RE: [hlcoders] OnQueryCvarValueFinished Orange Box

2007-10-29 Thread Mike Dussault
I'll take a look. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru' MacDonald Sent: Saturday, October 27, 2007 5:04 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] OnQueryCvarValueFinished Orange Box ^ -Original

RE: [hlcoders] sv_pure broken for mods?

2007-10-26 Thread Mike Dussault
); BaseClass::Precache(); } If we delete this model from the client as the error suggests it complains about other models. Anything I can do to debug this issue? It would be nice to get pure working, but this bug is being a pain. Jeremy On 10/15/07, Mike Dussault [EMAIL PROTECTED] wrote

RE: [hlcoders] sv_pure broken for mods?

2007-10-15 Thread Mike Dussault
Are you running a goldsrc server? sv_pure should be there in a Source Linux server. As far as sv_pure with mods, it was designed to work with mods and I just verified it. Made a fresh mod, build a map with a custom material, connected with sv_pure 1, modified the material on the client side,

RE: [hlcoders] sv_pure broken for mods?

2007-10-15 Thread Mike Dussault
multipart/alternative ] I was running a windows server at the time for my test. Does sv_pure work on windows servers as well? I got it from the hldsupdate tool. I'm not familiar with what goldsrc is. On 10/15/07, Mike Dussault [EMAIL PROTECTED] wrote: Are you running a goldsrc server? sv_pure

RE: [hlcoders] Is there a Bug in the Engine with Plugins???

2007-09-04 Thread Mike Dussault
It looks like you're specifying a plugin name in the code below. The plugin_unload command takes an index, not a plugin name. You can use plugin_print to list the currently-loaded plugins and their indices. Then specify an index like this: Engine-ServerCommand( plugin_unload 0\n ); Original

RE: [hlcoders] Is there a Bug in the Engine with Plugins???

2007-09-04 Thread Mike Dussault
PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Dussault Sent: Tuesday, September 04, 2007 2:37 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Is there a Bug in the Engine with Plugins??? It looks like you're specifying a plugin name in the code below. The plugin_unload

RE: [hlcoders] Debugging is a problem

2005-06-29 Thread Mike Dussault
There's an article on the wiki about how to setup for debugging. http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Sou rce_Code -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Zach Brockway Sent: Monday, June 27, 2005 11:25 PM To:

[hlcoders] new SDK version is live

2005-06-02 Thread Mike Dussault
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The release notes here describe what's in it: http://www.valve-erc.com/srcsdk/prerelease_notes.html Also, the MotionMapper and networking docs are updated.

RE: [hlcoders] multiple passes with shaders

2005-06-01 Thread Mike Dussault
It depends on what you want to do in your extra passes. If you need to do something simple (alpha blending, multiplies, adds), then you can do something like this in passes after the first one. pShaderShadow-EnableBlending( true ); pShaderShadow-BlendFunc( ... ); If you want to do anything

RE: [hlcoders] Shaders

2005-05-23 Thread Mike Dussault
Yep. They share all the Half-Life 2 shaders. Custom ones you make have to go in your shaders directory and ship with your mod. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Sunday, May 22, 2005 12:09 AM To:

RE: [hlcoders] Networking Minimap entities

2005-05-20 Thread Mike Dussault
Take a look at dlls\player_resource.cpp and cl_dll\c_playerresource.cpp. It has arrays of per-player data that get periodically updated. You could add player X and Y coordinates here so you'd have minimap coordinates. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On

RE: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?

2005-05-20 Thread Mike Dussault
The code released with the SDK is a couple revisions behind the released HL2MP binaries. I'll make sure that the ladder fix is in the code that goes with the next release (very soon). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Friday,

RE: [hlcoders] Modifying The Lost Cost

2005-05-12 Thread Mike Dussault
The SDK will be updated around the time when the lost coast is released. If you follow the steps in our source control doc (http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.html), then you can start using the current SDK now and you will be able to integrate the changes that lost

RE: [hlcoders] Don't understand how to get models into the game

2005-04-11 Thread Mike Dussault
What are the steps you've taken so far and where, specifically, is the problem happening? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of BigFoot Sent: Sunday, April 10, 2005 3:54 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Don't understand

RE: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer

2005-03-16 Thread Mike Dussault
Subject: Re: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer On Sat, 12 Mar 2005 13:41:27 -0800, Mike Dussault [EMAIL PROTECTED] wrote: I'll look into the game_sdk.sln bug. Just wondering if there's any update on this. Seems like it should be a pretty quick test of No, it doesn't work, or Yes

RE: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer

2005-03-16 Thread Mike Dussault
BTW, this doesn't have to block you on anything. Just open src\dlls\hl_sdk.vcproj and src\cl_dll\client_sdk.vcproj separately if game_sdk.sln isn't working. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David Kiger Sent: Wednesday, March 16, 2005 2:20

RE: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer

2005-03-12 Thread Mike Dussault
I'll look into the game_sdk.sln bug. When you create a mod, it also creates a directory under your [steam folder]\steamapps\sourcemods folder, so make sure to nuke the right folders under there. That will get rid of the mods in the Steam wnidow. hen you do that, the mods won't show up in the

RE: [hlcoders] Shader fallbacks

2005-03-12 Thread Mike Dussault
You have to manually determine what platform your shader will work on, and what it will fall back to. This is done in the SHADER_FALLBACK section of code. Usually, a DX9 shader would do this: SHADER_FALLBACK { if( g_pHardwareConfig-GetDXSupportLevel() 90 )

RE: [hlcoders] Full screen postprocess

2005-03-03 Thread Mike Dussault
I added a sample of this to the next SDK update (going out today). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dan Partelly Sent: Thursday, March 03, 2005 8:38 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Full screen postprocess This is

RE: [hlcoders] Source Control document

2005-02-27 Thread Mike Dussault
it's an 800 meg directory, do you know any programs that will get rid of the IDE helper files that intellisense uses? And all the other random junk? So I just get a clean 30MB directory? On Fri, 25 Feb 2005 16:53:20 -0800, Mike Dussault [EMAIL PROTECTED] wrote: Try emailing Perforce tech

[hlcoders] Source Control document

2005-02-25 Thread Mike Dussault
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] There's a new document up that describes how to use Perforce to ease the process of integrating SDK changes into your codebase. Check it out here:

RE: [hlcoders] Source Control document

2005-02-25 Thread Mike Dussault
To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source Control document I'll try that. It's weird because it adds about half the files then spams that error. On Fri, 25 Feb 2005 14:27:43 -0800, Mike Dussault [EMAIL PROTECTED] wrote: Haven't seen that one before. It looks like either

RE: [hlcoders] Source Control document

2005-02-25 Thread Mike Dussault
:07 -0800, Mike Dussault [EMAIL PROTECTED] wrote: Maybe it's because it's doing a p4.exe for each file. Try this, and it'll only run p4.exe for each directory: for /D /R %i in (*.*) do @p4 add %i\*.* -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf

RE: [hlcoders] Debugging HL2DM Sdk

2005-02-22 Thread Mike Dussault
What's the command line you're running with? Is there a client.dll and server.dll getting built into the bin directory under where the -game parameter points at? Are they the ones you're building? Try inserting some Msg() code into cdll_client_int.cpp, OnRenderStart and see if that spits anything

RE: [hlcoders] Dedicated server for mods broken by new steam update

2005-02-22 Thread Mike Dussault
Yeah, we should include that. Will do for the next SDK update. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan Sent: Tuesday, February 22, 2005 11:50 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Dedicated server for mods

RE: [hlcoders] RE: SDK Code update.

2005-02-18 Thread Mike Dussault
We use Perforce for all of our assets (code, contents, docs, libraries, etc). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of British_Bomber Sent: Friday, February 18, 2005 3:40 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] RE: SDK Code

RE: [hlcoders] GetAttachment in client side and SetupBones (Strider)

2005-02-10 Thread Mike Dussault
At what point in OnRenderStart (in cdll_client_int.cpp) do you call GetAttachment on the strider? What happens if you call InvalidateBoneCache after GetAttachment? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis Gonzalez Sent: Tuesday, February

RE: [hlcoders] filesystem_steam.dll

2005-01-15 Thread Mike Dussault
You should only have 1 steam.dll per installation, and it should be in your base steam folder (where steam.exe is). If you have a steam.dll up in your half-life 2\bin directory, you'll be in trouble when there's an update. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

RE: [hlcoders] Singleplayer port to Multiplayer

2005-01-12 Thread Mike Dussault
Can you run in the debugger and get a call stack? Also, are you building both the client and the server DLL or just one of them? (Try building both). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Roth Sent: Wednesday, January 12, 2005 12:43 AM To:

RE: [hlcoders] Respawn Bug MP SDK

2005-01-10 Thread Mike Dussault
Doing AddEffects( EF_NOINTERP ) when the player respawns will fix this in most cases. There's a known bug in EF_NOINTERP where they'll still interpolate sometimes, but we'll be fixing that in an SDK update. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of

RE: [hlcoders] M_iPrimaryAmmoType

2004-12-13 Thread Mike Dussault
m_iPrimaryAmmo tells the ammo type that a gun uses. It comes from the primary_ammo field of the weapon's script file (in scripts\weapon_class name.txt). m_iAmmo tells how much of each type of ammo a character has on them. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

RE: [hlcoders] SDK issues: a list

2004-12-01 Thread Mike Dussault
Thanks for the list, this is helpful. The dropdown box entries are shared with the configurations in Hammer, so you can remove them in Hammer. We'll add a way to do this in the launcher, too. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of James Williams