Re: [hlcoders] Congrats Valve!

2004-10-23 Thread tei
Inversion for cybercafes can be too high, has HL1 still ran well on
existing hardware. A new engine may need a huge investement on new
hardware (mostly a new 3d card 200$ by station, and maybe +256 MB), and
cybercafes are always short of money.
Also I suspect the dedicated version of HL2 will need much more memory
and better cpu, maybe even a hiperthread or a dual one board. Will be
phisic for all players emulated on the server? We dont know how will ran
the server on old hardware.
This mean a enormeous group of people will continue, because can't afford
he new game + the hardware enhancements.
Anyway because HL1 is that old, I suspect this problem will be surprising
smaller.
HL1 will abe still a huge userbase worldwide, Its only USA, UK, etc users
that will swich globally, west countrys.
Its also important to check if HL2 need more bandwidth per player, some
countrys (Brasil, Rusia and Aus) still has lots of users, but bad wires,
still a lot *cough* modem *cough* users.
Bandwidth can be optimized for modwise, I suspect, but latency its
critical, will be interesting to check if player prediction its better on
HL2. I am not a expert, trough. :I
Andrew Foss wrote:
'grats.
Oddly, I still have my HL 1.0 disc. (and case, and I think even the
box...) It's been through hell and back with me, and it still works :D
It's too bad Steam turned it into a coaster. :(
I'm getting all sentimental... I think it's time to make a shrine...
I have a semi-on-topic question: Will the hlcoders list continue on
for HL2, or will there be another dedicated list? I'd wager that this
would be reused for HL2, since the last SDK was _the_ last. I think
Valve is declaring HL an EOL product...
RIP, dear friend. I will miss the old days of mods... (Imagine how
laughed at CS would be if it were released today...)
On Thu, 21 Oct 2004 21:32:00 +0100, Ben Davison [EMAIL PROTECTED] wrote:
(so, how about unlocking us folks on the hlcoders list a few days early,
eh? :)
Hehe if that was true and it got out to the general populace at large I
think valves list server would combust into many pieces.
But anyway many congrats to valve! It must have been a hard journey to make
but you made it, and if the reviews are anything to go by you succeed.
And im looking forward to building a MOD with the tools you set forth, and
hopefully I can put it in my future portfolio.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dave Sanders
Sent: 22 October 2004 20:20
To: [EMAIL PROTECTED]
Subject: [hlcoders] Congrats Valve!
Since we're barely on topic anymore anyway, I figured I'd give a big
W00T to Valve.  Just got my PCGamer today and they had a very, very
good review of HL2.
I've been following Valve and HL since I got my HL 1.0 disc. (which I
still have!)  In the days of people hacking their own editors and
having to build their own hacks into the engines to get their mods to
work at all, Valve stepped forward and BUILT the modern mod community
with cooperation and style, not elitism.
Now its (hopefully) going to happen all over again!  I'm psyched!  I
have been very worried over the past year that this version was never
going to happen... glad to see it was not worth the worry.
(so, how about unlocking us folks on the hlcoders list a few days early, eh?
:)
D
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RE: [hlcoders] What MSVC version do you use/have?

2004-10-23 Thread Deadman Standing
The problem then is the make files will not be updated by steam for
changes to the SDK (assuming the SDK release is still planned through
steam). The 2003toolkit does nothing to solve this. You will have the
same issues of update we have with the current SDK when you have to make
hand adjustments to use later versions of GCC.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Saturday, October 23, 2004 1:02 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] What MSVC version do you use/have?

sorry but who gives a crap about the project files
it should be a thing of a ouple minutes till someone converted those to
a
simple make file
and then everyone is ready to go




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Re: [hlcoders] Attaching a weapon to an entity's model

2004-10-23 Thread BUzer
Look at CStudioModelRenderer::StudioDrawPlayer function in client dll. Search it for 
if (pplayer-weaponmodel), and look, how it renders additional model.
But using submodels will be easier i think..



 OK basically I can spawn a model and can get it to follow me or whatever.
 Only bad part is that I'm trying to give the model a weapon and I'm not sure
 how to do it.  Setting the weaponmodel string does nothing.

 Anyone have any ideas?

 Thanks,
 Josh (Pimp Daddy)


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Re: [hlcoders] Congrats Valve!

2004-10-23 Thread Ruari O'Sullivan
I definitely remember a bandwidth test on CS vs CS:S when the latter
first came out. They were about even.
-randomnine-
tei wrote:
Inversion for cybercafes can be too high, has HL1 still ran well on
existing hardware. A new engine may need a huge investement on new
hardware (mostly a new 3d card 200$ by station, and maybe +256 MB), and
cybercafes are always short of money.
Also I suspect the dedicated version of HL2 will need much more memory
and better cpu, maybe even a hiperthread or a dual one board. Will be
phisic for all players emulated on the server? We dont know how will ran
the server on old hardware.
This mean a enormeous group of people will continue, because can't afford
he new game + the hardware enhancements.
Anyway because HL1 is that old, I suspect this problem will be surprising
smaller.
HL1 will abe still a huge userbase worldwide, Its only USA, UK, etc users
that will swich globally, west countrys.
Its also important to check if HL2 need more bandwidth per player, some
countrys (Brasil, Rusia and Aus) still has lots of users, but bad wires,
still a lot *cough* modem *cough* users.
Bandwidth can be optimized for modwise, I suspect, but latency its
critical, will be interesting to check if player prediction its better on
HL2. I am not a expert, trough. :I

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Re: [hlcoders] Removing Grenades From a Player

2004-10-23 Thread Jeffrey \botman\ Broome
Matt Judge wrote:
Hello,
I have a function which will remove all the weapons from a player
(including Night Vision and Back Pack).  Can anyone give me some
pointers to remove smoke and HE grenades without forcing the player to
use them?
Your own MOD?  Some other MOD?  More details?
--
Jeffrey botman Broome
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Re: [hlcoders] Removing Grenades From a Player

2004-10-23 Thread Matt Judge
Jeffrey botman Broome wrote:
Your own MOD?  Some other MOD?  More details?
Sorry, my bad.
I am coding this as a metamod plugin to be used with CZ and 1.6.

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