 15, 2008 2:33 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] Post your code!
> >
> > Watch out for copyright. It doesn't matter if you can get in touch with
> > them any more: it's still not your work.
> >
> > Otherwise, bring it on! :-)
> >
> > Ben Everett wrote:
> >
> >> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
> >> anymore) I've thought about releasing the source code, art assets, and
> map
> >> assets for free as well as the last playable build of the game. What
> would
> >> you guys think of that?
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Tom
> Edwards
> >> Sent: Saturday, June 14, 2008 4:30 AM
> >> To: hlcoders
> >> Subject: [hlcoders] Post your code!
> >>
> >> Do you have any code lying around that might be useful to others? Why
> >> not share it?
> >>
> >> http://developer.valvesoftware.com/wiki/Category:Free_source_code
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >> __ NOD32 3186 (20080613) Information __
> >>
> >> This message was checked by NOD32 antivirus system.
> >> http://www.eset.com
> >>
> >>
> >>
> >> ___

Re: [hlcoders] Post your code!

2008-06-15 Thread Mark Chandler
Ben, im part of the moddb team but if you send an email to scott
([EMAIL PROTECTED]) he could re grant you access.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
Sent: Monday, June 16, 2008 6:44 AM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Post your code!

I don't have access to modify the Forsaken entry on ModDB anymore
unfortunately. I would have no problem throwing it up on Google Code, IF the
mod was still being actively developed. The problem was never updating the
code, just art assets and maps. You know there is a problem when coders
start learning how to map ;)

Forsaken could still easily be developed and released for wide public use,
the only thing ever lacking was the final push from artists and mappers to
add the few remaining assets. Unfortunately our lead mapper is now the lead
level designer for Little Big Planet, our lead character artist/animator is
now the lead character artist for Hi-Rez Studio's Global Agenda, and our
lead weapon modeler has worked full-time at Terminal Reality for quite a
while. It's hard for people to work on a game full-time during the day and
come home and work on another game... it's draining on a lot of levels.

The key thing is we all had fun developing Forsaken. All we cared about was
making a game that WE enjoyed playing, and at that we succeeded. It's just
unfortunate that despite the amount of time we poured into the project, the
general public never really got to see what we were doing. That's why I'm
releasing everything now... to let others enjoy it. There's the fringe
benefit for everyone else out there in getting to learn from our source
code, there's some pretty cool stuff tucked away in there. One of them being
the ability to have a mapper create the win conditions for a map that
depends on the team.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Sunday, June 15, 2008 5:27 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!

You could put it on ModDB too.

http://www.moddb.com/mods/3591/forsaken/downloads

Ben Everett wrote:
> Copyright isn't an issue at all, distribution is. I'll contact FilePlanet
> and FileShack to have them host it. You can already nab all art assets and
> code from:
> http://www.obike.net/forsaken/Forsaken%20Release.rar
>
> I'll upload a installation file for the mod itself shortly.
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
> Sent: Sunday, June 15, 2008 2:33 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Post your code!
>
> Watch out for copyright. It doesn't matter if you can get in touch with 
> them any more: it's still not your work.
>
> Otherwise, bring it on! :-)
>
> Ben Everett wrote:
>   
>> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
>> anymore) I've thought about releasing the source code, art assets, and
map
>> assets for free as well as the last playable build of the game. What
would
>> you guys think of that?
>>
>> -----Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
>> Sent: Saturday, June 14, 2008 4:30 AM
>> To: hlcoders
>> Subject: [hlcoders] Post your code!
>>
>> Do you have any code lying around that might be useful to others? Why 
>> not share it?
>>
>> http://developer.valvesoftware.com/wiki/Category:Free_source_code
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>> __ NOD32 3186 (20080613) Information __
>>
>> This message was checked by NOD32 antivirus system.
>> http://www.eset.com
>>
>>
>>
>> ___
>> 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
>
>
> __ NOD32 3187 (20080615) Information __
>
> This message was checked by NOD32 antivirus system.
> http://www.eset.com
>
>
>
> ___
> To unsubscribe, edit your list p

Re: [hlcoders] Post your code!

2008-06-15 Thread Spencer 'voogru' MacDonald
I actually liked S&I...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Garrett
Sent: Sunday, June 15, 2008 8:21 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!

Yeah, that's what's killed Science and Industry 2.  I joined the dev team
last summer, thinking I could jump start the mod again, get things actually
moving since they were without a coder.  Boy was I wrong.  The mod wasn't
going anywhere not just because it was without a coder.  It wasn't going
anywhere because the team was a bunch of lazy people who couldn't really
care less about SI2, let alone SI.  Most of the people on the team would
rather torrent and watch entire seasons of bad American TV shows.  Granted,
there were a couple people who still tried to keep working on the mod,
including myself.  But those of us who actually cared about the mod were
completely bogged down with real life and barely had time to work on it.
Maybe those other lazy people were busy with real life, but they always made
sure they had plenty of time to watch season after season of TV shows.

Garrett
aka FredFriendship




- Original Message 
From: Ben Everett <[EMAIL PROTECTED]>
To: Discussion of Half-Life Programming 
Sent: Sunday, June 15, 2008 4:21:17 PM
Subject: Re: [hlcoders] Post your code!

http://www.obike.net/forsaken/Release.exe

There's the link to download the final version of Forsaken. Management
skills aren't as much of a problem as most people think, it's something that
can be developed over time. The problem is finding people that are willing
to dedicate time and effort to a mod, even if it means making a little
sacrifices. Unfortunately not many people are willing to do that, which is
why a lot of mods have been dying.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
Kammersgaard
Sent: Sunday, June 15, 2008 6:01 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!

Just checked it out. Seems like you guys were pretty far in development!

I could easily see somebody taking continuing this project, unfortunately,I
don't think my management skills are good enough for that.
What kinda scares me (bit off-topic, I know) is the amount of mods (big)
mods dying lately.

/ScarT


On 16/06/2008, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> I don't have access to modify the Forsaken entry on ModDB anymore
> unfortunately. I would have no problem throwing it up on Google Code, IF
> the
> mod was still being actively developed. The problem was never updating the
> code, just art assets and maps. You know there is a problem when coders
> start learning how to map ;)
>
> Forsaken could still easily be developed and released for wide public use,
> the only thing ever lacking was the final push from artists and mappers to
> add the few remaining assets. Unfortunately our lead mapper is now the
lead
> level designer for Little Big Planet, our lead character artist/animator
is
> now the lead character artist for Hi-Rez Studio's Global Agenda, and our
> lead weapon modeler has worked full-time at Terminal Reality for quite a
> while. It's hard for people to work on a game full-time during the day and
> come home and work on another game... it's draining on a lot of levels.
>
> The key thing is we all had fun developing Forsaken. All we cared about
was
> making a game that WE enjoyed playing, and at that we succeeded. It's just
> unfortunate that despite the amount of time we poured into the project,
the
> general public never really got to see what we were doing. That's why I'm
> releasing everything now... to let others enjoy it. There's the fringe
> benefit for everyone else out there in getting to learn from our source
> code, there's some pretty cool stuff tucked away in there. One of them
> being
> the ability to have a mapper create the win conditions for a map that
> depends on the team.
>
> -Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
> Sent: Sunday, June 15, 2008 5:27 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Post your code!
>
> You could put it on ModDB too.
>
> http://www.moddb.com/mods/3591/forsaken/downloads
>
> Ben Everett wrote:
> > Copyright isn't an issue at all, distribution is. I'll contact
FilePlanet
> > and FileShack to have them host it. You can already nab all art assets
> and
> > code from:
> > http://www.obike.net/forsaken/Forsaken%20Release.rar
> >
> > I'll upload a installation file for the mod itself shortly.
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED]

Re: [hlcoders] Post your code!

2008-06-15 Thread Garrett
Yeah, that's what's killed Science and Industry 2.  I joined the dev team last 
summer, thinking I could jump start the mod again, get things actually moving 
since they were without a coder.  Boy was I wrong.  The mod wasn't going 
anywhere not just because it was without a coder.  It wasn't going anywhere 
because the team was a bunch of lazy people who couldn't really care less about 
SI2, let alone SI.  Most of the people on the team would rather torrent and 
watch entire seasons of bad American TV shows.  Granted, there were a couple 
people who still tried to keep working on the mod, including myself.  But those 
of us who actually cared about the mod were completely bogged down with real 
life and barely had time to work on it.  Maybe those other lazy people were 
busy with real life, but they always made sure they had plenty of time to watch 
season after season of TV shows.

Garrett
aka FredFriendship




- Original Message 
From: Ben Everett <[EMAIL PROTECTED]>
To: Discussion of Half-Life Programming 
Sent: Sunday, June 15, 2008 4:21:17 PM
Subject: Re: [hlcoders] Post your code!

http://www.obike.net/forsaken/Release.exe

There's the link to download the final version of Forsaken. Management
skills aren't as much of a problem as most people think, it's something that
can be developed over time. The problem is finding people that are willing
to dedicate time and effort to a mod, even if it means making a little
sacrifices. Unfortunately not many people are willing to do that, which is
why a lot of mods have been dying.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
Kammersgaard
Sent: Sunday, June 15, 2008 6:01 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!

Just checked it out. Seems like you guys were pretty far in development!

I could easily see somebody taking continuing this project, unfortunately,I
don't think my management skills are good enough for that.
What kinda scares me (bit off-topic, I know) is the amount of mods (big)
mods dying lately.

/ScarT


On 16/06/2008, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> I don't have access to modify the Forsaken entry on ModDB anymore
> unfortunately. I would have no problem throwing it up on Google Code, IF
> the
> mod was still being actively developed. The problem was never updating the
> code, just art assets and maps. You know there is a problem when coders
> start learning how to map ;)
>
> Forsaken could still easily be developed and released for wide public use,
> the only thing ever lacking was the final push from artists and mappers to
> add the few remaining assets. Unfortunately our lead mapper is now the
lead
> level designer for Little Big Planet, our lead character artist/animator
is
> now the lead character artist for Hi-Rez Studio's Global Agenda, and our
> lead weapon modeler has worked full-time at Terminal Reality for quite a
> while. It's hard for people to work on a game full-time during the day and
> come home and work on another game... it's draining on a lot of levels.
>
> The key thing is we all had fun developing Forsaken. All we cared about
was
> making a game that WE enjoyed playing, and at that we succeeded. It's just
> unfortunate that despite the amount of time we poured into the project,
the
> general public never really got to see what we were doing. That's why I'm
> releasing everything now... to let others enjoy it. There's the fringe
> benefit for everyone else out there in getting to learn from our source
> code, there's some pretty cool stuff tucked away in there. One of them
> being
> the ability to have a mapper create the win conditions for a map that
> depends on the team.
>
> -Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
> Sent: Sunday, June 15, 2008 5:27 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Post your code!
>
> You could put it on ModDB too.
>
> http://www.moddb.com/mods/3591/forsaken/downloads
>
> Ben Everett wrote:
> > Copyright isn't an issue at all, distribution is. I'll contact
FilePlanet
> > and FileShack to have them host it. You can already nab all art assets
> and
> > code from:
> > http://www.obike.net/forsaken/Forsaken%20Release.rar
> >
> > I'll upload a installation file for the mod itself shortly.
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Tom
> Edwards
> > Sent: Sunday, June 15, 2008 2:33 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] Post your code!
> >
> > Watch out for copyright. It doesn't

Re: [hlcoders] Post your code!

2008-06-15 Thread Ben Everett
http://www.obike.net/forsaken/Release.exe

There's the link to download the final version of Forsaken. Management
skills aren't as much of a problem as most people think, it's something that
can be developed over time. The problem is finding people that are willing
to dedicate time and effort to a mod, even if it means making a little
sacrifices. Unfortunately not many people are willing to do that, which is
why a lot of mods have been dying.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
Kammersgaard
Sent: Sunday, June 15, 2008 6:01 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!

Just checked it out. Seems like you guys were pretty far in development!

I could easily see somebody taking continuing this project, unfortunately,I
don't think my management skills are good enough for that.
What kinda scares me (bit off-topic, I know) is the amount of mods (big)
mods dying lately.

/ScarT


On 16/06/2008, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> I don't have access to modify the Forsaken entry on ModDB anymore
> unfortunately. I would have no problem throwing it up on Google Code, IF
> the
> mod was still being actively developed. The problem was never updating the
> code, just art assets and maps. You know there is a problem when coders
> start learning how to map ;)
>
> Forsaken could still easily be developed and released for wide public use,
> the only thing ever lacking was the final push from artists and mappers to
> add the few remaining assets. Unfortunately our lead mapper is now the
lead
> level designer for Little Big Planet, our lead character artist/animator
is
> now the lead character artist for Hi-Rez Studio's Global Agenda, and our
> lead weapon modeler has worked full-time at Terminal Reality for quite a
> while. It's hard for people to work on a game full-time during the day and
> come home and work on another game... it's draining on a lot of levels.
>
> The key thing is we all had fun developing Forsaken. All we cared about
was
> making a game that WE enjoyed playing, and at that we succeeded. It's just
> unfortunate that despite the amount of time we poured into the project,
the
> general public never really got to see what we were doing. That's why I'm
> releasing everything now... to let others enjoy it. There's the fringe
> benefit for everyone else out there in getting to learn from our source
> code, there's some pretty cool stuff tucked away in there. One of them
> being
> the ability to have a mapper create the win conditions for a map that
> depends on the team.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
> Sent: Sunday, June 15, 2008 5:27 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Post your code!
>
> You could put it on ModDB too.
>
> http://www.moddb.com/mods/3591/forsaken/downloads
>
> Ben Everett wrote:
> > Copyright isn't an issue at all, distribution is. I'll contact
FilePlanet
> > and FileShack to have them host it. You can already nab all art assets
> and
> > code from:
> > http://www.obike.net/forsaken/Forsaken%20Release.rar
> >
> > I'll upload a installation file for the mod itself shortly.
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Tom
> Edwards
> > Sent: Sunday, June 15, 2008 2:33 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] Post your code!
> >
> > Watch out for copyright. It doesn't matter if you can get in touch with
> > them any more: it's still not your work.
> >
> > Otherwise, bring it on! :-)
> >
> > Ben Everett wrote:
> >
> >> Hmm, since Forsaken is now officially dead (can't get in touch w/
anyone
> >> anymore) I've thought about releasing the source code, art assets, and
> map
> >> assets for free as well as the last playable build of the game. What
> would
> >> you guys think of that?
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Tom
> Edwards
> >> Sent: Saturday, June 14, 2008 4:30 AM
> >> To: hlcoders
> >> Subject: [hlcoders] Post your code!
> >>
> >> Do you have any code lying around that might be useful to others? Why
> >> not share it?
> >>
> >> http://developer.valvesoftware.com/wiki/Category:Free_source_code
> >>
> >>
> >> ___
> >>

Re: [hlcoders] Post your code!

2008-06-15 Thread Tobias Kammersgaard
Just checked it out. Seems like you guys were pretty far in development!

I could easily see somebody taking continuing this project, unfortunately,I
don't think my management skills are good enough for that.
What kinda scares me (bit off-topic, I know) is the amount of mods (big)
mods dying lately.

/ScarT


On 16/06/2008, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> I don't have access to modify the Forsaken entry on ModDB anymore
> unfortunately. I would have no problem throwing it up on Google Code, IF
> the
> mod was still being actively developed. The problem was never updating the
> code, just art assets and maps. You know there is a problem when coders
> start learning how to map ;)
>
> Forsaken could still easily be developed and released for wide public use,
> the only thing ever lacking was the final push from artists and mappers to
> add the few remaining assets. Unfortunately our lead mapper is now the lead
> level designer for Little Big Planet, our lead character artist/animator is
> now the lead character artist for Hi-Rez Studio's Global Agenda, and our
> lead weapon modeler has worked full-time at Terminal Reality for quite a
> while. It's hard for people to work on a game full-time during the day and
> come home and work on another game... it's draining on a lot of levels.
>
> The key thing is we all had fun developing Forsaken. All we cared about was
> making a game that WE enjoyed playing, and at that we succeeded. It's just
> unfortunate that despite the amount of time we poured into the project, the
> general public never really got to see what we were doing. That's why I'm
> releasing everything now... to let others enjoy it. There's the fringe
> benefit for everyone else out there in getting to learn from our source
> code, there's some pretty cool stuff tucked away in there. One of them
> being
> the ability to have a mapper create the win conditions for a map that
> depends on the team.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
> Sent: Sunday, June 15, 2008 5:27 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Post your code!
>
> You could put it on ModDB too.
>
> http://www.moddb.com/mods/3591/forsaken/downloads
>
> Ben Everett wrote:
> > Copyright isn't an issue at all, distribution is. I'll contact FilePlanet
> > and FileShack to have them host it. You can already nab all art assets
> and
> > code from:
> > http://www.obike.net/forsaken/Forsaken%20Release.rar
> >
> > I'll upload a installation file for the mod itself shortly.
> > -----Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Tom
> Edwards
> > Sent: Sunday, June 15, 2008 2:33 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] Post your code!
> >
> > Watch out for copyright. It doesn't matter if you can get in touch with
> > them any more: it's still not your work.
> >
> > Otherwise, bring it on! :-)
> >
> > Ben Everett wrote:
> >
> >> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
> >> anymore) I've thought about releasing the source code, art assets, and
> map
> >> assets for free as well as the last playable build of the game. What
> would
> >> you guys think of that?
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Tom
> Edwards
> >> Sent: Saturday, June 14, 2008 4:30 AM
> >> To: hlcoders
> >> Subject: [hlcoders] Post your code!
> >>
> >> Do you have any code lying around that might be useful to others? Why
> >> not share it?
> >>
> >> http://developer.valvesoftware.com/wiki/Category:Free_source_code
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >> __ NOD32 3186 (20080613) Information __
> >>
> >> This message was checked by NOD32 antivirus system.
> >> http://www.eset.com
> >>
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >>
> > please visit:
> >
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> &

Re: [hlcoders] Post your code!

2008-06-15 Thread Ben Everett
I don't have access to modify the Forsaken entry on ModDB anymore
unfortunately. I would have no problem throwing it up on Google Code, IF the
mod was still being actively developed. The problem was never updating the
code, just art assets and maps. You know there is a problem when coders
start learning how to map ;)

Forsaken could still easily be developed and released for wide public use,
the only thing ever lacking was the final push from artists and mappers to
add the few remaining assets. Unfortunately our lead mapper is now the lead
level designer for Little Big Planet, our lead character artist/animator is
now the lead character artist for Hi-Rez Studio's Global Agenda, and our
lead weapon modeler has worked full-time at Terminal Reality for quite a
while. It's hard for people to work on a game full-time during the day and
come home and work on another game... it's draining on a lot of levels.

The key thing is we all had fun developing Forsaken. All we cared about was
making a game that WE enjoyed playing, and at that we succeeded. It's just
unfortunate that despite the amount of time we poured into the project, the
general public never really got to see what we were doing. That's why I'm
releasing everything now... to let others enjoy it. There's the fringe
benefit for everyone else out there in getting to learn from our source
code, there's some pretty cool stuff tucked away in there. One of them being
the ability to have a mapper create the win conditions for a map that
depends on the team.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Sunday, June 15, 2008 5:27 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!

You could put it on ModDB too.

http://www.moddb.com/mods/3591/forsaken/downloads

Ben Everett wrote:
> Copyright isn't an issue at all, distribution is. I'll contact FilePlanet
> and FileShack to have them host it. You can already nab all art assets and
> code from:
> http://www.obike.net/forsaken/Forsaken%20Release.rar
>
> I'll upload a installation file for the mod itself shortly.
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
> Sent: Sunday, June 15, 2008 2:33 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Post your code!
>
> Watch out for copyright. It doesn't matter if you can get in touch with 
> them any more: it's still not your work.
>
> Otherwise, bring it on! :-)
>
> Ben Everett wrote:
>   
>> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
>> anymore) I've thought about releasing the source code, art assets, and
map
>> assets for free as well as the last playable build of the game. What
would
>> you guys think of that?
>>
>> -----Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
>> Sent: Saturday, June 14, 2008 4:30 AM
>> To: hlcoders
>> Subject: [hlcoders] Post your code!
>>
>> Do you have any code lying around that might be useful to others? Why 
>> not share it?
>>
>> http://developer.valvesoftware.com/wiki/Category:Free_source_code
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>> __ NOD32 3186 (20080613) Information __
>>
>> This message was checked by NOD32 antivirus system.
>> http://www.eset.com
>>
>>
>>
>> ___
>> 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
>
>
> __ NOD32 3187 (20080615) Information __
>
> This message was checked by NOD32 antivirus system.
> http://www.eset.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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Re: [hlcoders] Post your code!

2008-06-15 Thread Tom Edwards
You could put it on ModDB too.

http://www.moddb.com/mods/3591/forsaken/downloads

Ben Everett wrote:
> Copyright isn't an issue at all, distribution is. I'll contact FilePlanet
> and FileShack to have them host it. You can already nab all art assets and
> code from:
> http://www.obike.net/forsaken/Forsaken%20Release.rar
>
> I'll upload a installation file for the mod itself shortly.
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
> Sent: Sunday, June 15, 2008 2:33 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Post your code!
>
> Watch out for copyright. It doesn't matter if you can get in touch with 
> them any more: it's still not your work.
>
> Otherwise, bring it on! :-)
>
> Ben Everett wrote:
>   
>> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
>> anymore) I've thought about releasing the source code, art assets, and map
>> assets for free as well as the last playable build of the game. What would
>> you guys think of that?
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
>> Sent: Saturday, June 14, 2008 4:30 AM
>> To: hlcoders
>> Subject: [hlcoders] Post your code!
>>
>> Do you have any code lying around that might be useful to others? Why 
>> not share it?
>>
>> http://developer.valvesoftware.com/wiki/Category:Free_source_code
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>> __ NOD32 3186 (20080613) Information __
>>
>> This message was checked by NOD32 antivirus system.
>> http://www.eset.com
>>
>>
>>
>> ___
>> 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
>
>
> __ NOD32 3187 (20080615) Information __
>
> This message was checked by NOD32 antivirus system.
> http://www.eset.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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Re: [hlcoders] Post your code!

2008-06-15 Thread Joel R.
I posted a link to my Source Towers mod that I made Open Source about 2
weeks ago.

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

On Sun, Jun 15, 2008 at 4:46 PM, Ben Everett <[EMAIL PROTECTED]> wrote:

> Copyright isn't an issue at all, distribution is. I'll contact FilePlanet
> and FileShack to have them host it. You can already nab all art assets and
> code from:
> http://www.obike.net/forsaken/Forsaken%20Release.rar
>
> I'll upload a installation file for the mod itself shortly.
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
> Sent: Sunday, June 15, 2008 2:33 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Post your code!
>
> Watch out for copyright. It doesn't matter if you can get in touch with
> them any more: it's still not your work.
>
> Otherwise, bring it on! :-)
>
> Ben Everett wrote:
> > Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
> > anymore) I've thought about releasing the source code, art assets, and
> map
> > assets for free as well as the last playable build of the game. What
> would
> > you guys think of that?
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Tom
> Edwards
> > Sent: Saturday, June 14, 2008 4:30 AM
> > To: hlcoders
> > Subject: [hlcoders] Post your code!
> >
> > Do you have any code lying around that might be useful to others? Why
> > not share it?
> >
> > http://developer.valvesoftware.com/wiki/Category:Free_source_code
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > __ NOD32 3186 (20080613) Information __
> >
> > This message was checked by NOD32 antivirus system.
> > http://www.eset.com
> >
> >
> >
> > ___
> > 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
>
>
> __ NOD32 3187 (20080615) Information __
>
> This message was checked by NOD32 antivirus system.
> http://www.eset.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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Re: [hlcoders] Post your code!

2008-06-15 Thread Ben Everett
Copyright isn't an issue at all, distribution is. I'll contact FilePlanet
and FileShack to have them host it. You can already nab all art assets and
code from:
http://www.obike.net/forsaken/Forsaken%20Release.rar

I'll upload a installation file for the mod itself shortly.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Sunday, June 15, 2008 2:33 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!

Watch out for copyright. It doesn't matter if you can get in touch with 
them any more: it's still not your work.

Otherwise, bring it on! :-)

Ben Everett wrote:
> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
> anymore) I've thought about releasing the source code, art assets, and map
> assets for free as well as the last playable build of the game. What would
> you guys think of that?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
> Sent: Saturday, June 14, 2008 4:30 AM
> To: hlcoders
> Subject: [hlcoders] Post your code!
>
> Do you have any code lying around that might be useful to others? Why 
> not share it?
>
> http://developer.valvesoftware.com/wiki/Category:Free_source_code
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
> __ NOD32 3186 (20080613) Information __
>
> This message was checked by NOD32 antivirus system.
> http://www.eset.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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Re: [hlcoders] Post your code!

2008-06-15 Thread Ondřej Hošek
Forsaken? Nomen est omen.

But seriously, this place needs a few more open-source, open-content 
mods. :) It's a sign of maturity; you have lots of such mods in the 
Quake 3 community, which is with us since 1999, back when I didn't even 
have a graphics card. Additionally, it might be a boon for total n00bs 
(*cough* myself *cough*) trying to get into HL2 modding.

~~ Ondra

On 15.06.08 18:01 Uhr, Ben Everett wrote:
> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
> anymore) I've thought about releasing the source code, art assets, and map
> assets for free as well as the last playable build of the game. What would
> you guys think of that?

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Re: [hlcoders] Post your code!

2008-06-15 Thread Tom Edwards
Watch out for copyright. It doesn't matter if you can get in touch with 
them any more: it's still not your work.

Otherwise, bring it on! :-)

Ben Everett wrote:
> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
> anymore) I've thought about releasing the source code, art assets, and map
> assets for free as well as the last playable build of the game. What would
> you guys think of that?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
> Sent: Saturday, June 14, 2008 4:30 AM
> To: hlcoders
> Subject: [hlcoders] Post your code!
>
> Do you have any code lying around that might be useful to others? Why 
> not share it?
>
> http://developer.valvesoftware.com/wiki/Category:Free_source_code
>
>
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>
> __ NOD32 3186 (20080613) Information __
>
> This message was checked by NOD32 antivirus system.
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Re: [hlcoders] Post your code!

2008-06-15 Thread Tom Edwards
That might do better here: 
http://developer.valvesoftware.com/wiki/Category:Snippets

Nuno Silva wrote:
> Do you think it would be okay if i post code snippets on how to do common
> things in the SDK?
>
> On Sun, Jun 15, 2008 at 6:34 PM, Tom Leighton <[EMAIL PROTECTED]>
> wrote:
>
>   
>> I can only assume he meant in your code how did you link two entities
>> created with lua together (say server/client entities)
>>
>> However that would simply be a case of copying the LINK_ENTITY_TO_CLASS
>> code you already have and just creating the same entity with the same
>> name on the clientside -- the engine afaik picks up the entity name
>> automatically.
>>
>> Garry Newman wrote:
>> 
>>> I don't really understand the question. The entities are linked
>>> already, in the engine. In what way do you mean linked on the client?
>>>
>>> garry
>>>
>>> On Sun, Jun 15, 2008 at 12:01 PM, John <[EMAIL PROTECTED]> wrote:
>>>
>>>   
 You didn't answer my question though :(

 On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman <[EMAIL PROTECTED]>
 wrote:


 
> Most of this is done in Lua. I have a searchable version of all the
> Lua code here:
>
> http://code.garrysmod.com/
>
> Here's how the balloon is made (Even though it doesn't make much sense)
>
>
>
>   
>> http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua
>> 
> All the sandbox entities are here
>
>
>
>   
>> http://code.garrysmod.com/?into=garrysmod/gamemodes/sandbox/entities/entities
>> 
> The balloon just uses a motion controller to pull upwards (see the
> physicssimulate function)
>
>
>
>   
>> http://code.garrysmod.com/?show=garrysmod/gamemodes/sandbox/entities/entities/gmod_balloon/init.lua
>> 
> I simplified the motion controller a bit for Lua, but there's some
> examples of using it in the sdk (I think the gravity gun uses one)
>
> garry
> On Sat, Jun 14, 2008 at 3:28 PM, Adam Donovan <[EMAIL PROTECTED]
>   
> wrote:
>
>   
>> Yeah Garry I would like to see how you coded balloons..:) as well as
>>
>> 
> basic
>
>   
>> functions like spawing an object(via a weapon trace im guessing) and
>> freezing it..Thanks for youe help the other day with the phycannon to
>> 
>> by
>> 
> the
>
>   
>> way, it worked..just now have to figure out getting the movment to be
>> smoother..though im guessing now its not predicted that kinda hard:)
>> cheers
>> Adam
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>>
>> 
> please visit:
>
>   
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>
>> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
>   
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 
>> please visit:
>> 
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



 
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>   
>> please visit:
>> 
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>   
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>> please visit:
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Re: [hlcoders] Post your code!

2008-06-15 Thread Garry Newman
I just networked the name of the entity and loaded those scripts for
that clientside entity when it's created.

garry

On Sun, Jun 15, 2008 at 7:47 PM, John <[EMAIL PROTECTED]> wrote:
> I've got it to link the server Lua classes to entities, but I need the
> server Lua entity to link with a client Lua entity. In C++ this is done
> using the
> IMPLEMENT_NETWORKCLASS_ALIASED( BaseLuaWeapon, DT_BaseLuaWeapon ) macro,
> I've tried to unpick it but cant seem to generate the datatable dynamically.
>
>
> On Sun, Jun 15, 2008 at 6:49 PM, Nuno Silva <[EMAIL PROTECTED]>
> wrote:
>
>> Do you think it would be okay if i post code snippets on how to do common
>> things in the SDK?
>>
>> On Sun, Jun 15, 2008 at 6:34 PM, Tom Leighton <[EMAIL PROTECTED]
>> >
>> wrote:
>>
>> > I can only assume he meant in your code how did you link two entities
>> > created with lua together (say server/client entities)
>> >
>> > However that would simply be a case of copying the LINK_ENTITY_TO_CLASS
>> > code you already have and just creating the same entity with the same
>> > name on the clientside -- the engine afaik picks up the entity name
>> > automatically.
>> >
>> > Garry Newman wrote:
>> > > I don't really understand the question. The entities are linked
>> > > already, in the engine. In what way do you mean linked on the client?
>> > >
>> > > garry
>> > >
>> > > On Sun, Jun 15, 2008 at 12:01 PM, John <[EMAIL PROTECTED]> wrote:
>> > >
>> > >> You didn't answer my question though :(
>> > >>
>> > >> On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman <[EMAIL PROTECTED]
>> >
>> > >> wrote:
>> > >>
>> > >>
>> > >>> Most of this is done in Lua. I have a searchable version of all the
>> > >>> Lua code here:
>> > >>>
>> > >>> http://code.garrysmod.com/
>> > >>>
>> > >>> Here's how the balloon is made (Even though it doesn't make much
>> sense)
>> > >>>
>> > >>>
>> > >>>
>> >
>> http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua
>> > >>>
>> > >>> All the sandbox entities are here
>> > >>>
>> > >>>
>> > >>>
>> >
>> http://code.garrysmod.com/?into=garrysmod/gamemodes/sandbox/entities/entities
>> > >>>
>> > >>> The balloon just uses a motion controller to pull upwards (see the
>> > >>> physicssimulate function)
>> > >>>
>> > >>>
>> > >>>
>> >
>> http://code.garrysmod.com/?show=garrysmod/gamemodes/sandbox/entities/entities/gmod_balloon/init.lua
>> > >>>
>> > >>> I simplified the motion controller a bit for Lua, but there's some
>> > >>> examples of using it in the sdk (I think the gravity gun uses one)
>> > >>>
>> > >>> garry
>> > >>> On Sat, Jun 14, 2008 at 3:28 PM, Adam Donovan <
>> [EMAIL PROTECTED]
>> > >
>> > >>> wrote:
>> > >>>
>> >  Yeah Garry I would like to see how you coded balloons..:) as well as
>> > 
>> > >>> basic
>> > >>>
>> >  functions like spawing an object(via a weapon trace im guessing) and
>> >  freezing it..Thanks for youe help the other day with the phycannon
>> to
>> > by
>> > 
>> > >>> the
>> > >>>
>> >  way, it worked..just now have to figure out getting the movment to
>> be
>> >  smoother..though im guessing now its not predicted that kinda hard:)
>> >  cheers
>> >  Adam
>> >  ___
>> >  To unsubscribe, edit your list preferences, or view the list
>> archives,
>> > 
>> > >>> please visit:
>> > >>>
>> >  http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > 
>> > 
>> > 
>> > >>> ___
>> > >>> To unsubscribe, edit your list preferences, or view the list
>> archives,
>> > >>> please visit:
>> > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >>>
>> > >>>
>> > >>>
>> > >> ___
>> > >> To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >>
>> > >>
>> > >>
>> > >
>> > > ___
>> > > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >
>> > >
>> > >
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >
>> >
>> ___
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>> please visit:
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>>
>>
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Re: [hlcoders] Post your code!

2008-06-15 Thread John
I've got it to link the server Lua classes to entities, but I need the
server Lua entity to link with a client Lua entity. In C++ this is done
using the
IMPLEMENT_NETWORKCLASS_ALIASED( BaseLuaWeapon, DT_BaseLuaWeapon ) macro,
I've tried to unpick it but cant seem to generate the datatable dynamically.


On Sun, Jun 15, 2008 at 6:49 PM, Nuno Silva <[EMAIL PROTECTED]>
wrote:

> Do you think it would be okay if i post code snippets on how to do common
> things in the SDK?
>
> On Sun, Jun 15, 2008 at 6:34 PM, Tom Leighton <[EMAIL PROTECTED]
> >
> wrote:
>
> > I can only assume he meant in your code how did you link two entities
> > created with lua together (say server/client entities)
> >
> > However that would simply be a case of copying the LINK_ENTITY_TO_CLASS
> > code you already have and just creating the same entity with the same
> > name on the clientside -- the engine afaik picks up the entity name
> > automatically.
> >
> > Garry Newman wrote:
> > > I don't really understand the question. The entities are linked
> > > already, in the engine. In what way do you mean linked on the client?
> > >
> > > garry
> > >
> > > On Sun, Jun 15, 2008 at 12:01 PM, John <[EMAIL PROTECTED]> wrote:
> > >
> > >> You didn't answer my question though :(
> > >>
> > >> On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman <[EMAIL PROTECTED]
> >
> > >> wrote:
> > >>
> > >>
> > >>> Most of this is done in Lua. I have a searchable version of all the
> > >>> Lua code here:
> > >>>
> > >>> http://code.garrysmod.com/
> > >>>
> > >>> Here's how the balloon is made (Even though it doesn't make much
> sense)
> > >>>
> > >>>
> > >>>
> >
> http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua
> > >>>
> > >>> All the sandbox entities are here
> > >>>
> > >>>
> > >>>
> >
> http://code.garrysmod.com/?into=garrysmod/gamemodes/sandbox/entities/entities
> > >>>
> > >>> The balloon just uses a motion controller to pull upwards (see the
> > >>> physicssimulate function)
> > >>>
> > >>>
> > >>>
> >
> http://code.garrysmod.com/?show=garrysmod/gamemodes/sandbox/entities/entities/gmod_balloon/init.lua
> > >>>
> > >>> I simplified the motion controller a bit for Lua, but there's some
> > >>> examples of using it in the sdk (I think the gravity gun uses one)
> > >>>
> > >>> garry
> > >>> On Sat, Jun 14, 2008 at 3:28 PM, Adam Donovan <
> [EMAIL PROTECTED]
> > >
> > >>> wrote:
> > >>>
> >  Yeah Garry I would like to see how you coded balloons..:) as well as
> > 
> > >>> basic
> > >>>
> >  functions like spawing an object(via a weapon trace im guessing) and
> >  freezing it..Thanks for youe help the other day with the phycannon
> to
> > by
> > 
> > >>> the
> > >>>
> >  way, it worked..just now have to figure out getting the movment to
> be
> >  smoother..though im guessing now its not predicted that kinda hard:)
> >  cheers
> >  Adam
> >  ___
> >  To unsubscribe, edit your list preferences, or view the list
> archives,
> > 
> > >>> please visit:
> > >>>
> >  http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > 
> > 
> > 
> > >>> ___
> > >>> To unsubscribe, edit your list preferences, or view the list
> archives,
> > >>> please visit:
> > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>>
> > >>>
> > >>>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >>
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
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Re: [hlcoders] Post your code!

2008-06-15 Thread Nuno Silva
Do you think it would be okay if i post code snippets on how to do common
things in the SDK?

On Sun, Jun 15, 2008 at 6:34 PM, Tom Leighton <[EMAIL PROTECTED]>
wrote:

> I can only assume he meant in your code how did you link two entities
> created with lua together (say server/client entities)
>
> However that would simply be a case of copying the LINK_ENTITY_TO_CLASS
> code you already have and just creating the same entity with the same
> name on the clientside -- the engine afaik picks up the entity name
> automatically.
>
> Garry Newman wrote:
> > I don't really understand the question. The entities are linked
> > already, in the engine. In what way do you mean linked on the client?
> >
> > garry
> >
> > On Sun, Jun 15, 2008 at 12:01 PM, John <[EMAIL PROTECTED]> wrote:
> >
> >> You didn't answer my question though :(
> >>
> >> On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman <[EMAIL PROTECTED]>
> >> wrote:
> >>
> >>
> >>> Most of this is done in Lua. I have a searchable version of all the
> >>> Lua code here:
> >>>
> >>> http://code.garrysmod.com/
> >>>
> >>> Here's how the balloon is made (Even though it doesn't make much sense)
> >>>
> >>>
> >>>
> http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua
> >>>
> >>> All the sandbox entities are here
> >>>
> >>>
> >>>
> http://code.garrysmod.com/?into=garrysmod/gamemodes/sandbox/entities/entities
> >>>
> >>> The balloon just uses a motion controller to pull upwards (see the
> >>> physicssimulate function)
> >>>
> >>>
> >>>
> http://code.garrysmod.com/?show=garrysmod/gamemodes/sandbox/entities/entities/gmod_balloon/init.lua
> >>>
> >>> I simplified the motion controller a bit for Lua, but there's some
> >>> examples of using it in the sdk (I think the gravity gun uses one)
> >>>
> >>> garry
> >>> On Sat, Jun 14, 2008 at 3:28 PM, Adam Donovan <[EMAIL PROTECTED]
> >
> >>> wrote:
> >>>
>  Yeah Garry I would like to see how you coded balloons..:) as well as
> 
> >>> basic
> >>>
>  functions like spawing an object(via a weapon trace im guessing) and
>  freezing it..Thanks for youe help the other day with the phycannon to
> by
> 
> >>> the
> >>>
>  way, it worked..just now have to figure out getting the movment to be
>  smoother..though im guessing now its not predicted that kinda hard:)
>  cheers
>  Adam
>  ___
>  To unsubscribe, edit your list preferences, or view the list archives,
> 
> >>> please visit:
> >>>
>  http://list.valvesoftware.com/mailman/listinfo/hlcoders
> 
> 
> 
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>
> ___
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> please visit:
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>
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Re: [hlcoders] Post your code!

2008-06-15 Thread Tom Leighton
I can only assume he meant in your code how did you link two entities 
created with lua together (say server/client entities)

However that would simply be a case of copying the LINK_ENTITY_TO_CLASS 
code you already have and just creating the same entity with the same 
name on the clientside -- the engine afaik picks up the entity name 
automatically. 

Garry Newman wrote:
> I don't really understand the question. The entities are linked
> already, in the engine. In what way do you mean linked on the client?
>
> garry
>
> On Sun, Jun 15, 2008 at 12:01 PM, John <[EMAIL PROTECTED]> wrote:
>   
>> You didn't answer my question though :(
>>
>> On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman <[EMAIL PROTECTED]>
>> wrote:
>>
>> 
>>> Most of this is done in Lua. I have a searchable version of all the
>>> Lua code here:
>>>
>>> http://code.garrysmod.com/
>>>
>>> Here's how the balloon is made (Even though it doesn't make much sense)
>>>
>>>
>>> http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua
>>>
>>> All the sandbox entities are here
>>>
>>>
>>> http://code.garrysmod.com/?into=garrysmod/gamemodes/sandbox/entities/entities
>>>
>>> The balloon just uses a motion controller to pull upwards (see the
>>> physicssimulate function)
>>>
>>>
>>> http://code.garrysmod.com/?show=garrysmod/gamemodes/sandbox/entities/entities/gmod_balloon/init.lua
>>>
>>> I simplified the motion controller a bit for Lua, but there's some
>>> examples of using it in the sdk (I think the gravity gun uses one)
>>>
>>> garry
>>> On Sat, Jun 14, 2008 at 3:28 PM, Adam Donovan <[EMAIL PROTECTED]>
>>> wrote:
>>>   
 Yeah Garry I would like to see how you coded balloons..:) as well as
 
>>> basic
>>>   
 functions like spawing an object(via a weapon trace im guessing) and
 freezing it..Thanks for youe help the other day with the phycannon to by
 
>>> the
>>>   
 way, it worked..just now have to figure out getting the movment to be
 smoother..though im guessing now its not predicted that kinda hard:)
 cheers
 Adam
 ___
 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
>>
>>
>> 
>
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Re: [hlcoders] Post your code!

2008-06-15 Thread Garry Newman
I don't really understand the question. The entities are linked
already, in the engine. In what way do you mean linked on the client?

garry

On Sun, Jun 15, 2008 at 12:01 PM, John <[EMAIL PROTECTED]> wrote:
> You didn't answer my question though :(
>
> On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman <[EMAIL PROTECTED]>
> wrote:
>
>> Most of this is done in Lua. I have a searchable version of all the
>> Lua code here:
>>
>> http://code.garrysmod.com/
>>
>> Here's how the balloon is made (Even though it doesn't make much sense)
>>
>>
>> http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua
>>
>> All the sandbox entities are here
>>
>>
>> http://code.garrysmod.com/?into=garrysmod/gamemodes/sandbox/entities/entities
>>
>> The balloon just uses a motion controller to pull upwards (see the
>> physicssimulate function)
>>
>>
>> http://code.garrysmod.com/?show=garrysmod/gamemodes/sandbox/entities/entities/gmod_balloon/init.lua
>>
>> I simplified the motion controller a bit for Lua, but there's some
>> examples of using it in the sdk (I think the gravity gun uses one)
>>
>> garry
>> On Sat, Jun 14, 2008 at 3:28 PM, Adam Donovan <[EMAIL PROTECTED]>
>> wrote:
>> > Yeah Garry I would like to see how you coded balloons..:) as well as
>> basic
>> > functions like spawing an object(via a weapon trace im guessing) and
>> > freezing it..Thanks for youe help the other day with the phycannon to by
>> the
>> > way, it worked..just now have to figure out getting the movment to be
>> > smoother..though im guessing now its not predicted that kinda hard:)
>> > cheers
>> > Adam
>> > ___
>> > 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:
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>
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Re: [hlcoders] Post your code!

2008-06-15 Thread Mark Chandler
Should be good. :P

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
Sent: Monday, June 16, 2008 12:01 AM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Post your code!

Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
anymore) I've thought about releasing the source code, art assets, and map
assets for free as well as the last playable build of the game. What would
you guys think of that?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Saturday, June 14, 2008 4:30 AM
To: hlcoders
Subject: [hlcoders] Post your code!

Do you have any code lying around that might be useful to others? Why 
not share it?

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


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Re: [hlcoders] Post your code!

2008-06-15 Thread Stephen Micheals
That sounds very good, openly releasing all of the content and code
like that is a great way to give that content life again and help
other community members and mods.

On Sun, Jun 15, 2008 at 9:01 AM, Ben Everett <[EMAIL PROTECTED]> wrote:
> Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
> anymore) I've thought about releasing the source code, art assets, and map
> assets for free as well as the last playable build of the game. What would
> you guys think of that?
>

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Re: [hlcoders] Post your code!

2008-06-15 Thread Ben Everett
Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
anymore) I've thought about releasing the source code, art assets, and map
assets for free as well as the last playable build of the game. What would
you guys think of that?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Saturday, June 14, 2008 4:30 AM
To: hlcoders
Subject: [hlcoders] Post your code!

Do you have any code lying around that might be useful to others? Why 
not share it?

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


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Re: [hlcoders] Post your code!

2008-06-15 Thread John
You didn't answer my question though :(

On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman <[EMAIL PROTECTED]>
wrote:

> Most of this is done in Lua. I have a searchable version of all the
> Lua code here:
>
> http://code.garrysmod.com/
>
> Here's how the balloon is made (Even though it doesn't make much sense)
>
>
> http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua
>
> All the sandbox entities are here
>
>
> http://code.garrysmod.com/?into=garrysmod/gamemodes/sandbox/entities/entities
>
> The balloon just uses a motion controller to pull upwards (see the
> physicssimulate function)
>
>
> http://code.garrysmod.com/?show=garrysmod/gamemodes/sandbox/entities/entities/gmod_balloon/init.lua
>
> I simplified the motion controller a bit for Lua, but there's some
> examples of using it in the sdk (I think the gravity gun uses one)
>
> garry
> On Sat, Jun 14, 2008 at 3:28 PM, Adam Donovan <[EMAIL PROTECTED]>
> wrote:
> > Yeah Garry I would like to see how you coded balloons..:) as well as
> basic
> > functions like spawing an object(via a weapon trace im guessing) and
> > freezing it..Thanks for youe help the other day with the phycannon to by
> the
> > way, it worked..just now have to figure out getting the movment to be
> > smoother..though im guessing now its not predicted that kinda hard:)
> > cheers
> > Adam
> > ___
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> >
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Re: [hlcoders] Post your code!

2008-06-15 Thread Garry Newman
Most of this is done in Lua. I have a searchable version of all the
Lua code here:

http://code.garrysmod.com/

Here's how the balloon is made (Even though it doesn't make much sense)

http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua

All the sandbox entities are here

http://code.garrysmod.com/?into=garrysmod/gamemodes/sandbox/entities/entities

The balloon just uses a motion controller to pull upwards (see the
physicssimulate function)

http://code.garrysmod.com/?show=garrysmod/gamemodes/sandbox/entities/entities/gmod_balloon/init.lua

I simplified the motion controller a bit for Lua, but there's some
examples of using it in the sdk (I think the gravity gun uses one)

garry
On Sat, Jun 14, 2008 at 3:28 PM, Adam Donovan <[EMAIL PROTECTED]> wrote:
> Yeah Garry I would like to see how you coded balloons..:) as well as basic
> functions like spawing an object(via a weapon trace im guessing) and
> freezing it..Thanks for youe help the other day with the phycannon to by the
> way, it worked..just now have to figure out getting the movment to be
> smoother..though im guessing now its not predicted that kinda hard:)
> cheers
> Adam
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Re: [hlcoders] Post your code!

2008-06-14 Thread Mark Chandler
Heres another one tom:
http://developer.valvesoftware.com/wiki/Hud_AngleSplit

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Saturday, June 14, 2008 8:14 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!

Ahh, so SubPanel was just an example?

Mark Chandler wrote:
> Hey tom, thanks for cleaning my wiki thingy up but you did add one error.
:P
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
> Sent: Saturday, June 14, 2008 5:30 PM
> To: hlcoders
> Subject: [hlcoders] Post your code!
>
> Do you have any code lying around that might be useful to others? Why 
> not share it?
>
> http://developer.valvesoftware.com/wiki/Category:Free_source_code
>
>
> ___
> 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] Post your code!

2008-06-14 Thread Adam Donovan
Yeah Garry I would like to see how you coded balloons..:) as well as basic
functions like spawing an object(via a weapon trace im guessing) and
freezing it..Thanks for youe help the other day with the phycannon to by the
way, it worked..just now have to figure out getting the movment to be
smoother..though im guessing now its not predicted that kinda hard:)
cheers
Adam
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Re: [hlcoders] Post your code!

2008-06-14 Thread John
How did you link Lua client entities to server entities :)

On Sat, Jun 14, 2008 at 1:58 PM, Garry Newman <[EMAIL PROTECTED]> wrote:

> I'd glady share some of my code if anyone wants to know how I do
> something specific in GMod. (Bear in mind that pretty much all of GMod
> is scripted via Lua).
>
> garry
>
> On Sat, Jun 14, 2008 at 10:29 AM, Tom Edwards <[EMAIL PROTECTED]>
> wrote:
> > Do you have any code lying around that might be useful to others? Why
> > not share it?
> >
> > http://developer.valvesoftware.com/wiki/Category:Free_source_code
> >
> >
> > ___
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> please visit:
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> >
> >
>
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Re: [hlcoders] Post your code!

2008-06-14 Thread Garry Newman
I'd glady share some of my code if anyone wants to know how I do
something specific in GMod. (Bear in mind that pretty much all of GMod
is scripted via Lua).

garry

On Sat, Jun 14, 2008 at 10:29 AM, Tom Edwards <[EMAIL PROTECTED]> wrote:
> Do you have any code lying around that might be useful to others? Why
> not share it?
>
> http://developer.valvesoftware.com/wiki/Category:Free_source_code
>
>
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Re: [hlcoders] Post your code!

2008-06-14 Thread Mark Chandler
yeah

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Saturday, June 14, 2008 8:14 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!

Ahh, so SubPanel was just an example?

Mark Chandler wrote:
> Hey tom, thanks for cleaning my wiki thingy up but you did add one error.
:P
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
> Sent: Saturday, June 14, 2008 5:30 PM
> To: hlcoders
> Subject: [hlcoders] Post your code!
>
> Do you have any code lying around that might be useful to others? Why 
> not share it?
>
> http://developer.valvesoftware.com/wiki/Category:Free_source_code
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlcoders] Post your code!

2008-06-14 Thread Tom Edwards
Ahh, so SubPanel was just an example?

Mark Chandler wrote:
> Hey tom, thanks for cleaning my wiki thingy up but you did add one error. :P
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
> Sent: Saturday, June 14, 2008 5:30 PM
> To: hlcoders
> Subject: [hlcoders] Post your code!
>
> Do you have any code lying around that might be useful to others? Why 
> not share it?
>
> http://developer.valvesoftware.com/wiki/Category:Free_source_code
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlcoders] Post your code!

2008-06-14 Thread Mark Chandler
Hey tom, thanks for cleaning my wiki thingy up but you did add one error. :P

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Saturday, June 14, 2008 5:30 PM
To: hlcoders
Subject: [hlcoders] Post your code!

Do you have any code lying around that might be useful to others? Why 
not share it?

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


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[hlcoders] Post your code!

2008-06-14 Thread Tom Edwards
Do you have any code lying around that might be useful to others? Why 
not share it?

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


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