Re: [hlcoders] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] Cool cool, just reassuring to know that its coming :) Matt On 8/8/06, Mike Durand <[EMAIL PROTECTED]> wrote: > > I don't have anything more to add on shaders yet. I'm trying to get some > of the severe problems with this drop fixed and after that I'll be able > to investigate the shader issue more. > > Thanks for you patience. > > -Mike > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Matt > Stafford > Sent: Monday, August 07, 2006 5:29 AM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file > > -- > [ Picked text/plain from multipart/alternative ] Any word on shaders yet > Mike? > > Matt > -- > > ___ > 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 > > -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] Yeah, I get it when ducking. On 8/7/06, Michael Kramer <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > I made a new map with func_door_rotating, and it works fine. > > On another note, it seems im getting random ASSERTS from GameMovement.cpp, > anyone else getting these? After I get the error, the player begins to > move > around randomly > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] I made a new map with func_door_rotating, and it works fine. On another note, it seems im getting random ASSERTS from GameMovement.cpp, anyone else getting these? After I get the error, the player begins to move around randomly -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] Speaking of sever problems, I noticed func_rotating_door seems to be broken in the new SDK code. I haven't done *much* testing, but on a map that worked perfectly fine with the other sdk, in the new SDK when you touch the door, you get either stuck on it, or it will spin forever going through walls. On 8/7/06, Mike Durand <[EMAIL PROTECTED]> wrote: > > I don't have anything more to add on shaders yet. I'm trying to get some > of the severe problems with this drop fixed and after that I'll be able > to investigate the shader issue more. > > Thanks for you patience. > > -Mike > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Matt > Stafford > Sent: Monday, August 07, 2006 5:29 AM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file > > -- > [ Picked text/plain from multipart/alternative ] Any word on shaders yet > Mike? > > Matt > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK Update Is Released - the patch file
I don't have anything more to add on shaders yet. I'm trying to get some of the severe problems with this drop fixed and after that I'll be able to investigate the shader issue more. Thanks for you patience. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Stafford Sent: Monday, August 07, 2006 5:29 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file -- [ Picked text/plain from multipart/alternative ] Any word on shaders yet Mike? Matt -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] Any word on shaders yet Mike? Matt -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK Update Is Released - the patch file
You should avoid the 3D Lighting Preview feature in Hammer (unless you really like crashes). In fact, I'm going to get rid of it until it works. It will show back up when it's ready. No official ETA. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin Davison Sent: Sunday, August 06, 2006 3:02 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file -- [ Picked text/plain from multipart/alternative ] Has anybody worked out the new toolsframework? At the moment it seems to me like it is some kind of movie recorder. Also Valve seems to be doing lots of work around threading at the moment. Oh yeah, not really coding related but there seems to be a couple of new features around hammer. First up there is some kind of new entity logic viewer, and secondly there seems to be a new lighting preview which just crashes hammer for me and everybody who has tried it. Any word on when this will start working? P.S. Best change ever :P // "Why don't we save this field, grandpa?" // // "You see Billy, trigger_vphysics_motion uses vPhysics to touch the player, // so if the trigger is Disabled via an input while the player is inside it, // the trigger won't get its EndTouch until the player moves. Since touchlinks // aren't saved and restored, if the we save before EndTouch is called, it // will never be called after we load." On 8/6/06, Nathan Voge <[EMAIL PROTECTED]> wrote: > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] I'm not totally sure > here (to truly know all the coders would have to tell us), but haven't > most of the "new" engines all evolved from another pre-existing one. > > See the Origins part of the Source Engine here: > http://en.wikipedia.org/wiki/Source_engine< > http://en.wikipedia.org/wiki/Source_engine> > An image from the Quake engine page: > http://en.wikipedia.org/wiki/Image:Familytree11.png< > http://en.wikipedia.org/wiki/Image:Familytree11.png> > Also I read somewhere that the Havok Physics engine was based on a > previous engine. > - Original Message - > From: Jeremy Swigart<mailto:[EMAIL PROTECTED]> > To: hlcoders@list.valvesoftware.com hlcoders@list.valvesoftware.com> > Sent: Saturday, August 05, 2006 11:12 PM > Subject: Re: [hlcoders] Source SDK Update Is Released - the patch > file > > > -- > [ Picked text/plain from multipart/alternative ] > I think if the episodic stuff proves successful there won't even > really be a > "HL3 engine". Source will recieve technology updates over time as an > evolving engine, they aren't going to stop to make a new engine for > another > few years when they can use introduce new enhancements as an additional > selling point of the episodes. > > On 8/5/06, Nick <[EMAIL PROTECTED]<mailto:[EMAIL PROTECTED]>> wrote: > > > > Thats what I was trying unsucessfully to say earlier. I think that > > because of the popularity and sucess of episodic content > > (ep1,ep2,ep3,ep..). If there is a hl3 it will probably wait until the > > source engine gets severly outdated and the new engine will be pushed > > out with hl3. Concidering that the source engine is very good, that > > most video cards have trouble keeping up with it at higher > > resolutions, and that valve continues to make vast improvements to the > > source engine. the hl3 engine might not arrive until 2008-9 at least. > > > > On 8/5/06, Michael Kramer <[EMAIL PROTECTED] [EMAIL PROTECTED]>> wrote: > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Episode 1 2 and 3 are Half-life 3...according to Gabe, so > wouldn't we be > > > waiting for Half-Life 4...? > > > -- > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list > archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders< > 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< > http://list.valvesoftware.com/mailman/listinfo/hlcoders> > > > > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list &
Re: [hlcoders] Source SDK Update Is Released - the patch file
One trick I noticed just now is that Valve gratuitously renamed vgui_TeamFortressViewport.cpp to baseviewport.cpp so if you've modified vgui_TeamFortressViewport.cpp you'll want to diff that to the baseline and apply to the new file. At 2006/08/05 11:11 PM, you wrote: >Gah, no, you had it right the first time, Valve... > >- if (g_numflexcontrollers < MAXSTUDIOFLEXCTRL * 4) >+ if ( g_numflexcontrollers < MAXSTUDIOFLEXCTRL * 4 ) > > >At 2006/08/05 03:54 PM, [EMAIL PROTECTED] wrote: >>I'm probably 20% through merging my codebase. Some of these changes from >>Valve I just don't fathom. Boggle... so pointless... >> >> bool CPropCombineBall::CreateVPhysics() >> { >>SetSolid( SOLID_BBOX ); >>- SetCollisionBounds( Vector(-m_flRadius, -m_flRadius, -m_flRadius), >>Vector(m_flRadius, m_flRadius, m_flRadius) ); >>+ >>+ float flSize = m_flRadius; >>+ >>+ SetCollisionBounds( Vector(-flSize, -flSize, -flSize), Vector(flSize, >>flSize, flSize) ); >>objectparams_t params = g_PhysDefaultObjectParams; >>params.pGameData = static_cast(this); >>int nMaterialIndex = physprops->GetSurfaceIndex("metal_bouncy"); >>- IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( >>m_flRadius, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false ); >>+ IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( flSize, >>nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false ); >>if ( !pPhysicsObject ) >>return false; >> >> >> >>At 2006/08/05 01:04 PM, [EMAIL PROTECTED] wrote: >>>As promised, here is the patch file from the last clean SDK to the new clean >>>SDK: >>>http://tinyurl.com/mjht6 >>> >>>One note, near the very top of the patch it contains my mod name, which >>>you'll need to edit. Aside from that, any conflicts you get are your >>>fault... :) >>> >>>The update is a staggering 365245 lines of diff. One small saving grace is >>>that 101073 lines of that is in brand new files. >>> >>>I'm in the process of reviewing things now to try to figure out which of the >>>http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List >>>bugs got fixed in this update... Looks like Valve fixed a few of sanity >>>things, mainly using Q_strnicmp it seems. >>> >>> >>>At 2006/08/04 05:15 PM, Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -Mike -- ___ 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
Re: [hlcoders] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] Has anybody worked out the new toolsframework? At the moment it seems to me like it is some kind of movie recorder. Also Valve seems to be doing lots of work around threading at the moment. Oh yeah, not really coding related but there seems to be a couple of new features around hammer. First up there is some kind of new entity logic viewer, and secondly there seems to be a new lighting preview which just crashes hammer for me and everybody who has tried it. Any word on when this will start working? P.S. Best change ever :P // "Why don't we save this field, grandpa?" // // "You see Billy, trigger_vphysics_motion uses vPhysics to touch the player, // so if the trigger is Disabled via an input while the player is inside it, // the trigger won't get its EndTouch until the player moves. Since touchlinks // aren't saved and restored, if the we save before EndTouch is called, it // will never be called after we load." On 8/6/06, Nathan Voge <[EMAIL PROTECTED]> wrote: > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > I'm not totally sure here (to truly know all the coders would have to tell > us), but haven't most of the "new" engines all evolved from another > pre-existing one. > > See the Origins part of the Source Engine here: > http://en.wikipedia.org/wiki/Source_engine< > http://en.wikipedia.org/wiki/Source_engine> > An image from the Quake engine page: > http://en.wikipedia.org/wiki/Image:Familytree11.png< > http://en.wikipedia.org/wiki/Image:Familytree11.png> > Also I read somewhere that the Havok Physics engine was based on a > previous engine. > - Original Message - > From: Jeremy Swigart<mailto:[EMAIL PROTECTED]> > To: hlcoders@list.valvesoftware.com hlcoders@list.valvesoftware.com> > Sent: Saturday, August 05, 2006 11:12 PM > Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file > > > -- > [ Picked text/plain from multipart/alternative ] > I think if the episodic stuff proves successful there won't even really > be a > "HL3 engine". Source will recieve technology updates over time as an > evolving engine, they aren't going to stop to make a new engine for > another > few years when they can use introduce new enhancements as an additional > selling point of the episodes. > > On 8/5/06, Nick <[EMAIL PROTECTED]<mailto:[EMAIL PROTECTED]>> wrote: > > > > Thats what I was trying unsucessfully to say earlier. I think that > > because of the popularity and sucess of episodic content > > (ep1,ep2,ep3,ep..). If there is a hl3 it will probably wait until the > > source engine gets severly outdated and the new engine will be pushed > > out with hl3. Concidering that the source engine is very good, that > > most video cards have trouble keeping up with it at higher > > resolutions, and that valve continues to make vast improvements to the > > source engine. the hl3 engine might not arrive until 2008-9 at least. > > > > On 8/5/06, Michael Kramer <[EMAIL PROTECTED] [EMAIL PROTECTED]>> wrote: > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't > we be > > > waiting for Half-Life 4...? > > > -- > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list > archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders< > 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< > 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< > 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 > > -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm not totally sure here (to truly know all the coders would have to tell us), but haven't most of the "new" engines all evolved from another pre-existing one. See the Origins part of the Source Engine here: http://en.wikipedia.org/wiki/Source_engine<http://en.wikipedia.org/wiki/Source_engine> An image from the Quake engine page: http://en.wikipedia.org/wiki/Image:Familytree11.png<http://en.wikipedia.org/wiki/Image:Familytree11.png> Also I read somewhere that the Havok Physics engine was based on a previous engine. - Original Message - From: Jeremy Swigart<mailto:[EMAIL PROTECTED]> To: hlcoders@list.valvesoftware.com<mailto:hlcoders@list.valvesoftware.com> Sent: Saturday, August 05, 2006 11:12 PM Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file -- [ Picked text/plain from multipart/alternative ] I think if the episodic stuff proves successful there won't even really be a "HL3 engine". Source will recieve technology updates over time as an evolving engine, they aren't going to stop to make a new engine for another few years when they can use introduce new enhancements as an additional selling point of the episodes. On 8/5/06, Nick <[EMAIL PROTECTED]<mailto:[EMAIL PROTECTED]>> wrote: > > Thats what I was trying unsucessfully to say earlier. I think that > because of the popularity and sucess of episodic content > (ep1,ep2,ep3,ep..). If there is a hl3 it will probably wait until the > source engine gets severly outdated and the new engine will be pushed > out with hl3. Concidering that the source engine is very good, that > most video cards have trouble keeping up with it at higher > resolutions, and that valve continues to make vast improvements to the > source engine. the hl3 engine might not arrive until 2008-9 at least. > > On 8/5/06, Michael Kramer <[EMAIL PROTECTED]<mailto:[EMAIL PROTECTED]>> wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't we be > > waiting for Half-Life 4...? > > -- > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders<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<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<http://list.valvesoftware.com/mailman/listinfo/hlcoders> -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] I think if the episodic stuff proves successful there won't even really be a "HL3 engine". Source will recieve technology updates over time as an evolving engine, they aren't going to stop to make a new engine for another few years when they can use introduce new enhancements as an additional selling point of the episodes. On 8/5/06, Nick <[EMAIL PROTECTED]> wrote: > > Thats what I was trying unsucessfully to say earlier. I think that > because of the popularity and sucess of episodic content > (ep1,ep2,ep3,ep..). If there is a hl3 it will probably wait until the > source engine gets severly outdated and the new engine will be pushed > out with hl3. Concidering that the source engine is very good, that > most video cards have trouble keeping up with it at higher > resolutions, and that valve continues to make vast improvements to the > source engine. the hl3 engine might not arrive until 2008-9 at least. > > On 8/5/06, Michael Kramer <[EMAIL PROTECTED]> wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't we be > > waiting for Half-Life 4...? > > -- > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
Gah, no, you had it right the first time, Valve... - if (g_numflexcontrollers < MAXSTUDIOFLEXCTRL * 4) + if ( g_numflexcontrollers < MAXSTUDIOFLEXCTRL * 4 ) At 2006/08/05 03:54 PM, [EMAIL PROTECTED] wrote: >I'm probably 20% through merging my codebase. Some of these changes from >Valve I just don't fathom. Boggle... so pointless... > > bool CPropCombineBall::CreateVPhysics() > { >SetSolid( SOLID_BBOX ); >- SetCollisionBounds( Vector(-m_flRadius, -m_flRadius, -m_flRadius), >Vector(m_flRadius, m_flRadius, m_flRadius) ); >+ >+ float flSize = m_flRadius; >+ >+ SetCollisionBounds( Vector(-flSize, -flSize, -flSize), Vector(flSize, >flSize, flSize) ); >objectparams_t params = g_PhysDefaultObjectParams; >params.pGameData = static_cast(this); >int nMaterialIndex = physprops->GetSurfaceIndex("metal_bouncy"); >- IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( >m_flRadius, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false ); >+ IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( flSize, >nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false ); >if ( !pPhysicsObject ) >return false; > > > >At 2006/08/05 01:04 PM, [EMAIL PROTECTED] wrote: >>As promised, here is the patch file from the last clean SDK to the new clean >>SDK: >>http://tinyurl.com/mjht6 >> >>One note, near the very top of the patch it contains my mod name, which >>you'll need to edit. Aside from that, any conflicts you get are your >>fault... :) >> >>The update is a staggering 365245 lines of diff. One small saving grace is >>that 101073 lines of that is in brand new files. >> >>I'm in the process of reviewing things now to try to figure out which of the >>http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List >>bugs got fixed in this update... Looks like Valve fixed a few of sanity >>things, mainly using Q_strnicmp it seems. >> >> >>At 2006/08/04 05:15 PM, Mike Durand wrote: >>>This is a multi-part message in MIME format. >>>-- >>>[ Picked text/plain from multipart/alternative ] >>>Hi Everyone- >>> >>>The new SDK is released and should be available now for update via >>>Steam. I'll be monitoring the list this weekend and will be glad to >>>answer any questions and provide any help that I can. >>> >>>Make sure to check out the release notes. >>>http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes >>> >>>Enjoy! >>> >>>-Mike >>> >>> >>> >>> >>>-- >>> >>>___ >>>To unsubscribe, edit your list preferences, or view the list archives, >>>please visit: >>>http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >>___ >>To unsubscribe, edit your list preferences, or view the list archives, please >>visit: >>http://list.valvesoftware.com/mailman/listinfo/hlcoders > >___ >To unsubscribe, edit your list preferences, or view the list archives, please >visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
http://developer.valvesoftware.com/wiki/Diff_And_Patch Cygwin is the easiest. Windows without Cygwin is like a bowling ball without a liquid center. At 2006/08/05 09:25 PM, Skillet wrote: >-- >[ Picked text/plain from multipart/alternative ] >What's the proper way to apply the patch? WinMerge dosen't seem to want to >use patch/diff files at all and TSVN complains that the file is bad (no >"Index" line). > >On 8/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> >wrote: >> >> As promised, here is the patch file from the last clean SDK to the new >> clean SDK: >> http://tinyurl.com/mjht6 >> >> One note, near the very top of the patch it contains my mod name, which >> you'll need to edit. Aside from that, any conflicts you get are your >> fault... :) >> >> The update is a staggering 365245 lines of diff. One small saving grace >> is that 101073 lines of that is in brand new files. >> >> I'm in the process of reviewing things now to try to figure out which of >> the >> http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List >> bugs got fixed in this update... Looks like Valve fixed a few of sanity >> things, mainly using Q_strnicmp it seems. >> >> >> At 2006/08/04 05:15 PM, Mike Durand wrote: >> >This is a multi-part message in MIME format. >> >-- >> >[ Picked text/plain from multipart/alternative ] >> >Hi Everyone- >> > >> >The new SDK is released and should be available now for update via >> >Steam. I'll be monitoring the list this weekend and will be glad to >> >answer any questions and provide any help that I can. >> > >> >Make sure to check out the release notes. >> >http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes >> > >> >Enjoy! >> > >> >-Mike >> > >> > >> > >> > >> >-- >> > >> >___ >> >To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> >http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >-- > >___ >To unsubscribe, edit your list preferences, or view the list archives, please >visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] What's the proper way to apply the patch? WinMerge dosen't seem to want to use patch/diff files at all and TSVN complains that the file is bad (no "Index" line). On 8/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > As promised, here is the patch file from the last clean SDK to the new > clean SDK: > http://tinyurl.com/mjht6 > > One note, near the very top of the patch it contains my mod name, which > you'll need to edit. Aside from that, any conflicts you get are your > fault... :) > > The update is a staggering 365245 lines of diff. One small saving grace > is that 101073 lines of that is in brand new files. > > I'm in the process of reviewing things now to try to figure out which of > the > http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List > bugs got fixed in this update... Looks like Valve fixed a few of sanity > things, mainly using Q_strnicmp it seems. > > > At 2006/08/04 05:15 PM, Mike Durand wrote: > >This is a multi-part message in MIME format. > >-- > >[ Picked text/plain from multipart/alternative ] > >Hi Everyone- > > > >The new SDK is released and should be available now for update via > >Steam. I'll be monitoring the list this weekend and will be glad to > >answer any questions and provide any help that I can. > > > >Make sure to check out the release notes. > >http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes > > > >Enjoy! > > > >-Mike > > > > > > > > > >-- > > > >___ > >To unsubscribe, edit your list preferences, or view the list archives, > please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
Thats what I was trying unsucessfully to say earlier. I think that because of the popularity and sucess of episodic content (ep1,ep2,ep3,ep..). If there is a hl3 it will probably wait until the source engine gets severly outdated and the new engine will be pushed out with hl3. Concidering that the source engine is very good, that most video cards have trouble keeping up with it at higher resolutions, and that valve continues to make vast improvements to the source engine. the hl3 engine might not arrive until 2008-9 at least. On 8/5/06, Michael Kramer <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't we be waiting for Half-Life 4...? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
On 8/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: Half-Life 4 was a disappointment, and the graphics in Half-Life 5 aren't all that much better. I'm holding out for Half-Life 6, which is supposed to finally have native support for those new holographic monitors and smellovision. Bah. They had holographic monitor support back in Sin 2! Why's Valve taking so long to support it? It's almost as bad as the IPv8 support that only showed up in the HL5 expansion, two months before IPv10 became the standard -- Andrew Timson == "Niceness is the greatest human flaw, except for all the others." --Brendan Moody ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
Half-Life 4 was a disappointment, and the graphics in Half-Life 5 aren't all that much better. I'm holding out for Half-Life 6, which is supposed to finally have native support for those new holographic monitors and smellovision. At 2006/08/05 08:12 PM, Michael Kramer wrote: >-- >[ Picked text/plain from multipart/alternative ] >Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't we be >waiting for Half-Life 4...? >-- > >___ >To unsubscribe, edit your list preferences, or view the list archives, please >visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't we be waiting for Half-Life 4...? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
Is there any purpose to the src/utils/hlmviewer directory anymore? There used to be some .cpp and such in there but they've all been removed now. At 2006/08/05 03:54 PM, [EMAIL PROTECTED] wrote: >I'm probably 20% through merging my codebase. Some of these changes from >Valve I just don't fathom. Boggle... so pointless... > > bool CPropCombineBall::CreateVPhysics() > { >SetSolid( SOLID_BBOX ); >- SetCollisionBounds( Vector(-m_flRadius, -m_flRadius, -m_flRadius), >Vector(m_flRadius, m_flRadius, m_flRadius) ); >+ >+ float flSize = m_flRadius; >+ >+ SetCollisionBounds( Vector(-flSize, -flSize, -flSize), Vector(flSize, >flSize, flSize) ); >objectparams_t params = g_PhysDefaultObjectParams; >params.pGameData = static_cast(this); >int nMaterialIndex = physprops->GetSurfaceIndex("metal_bouncy"); >- IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( >m_flRadius, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false ); >+ IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( flSize, >nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false ); >if ( !pPhysicsObject ) >return false; > > > >At 2006/08/05 01:04 PM, [EMAIL PROTECTED] wrote: >>As promised, here is the patch file from the last clean SDK to the new clean >>SDK: >>http://tinyurl.com/mjht6 >> >>One note, near the very top of the patch it contains my mod name, which >>you'll need to edit. Aside from that, any conflicts you get are your >>fault... :) >> >>The update is a staggering 365245 lines of diff. One small saving grace is >>that 101073 lines of that is in brand new files. >> >>I'm in the process of reviewing things now to try to figure out which of the >>http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List >>bugs got fixed in this update... Looks like Valve fixed a few of sanity >>things, mainly using Q_strnicmp it seems. >> >> >>At 2006/08/04 05:15 PM, Mike Durand wrote: >>>This is a multi-part message in MIME format. >>>-- >>>[ Picked text/plain from multipart/alternative ] >>>Hi Everyone- >>> >>>The new SDK is released and should be available now for update via >>>Steam. I'll be monitoring the list this weekend and will be glad to >>>answer any questions and provide any help that I can. >>> >>>Make sure to check out the release notes. >>>http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes >>> >>>Enjoy! >>> >>>-Mike >>> >>> >>> >>> >>>-- >>> >>>___ >>>To unsubscribe, edit your list preferences, or view the list archives, >>>please visit: >>>http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >>___ >>To unsubscribe, edit your list preferences, or view the list archives, please >>visit: >>http://list.valvesoftware.com/mailman/listinfo/hlcoders > >___ >To unsubscribe, edit your list preferences, or view the list archives, please >visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] lol On 8/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > I'm probably 20% through merging my codebase. Some of these changes from > Valve I just don't fathom. Boggle... so pointless... > > bool CPropCombineBall::CreateVPhysics() > { > SetSolid( SOLID_BBOX ); > - SetCollisionBounds( Vector(-m_flRadius, -m_flRadius, -m_flRadius), > Vector(m_flRadius, m_flRadius, m_flRadius) ); > + > + float flSize = m_flRadius; > + > + SetCollisionBounds( Vector(-flSize, -flSize, -flSize), > Vector(flSize, flSize, flSize) ); > objectparams_t params = g_PhysDefaultObjectParams; > params.pGameData = static_cast(this); > int nMaterialIndex = physprops->GetSurfaceIndex("metal_bouncy"); > - IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( > m_flRadius, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false > ); > + IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( > flSize, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false ); > if ( !pPhysicsObject ) > return false; > > > > At 2006/08/05 01:04 PM, [EMAIL PROTECTED] wrote: > >As promised, here is the patch file from the last clean SDK to the new > clean SDK: > >http://tinyurl.com/mjht6 > > > >One note, near the very top of the patch it contains my mod name, which > you'll need to edit. Aside from that, any conflicts you get are your > fault... :) > > > >The update is a staggering 365245 lines of diff. One small saving grace > is that 101073 lines of that is in brand new files. > > > >I'm in the process of reviewing things now to try to figure out which of > the > >http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List > >bugs got fixed in this update... Looks like Valve fixed a few of sanity > things, mainly using Q_strnicmp it seems. > > > > > >At 2006/08/04 05:15 PM, Mike Durand wrote: > >>This is a multi-part message in MIME format. > >>-- > >>[ Picked text/plain from multipart/alternative ] > >>Hi Everyone- > >> > >>The new SDK is released and should be available now for update via > >>Steam. I'll be monitoring the list this weekend and will be glad to > >>answer any questions and provide any help that I can. > >> > >>Make sure to check out the release notes. > >>http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes > >> > >>Enjoy! > >> > >>-Mike > >> > >> > >> > >> > >>-- > >> > >>___ > >>To unsubscribe, edit your list preferences, or view the list archives, > please visit: > >>http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > >___ > >To unsubscribe, edit your list preferences, or view the list archives, > please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
I'm probably 20% through merging my codebase. Some of these changes from Valve I just don't fathom. Boggle... so pointless... bool CPropCombineBall::CreateVPhysics() { SetSolid( SOLID_BBOX ); - SetCollisionBounds( Vector(-m_flRadius, -m_flRadius, -m_flRadius), Vector(m_flRadius, m_flRadius, m_flRadius) ); + + float flSize = m_flRadius; + + SetCollisionBounds( Vector(-flSize, -flSize, -flSize), Vector(flSize, flSize, flSize) ); objectparams_t params = g_PhysDefaultObjectParams; params.pGameData = static_cast(this); int nMaterialIndex = physprops->GetSurfaceIndex("metal_bouncy"); - IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( m_flRadius, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false ); + IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( flSize, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false ); if ( !pPhysicsObject ) return false; At 2006/08/05 01:04 PM, [EMAIL PROTECTED] wrote: >As promised, here is the patch file from the last clean SDK to the new clean >SDK: >http://tinyurl.com/mjht6 > >One note, near the very top of the patch it contains my mod name, which you'll >need to edit. Aside from that, any conflicts you get are your fault... :) > >The update is a staggering 365245 lines of diff. One small saving grace is >that 101073 lines of that is in brand new files. > >I'm in the process of reviewing things now to try to figure out which of the >http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List >bugs got fixed in this update... Looks like Valve fixed a few of sanity >things, mainly using Q_strnicmp it seems. > > >At 2006/08/04 05:15 PM, Mike Durand wrote: >>This is a multi-part message in MIME format. >>-- >>[ Picked text/plain from multipart/alternative ] >>Hi Everyone- >> >>The new SDK is released and should be available now for update via >>Steam. I'll be monitoring the list this weekend and will be glad to >>answer any questions and provide any help that I can. >> >>Make sure to check out the release notes. >>http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes >> >>Enjoy! >> >>-Mike >> >> >> >> >>-- >> >>___ >>To unsubscribe, edit your list preferences, or view the list archives, please >>visit: >>http://list.valvesoftware.com/mailman/listinfo/hlcoders > >___ >To unsubscribe, edit your list preferences, or view the list archives, please >visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] It's quite possible HL3 is never going to come but they'll stick to episodic content. I doubt there's a team working on HL3 in secret. So far I know, Valve wants to keep the current engine and enhance it continually. On 8/5/06, Nick <[EMAIL PROTECTED]> wrote: > > Depending on how well ep1,ep2,ep3 the rumors are hl3 might not > even be completed. > > On 8/5/06, John Sheu <[EMAIL PROTECTED]> wrote: > > Believe it or not, it appears that the SDK codebase update is out. > > Incidentally, I've heard reports that NORAD is on alert after detecting > > flying pigs in North American airspace. So this seems like a propitious > time > > to ask: so when is HL3 coming out? > > > > -John Sheu > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
Depending on how well ep1,ep2,ep3 the rumors are hl3 might not even be completed. On 8/5/06, John Sheu <[EMAIL PROTECTED]> wrote: Believe it or not, it appears that the SDK codebase update is out. Incidentally, I've heard reports that NORAD is on alert after detecting flying pigs in North American airspace. So this seems like a propitious time to ask: so when is HL3 coming out? -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] When all games before HL3 are finished On 8/5/06, John Sheu <[EMAIL PROTECTED]> wrote: > > Believe it or not, it appears that the SDK codebase update is out. > Incidentally, I've heard reports that NORAD is on alert after detecting > flying pigs in North American airspace. So this seems like a propitious > time > to ask: so when is HL3 coming out? > > -John Sheu > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
Believe it or not, it appears that the SDK codebase update is out. Incidentally, I've heard reports that NORAD is on alert after detecting flying pigs in North American airspace. So this seems like a propitious time to ask: so when is HL3 coming out? -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
As promised, here is the patch file from the last clean SDK to the new clean SDK: http://tinyurl.com/mjht6 One note, near the very top of the patch it contains my mod name, which you'll need to edit. Aside from that, any conflicts you get are your fault... :) The update is a staggering 365245 lines of diff. One small saving grace is that 101073 lines of that is in brand new files. I'm in the process of reviewing things now to try to figure out which of the http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List bugs got fixed in this update... Looks like Valve fixed a few of sanity things, mainly using Q_strnicmp it seems. At 2006/08/04 05:15 PM, Mike Durand wrote: >This is a multi-part message in MIME format. >-- >[ Picked text/plain from multipart/alternative ] >Hi Everyone- > >The new SDK is released and should be available now for update via >Steam. I'll be monitoring the list this weekend and will be glad to >answer any questions and provide any help that I can. > >Make sure to check out the release notes. >http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes > >Enjoy! > >-Mike > > > > >-- > >___ >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