> this level of technical discussion is starting to give me a headache...
> anyone else?
I think its great, it beats the hell out of working. Plus I think I may have
actually learnt something.
Excellent explanations from Michael and nice argument from Dan Partelly which
was also quite insightfu
I remeber one thing my dad said about the game after the ranting about how
much steam sucks(it was his first time using it, he finished HL years ago
and never got into the mods). He asked me "What exactly are we supposed to
be doing in this game? Like in HL you had to get out, in Doom3 we had to
st
"Who's to say HL2 exposed 100% of the functionality of the Source Engine."
has anyone played Vampires:the masquerade - bloodlines yet? That game uses
much more of the source engine than HL2 does. HL2 serves it's purpose, it
uses the features that it needs to use. Vampires on the other hand has
mag
> This statement would seem to demonstrate that you are somewhat ill-informed
> in this matter.
Ill-informed, yes, but not completely ignorant. I read this
(http://freespace.virgin.net/hugo.elias/radiosity/radiosity.htm)
somewhere in the middle of the discussion, subsequent to my first
post. Pre
HL* has moved slowly to a character based plot.
Most games are "things" plot based. Superweapons, prototypes, invasion,
etc.. .. And HL* its evolving to a history about characters.
The evolution its slow, the first step whas Blue Shift, Intended or not
its a step to build strong characters (barney)
Tie ... The plot hasn't moved at all.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of tei
Sent: Tuesday, November 30, 2004 8:18 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] So, what do you think of Half-Life2?
HL* has moved slowly to a character bas
[..]
> almost like a
purveyor of perpetual motion machines. (They all sound the same.)
[..]
*cough*Half-Life2 has perpetual motion by positive energy creation*cough*
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On Mon, 29 Nov 2004 18:10:31 -0600, botman\ wrote:
> Tony "omega" Sergi wrote:
>> If I remember correctly, that's simply because hl2 leads directly
>> into hl3, like a two-part movie, kinda like kill bill vol 1 and
>> vol2, it was all the same movie, but split into two films for the
>> sake of time
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I took the liberty to compile a small list of rendering resources, for anyone
who is interested in the
correct term definitions, actual algorithms, and other usefull resources. While
some of those boo
so is the sdk out yet? eye needs stuffs to do's.
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Hi gang,
Has anyone heard any news on the SDK, since valve announced it'd be
out this week? I've been keeping tabs on most of the popular hl2
sites, but i'm bursting to find out when the SDK will be out.. it's
been a long year of waiting & i can't believe it's about to be over!1
<3 Teddy
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The only info we have is this week.. But were already half-way
through, so it must be so very close! :)
On Wed, 1 Dec 2004 00:35:24 +1000, Teddy <[EMAIL PROTECTED]> wrote:
> Hi gang,
>
> Has anyone heard any news on the SDK, since valve announced it'd be
> out this week? I've been keeping tabs on
Teddy wrote:
Has anyone heard any news on the SDK, since valve announced it'd be
out this week? I've been keeping tabs on most of the popular hl2
sites, but i'm bursting to find out when the SDK will be out.. it's
been a long year of waiting & i can't believe it's about to be over!1
Put this link i
http://www.steampowered.com/status/status.html
Small dips in the bandwidth usually equate to some kind of update.
But truthfully it doesn't look like the normal update pattern
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey "botman"
Broome
Sent:
Teddy wrote:
Has anyone heard any news on the SDK, since valve announced it'd be
out this week?
Is it Thursday, yet?
/me checks
Nope. Didn't think so.
=)
Florian
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htt
Greetings and apologies,
Apologies if this has already been covered but I'm interested in anyone's
take on using managed code and C# to do HL2 coding. I was also curious,
being new to HL2 development if Visual C++ .Net was the preferred
development tool/environment.
Thanks for you time,
ChessMess
ack you spoled the ending 4 me! :P
john
On Tue, 30 Nov 2004 08:58:02 -0500, Peter Immarco <[EMAIL PROTECTED]> wrote:
> On Mon, 29 Nov 2004 18:10:31 -0600, botman\ wrote:
>
>
> > Tony "omega" Sergi wrote:
> >> If I remember correctly, that's simply because hl2 leads directly
> >> into hl3, like a
I'd love to try it, but I'm worried about what kinda interop would be
required to get it to work. Plus, shunting from native to managed apparently
does bad, bad things to performance, which isn't good with something as
performance critical as this.
But yes, last I remember hearing, Visual Studio.n
Draco wrote:
> "Who's to say HL2 exposed 100% of the functionality of the Source
> Engine."
>
> has anyone played Vampires:the masquerade - bloodlines yet? That game
> uses much more of the source engine than HL2 does. HL2 serves it's
> purpose, it uses the features that it needs to use. Vampires o
I had thought about trying to do just this. But yes, marshalling and
interop stuff can be nasty for performance. If the system were very
well designed, it might be doable, but don't forget, you also inherit
a reliance on the .NET runtime. Might not be friendly to the
dedicated servers.
--
Bob Am
> It does resemble the "real-time radiosity" you talk about, especially with
> the eerie red glow that your eyes emit.
Crap. Here we go again.
--
Bob Aman
http://www.rapidcanvas.com
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It'd be ok on a Windows dedicated server, but I can see the problem on
Linux. The CLR implementations on Linux might not be mature enough to be
able to use the best possible interop that'd work on a Windows machine. But
it'd be worth investigating a solution like Mono.
In any case, code written in
We'll I know Valve has shown interest in managed code for mod
development as they have discussed this with at least one developer
I'm aware of prior to HL2's release. I have not had the opportunity to
discuss if anything furthur has become of Valve's original interest.
On Tue, 30 Nov 2004 17:03:1
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ok.. so with the release of the SDK this week what do you think the surprise
will be?
I'm betting on HL2 Deathmatch or a couple new playable levels.
Any thoughts or ideas?
Thanks,
David
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I think the surprise might be that Valve actually delivers
something on time. Previous experience has shown 'next week' to
actually mean a month.
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ok
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http://www.steampowered.com/forums/showthread.php?s=&threadid=193559
surprise = HL2DM (the pic shows the different skins that will be in it)
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Nice. ^_^
On Tue, 30 Nov 2004 17:52:49 -0600, Dustin <[EMAIL PROTECTED]> wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> http://www.steampowered.com/forums/showthread.php?s=&threadid=193559
>
> surprise = HL2DM (the pic shows the di
Small preview?? that sounds like we have to wait a little longer...
-JF-
- Original Message -
From: "Dustin" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, November 30, 2004 5:52 PM
Subject: [hlcoders] The Surprise is out
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soon
http://www.steampowered.com/index.php?area=news&id=358
On Tue, 30 Nov 2004 18:06:30 -0600, Juan Fernando Mora Muñoz
<[EMAIL PROTECTED]> wrote:
> Small preview?? that sounds like we have to wait a little longer...
>
> -JF-
>
>
>
> - Original Message -
> From: "Dustin" <[EMAIL PROTECTE
> *cough*Half-Life2 has perpetual motion by positive energy creation*cough*
Yeah, see, there's a plug on the back of the grav gun for power
output. it is, after all, a ZERO POINT energy gun, and we all know
that zero point energy is some dark, magical energy that comes from
nowhere and seems to be
Valve said "A surprise for the Community"
Which I interpret as the Development Community.
So no new levels I think.
Coding stuff or example code or map files of the game to toy with.
Or more Documentation???
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
well, I think it means the whole ocmmunity. and I think it's HL2DM as
it has already been announced on the steam website
On Tue, 30 Nov 2004 21:10:17 -0500, K. Mike Bradley <[EMAIL PROTECTED]> wrote:
> Valve said "A surprise for the Community"
> Which I interpret as the Development Community.
> S
It was SDK related and they said earlier that HLDM for Source, is in
development, and will take a while.
Sorry.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy
Sent: Tuesday, November 30, 2004 9:17 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlc
It is my hope that they include the source for HLDM.
On Tue, 30 Nov 2004 21:30:41 -0500, K. Mike Bradley <[EMAIL PROTECTED]> wrote:
> It was SDK related and they said earlier that HLDM for Source, is in
> development, and will take a while.
> Sorry.
>
>
>
>
> -Original Message-
> From: [E
I bet $5 they do release the code to HL2DM. They said they'd give an
example of multiplayer game code, and as if they're going to give out
the CS:S code..
On Tue, 30 Nov 2004 21:53:32 -0500, ChessMess
<[EMAIL PROTECTED]> wrote:
> It is my hope that they include the source for HLDM.
>
>
>
>
> On T
Hey, there it is.
Didn't most people say they were still using MSVC++ 6? I know I am. Any
chance of project files? If not, how about a makefile for g++?
Digging the documentation so far. It's good to have something there.
-randomnine-
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The Solution files won't even open in .NET 2002, I'm guessing they are valid
only for .NET 2003?
-ctm
Didn't most people say they were still using MSVC++ 6? I know I am. Any
chance of project files? If not, how about a makefile for g++?
-randomnine-
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We have released the full Source SDK via Steam. It now contains all the
tools you need to make a Mod using the Source engine. To get the SDK you
need to have a Steam account that owns Half-Life 2 (either brought via
Steam or using a retail CD key).
The documentation for the SDK can be found at:
htt
Only VC7.1 (.NET 2003) will be supported for the Source SDK under
Windows. The SDK includes linux makefiles (in the linux_sdk directory).
You can read more details on how to compile under linux here:
http://www.valve-erc.com/srcsdk/linux_compiling.html
- Alfred
Original Message
From: [EMA
VC6 its only a handy IDE, maybe can be posible to recreate a vc6 project
file from the vc7 alien thing, or from the makefile (a import
somewhere?), or by hand (if else fail). Maybe with small changes you can
directly use the "linux" makefile to compile on windows for windows with
msys or cygwin.
Ti
Hello Alfred,
Wednesday, December 1, 2004, 7:55:12 AM, you wrote:
AR> We have released the full Source SDK via Steam.
You made me crying!!! I have several questions to you, please reply
them.
1) I live in Kyiv, Ukraine. I have Half-Life 2 which can't reach my
country regarding political situation
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