006 5:29 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file
>
> --
> [ Picked text/plain from multipart/alternative ] Any word on shaders yet
> Mike?
>
> Matt
> --
>
> _
--
[ Picked text/plain from multipart/alternative ]
Yeah, I get it when ducking.
On 8/7/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I made a new map with func_door_rotating, and it works fine.
>
> On another note, it seems im getting ra
--
[ Picked text/plain from multipart/alternative ]
I made a new map with func_door_rotating, and it works fine.
On another note, it seems im getting random ASSERTS from GameMovement.cpp,
anyone else getting these? After I get the error, the player begins to move
around randomly
--
__
; to investigate the shader issue more.
>
> Thanks for you patience.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Matt
> Stafford
> Sent: Monday, August 07, 2006 5:29 AM
> To: hlcoders@list.valvesoftware.com
&
L PROTECTED] On Behalf Of Matt
Stafford
Sent: Monday, August 07, 2006 5:29 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file
--
[ Picked text/plain from multipart/alternative ] Any word on shaders
--Mike Durand,
I am wondering the same thing as MattWhere is the updated
shader code? This topic has been one of the most discussed threads @
hl2coding and while we have managed to do some good things we are unable to
write more complex shaders such as DOF because of the lack of supp
--
[ Picked text/plain from multipart/alternative ]
Any word on shaders yet Mike?
Matt
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Behalf Of Benjamin
Davison
Sent: Sunday, August 06, 2006 3:02 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file
--
[ Picked text/plain from multipart/alternative ] Has anybody worked out
the new toolsframework? At the moment it seems to
One trick I noticed just now is that Valve gratuitously renamed
vgui_TeamFortressViewport.cpp to baseviewport.cpp so if you've modified
vgui_TeamFortressViewport.cpp you'll want to diff that to the baseline and
apply to the new file.
At 2006/08/05 11:11 PM, you wrote:
>Gah, no, you had it right
gt; previous engine.
> - Original Message -
> From: Jeremy Swigart<mailto:[EMAIL PROTECTED]>
> To: hlcoders@list.valvesoftware.com hlcoders@list.valvesoftware.com>
> Sent: Saturday, August 05, 2006 11:12 PM
> Subject: Re: [hlcoders] Source SDK Update Is Released - th
hat the Havok Physics engine was based on a previous
engine.
- Original Message -
From: Jeremy Swigart<mailto:[EMAIL PROTECTED]>
To: hlcoders@list.valvesoftware.com<mailto:hlcoders@list.valvesoftware.com>
Sent: Saturday, August 05, 2006 11:12 PM
Subject: Re: [hlcoders] So
ectly from the materialsystem folder.
Regards,
- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To:
Sent: Saturday, August 05, 2006 8:48 PM
Subject: RE: [hlcoders] Source SDK Update Is Released
Hi Sylvain-
Did these shader projects build for you in the prev
Thanks,
Eric
--
From: "Eric Van Huss" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Source SDK Update Is Released
Date: Sat, 05 Aug 2006 13:27:22 -0700
--
[ Picked text/plain from multipart/alternative ]
I think if the episodic stuff proves successful there won't even really be a
"HL3 engine". Source will recieve technology updates over time as an
evolving engine, they aren't going to stop to make a new engine for another
few years when they can u
Gah, no, you had it right the first time, Valve...
- if (g_numflexcontrollers < MAXSTUDIOFLEXCTRL * 4)
+ if ( g_numflexcontrollers < MAXSTUDIOFLEXCTRL * 4 )
At 2006/08/05 03:54 PM, [EMAIL PROTECTED] wrote:
>I'm probably 20% through merging my codebase. Some of these changes from
>V
http://developer.valvesoftware.com/wiki/Diff_And_Patch
Cygwin is the easiest.
Windows without Cygwin is like a bowling ball without a liquid center.
At 2006/08/05 09:25 PM, Skillet wrote:
>--
>[ Picked text/plain from multipart/alternative ]
>What's the proper way to apply the patch? WinMerge d
--
[ Picked text/plain from multipart/alternative ]
What's the proper way to apply the patch? WinMerge dosen't seem to want to
use patch/diff files at all and TSVN complains that the file is bad (no
"Index" line).
On 8/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> As promised, here is th
Thats what I was trying unsucessfully to say earlier. I think that
because of the popularity and sucess of episodic content
(ep1,ep2,ep3,ep..). If there is a hl3 it will probably wait until the
source engine gets severly outdated and the new engine will be pushed
out with hl3. Concidering that the
On 8/5/06, [EMAIL PROTECTED]
<[EMAIL PROTECTED]> wrote:
Half-Life 4 was a disappointment, and the graphics in Half-Life 5 aren't all
that much better. I'm holding out for Half-Life 6, which is supposed to
finally have native support for those new holographic monitors and smellovision.
Bah. T
Half-Life 4 was a disappointment, and the graphics in Half-Life 5 aren't all
that much better. I'm holding out for Half-Life 6, which is supposed to
finally have native support for those new holographic monitors and smellovision.
At 2006/08/05 08:12 PM, Michael Kramer wrote:
>--
>[ Picked text/
--
[ Picked text/plain from multipart/alternative ]
Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't we be
waiting for Half-Life 4...?
--
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Behalf Of Sylvain
Rochette
Sent: Friday, August 04, 2006 6:25 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released
You are right about my problem with the generic one, now its compile
fine thak you!
For my advance one, i was able to remove a lot of error by
Is there any purpose to the src/utils/hlmviewer directory anymore? There used
to be some .cpp and such in there but they've all been removed now.
At 2006/08/05 03:54 PM, [EMAIL PROTECTED] wrote:
>I'm probably 20% through merging my codebase. Some of these changes from
>Valve I just don't fatho
--
[ Picked text/plain from multipart/alternative ]
lol
On 8/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> I'm probably 20% through merging my codebase. Some of these changes from
> Valve I just don't fathom. Boggle... so pointless...
>
> bool CPropCombineBall::CreateVPhysics()
> {
>
I'm probably 20% through merging my codebase. Some of these changes from Valve
I just don't fathom. Boggle... so pointless...
bool CPropCombineBall::CreateVPhysics()
{
SetSolid( SOLID_BBOX );
- SetCollisionBounds( Vector(-m_flRadius, -m_flRadius, -m_flRadius),
Vector(m_flRadius
video settings, but we'll see.
Thanks for the info!
Eric
--
From: "Yahn Bernier" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To:
Subject: RE: [hlcoders] Source SDK Update Is R
--
[ Picked text/plain from multipart/alternative ]
It's quite possible HL3 is never going to come but they'll stick to episodic
content. I doubt there's a team working on HL3 in secret. So far I know,
Valve wants to keep the current engine and enhance it continually.
On 8/5/06, Nick <[EMAIL PROTE
Depending on how well ep1,ep2,ep3 the rumors are hl3 might not
even be completed.
On 8/5/06, John Sheu <[EMAIL PROTECTED]> wrote:
Believe it or not, it appears that the SDK codebase update is out.
Incidentally, I've heard reports that NORAD is on alert after detecting
flying pigs in North Am
--
[ Picked text/plain from multipart/alternative ]
When all games before HL3 are finished
On 8/5/06, John Sheu <[EMAIL PROTECTED]> wrote:
>
> Believe it or not, it appears that the SDK codebase update is out.
> Incidentally, I've heard reports that NORAD is on alert after detecting
> flying pigs
Believe it or not, it appears that the SDK codebase update is out.
Incidentally, I've heard reports that NORAD is on alert after detecting
flying pigs in North American airspace. So this seems like a propitious time
to ask: so when is HL3 coming out?
-John Sheu
__
As promised, here is the patch file from the last clean SDK to the new clean
SDK:
http://tinyurl.com/mjht6
One note, near the very top of the patch it contains my mod name, which you'll
need to edit. Aside from that, any conflicts you get are your fault... :)
The update is a staggering 365245
-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric Van
Huss
Sent: Saturday, August 05, 2006 7:23 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released
[ Converted text/html to text/plain ]
Any chance of getting the source code for choreo
--
[ Picked text/plain from multipart/alternative ]
It should be the same except the SDK Base folder instead of the HL2DM one
(It's working here).
On 8/5/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> Whats the new paths for debugging?
>
> The only doc's i have is this one
>
> http://devel
external symbol
"public: void __thiscall ...
Thanks,
Eric
--
From: Wraiyth <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source S
Whats the new paths for debugging?
The only doc's i have is this one
http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code#Setup_debugging_parameters
do i keep the same paths even though its a new engine,
and appid?
--- Wraiyth <[EMAIL PROTECTED]> wrote:
> --
> [ Picke
--
[ Picked text/plain from multipart/alternative ]
Bah, its alright, false alarm. I didn't realize my shortcut was still set to
-applaunch 220, not 215. Changed it, works fine
On 8/5/06, Rob Lach <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Well, i'm goin
--
[ Picked text/plain from multipart/alternative ]
Well, i'm going manually thru and diffing all the files one by one... so I
still got quite a ways to go before I can compile.
On 8/5/06, Wraiyth <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Has anyone suc
--
[ Picked text/plain from multipart/alternative ]
Try running in release mode first?
On 8/5/06, Wraiyth <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Has anyone successfully compiled and used the new SDK code? I've merged
> all
> the code into NightFall,
--
[ Picked text/plain from multipart/alternative ]
Has anyone successfully compiled and used the new SDK code? I've merged all
the code into NightFall, except for a few files that I have different, and
the new DLLs do not load when I try to run the mod. Anyone experienced
similar problems?
Matt
O
--
[ Picked text/plain from multipart/alternative ]
That was on the to-do lost.
On 8/5/06, THE STORM <[EMAIL PROTECTED]> wrote:
>
> Hi Mike,
>
> It seems that there is no any update for the plugin support and the
> shared weapon information that we need by the mods to code 3rd party bots.
>
> Rega
Hi Mike,
It seems that there is no any update for the plugin support and the
shared weapon information that we need by the mods to code 3rd party bots.
Regards,
The Storm
Mike Durand wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi Ever
oders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released
This is a cryptographically signed message in MIME format.
--
I am still confused on this a bit.for example. we're making a mod based
on HL2DM so will players still need HL2DM?
Gus
Alfred Reynolds wrote:
> You should use 2
--
[ Picked text/plain from multipart/alternative ]
I compiled a unchanged version of the new sp code, have run the sdk base
once, and when I try to run my mod, I get an error noise when it starts to
load. after the vid.
On 8/5/06, Gus <[EMAIL PROTECTED]> wrote:
>
> This is a cryptographically sig
--
[ Picked text/plain from multipart/alternative ]
If your using content from hl2mp mod, your players will need to have those
Games/GCFs; to my understanding this is the layout:
Those with HL2, should have access to HL2DM (hl2, hl2mp)
Those that have HL2DM only, and/or CS:S, and/or DOD:S but not H
This is a cryptographically signed message in MIME format.
--
I am still confused on this a bit.for example. we're making a mod
based on HL2DM so will players still need HL2DM?
Gus
Alfred Reynolds wrote:
> You should use 215 instead of 220. If you use 320 (HL2DM) then you can
> either keep it
27;lightmappedgeneric_flashlight_vs11.inc': No such file
> or
> directory
>
> But i dont see any ALBEDO definition in the LATEST SDK RELEASE so i bet
> some
> file is missing
>
> - Original Message -
> From: "Jay Stelly" <[EMAIL PROTECTED]>
>
p(20) : fatal error C1083: Cannot
open include file: 'lightmappedgeneric_flashlight_vs11.inc': No such file or
directory
But i dont see any ALBEDO definition in the LATEST SDK RELEASE so i bet some
file is missing
----- Original Message -----
From: "Jay Stelly" <[EMAIL PROTECTED]
e
> SDK Base' -
> > Steam will take care of downloading it for them when they
> run the MOD.
> >
> > -Mike
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Justin
> > Krenz
> > Sen
t *,int,void *,void const *,int)" (?_V_memmove@@[EMAIL PROTECTED])
I dont know if someone can help on this!
- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To:
Sent: Friday, August 04, 2006 8:28 PM
Subject: RE: [hlcoders] Source SDK Update Is Released
Source SDK Base' -
Steam will take care of downloading it for them when they run the MOD.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz
Sent: Friday, August 04, 2006 5:08 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders]
You cannot use the HL2 demo to play on multiplayer servers.
- Alfred
Justin Krenz wrote:
> That's great. After we switched to using "320" to use the Episode 1
> engine, our players complained of having to download HL2 DM to play.
> Does "215" allow those with the HL2 Demo to play? I'm curious i
That's great. After we switched to using "320" to use the Episode 1
engine, our players complained of having to download HL2 DM to play.
Does "215" allow those with the HL2 Demo to play? I'm curious if I have
to program some extra detection with this to make sure that griefers
can't use the HL2
to:[EMAIL PROTECTED] On Behalf Of Mike Durand
> Sent: Friday, August 04, 2006 4:18 PM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Source SDK Update Is Released
>
> Could you let me know the memory size and CPU speed of the machines.
> I'll try to duplicate t
TED]> wrote:
Also, information on the video cards.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Friday, August 04, 2006 4:18 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Source SDK Update Is Released
Could you
Also, information on the video cards.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Friday, August 04, 2006 4:18 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Source SDK Update Is Released
Could you let me know
4:06 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released
Ah my mapper deform the word!
here his word :
it just eats up all the comps resources and hardly responds. it happens
when ive loaded up a map also, the camera view doesnt work
Hope this help, so he
oders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released
Ah my mapper deform the word!
here his word :
it just eats up all the comps resources and hardly responds. it happens
when ive loaded up a map also, the camera view doesnt work
Hope this help, so he cannot really use i
--
[ Picked text/plain from multipart/alternative ]
Yay, I was hoping that I would wake up this morning to see this :)
Good to see that it came, its made my weekend now.
Matt
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-
From: "Mike Durand" <[EMAIL PROTECTED]>
To:
Sent: Friday, August 04, 2006 6:57 PM
Subject: RE: [hlcoders] Source SDK Update Is Released
At what point does Hammer crash? Does the splash screen for Hammer come
up? Does it crash when the SDK Launcher is starting up
TED] On Behalf Of Sylvain
> Rochette
> Sent: Friday, August 04, 2006 3:40 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Source SDK Update Is Released
>
> My mapper cannot open HAMMER keep crashing on our mod.
>
> Is they are something todo with the FDG
: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released
My mapper cannot open HAMMER keep crashing on our mod.
Is they are something todo with the FDG file or something else?
For the code change, valve wild prodide more info about it?
Thanks
- Original Message
--
[ Picked text/plain from multipart/alternative ]
WIKI says " Available to anyone who owns Half-Life 2." might want to fix
that.
On 8/4/06, Sylvain Rochette <[EMAIL PROTECTED]> wrote:
>
> My mapper cannot open HAMMER keep crashing on our mod.
>
> Is they are something todo with the FDG file or s
My mapper cannot open HAMMER keep crashing on our mod.
Is they are something todo with the FDG file or something else?
For the code change, valve wild prodide more info about it?
Thanks
- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To:
Sent: Friday, August 04, 2006 6:15
You should use 215 instead of 220. If you use 320 (HL2DM) then you can
either keep it as is OR move to 215 if you don't depend on HL2DM
specific content. 215 is owned by anyone that has any Valve Source
engine product, 320 is only owned if the user owns Half-Life 2:
Deathmatch (i.e a lot fewer peop
This is a cryptographically signed message in MIME format.
--
Thanks alot for this update! On the release note there's one line that I
need more explanation..
"Mod makers should always use its SteamAppId (215) in their single
player and multi-player mods."
Does that mean I have to open Gameinf
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