Re: [hlcoders] Steam update has broken debugging

2005-08-09 Thread Teddy
Thanks for your patience Alfred, it must be getting late in your part of the world :-) I copied the steamclient.dll tier0_s.dll & vstdlib_s.dll files into my \Steam\SteamApps\USERNAME\Half-Life 2\bin\ and made them read only, the good news is i no longer get the first error ("The procedure entry p

RE: [hlcoders] Steam update has broken debugging

2005-08-09 Thread Alfred Reynolds
Oh, make sure you have tried launch HL2 through Steam at least once since the update (just to make sure all the on disk binaries are up to date). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Tuesday, August 09, 2005 9:58 PM

RE: [hlcoders] Steam update has broken debugging

2005-08-09 Thread Alfred Reynolds
You can copy the 3 files I mentioned to \Steam\SteamApps\USERNAME\Half-Life 2\bin\, mark them as read only and then you should be able to debug. Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Tuesday, August 09, 2005 9:45 PM To: hlcoders@list.va

Re: [hlcoders] Steam update has broken debugging

2005-08-09 Thread Teddy
I tried both of those, still no dice. I quit steam, deleted the files in Half-Life 2\bin and \Steam\Steam.dll, restarted steam, let it update, ran hl2, then tried to debug, same error. -Teddy On 8/10/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > Delete the ones in \Steam\SteamApps\USERNAME\Ha

RE: [hlcoders] Steam update has broken debugging

2005-08-09 Thread Alfred Reynolds
Delete the ones in \Steam\SteamApps\USERNAME\Half-Life 2\bin\. If that fails quit Steam, delete "Steam.dll" from your base Steam directory and run Steam again (this will force it to reload the base Steam binaries). And it only happens on map load because that is the only time it tries to enable

Re: [hlcoders] Steam update has broken debugging

2005-08-09 Thread Teddy
One small detail i forgot to mention, the crash only happens when i try to load a map. On 8/10/05, Teddy <[EMAIL PROTECTED]> wrote: > Thanks for replying so quickly Alfred :-) > > I checked my SourceMods\dystopia\bin directory, the only files in > there is the server, client and shader dlls. > > I

Re: [hlcoders] Steam update has broken debugging

2005-08-09 Thread Teddy
Thanks for replying so quickly Alfred :-) I checked my SourceMods\dystopia\bin directory, the only files in there is the server, client and shader dlls. I did a search for steamclient.dll/tier0_s.dll/vstdlib_s.dll, the only place they show up is in my \Steam\SteamApps\USERNAME\Half-Life 2\bin\ di

RE: [hlcoders] Steam update has broken debugging

2005-08-09 Thread Alfred Reynolds
Looks like you may have copied steamclient.dll/tier0_s.dll/vstdlib_s.dll to your games bin/ directory. Delete them, they shouldn't be there. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Tuesday, August 09, 2005 8:52 PM To: hlcoders@l

[hlcoders] Steam update has broken debugging

2005-08-09 Thread Teddy
Since the last steam update, i can't debug my mod. Running it with the following command line: \Steam\SteamApps\USERNAME\Half-Life 2\hl2.exe -dev -allowdebug -novid -game "\steam\SteamApps\SourceMods\dystopia" Causes the following errors: "The procedure entry point ?? 1CScopedCriticalSection@@[E

Re: [hlcoders] Weapon attachments

2005-08-09 Thread Teddy
It uses a flag (EF_BONEMERGE from memory), which basically tells it to match up the bone in the weapon model to the player model (usually the ValveBiped_R_Hand) On 8/10/05, Alex Thomson <[EMAIL PROTECTED]> wrote: > I think that's a contact point on the crowbar rather than where it > attaches to...

Re: [hlcoders] Source SDK's API calls: An inquiry on Source's compatability SpeedTreeRT's middleware solution

2005-08-09 Thread Tim Holt
I've got some pictures online at http://oregonstate.edu/~holtt/forestry/ that show some of what I've got going now with trees. That's terrain around Tillamook in Oregon - extremely steep and forested stuff. 16000x16000 displacement mesh ground covering approximately 1.28km x 1.28km. Player is at

Re: [hlcoders] Source SDK's API calls: An inquiry on Source's compatability SpeedTreeRT's middleware solution

2005-08-09 Thread Ben Davison
-- [ Picked text/plain from multipart/alternative ] A bit OT: But did you advertise this mod on hl2world, because I remember seeing something like this and being amazed. On 8/9/05, Tim Holt <[EMAIL PROTECTED]> wrote: > > Joshua, I'm also very interested in this. I'm working on a forest > visualiza

Re: [hlcoders] Source SDK's API calls: An inquiry on Source's compatability SpeedTreeRT's middleware solution

2005-08-09 Thread Tim Holt
Joshua, I'm also very interested in this. I'm working on a forest visualization project at Oregon State University, and had considered SpeedtreeRT as well. I have a hunch where you would integrate it, or how. Take a look at DetailObjectSystem.cpp - which handles the detail stuff (fading out gras

RE: [hlcoders] Weapon attachments

2005-08-09 Thread Alex Thomson
I think that's a contact point on the crowbar rather than where it attaches to... but thanks anyway. I'll double-check. -Original Message- From: Kamran [mailto:[EMAIL PROTECTED] Sent: 09 August 2005 17:35 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Weapon attachments Have

Re: [hlcoders] Weapon attachments

2005-08-09 Thread Kamran
Have you looked at the crowbar XSI file? It's in the user_name\sourcesdk_content\hl2\modelsrc\weapons folder. It has little points that seem to reference bones, I haven't looked much at it. Alex Thomson wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/a

Re: [hlcoders] Source SDK's API calls: An inquiry on Source's compatability SpeedTreeRT's middleware solution

2005-08-09 Thread Tom Edwards
I can't answer your question, but I would like to ask how you kept all this so quiet! A new commercial Source game and a professionally-made mod should be all over the headlines, yet this is the first time I've heard of Valhallon? Joshua Alejandro Jacobo wrote: We are currently looking to use S

[hlcoders] Source SDK's API calls: An inquiry on Source's compatability SpeedTreeRT's middleware solution

2005-08-09 Thread Joshua Alejandro Jacobo
We are currently looking to use SpeedtreeRT to generate real-time trees in our mod, as well as larger project down the line, but we are trying to determine if it is possible to integrate the code into the SDK, the people at IDV not offering as much documentation as we would like (except for an out

[hlcoders] Weapon attachments

2005-08-09 Thread Alex Thomson
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] So... weapon attachments, the view model stuff is fairly well documented. But, say I had a completely new character model and a completely new weapon model. How do I go about telling the game where the

RE: [hlcoders] Threaded plugin

2005-08-09 Thread McCormack, Chris
A link off that article Jeff posted is a good read : http://www.next-gen.biz/index.php?option=com_content&task=view&id=362&Itemid=36 Its Valve stance on publishers and more specifically Gabe Newall's take on advertising and reaching the customer. What a great perspective. As I am not in marketing