Go away or we will beat you with a crowbar.
Jeffrey botman Broome
On 11/29/2010 8:15 AM, gageat...@yahoo.com wrote:
http://goo.gl/xhMQs
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Thanks. I was running low on V1agr4
Jeffrey botman Broome
On 11/12/2010 6:11 AM, gageat...@yahoo.com wrote:
http://goo.gl/FXEbq
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http://developer.valvesoftware.com/wiki/Category:Source_SDK_FAQ
http://developer.valvesoftware.com/wiki/Category:Programming
Jeffrey botman Broome
On 11/11/2010 9:22 AM, Yannick Milhahn wrote:
Hey Guys,
my Source Mod is running.
I got this 0xC005 Error, I just forgot to build
That's what she said. :)
On 11/8/2010 9:38 AM, Tom Edwards wrote:
Precisely. It's what it doesn't provide that matters. :-)
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Any ETA would be meaningless, Valve Time, remember... :)
http://developer.valvesoftware.com/wiki/Valve_Time
Jeffrey botman Broome
On 10/29/2010 1:52 PM, Dan L wrote:
Can we at least get an ETA for
2009 sdk?
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I thought Valve never released the source to TFC or CS.
GoldSrc downloads can be found here...
http://www.fileplanet.com/32334/0/0/0/1/section/SDKs_/_Source_Code
On 10/29/2010 6:01 PM, Andreas Grimm wrote:
where can i find the hl1 source? :-O
-Original Message-
From:
this. If you were paying for the
SDK, you could probably expect a little better support and quality
control for it, but since it's free, you're actually getting more than
you paid for.
Jeffrey botman Broome
On 10/28/2010 2:14 PM, Tobias Kammersgaard wrote:
I hope to hear from other people
WHAT? Are you calling someone on the internets a liar?
How dare you sir. How dare you. :)
On 8/31/2010 7:22 PM, Andrew Ritchie wrote:
Liar
On Tue, Aug 31, 2010 at 7:17 PM, Minh Leminh...@telus.net wrote:
now in FixKorea?
Unfortunately, yes.
On 8/31/2010 6:23 AM, WRNM wrote:
Oh,
WHAT? Are you calling somone on the internets a liar?
How dare you sir. How dare you. :)
On 8/31/2010 7:22 PM, Andrew Ritchie wrote:
Liar
On Tue, Aug 31, 2010 at 7:17 PM, Minh Leminh...@telus.net wrote:
now in FixKorea?
Unfortunately, yes.
On 8/31/2010 6:23 AM, WRNM wrote:
Oh,
No!!! Things are supposed to go in the head and *out* the tail.
The other way around is just gross. :)
On 7/28/2010 4:43 AM, Tony omega Sergi wrote:
Yeah, that works.
Just add new items to tail, and then retrieve (and remove) from head.
-Tony
On Wed, Jul 28, 2010 at 6:30 PM,
It doesn't. It just wants to be loved.
On 7/21/2010 12:56 PM, Dexter wrote:
I am not sure if the hlcoders list really wants a gmail account XD
On Wed, Jul 21, 2010 at 11:46 AM, edman747edman...@gmail.com wrote:
I've been using Gmail and thought you might like to try it out. Here's an
Look at the lines above that in the Output window.
The linker is complaining that there is a function being referenced
(that you have added) that's not been defined in any of the C++ code.
Perhaps you accedentally deleted a function? Or perhaps you created a
new .cpp file and forgot to
This may help...
http://www.youtube.com/watch?v=fKK933KK6Gg
:)
On 6/18/2010 6:36 AM, Katrina Payne wrote:
Reply follows inline
On Friday, June 18, 2010 04:40:24 am Bob Somers wrote:
Yeah, no offense, but I don't think you fully understand the
differences between the CPU/GPU.
...and iPhone/iPad is essentially Mac OS X, so it's next!!!1!1! :)
On 6/18/2010 4:32 PM, Harry Jeffery wrote:
Platforms a source engine game (ported by valve themselves) run on:
Windows, Mac OS X, Xbox 360, Playstation 3.
I can only see one thing missing; linux.
On 18 June 2010 22:13,
you guys up and running.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
boun...@list.valvesoftware.com] On Behalf Of Jeffrey botman Broome
Sent: Wednesday, May 26, 2010 4:20 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Error
Does Mac builds of a mod require a Mac to build them on?
On 5/26/2010 6:06 PM, Alfred Reynolds wrote:
Right, if you have a mod based on the 2007 engine you need these lines in
your gameinfo.txt now:
SteamAppId 218
ToolsAppId 211
AdditionalContentID 420
You cannot have SteamAppId 420 in
Coming Soon
http://developer.valvesoftware.com/wiki/Valve_Time :)
On 5/10/2010 12:22 PM, Sam wrote:
So does anyone know an ETA of when this is going to be fixed? I'm tired of
changing the appID every time I open Source SDK.
On Mon, May 3, 2010 at 4:55 PM, JumpCore
Yep, they're still playing Counter-Strike (not Source) on their 386 PCs. :)
On 5/7/2010 10:22 AM, Olly wrote:
Nope, only ~5% of steam users (that took part) still use DX8.
http://store.steampowered.com/hwsurvey
On 7 May 2010 15:57, Ryan Shefferdarksk...@gmail.com wrote:
A lot of
On 5/1/2010 5:09 PM, Tom Edwards wrote:
It does stop it: the mods themselves are unaffected. Pity the SDK
doesn't have the same protection. :-/
http://www.botman2.com/images/HAHA.jpg
:)
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On 4/13/2010 2:36 AM, Garry Newman wrote:
Anyone wanna try to convince me to upgrade?
garry
You should upgrade or I will come over to your house and break your
legs. :)
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[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jeffrey
botman Broome
Sent: Tuesday, April 13, 2010 8:55 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] VS2010
On 4/13/2010 2:36 AM, Garry Newman wrote:
Anyone wanna try to convince
I did that once (a long time ago in a galaxy far far away)...
http://hpb-bot.bots-united.com/building.html
The VGUI stuff wouldn't link with the client DLL (because of Microsoft
compiled namespace issues). I had to create a fake VGUI to allow the
client to render to the display. Singleplayer
On 3/18/2010 5:12 PM, Garry Newman wrote:
Hey guys I have an idea for a new style of pants!
Awesome - but I don't think you should get the promotional posters
printed on a traditional printing press - you should...
garry
Your message got cut off. How are we supposed to print our
I'm not so sure that a Mac port makes sense financially. According to
NPD (October 2009)...
http://www.npd.com/press/releases/press_091005.html
12% of U.S. households owning a computer, own an Apple computer. Lets
assume all of those are Macs with OSX and not Apple IIs. :)
Of those Apple
to which
email client you use (some less-than-awesome email clients don't support
threaded emails properly when replying to emails). You are using
Reply to respond to messages, right?
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be non-zero.
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Valve finally give some bot lovin' again like
they did when the first SDK came out for the original Half-Life.
Way to go Valve! You guys and gals truly are the best. :)
I may have to get off my butt and get back to some bot coding for Source
once again.
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that later got removed.
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Garry Newman wrote:
Valve need to come and clean my bathroom. I bought Half-Life 1 in
2001, I pay their wages, they owe me this.
You haven't cleaned your bathroom since 2001?
Ew, you're disgusting!
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CR/LF in place of newlines (unless FTP was set up properly to
know that the client/server we using different text file formats).
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consistent with our other tools.*
Not only that, but hoping the crash bug when saving would be fixed.
Did you use the Valve Time conversion table? :)
http://developer.valvesoftware.com/wiki/Valve_Time
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request to not be on the page.
You could try sending an email to [EMAIL PROTECTED] and see if it
bounces back. :)
Also, if I worked at Valve, I wouldn't be able to use jeffb@ because
Jeff Ballinger already has it. :(
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://en.wikipedia.org/wiki/Top-posting#Top-posting
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every
few years, you will be unable to run the latest and greatest games.
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Yahn Bernier wrote:
No, there are no remaining bugs in the code. Well done.
I call bullshit. There's always one more bug! ;)
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Tom Leighton wrote:
Dont you mean irc? Isnt iirc an abbreviation for something else? :P
I think it's Apple's version of IRC. :)
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Chrs Anderson wrote:
DO NOT EMAIL ME
Scroll ALL the way down to the bottom each email sent to this list and
read what it says about To unsubscribe...
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Your Future Starts Here. blah, blah, blah :)
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to.
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. :)
Google Russian to English translation of the above:
Red box your friend sent you an invitation,
giving the right to have its own box in the new Ukrainian www.i.ua mail!
To register your mailbox, click on this link:
Google Rocks! :)
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N‹§Іжмrё›yзb·*.®X¬¶љЮ}кЮќЗ¬ў»в
botman Broome
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://www.mail-archive.com/hlcoders%40list.valvesoftware.com/msg22770.html
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the server.
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sort of API. Having some sample code about how to use this would be
nice! :)
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for an example...
http://www.unrealtechnology.com/features.php?ref=rendering
Charaters on the order of 5,000-8,000 polys is typical.
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Garry Newman wrote:
You forgot please_kill_alyx_off.cpp
NO SPOLIERS PLEEZE! KTHXS
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Ryan Sheffer wrote:
--
//m_flWait = 2; who the hell did this? (sjb)
That's what source control history is for, so you can track down the
bastard that screwed up your code. :)
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would be to simulate the position of those objects on the client (make
the client authoritative) and send those updates to the server so that
the server can replicate this movement to all other clients.
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-side.
Yahn did an excellent paper on prediction and lag compensation...
http://www.gamasutra.com/features/gdcarchive/2001/bernier.doc
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Anthony Mann wrote:
... or what version of the API is used?
Go into your Steam bin folder, right click on mss32_s.dll, select
Properties, and look at the Version tab.
Mine says File Version 7.0.4.0
Hmmm, I didn't know that Miles was owned by RAD Game Tools. :)
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Manager by a metric buttload.
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.
Anyways, do with this what you will.
At least they spelled everything correctly. You gotta' give 'em credit
for that. :)
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rid of these lamers once and for all.
Don't forget to also enclose your credit card number. :)
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Ook wrote:
Strange...do German guts look different from everyone elses?
Yes. Do to some genetic defect, Germans don't actually have blood.
When you shoot them, nothing comes out (at least that's what all the
German politicians would have you believe).
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. This will give you are vector between the two points.
Finding the length of this vector will give you the distance.
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isn't unique to Source engine. Other engines (like
the Unreal engine) have this problem as well. It's done mainly for
performance reasons. Swept box tests against BSP planes is relatively
easy. Swept OBB tests against BSP planes, not so much.
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Nick wrote:
Valve understand this issue and might address it at a later time, if
your lucky(your not lucky). Until then, please buy orange box it is
really good. Any other rants on this subject will be immediately
forwarded to /dev/null.
Gabe, is that you? :)
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displaying servers (filtering
out servers that weren't running the same version as the client).
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Neuwirth Christoph wrote:
I dont have ep1
does this matter?
Yes, it does. There is no source code SDK yet for EP2. :)
It will be released Shortly.
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.
You can use the SDK (level editor, tools), but you can't create a mod.
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Yahn Bernier wrote:
Obviously didn't hire me to do graphic design for web pages... :)
It's a good thing you don't write code like you write HTML! ;)
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write their own level editor and then get a
job working at Valve...
http://ourworld.compuserve.com/homepages/bernier/
:)
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John6000 wrote:
--
[ Picked text/plain from multipart/alternative ]
When can we expect the Orange Box, SDK C++ Code?
Shortly...
http://developer.valvesoftware.com/wiki/Valve_Time
:)
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conversion table to determine what Shortly means...
http://developer.valvesoftware.com/wiki/Valve_Time
:)
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available. I'm sure we'd all much rather wait a few extra days to have
a fully working SDK rather than have a broken SDK released and then have
to wait for problems to be fixed.
In the meantime, I think I'll go play Portal again (for my 10th or 11th
time through). :)
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email the changes so someone else can make them.
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1252 is (I believe) United States (and other Western English countries).
1250 is the Eastern European version of Windows (countries such as
Poland, Hungary, czechoslovakia, etc...
http://en.wikipedia.org/wiki/Windows-1250
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and won't tune things for that
game and will just use generic settings). ATI rules. Nvidia, not so
much. :)
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to others on the list via email, because from what I have seen he
wants nothing to do with fixing them, or even letting others fix them.
Very bad.
You, sir, are a moron and really aren't worth the time it took me to
compose this email.
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on and not just people who want to make teh best mod evar!!!
Success comes to those who are willing to do the hard work, be
innovative, and take criticism and learn from it.
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years until it's done
and then release it hoping that everyone will flock to it.
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and funnel all engine API access through
your main thread (i.e. the only thing the threads should do it I/O and
then send that stuff to your main thread who would in turn call engine
functions).
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Tony omega Sergi wrote:
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you use FMOD..
to start playing a track..
then stop it or fade it out..
...and just in case you can't find FMOD in the Half-Life SDK...
http://www.fmod.org/
:)
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Nick wrote:
I would also like to know how this is done.
FMOD? Start up a thread, let it run while loading a map. Fade to
silence when the map starts running.
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themselves to a global linked list
when they are created and remove themselves when they are destroyed.
Then just loop through your linked list and do the distance calculation
yourself instead of having the engine iterate through all entities.
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entities every tick.
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[EMAIL PROTECTED] wrote:
Steam for Linux??? As in, a Steam client for Linux? So people can run
Steam and Steam games under Linux?
Steam is a delivery service. Steam != HL client.
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guess is that they are doing an untrained dictation mode transcription.
You can find several examples of SAPI code on the net, for example...
http://www.ccir.ed.ac.uk/~jad/phonemes.html
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( local_angles );
pEntity-AddSpawnFlags( 0x0020 );
}
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Mark Chandler wrote:
Is there any base multiplayer bot code out there?
I haven't looked in a long while, but if there is, you'd probably find
it here...
http://bots-united.com/
...check their Forums.
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as a filename.
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as the entity rotates. This is the same problem that
people have with players trying to go prone and have a long, low, skinny
bounding box that rotates when the player rotates (can't be done).
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the end user to customize what the HUD displays?
99.99% huh? Are you sure about that? :)
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Alfred Reynolds wrote:
He has been busy preparing for GDC (which he is now at).
...and whatever happened to that Alfred guy that used to make Admin Mod?
;)
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Jay C. wrote:
Hey,
Anyone know the quickest way to inverse a Vector?
I tried x,y and z *= -1 but that wasn't correct.
What do you mean by inverse?
Vect * -1 will give you a vector that points in the opposite direction
of the original vector.
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engine work. Many natural phenomena that you may need to do are possible
with some simple equations from the book.
GameDev.net has some excellent articles on Math and Physics...
http://www.gamedev.net/reference/list.asp?categoryid=28
...see the Subcategory: Vectors section
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to the source code to rebuild the libraries.
Even if you can get everything to compile, you won't be able to link
everything to generate the final DLL(s). Good luck! :)
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that modify the customer's settings can
be told how to disable this cvar.
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and quantity
of quoted text.
The folks at Google are smart enough to know that most people are idiots
and design software to handle that fact. This is the way that all
software should be written, smart enough to make up for dumb users. :)
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Source games as well the SDK?
Wiki discussion? That way you don't have to involve anyone who doesn't
care about it and would rather not be spammed with it. :)
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(to the best of my knowledge) was never released
for HL1 or HL2, so if you can't find anything from google.com then
you're on your own.
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still lots of common questions and problems listed there
that you might want to read through.
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Jeffrey botman Broome wrote:
Here's a HL1 FAQ that I put together years ago. Many of the links
(toward the middle of the page are still good, however, many of those
sites no longer exist and the FAQ isn't still being updated).
http://botman.planethalflife.gamespy.com/MOD_FAQ.shtml
Dh
Jeffrey botman Broome wrote:
Dh! Sent this too soon. To access some of the now defunct URLs,
try using the Internet Archive...
http://www.thewavelength.net/oldsite/2dart/tutorials/texturetutorial.html
Damn, I can't seem to be able to copy and paste a link...
http://www.archive.org
[EMAIL PROTECTED] wrote:
Ich bin erst am Montag, den 2/10
wieder im Büro.
I'm out of office and back on monday
october 2
Tom Halbleib
Can someone at VALVe remove this guy from the list? Danke.
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(with ';' for separators).
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can't add new elements or remove
existing elements (other than making them blank).
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