Re: [hlcoders] HL1 Wad Ported to Source

2010-09-13 Thread Skillet
You can't redistribute Valve content with your mod. If you could find a way to just tell users to install HL1 and read the content from the GCF that would be fine. Even so, the chances of Valve demanding you cease and desist are near zero if you do redistrubute the whole thing. Your call. On Mo

[hlcoders] HL1 Wad Ported to Source

2010-09-13 Thread Trevor 'Drak'
Hello, If I wanted to port the entire "half-life.wad" to source's material/texture format. (Not using HL: Source) Would this violate any legal things? I assume it does - but dating back to 1998, maybe I might just be able too? ___ To unsubscribe, edit yo

Re: [hlcoders] Fwd: Source 2007 engine and inconsistent dual/quad core usage

2010-09-13 Thread Adam "amckern" McKern
Are the commands that are overloading the first core multithreaded? You may want to plugin a threaded I/O, as some of the lines of code are quite old, and would not have any idea that multithreaded CPU's would ever exist. A good drop in library would be http://code.google.com/p/google-perftools/

Re: [hlcoders] Fwd: Source 2007 engine and inconsistent dual/quad core usage

2010-09-13 Thread Marek Sieradzki
On Mon, Sep 13, 2010 at 12:02 PM, wrote: > Does anyone know why Source 2007 mods usually don't use both (or all) cpu > cores as default? > Every time I start a Source 2007 mod, it uses 10% of core1 and 99-100% of > core2. For quads it goes so that core1 is 100% and rest are around 10%. > > Manu

[hlcoders] Fwd: Source 2007 engine and inconsistent dual/quad core usage

2010-09-13 Thread c277602
Does anyone know why Source 2007 mods usually don't use both (or all) cpu cores as default? Every time I start a Source 2007 mod, it uses 10% of core1 and 99-100% of core2. For quads it goes so that core1 is 100% and rest are around 10%. Manually setting the affinity of cores in task manager, af