User talk:MrTwoVideoCards

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User:MrTwo/Talk-Archive,2007
Note: Feel free to edit below. I added the archives to log all the old discussions..

Nope

There should be 2 yes i know, but i only see one btw, for the command thing i put ""C:\Program Files\Steam\steam.exe-beta srcsdk0122" and "C:\Program Files\Steam\steam.exe" -beta srcsdk0122 - and yes, i have steam downloaded into the C drive.

Did you trying adding the beta if you did, give me what you put ( even if you added some other stuff, and with the other drive and ill see) (ill edit it also)

This is what I have: "E:\Program Files\Steam\steam.exe" -beta srcsdk0122 , and thats how it looks Also on a side note, sig your comments yeah, so I know who I'm talking to, lol.--Gear 23:22, 24 Jan 2008 (PST)

It wont let me edit the other one so i made a new one it still doesn't work so can you give me a pic of how yours looks like? -- Cooldude -TIMESTAMP DUDE!

I can get a picture yes, but I'm not sure why its not working. You sure you did everything right, and that maybe nothing else is out under Source SDk command options and sort? Maybe you left -ep1engine in there by accident.--Gear 02:38, 26 Jan 2008 (PST)
Just revert everything you did so far and add -ep1 as Source SDK launch option. --Baliame (talk) 04:17, 26 Jan 2008 (PST)
Yeah that works too.--Gear 04:32, 26 Jan 2008 (PST)

At the moment you have two choices:

  1. To use the most recent stable (i.e. non-beta) release of the SDK you must add "-engine ep1" to the SDK Launch Options (which is accessible from the Source SDK properties window) in order to work with the episode 1 engine. You will then see a list of games similar to this one. To go back to using the Episode 2 engine games, you simply have to delete the "-engine ep1" flag. After that you will see a list of games similar to this other one.
  2. Alternatively, you can use the latest release of the SDK (which is a beta version, and might have some bugs), which makes it unnecessary to use the engine -ep1 flag to launch the tools (in this case you should remove the -engine ep1 flag) because it already lists all the games available in the drop-down menu (games from both engines, ep1 and ep2). To use this, you must add "-beta srcsdk0122" to the steam shortcut "target" field, like so (in that picture where you see "-beta sdk" it should be "-beta srcsdk0122").

Note to Gear: perhaps you should join these conversations together, since they are all about the same thing, and would give Cooldude the example. Note to Cooldude: Don't click the "+" button, next to the edit button, just click on the edit button itself so you can edit the whole page. That way it will "let you edit the other" posts you've already made. --Etset 08:53, 26 Jan 2008 (PST)

Well it still doesn't work, this is a pic of how i have it at the moment: steamthingox6.png

I did the launch options thing too and it worked, but im still trying to do the other one

-Cooldude

It says rogram files And it doesn't even specify what drive. Also you Need to open steam with the icon you edit! Unless you're already doing that then i dont know what could be wrong.--Gear 17:58, 28 Jan 2008 (PST)
I believe it only says rogram files because it doesn't have space to display the whole line of text. :) The rest of the text is "hidden" to the left.
Modifying the launch options should do the trick... if it worked, keep with that, I guess. If you can't fix your problem by using the beta version of the SDK, don't worry about it, the beta version has a few issues anyway... --Etset 02:09, 29 Jan 2008 (PST)

TF2 Design Theory

I rolled back your revert on the article TF2 Design Theory. The changes made by User:Classam seemed to be an improvement to the text, and you gave no grounds for a revert. If you have objections, it would be best to raise them on the talk page or the user page of the user that made the edits. Simply reverting the edits of a new user without explanation discourages contributions. --JeffLane 17:37, 4 Mar 2008 (PST)

Sorry Jeff, I reverted it due to I was making some changes, an acident, then after I couldn't find what he changed, thanks though!--Gear 23:42, 6 Mar 2008 (PST)

Thanks

Thank you for the tip, and the greeting. Of all the wikis I've joined, you're the first to say hello. It's nice to know that there are people who still have common courtesy.

Same for me, I like to see people friendly to each other, but were very friendly here, or at least some of us are...lol.--Gear 17:28, 31 Mar 2008 (PDT)
Oh, and nice work with those maps! I want to make a MOD, myself, but, as Steam has to update, and I have a lame Dial-up connection, It may take a while. anyway, thanks again, and good luck with your endeavors! --JeffMOD 17:33, 31 Mar 2008 (PDT)
Thanks!--Gear 17:35, 31 Mar 2008 (PDT)

Thanks for the reply on helpdesk

About the map in play not updating as I built it. I figured it out shortly after posting, it was because I had disabled BSP, not knowing what it was and how to use it :P Thanks for the reply anyway though. --Alphaignus 20:38, 12 May 2008 (PDT)

Haha sure, no problem.--Gear 08:51, 13 May 2008 (PDT)

UserPage

Just wondering, how did you get your userpage to be like that with all of the yellow, gray, and header boxes? Thanks :)

Woo I'm a useful User! Anyways aside that, it's all Div tags, which is just Wiki formatting.

This goes first:

</div>{{clr}}
<div align='left'>
	<div class='capsule' style='width: 100%'>
		<div class='captop'><div></div></div>
		<div class='capcontent' style='text-align: left'> 

Then:

<div id='gameplay' {{CategoryBox}}>

And the mix that together and you get this:

Woot!

You can also edit this page to understand more or less how it is composed together. However once the page has this code, you can't cut it off, so it will effect the Entire page.--Gear 11:37, 16 May 2008 (PDT)

Can't end it till you find a way ;) --Frostyfrog 18:37, 12 Jun 2008 (PDT)

Moddb

Hi Gear. I'm preparing the very first levels of GLaMS-DOS for and during this summer. Is it worth it to release it on ModDB, because I really don't know what this community is. Logic Portals : GLaMS-DOS will be playable as a separate mod to allow me to override important materials, models, and add new scenes that can't be played with standatd ambient_generics. Thanks.--Hurricaaane (Talk) 11:15, 18 Jun 2008 (PDT)

Oh yeah, for sure, you'd be able to get alot more info on the maps out, and alot more people interested too.--Gear 14:34, 26 Jul 2008 (PDT)

Regards to this edit

http://developer.valvesoftware.com/w/index.php?title=Lua_tutorial&diff=76888&oldid=76831

What do you mean by Permission?

I'm not sure if the code is still there, but there was code as an example that if used, would require permission by the author, this isn't something we tend to like, because if everyone starts to do this, then before you know it, you won't be able to copy a simple thing without permission.--Gear 10:58, 29 Jun 2008 (PDT)
Why do you think these code samples need permission? It looks like it was posted by the author. --JeffLane 15:29, 29 Jun 2008 (PDT)
I believe it was stated in a revision, however that could of been taken out now, perhaps they don't need it anymore, you have to realize that I edited that page nearly a month ago.--Gear 22:05, 29 Jun 2008 (PDT)
Actually I believe John6000 did write it, I helped him :P This is the only Lua tutorial for HL2 Mods available at the moment anyhow, so it couldn't have been copied from anywhere. Marineio 02:47, 30 Jun 2008 (PDT)
Alrighty, well it's fine now it seems.--Gear 11:40, 30 Jun 2008 (PDT)

Just a hello

Hey, I wanted to pop in and say I played the Gear GravTech maps, and I wanted to thank you and the rest of the Gear team for making them, as any added content for Portal is much appreciated by myself at the very least!

thanks, I'm really glad you liked them!--Gear 22:05, 29 Jun 2008 (PDT)

City 17 ep1.

Hey Gear, Ive seen your City 17 ep1 mod on moddb alot, and it is looking great, glad you have a release date :) Just curious, from what i saw, it said it was going to be released on 360 too. I was wondering how? Can you actually port content over to the orange box on 360? :) --Dan.s 22:04, 30 Jun 2008 (GMT}

Sadly we delayed it. But that wad due to some random issues we ran into thanks to my super awesome computer. Aside that it is possible, but requires so much work and downgrade that it's really pointless. However we did this before the Orangebox was released on the 360, so it might be easier now, yet valve has not made it yet possible to really make mods for the 360 version. Will there be a 360 version: Mostly no, unless we can get it to work smoothly.--Gear 18:01, 30 Jun 2008 (PDT)
Ahh, its cool :) i wouldn't of even played it on 360, i just wanted to know, as for future id like to :) shame about the delay too, but im fine with that, a delay shows patience in the developer, and is very good :) great quote too “A Game is only late Until it Ships. But a bad game, is a game that’s bad Forever.” stick to that too, which is why my Cz2 map has taken like 6 months lol. --

Dan.S 02:15 1 July 2008 (GMT)

Yeah, as much as you get tired of working on something, patience is what really makes it better.--Gear 18:17, 30 Jun 2008 (PDT)

Re Making non-standard maps "Rotation Friendly"

Information is in the design theory page? I can't see anything about it. And anyway, there's a good amount of maps that don't end properly. Perhaps the article should be renamed to "ending maps"? I had to go through a few articles just to get the information for the stalemate one. And how would information about ending a map properly fit into the design theory page in the first place? --A2h 15:20, 23 Jul 2008 (PDT)

Well basically from what I can see is this is a Tutorial on how to make Sucky map's not Suck. If someone can't ed thier map properly, then theirs no need for us to tell them how to, or assist them. The Valve Dev wiki isn't a baby program for toddlers, it's meant to help Level designer's on the Right track. I suppose that can be said for the Rotation Friendly Guide, however it seems more misplaced, and seems like a this is how you make your map not suck, and here's some obvious information that most mapper's should already do to begin with. If a map isn't rotation friendly, then that's it's design flaw, and nothing else.

I also do notice that "which map to decide for a ending" area, which is also dumb to say. If you have Assault map, then it's either always Sudden death. If you have an Attack/Defend map, then one side always wins, and if you have a CTF map, it can result in a Stalemate.

QUOTED FROM DESIGN THEORY "

  • Your map needs to be fast and fun to play on. The best maps can run on a 24/7 server without getting boring even after the second or third reload.
  • Your map needs to accommodate every class. If a class is useless on a map, players who prefer are liable to disconnect when your work comes up in a server's rotation.
  • Your map should be designed, not simply constructed. If all you are doing is re-creating the surface appearance of another map, you're highly unlikely to create something worth playing in its own right. "

Basic information ^--Gear 17:10, 23 Jul 2008 (PDT)

The article's usage was intended for non-standard maps, by that I mean maps such as duel games, or things like pyro tennis, etc. Some server administrators see a number of different maps of the same type, and of course that will obviously happen. But what if the server admins what to run multiple ones of these? Too many don't end the game, and just go on and on through overtime until an admin finally walks over and goes /map [blah]. I never intended the tutorial to be for maps like CP and CTF, where the game already handles ending itself. --A2h 19:58, 23 Jul 2008 (PDT)
I understand it's meant for more other type of gameplay modes. But we really don't support all those Fail Gameplay mode's. We try to concentrate more on the Normal Map's and more popular map's that people play. Not Surf,Jump,Trick,Duel,DM, Achievement Maps for TF2. Just the plain normal Stuff, and to be honest no one really comes onto the Wiki looking for information based on the above mentioned gameplay type's, because honestly they're considered noob gameplay mod's, and not to be taken seriously. --Gear 14:33, 26 Jul 2008 (PDT)

Lighting prop_details

Normally, I'm not bitching like this, annoying people on their own talk pages, asking for help... but I saw this [1] and I couldn't help it, I need to ask you a question about a problem my team and I have with a mod we're developing. I'm talkinga about these problems right here Talk:UnlitGeneric and here Talk:Env_projectedtexture. Could you please take a look and see if you can actually do something ? --NykO18 13:27, 2 Sep 2008 (PDT)

To better answer your Problem:

Parenting

We have no Idea on this ourselves. Garry seem to has done this, but because of the ass he is, he never shared any of it. Yet we're looking for it though. --Gear 23:17, 2 Sep 2008 (PDT)

Looks like a lot a people don't really agree with his policy. I'm not too fond of close sourcing either, but I can understand he wants to earn money off his work. Anyway, I will take a look myself at the source code, but I'm not as good as him when it comes to modifying the engine. Thanks for reading and helping. --NykO18 02:09, 3 Sep 2008 (PDT)
Sure. no problem, you should maybe look in Iview.h, you may find something there about detail props, I remember seeing it there somewhere when trying to fix the viewmodel cast.--Gear 18:42, 4 Sep 2008 (PDT)

Detail Props

This seems to be an issue with the callback and void functions in the entity's code itself, along with the Clientshadowmgr.cpp. It should be somewhere in initialization, where the Max shadow code is, yet the problem to be honest is that the system valve built for lighting is utter shit when it comes to using this kind of lighting, it's: go through alot of trial and error (and pain) or, just don't have an env_projectedtexture lights on detail props. --Gear 23:17, 2 Sep 2008 (PDT)

Well, I knew the lighting system was wrong in many places, but I certainly not thought it was this terrible. That's really a pain in the *ss to make something cool with lighting under this engine. Not because it doesn't have a realtime shadowing system, but because it dares using a crappy little workaround and presenting it like a new revolutionnary lighting system. Come on... it doesn't even work with ONE dynamic light source, it doesn't even work the way it should... Damn, this engine is pissing me off. Anyway, thanks for helping us, I'll use your hints to crawl the source code and see if I can find something interesting. --NykO18 02:09, 3 Sep 2008 (PDT)
Yeah I suppose there's alot of confusion there on how revolutionary it is. It's not big, but it's nice in certain situations. The issue is no matter how much we add to make it better, it's still decently crappy.--Gear 02:39, 3 Sep 2008 (PDT)

Dynamic Shadows

G'day :) I saw your dynamic shadow video on your mod a while ago, been meaning to ask - How did you do it? Whats the piece of code you added to make it? If you wouldn't mind, please sharing it i'd love to use it :-) Thanks. --Craziestdan 16:39, 4 Sep 2008 (PDT)

Sure man, it's just basic code here on the WIki.
CClientShadowMgr::Init()
	- bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL;
	- m_nMaxDepthTextureShadows = bTools ? 4 : 1;	// Just one shadow depth texture in games, more in tools

	+ m_nMaxDepthTextureShadows = YOUR_CHOSEN_MAX;

Aside that, you can look around in the Clientshadowmgr.cpp for more things to mess around with. Also the Line:

	- bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL;

Needs commenting out, as it's an old callback for the EP1 engine. All together I have this currently:

     + //bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL;
     + //m_nMaxDepthTextureShadows = bTools ? 4 : 1;	  // Just one shadow depth texture in games, more in tools
     + //m_nMaxDepthTextureShadows = 128;
     +m_nMaxDepthTextureShadows = r_maxdepthtextureshadows.GetInt();

--Gear 18:29, 4 Sep 2008 (PDT)

Heh sorry to be a pain :p but i'm not a superb programmer yet, (still learning) so its kinda hard for me to do what yo say. So, what line do i place that code on in the cclientshadowmgr.cpp? Thanks alot :) --Craziestdan 10:00, 5 Sep 2008 (PDT)
Haha well it's not too simple, because even if I do show you, there's still some things that need to be moved around. You might want to ask Programmer to do this for you, because you'll need to have the entire source code. Then compile this on VC 2008 Or 2005.--Gear 11:32, 5 Sep 2008 (PDT)
I do have the whole code/know how to compile/know how to add stuff. I know how to do all that :) what i meant was, in that .cpp what line number should i place the code on? Becuase i doubt i just place it in any where randomly. And what line number is the part that needs comenting out? Becuse there's like a thousand lines, and is hard to find it lol. Thanks :) --Craziestdan 11:50, 5 Sep 2008 (PDT)
Seems obvious, just look for the lines he pasted, and replace them. --NykO18 12:27, 5 Sep 2008 (PDT)
It should be under initialization. I can't remember the exact line, but eventually you'll run into it.--Gear 13:48, 5 Sep 2008 (PDT)
Well... I don't know what initialization is, sorry but im a complete noob at C++ :( I just know how to add code when needed, and compile it. If it isn't too hard, plz find the exact line. Because there are 4000 lines in that .cpp, and it might take a year for me to find it hehe. So if you remember roughly what line, plz tell me. Thanks alot. --Craziestdan 10:54, 7 Sep 2008 (PDT)
The code is in Green, for it's headers anyways, look for an area thats Under "Initialization and Shutdown".--Gear 14:59, 7 Sep 2008 (PDT)
Ok thanks, that should be easier :) thanks. --Craziestdan 15:35, 7 Sep 2008 (PDT)

Ok, i'm not sure what i did wrong, i certainly am on the correct line. I commented out the part you said, after that i had this:

   //bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL;
   //m_nMaxDepthTextureShadows = bTools ? 4 : 1;	// Just one shadow depth texture in games, more in tools
   m_nMaxDepthTextureShadows = 128;

And thats all, that is exactly how mine looks. Could there be something i missed? Plz help :D

I also tried the one you said:

     + //bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL;
     + //m_nMaxDepthTextureShadows = bTools ? 4 : 1;	  // Just one shadow depth texture in games, more in tools
     + //m_nMaxDepthTextureShadows = 128;
     +m_nMaxDepthTextureShadows = r_maxdepthtextureshadows.GetInt();

I see little + signs infront of the lines, i also tried it with/without the +. But it gives me a error on that code the one you said you currently have:

error C2065: 'r_maxdepthtextureshadows' : undeclared identifier
error C2228: left of '.GetInt' must have class/struct/union

The only code ive added that doesn't give a error on compiling is this:

   //bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL;
   //m_nMaxDepthTextureShadows = bTools ? 4 : 1;	// Just one shadow depth texture in games, more in tools
   m_nMaxDepthTextureShadows = 128;

I have not edited or done anything to anything else at all, was there something i missed? Maybe you code post the whole struct you have for the 'Initialization, shutdown' section so i can compare plz plz? (its on line 1280) Plz help. --Craziestdan 08:52, 8 Sep 2008 (PDT)

Yeah when I meant mine looked like that, I didnt say follow it exactly, I did mention that we added some other code in there, instead revert it back to the original unedited file (if you saved a copy which you should have). Then go ahead and just change the max number and compile it as is.--Gear 15:07, 8 Sep 2008 (PDT)
Still not working :*( I changed it back, the original one looked like this:
    bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL;
    m_nMaxDepthTextureShadows = bTools ? 4 : 1;	  // Just one shadow depth texture in games, more in tools
 

Then i changed it to this:

    bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL;
    //m_nMaxDepthTextureShadows = bTools ? 4 : 1;	  // Just one shadow depth texture in games, more in tools
    m_nMaxDepthTextureShadows = 128;

And it isn't working :( Did i miss something? --Craziestdan 15:57, 8 Sep 2008 (PDT)

Ok, now i'm wondering if i have been doing it right after all? Just curious, does this code only apply to the flashlight? Becase i got a bunch of npc's next a way, put me light on, and the dynamic shadow worked. But when i put them infront of a big spot light, the dynamic shadow dont work :( It just only shows the default half life 2 shadow, the little by their feet as seen here:
linky

So, does this actually only apply to the flashlight? Because i wan't it to work for all lights. Any suggestions? Thanks alot for the help so far man :) --Craziestdan 18:25, 8 Sep 2008 (PDT)

This only applies to the env_projectedtexture entity.--Gear 21:47, 8 Sep 2008 (PDT)
Heh, i didn't realise it had to be that specific entitie. I thought it'd be ok for all lights. Anyway, thanks alot for this help :) --Craziestdan 03:55, 9 Sep 2008 (PDT)

Steam

sent you invite for friend. (Engineers Anonymous)--Fire Tock 13:46, 20 Sep 2008 (PDT)

M2!!

Mr Two wear are you :(

-happy

M2!!

MrTwo wear are you :(

-happy