y now?
Texture quality in 3d view too?
On Jan 24, 2008 12:48 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:
No, but allows us to get mod code
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Neale Roberts
Sent: Thursday, January 24, 2008 9:30 PM
T
I tried that - it updated but spectacularly doesn't work. Selecting any
OB game and starting Hammer = instant crash. I'm assuming from the date
in the commandline that this isn't the "proper" update to be released later.
Mark Chandler wrote:
Try this:
-> cmdline: steam -beta srcsdk0122
Mines u
Same here, even after an SDK refresh.
Tom Leighton wrote:
Same, i cant see any changes to the source sdk launcher... The same old
dropdown box for games, and -engine ep1 still has effect.
Jake Breen wrote:
Anyone know what this changes?
"
* SDK Launcher now has a drop list of engine versi
Fixing some or adding some? :)
Mike Durand wrote:
The source code merge is done and tested, but we need to coordinate it
with the release with a Steam client update.
In the interim I'm working on some annoying bugs that I didn't get to in
December.
-Mike
-Original Message-
From: [EMA
The T2 map I was working on went from a VRAD compile time of 22 minutes
down to just over 8, and that's also after switching from all dynamic to
static props.
Chris Green wrote:
tony's supposition is right - the version of the lightmapped generic
shader in the sdk won't work with this. it should
Yep, I get the same.
Spektre wrote:
Any of you find folks notice Steam closing without warning? I've
noticed it two or three times since last update, and several of my
fellows have too.
It closed and I didn't notice it until Hammer started returning white
textures (cause it didn't have file
Potentially Visible Set/Potentialy Audible Set
Basically, the areas that the VIS part of compilation breaks the map up
into.
David Fencik wrote:
What is a PVS/PAS?
Dave
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adrian Finol
Sent: Sunday, May 16, 2004
I ran it on a test machine - it tries to convert every HL2 texture to a
TGA. At the same time. Bye bye memory, hello gratuitous disk swapping.
Mike Frysinger wrote:
lets see you code it before smearing other people
-mike
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- Original Message -
From: "tei" <[EMAIL PROTECTED]>
> I am sorry for my english.
I feel sorry for it too.
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Ever have one of those weeks? This has just not been the best couple of days
for me or for Valve.
Yes, the source code that has been posted is the HL-2 source code.
Here is what we know:
1) Starting around 9/11 of this year, someone other than me was accessing my
email account. This has been de
the Gf4 in general since Laurie has one.
>
> - Original Message -
> From: Neale Roberts <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, January 15, 2003 12:51 PM
> Subject: Re: [hlcoders] Multiple viewports in HL?
>
>
> > We have a simil
We have a similar thing in Eradicators - the only card it's had problems
with to date is a Kyro2, which just had a viewport bigger than the screen,
and traingular in shape.
- Original Message -
From: "Chris 'Tal-N' Blane" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, January
That was a source tree that split a *long* time ago. I wouldn't say Hammer
is more "newbie friendly" - it's just got a more friendly interface. It's
certainly as powerful as Radiant.
- Original Message -
From: "omega" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, January 03, 20
I have to agree with that. It's got one of the nicest interfaces around. I
tried QERadiant a couple of times, and it was just awful.
- Original Message -
From: "Chris 'Tal-N' Blane" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, January 03, 2003 4:14 PM
Subject: Re: [hlcoders] E
The stuff about the alpha maps was mentioned on this mailing list a few days
ago, I believe.
- Original Message -
From: "Chris 'Tal-N' Blane" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, January 03, 2003 2:12 PM
Subject: [hlcoders] Engine enhacements been added in next HL patc
I was quite annoyed when they were suddenly hosting the beta of our
Eradicators mod the day after we released it. I never asked them to host is,
nor gave them permission to. I wanted to keep it hosted on our own site so
that I could track the number and location of downloads.
- Original Messag
possible. As an example, look at the Tau cannon
(call
> the egon gun internally). It's the large backpack+hose weapon connected to
> the arm, hand, and spine.
>
> The weapons just inherit the bone values that name-match from the player.
>
> -Original Message-
> From:
Hello!
Brief and (hopefully) simple question - Do weapon models need to be linked
to the "Bip 01 R Hand" bone, or can they be linked to *any* bone?
Cheers.
Neale Roberts
Lead Designer
Eradicators mod
http://www.eradicators.co.uk
___
To u
Blue Shift was the abandoned Dreamcast version of HL. When it was canned, it
was ported to the PC and released as an add-on. Based on that, I don't think
the sales could have been seen as disappointing.
- Original Message -
From: "Philip (Fiber)" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]
I was shocked, personally.
- Original Message -
From: "Jim Hunter" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, June 13, 2002 8:56 PM
Subject: Re: [hlcoders] Re: Contents of hlcoders digest...
>
> >
> > From: "SACKFRISCH Clan" <[EMAIL PROTECTED]>
> > Date: 2002/06/13 Thu
I have a vague theory about this, wildly speculative, but who cares?
Valve can effectively replace the entire engine, piece-by-piece. That way,
the game code is mature and stable, the renderer can be updated to current
tech, all while (and this is the important bit) *maintaining compatibility
wit
Which was unfortunately stripped from your mail by the mailing list software
:)
Can't you just paste it in the mail?
- Original Message -
From: "Nathan Taylor" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, April 20, 2002 8:51 PM
Subject: Re: [hlcoders] HL 1.1.0.9 Update
>
As far as I'm aware, it wasn't actually used for anything.
- Original Message -
From: "Tom" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, April 13, 2002 10:04 AM
Subject: Re: [hlcoders] little app
> i have a question, wtf is the path tool for? Ive tried using it and it
> d
craft came free on the hl cd!
>
> - Original Message -
> From: "Neale Roberts" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Saturday, April 13, 2002 8:02 AM
> Subject: Re: [hlcoders] QOOLE
>
>
> > I purchased Worldcr
I purchased Worldcraft! Then Valve went and gave it away for free. Can I get
my money back? :)
- Original Message -
From: "Tim Holt" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, April 13, 2002 7:09 AM
Subject: Re: [hlcoders] QOOLE
> I was an original Qoole purchaser back
n..not custom hulls! Don't do it!
- Original Message -
From: "botman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, March 13, 2002 7:15 PM
Subject: Re: [hlcoders] Solid Vehicles
> > I have used the train code from Half-Life to make vehicles.
> > Only i can`t stop
The way we saw it, people are going to use OGC regardless so it was only
common sense to try it on our own mod to see what advantages it would give
people. That way, we can alter things to reduce/remove that advantage. In
theory anyway.
- Original Message -
From: "Nathan Taylor" <[EMAIL
I keep getting that too.
- Original Message -
From: "Nathan Taylor" <[EMAIL PROTECTED]>
To: "HLCoders" <[EMAIL PROTECTED]>
Sent: Tuesday, February 12, 2002 2:47 PM
Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
> --
> [ Picked text/plain from multipart/alternative ]
>
> Q
Damn! And I spent all day inventing this wheel too...
- Original Message -
From: "Yacketta, Ronald" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, February 07, 2002 5:14 PM
Subject: RE: [hlcoders] Info on a client command
> I think it is along the lines of "why reinvent th
I always keep them, personally. It's a good reference.
- Original Message -
From: "Michael Shimmins" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, February 06, 2002 11:24 AM
Subject: [hlcoders] What to do with the old posts
> This is a multi-part message in MIME format.
>
Eek, scary!
- Original Message -
From: "Nathan Taylor" <[EMAIL PROTECTED]>
To: "HLCoders" <[EMAIL PROTECTED]>
Sent: Wednesday, February 06, 2002 11:13 AM
Subject: [hlcoders] HLCoder on Google [Serious OT Action]
> --
> [ Picked text/plain from multipart/alternative ]
> I just found this
Which has one minor flaw - Worldcraft itself won't make
maps that big...
- Original Message -
From:
Nathan Taylor
To: HLCoders
Sent: Tuesday, January 29, 2002 9:42
PM
Subject: Re: [hlcoders] Making
WorldCraft's editing area bigger?
Hmm, the highly practica
are on computer :D
>
> /me knew there was another feature you'd added recently
>
> ----- Original Message -
> From: "Neale Roberts" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Friday, January 25, 2002 9:54 AM
> Subject: Re: [hlcoders]
Ooooyes please
/me apologises to Phantom in advance
- Original Message -
From: "Mike Blowers" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, January 25, 2002 9:51 AM
Subject: Re: [hlcoders] Immersion Touchsence Technology.
> Hi,
>
> I've just finished incorporating Immer
On the couple of occasions that we've actually had
a modeller working for us, they've had to use a modified skeleton for one of our
primary player models, as it has goat-like (reversed) legs. Although the model
wasn't actually completed, the animations were perfectly ok with the modified
ske
Yes, but it's not Quake. It's *derived* from the Quake
engine, but someone from Valve said it was 30% Quake, and 70% their
own.
- Original Message -
From:
Oskar
'Zoot' Lindgren
To: [EMAIL PROTECTED]
Sent: Sunday, January 13, 2002 11:51
AM
Subject: Re: [hlc
6? I thought it was at least 20.
- Original Message -
From:
Oskar
'Zoot' Lindgren
To: [EMAIL PROTECTED]
Sent: Sunday, January 13, 2002 11:44
AM
Subject: Re: [hlcoders] U better then
HL
Half-Life´s engine is like 6 years old?
- Original Message
What an enormous font you use :)
- Original Message -
From:
Cortex
To: coders
Sent: Thursday, January 03, 2002 7:28
PM
Subject: [hlcoders] EfxAPI
Hello,
I've used the Efx API to create a temp
entity. I draw
a sprite. My question is quite short
: How
Happy New Year!
Over the past few months, I've come to regard you
all as..people I write to on a mailing list
:)
- Original Message -
From:
Dynerman David M
To: [EMAIL PROTECTED]
Sent: Monday, December 31, 2001 8:11
PM
Subject: [hlcoders] Happy New Year!
nes
> > > out.
> > >
> > > - Original Message -
> > > From: "omega" <[EMAIL PROTECTED]>
> > > To: <[EMAIL PROTECTED]>
> > > Sent: Saturday, December 29, 2001 4:17 AM
> > > Subject: Re: [hlcoders] FP charging
> &
causes/caused the overflow error w/ATI cards
I was sorta thinking that it might be illegal but umm err... What's
DMCA stand for?
- Original Message -
From:
Neale Roberts
Sent: Saturday, December 29, 2001 9:41
AM
To: [EMAIL PROTECTED]
Subjec
Except that would be illegal under the DMCA.
- Original Message -
From:
Nathan Taylor
To: HLCoders
Sent: Saturday, December 29, 2001 1:49
PM
Subject: Re: [hlcoders] What
causes/caused the overflow error w/ATI cards
Yes and no. Yes, nVidia bought all 3dfx a
Actually, the GSI staff *do* get paid, as do some of the Planet*.com
webmasters.
- Original Message -
From: "omega" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, December 28, 2001 3:28 PM
Subject: Re: [hlcoders] FP charging
> ive been away for most of the day so i didnt get
Actually, I believe they do, although the amount per ad is pitifully small.
There is still an advertising market out there, but it's only sites with
massive hits that are making anything out of it.
- Original Message -
From: "_Phantom_" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Fr
Last time I checked, the general purpose for a company is to make money. The
prices for a personal server are very reasonable, especially if you tend to
download a lot. Phantom is right about the costs for providing all those
files being astronomical, and advertising revenues are practically nil t
It's not illegal to *distribute* it on CD with a
charge to cover the cost of the CD, as far as I know. Selling it for a profit is
illegal though, as you do not own the copyright for the software you're
selling.
- Original Message -
From:
Tom
To: [EMAIL PROTECTED]
S
Happy Christmas to one and all!
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Are we supposed to guess what you're talking about?
:)
- Original Message -
From:
Gareth
Llewellyn
To: [EMAIL PROTECTED]
Sent: Friday, December 21, 2001 7:51
AM
Subject: Re: [hlcoders] VALVe:
GMAX?
As it would happen.
Gareth LlewellynInNeedOfThe
I can help gearbox make a engine :)
Msg to GearBox:
Email me and I will help you make a enigne!
/ Zoot
- Original Message -
From:
Neale
Roberts
To: [EMAIL PROTECTED]
Sent: Friday, December 21, 2001 12:16
AM
Subject: Re:
Yes.
- Original Message -
From:
Oskar
'Zoot' Lindgren
To: [EMAIL PROTECTED]
Sent: Thursday, December 20, 2001 11:12
PM
Subject: Re: [hlcoders] VALVe:
GMAX?
Is cs:cz using the HL engine?
- Original Message -
From:
Nathan Taylor
No, I don't think it does, but there are some nice things it *does* do
like
> loading point files, portal files, and hull files.
>
> -scottv
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of Neale Roberts
> Sent: Thursday, D
Ooodoes it have autosave?
:)
- Original Message -
From: "Scott Velasquez" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, December 20, 2001 4:32 PM
Subject: RE: [hlcoders] VALVe: GMAX?
> Actually, you will be getting GearCraft from us (Gearbox) when we're
> finished wit
There are limits placed on what you can do by the BSP
engine anyway. Concave objects are not permitted. For things that you are
talking about (statues etc), the best thing would be the ability for Gmax to
export to .map so that you could import the object into Worldcraft.
- Original Me
h its mapping and I think if a
> add-on for hl mapping was made it would make things a lot easier.
>
> Wacko
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of Neale
> Roberts
> Sent: Tuesday, December 18, 2001 11:20 PM
>
I totally agree with this. Worldcraft is an excellent map editor
, that was designed specifically for Quake-type editing,
and modified for Half-Life. As such, it's near-flawless for HL map editing.
Using GMax for map editing just introduces problems. Keep it for modelling,
that's what it's designe
We certainly have hitbox issues with hull 3. The player type that uses hull
3 cannot duck, so that problem is eliminated. However, the hitboxes only
appear to cover about 80% of the model size. They *appear* as normal if you
do a r_drawentities 3, but the top, bottom and side 10% don't register an
My apologies, I got it horribly wrong.
We're using Hull 3 for a second type of player (larger than standard, but
unable to duck) So it does work, but as I said, we have hitbox issues.
- Original Message -
From: "Charlie Cleveland" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday,
We're using Hull 3 for the normal crouching player. Works perfectly.
_Phantom_ is the coder though, so he's probably better equipped to help you.
Hull 2 is where we're having problems - the hitboxes are messed up.
- Original Message -
From: "Charlie Cleveland" <[EMAIL PROTECTED]>
To: <[EM
It works just like an ordinary joystick axis though,
except it's not sprung to return to centre.
- Original Message -
From:
Nathan Taylor
To: HLCoders
Sent: Saturday, December 08, 2001 10:03
AM
Subject: Re: [hlcoders] Joystick
Fun
Not quite. The dial control
That could be done by any competent mod team in a matter of weeks. Someone
should do this, just for a laugh.
- Original Message -
From: "Tim Holt" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, December 05, 2001 6:47 PM
Subject: Re: [hlcoders] [OT] question to valve, curious
I've not found a single game yet that it won't run, and
run well.
- Original Message -
From:
Cortex
To: [EMAIL PROTECTED]
Sent: Saturday, November 24, 2001 7:47
AM
Subject: Re: [hlcoders] Botman: BSP
Tools
I read that the Kryo cards haven't a
good
com
OTECTED] )
> > Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/
> >
> > "When Alexander saw the breadth of his domain he wept for there were no
> > more worlds to conquer."
> >
> > -Original Message-
> > From: [E
Or an AUTOSAVE. God knows how long I've wanted that in
Worldcraft.
Damnit, I BOUGHT Worldcraft (version 1.6). I have the
right to demand it!!!
:)
- Original Message -
From:
Oskar
'Zoot' Lindgren
To: [EMAIL PROTECTED]
Sent: Friday, November 16, 2001 9:00
PM
Me? Commercial0? HAHAAHAH!! I laugh at you. I could never hand
code something commercial. What's Ogg-vorbis?
- Original Message -
From:
Neale Roberts
Sent: Wednesday, November 14, 2001 4:27
AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Pr
Isn't there a royalty issue with mp3 support? I suspect it
probably won't affect free mods, but it's possibly worth considering Ogg-Vorbis
as an alternative to mp3 if you do something commercial :)
- Original Message -
From:
Nathan Taylor
To: HLCoders
Sent: Wednesday,
where but its there somewhere).
- Lakario
- Original Message -
From:
Neale Roberts
Sent: Monday, November 12, 2001 5:18
PM
To:
[EMAIL PROTECTED]
Subject: [hlcoders] General
question
Not a co
poll that came with hl 1108 on www.speakeasy.net (couldn't tell you where
but its there somewhere).
- Lakario
- Original Message -
From:
Neale Roberts
Sent: Monday, November 12, 2001 5:18
PM
To:
[EMAIL PROTECTED]
Subject: [hlcoders] G
I believe we're going to integrate it into our mod (Eradicators). It
certainly adds a lot more flexibility.
Neale
- Original Message -
From: "Tim Holt" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, November 12, 2001 10:06 PM
Subject: Re: [hlcoders] Fog Effects (again?!)
> S
Not a coding question per se, but what do you all
think about using higher system specs now that Half-Life is 3 years old? I'd say
the average PC is significantly faster than then, so is it ethical now to
require higher system specs for Half-Life mods? I'm talking about higher
r_speeds for m
I thought there was a fog entity in the Spirit of Half-Life mod
(http://spirit.valve-erc.com )
- Original Message -
From: "bobby kwakkernaat" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, November 12, 2001 8:44 PM
Subject: Re: [hlcoders] Fog Effects (again?!)
>
> -Origin
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