Re: [hlcoders] HL1 timerefresh

2005-10-26 Thread John Carr
--
[ Picked text/plain from multipart/alternative ]
I seem to remember that if you register some commands very early on (as soon
as you get access to the engine funcs) you can register a function before
the engine (if it hasn't beaten you to it). If you are really lucky the
function won't have been registered and the engines attempts to register its
own function will put a warning on the console.
 Of course, this is a very very very vague memory. It's probably wrong, but
easy to check while you wait for Valve's response?
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[hlcoders] Glitchy Animations In Third Person, Based on standard HL2DM

2005-06-19 Thread John Carr
--
[ Picked text/plain from multipart/alternative ]
Hi

I'm trying to get started with third person but the animations are really
glitchy - they start to play but its like they are constantly resetting so
the model wobels a heck of a lot. I found a wavelength post about it (with a
couple of suggestions) but still can't get around it. Setting
cl_pred_optimize to 1 instead of 2 stops this without totally disabling
preditction, but after looking at the places where cl_pred_optimize is used
i'm more than a little bit lost as to what specifically is causing it.

This is the Wavelength post that seems similar to what I describe, but
cannot confirm it is the same problem:
http://forums.thewavelength.net/index.php?showtopic=11505st=0

The only bit of code that seems to depend on cl_pred_optimize  2 is listed
below.

CPrediction::ComputeFirstCommandToExecute
snip
// Otherwise, there is a second optimization, wherein if we did receive an
update, but no
// values differed (or were outside their epsilon) and the server actually
acknowledged running
// one or more commands, then we can revert the entity to the predicted
state from last frame,
// shift the # of commands worth of intermediate state off of front the
intermediate state array, and
// only predict the usercmd from the latest render frame.
if ( cl_pred_optimize.GetInt() = 2 
!m_bPreviousAckHadErrors 
m_nCommandsPredicted  0 
m_nServerCommandsAcknowledged  0 
m_nServerCommandsAcknowledged = m_nCommandsPredicted )
{
// Copy all of the previously predicted data back into entity so we can skip
repredicting it
// This is the final slot that we previously predicted
RestoreEntityToPredictedFrame( m_nCommandsPredicted - 1 );

// Shift intermediate state blocks down by # of commands ack'd
ShiftIntermediateDataForward( m_nServerCommandsAcknowledged,
m_nCommandsPredicted );

// Only predict new commands (note, this should be the same number that we
could compute
// above based on outgoing_command - incoming_acknowledged - 1
skipahead = ( m_nCommandsPredicted - m_nServerCommandsAcknowledged );

So at a Hl2 'noob' guessing I would say... For some reason my animation is
getting reset because the prediction code doesn't think that any of the
values are sufficiently different? Although when the code takes the other
path (cl_pred_optimize=1) the animation plays smoothly.

Please help
John
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Re: [hlcoders] vprojtomake vcpm.exe

2005-01-02 Thread John Carr
it works with the windows port of make, but i too am a major n00b and
am getting errors i just cant shake, so i've left it well alone. if
anyone gets this working ill marry em and bear their kiddies.


On Sat, 1 Jan 2005 14:50:04 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote:
 yeah, what I said about the file name, I mean this tool takes a vcproj
 and converts it, and since the vcproj is designed to work with
 windows,I thought the resultant converted makefile should work with
 windows.

 Does it work with the windows ports of make and gcc?

 sorry if my n00bness is annoying :P


 On Fri, 31 Dec 2004 10:58:22 +, John Carr [EMAIL PROTECTED] wrote:
  vcpm reads the vcproj and makes makefiles. these makefiles are
  intended to work with Makefile.Mod in the linux_sdk folder. If you
  read Makefile in that folder you will see it actually compiles vcpm,
  runs it on the server vcproj and then goes through Makefile.mod to run
  the freshly created Makefile.hl_ReleaseHL2**Win32**. ALL FOR LINUX -
  its quite clever really. you can just get a copy of your mod on linux
  and compile it and it will pick up any changes from the vcproj. if i
  had an IDE that used vcproj files i would love it.
 
  (Side note, the reason its called Release HL2 Win32 is because Visual
  Studio has a Release and Debug mode in a default project, you will
  notice that in appends Win32 on this target... the tool is just naming
  the makefile after the build target).
 
  Now to get these to work with the toolkit you need to hack vcpm to
  creat cl.exe style includes and defines (/I and /D). thats quite
  simple to do. then you need to put the makefile in the a higher level
  folder (because the make expects to be doing things like ../) - maybe
  the server dll folder, not sure off the top of my head. you then need
  to make modified versions of Makefile and Makefile.mod that dont
  recreate the makefile (unless you want to keep that feature?) and that
  work with VC++ rather than GCC.
 
  But vcpm was definitely made with GCC in mind and im pretty sure linux as 
  well.
 
 
  On Fri, 31 Dec 2004 01:38:34 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote:
   hmm, but the files are not pre-made like the ones under /linux_sdk ,
   they were converted from a vcproj. and the jcproj is for windows.
   Also, the file names ..
   Makefile.hl_ReleaseHL2**Win32**
  
   Can someone from valve please confirm this?
  
   On Thu, 30 Dec 2004 10:28:31 +, John Carr [EMAIL PROTECTED] wrote:
they are meant for GNU Make and for the Linux build of your mod.
   
   
On Thu, 30 Dec 2004 01:51:16 -0700, Hasan Aljudy [EMAIL PROTECTED] 
wrote:
 I tried to run this on the hl_sdk.vcproj and it produced a bunch of 
 make files.

 files.vdf
 Makefile.hl_DebugHL2Win32
 Makefile.hl_ReleaseHL2Win32

 are those make files usable with the free microsoft compiler (Visual
 C++ Toolkit)?
 sorry, n00b question, but I have zero experience with makefiles.
 What are these makefiles compatible with? I mean, what compiler would
 compile them?

 of course I'm hoping that this is a solution for the compilation
 problems(for those who are trying to compile the SDK for free), but I
 dunno, maybe I'm too hopeful.

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Re: [hlcoders] vprojtomake vcpm.exe

2004-12-31 Thread John Carr
vcpm reads the vcproj and makes makefiles. these makefiles are
intended to work with Makefile.Mod in the linux_sdk folder. If you
read Makefile in that folder you will see it actually compiles vcpm,
runs it on the server vcproj and then goes through Makefile.mod to run
the freshly created Makefile.hl_ReleaseHL2**Win32**. ALL FOR LINUX -
its quite clever really. you can just get a copy of your mod on linux
and compile it and it will pick up any changes from the vcproj. if i
had an IDE that used vcproj files i would love it.

(Side note, the reason its called Release HL2 Win32 is because Visual
Studio has a Release and Debug mode in a default project, you will
notice that in appends Win32 on this target... the tool is just naming
the makefile after the build target).

Now to get these to work with the toolkit you need to hack vcpm to
creat cl.exe style includes and defines (/I and /D). thats quite
simple to do. then you need to put the makefile in the a higher level
folder (because the make expects to be doing things like ../) - maybe
the server dll folder, not sure off the top of my head. you then need
to make modified versions of Makefile and Makefile.mod that dont
recreate the makefile (unless you want to keep that feature?) and that
work with VC++ rather than GCC.

But vcpm was definitely made with GCC in mind and im pretty sure linux as well.


On Fri, 31 Dec 2004 01:38:34 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote:
 hmm, but the files are not pre-made like the ones under /linux_sdk ,
 they were converted from a vcproj. and the jcproj is for windows.
 Also, the file names ..
 Makefile.hl_ReleaseHL2**Win32**

 Can someone from valve please confirm this?

 On Thu, 30 Dec 2004 10:28:31 +, John Carr [EMAIL PROTECTED] wrote:
  they are meant for GNU Make and for the Linux build of your mod.
 
 
  On Thu, 30 Dec 2004 01:51:16 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote:
   I tried to run this on the hl_sdk.vcproj and it produced a bunch of make 
   files.
  
   files.vdf
   Makefile.hl_DebugHL2Win32
   Makefile.hl_ReleaseHL2Win32
  
   are those make files usable with the free microsoft compiler (Visual
   C++ Toolkit)?
   sorry, n00b question, but I have zero experience with makefiles.
   What are these makefiles compatible with? I mean, what compiler would
   compile them?
  
   of course I'm hoping that this is a solution for the compilation
   problems(for those who are trying to compile the SDK for free), but I
   dunno, maybe I'm too hopeful.
  
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Re: [hlcoders] vprojtomake vcpm.exe

2004-12-30 Thread John Carr
they are meant for GNU Make and for the Linux build of your mod.


On Thu, 30 Dec 2004 01:51:16 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote:
 I tried to run this on the hl_sdk.vcproj and it produced a bunch of make 
 files.

 files.vdf
 Makefile.hl_DebugHL2Win32
 Makefile.hl_ReleaseHL2Win32

 are those make files usable with the free microsoft compiler (Visual
 C++ Toolkit)?
 sorry, n00b question, but I have zero experience with makefiles.
 What are these makefiles compatible with? I mean, what compiler would
 compile them?

 of course I'm hoping that this is a solution for the compilation
 problems(for those who are trying to compile the SDK for free), but I
 dunno, maybe I'm too hopeful.

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Re: [hlcoders] Coding Guidelines

2004-12-24 Thread John Carr
isnt tagging redundant if your using something like SVN (in particular
TortoiseSVN with its blame window) and you can just compare two files
side by side?


On Fri, 24 Dec 2004 12:47:07 +1100, Michael Shimmins
[EMAIL PROTECTED] wrote:
 I don't have time to add stuff at the moment (?! How do I have time to post
 here...) But I though it might be a good idea to flesh out the paragraph
 you've got on putting a few new lines of code into a function to explain the
 concepts of encapsulation and cohesion.

 - Michael

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Roy Laurie
 Sent: Friday, 24 December 2004 4:39 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Coding Guidelines

 I'm putting together a general set of guidelines for mod coding. There are a
 few things I
 picked up from Quake-source coding that I think are, in any type of mod for
 any game,
 important to follow.

 http://hl2-dev.com/wiki/index.php?pagename=SdkCodingGuidelines

 If anyone would like to add to it, feel free. It's a wiki.

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Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread John Carr
nice look wiki. ill be happy to fill it with barely legible english as
soon as i get the SDK to compile _

john


On Sun, 05 Dec 2004 10:54:51 +0100, tei [EMAIL PROTECTED] wrote:
 Hasan Aljudy wrote:
  http://www.hl2coding.com/wiki/
 
  well, someone finally made it!
 
  It's kinda empty now .. so go post stuff there!
 
  (btw, plz don't tell me there is already hl2world, as they support the
  stolen build and I wouldn't consider them a good part of the
  community, their contribution is negative)

 not work

 Fatal error: Call to a member function on a non-object in
 /var/www/hl2coding/wiki/lib/Template.php(131) : eval()'d code on line 70

 as for wikis, I feel has already exist a few ones, I suggest to
 especialize, so maybe you can design your wiki to support mappers, or
 moddelers, or vgui2 designers, whatever.. and other wikis target other
 use. Also can be a good idea to linke each another

 the target its to collect info and help modders, I think.

 I may open my own hl2wiki, to document netcode and other enginecode
 related stuff.



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Re: [hlcoders] compiling errors, please help!

2004-12-05 Thread John Carr
hey

i dont know how long you have subscribed here but there was a post a
couple of days ago about using MSVC++6. You need SP5 and the processor
pack.

http://hl2sdk.wolferix.de/index.php/Compiling

john


On Sun, 5 Dec 2004 02:01:03 -0800 (PST), Carmen Bartoli
[EMAIL PROTECTED] wrote:
 i used the prjconverter and opened the new dsw
 successfully, tried compiling before i touched
 anything, and i get 54 errors and 4 warnings!

 anyone have the same problem?

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Re: [hlcoders] compiling, plz help pt2

2004-12-05 Thread John Carr
you need to be using Service Pack 5 and the Processor Pack (see the
site again). Without them you get the error messages you described. My
copy is working now, but the build start is incredibly slow due to
some kind of dependency checks


On Sun, 5 Dec 2004 10:03:29 -0800 (PST), Carmen Bartoli
[EMAIL PROTECTED] wrote:
 i visited that site and downloaded his project files,
 but i still get these annoying errors when compiling,
 and they dont even pop up as errors. only one of them
 are counted: Could not find the file, xyz.h (there are
 lots)

 and i think this is the error that was counted in the
 compiling: fatal error C1600: unsupported data type.

 and i dont even know where this error is pointing to!

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Re: [hlcoders] MS VS C++ 6.0 source compile info

2004-12-05 Thread John Carr
*this is for anyone who wonders why VC++6 seems to lock up when they
compile the SDK*

my project files *seem* to work now. I knocked the SDK back to Warning
Level 3, enabled incremental linking and the minimum rebuild option.
then i forced a full rebuild. i *think* its working now? just need to
test the binaries its producing. (to be honest i dont know if this has
helped at all, or which of the 3 options is actually disabling the
checks).

john


On Sat, 4 Dec 2004 14:21:19 +1000, Draco [EMAIL PROTECTED] wrote:
 I have only one error on the client side code to go(i am using the bare
 bones code)

 // This links our server-side call to a client-side function
 DECLARE_CLIENT_EFFECT( Sparkle, SparkleCallback );

 that line gives the error

 Compiling...
 c_sdk_env_sparkler.cpp
 C:\PD\src\cl_dll\sdk\c_sdk_env_sparkler.cpp(195) : fatal error C1010:
 unexpected end of file while looking for precompiled header directive
 Error executing cl.exe.

 how should this be fixed?



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Re: [hlcoders] Gmail Mailing Lists

2004-12-04 Thread John Carr
i have to agree with you. i have 26 unread conversations right now -
so much easier to handle that number of emails than if id still had to
trawl through outlook, mail by mail.

john


On Sat, 4 Dec 2004 14:31:51 -0500, ChessMess [EMAIL PROTECTED] wrote:
 I have to admit that I've enjoyed the ease and use of gmail and the
 grouped conversations. But it wasn't until I used it to sign up to a
 mailing list (this list) that the power and convienence of grouped
 conversations makes dealing with list emails a million times easier!

 I have to say if your not using a gmail account for this list (or any
 other) then your missing something great.

 For those who are using Outlook 2003, you can set the view of your
 emails to group by conversation, which does what gmail does (although
 gmail is smarter and easier... whereas Outlook requires you to click
 the [+] or [-] to manually show associated emails).

 Just wanted to throw that out since I see several people still using
 Hotmail or other email clients.

 ..and now back to your regularly scheduled code. :)

 --
 ChessMess
 Stratactic Studios
 http://www.StratacticStudios.com

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Re: [hlcoders] unsupported type error

2004-12-04 Thread John Carr
im getting this error when i try to compile in VC++ 6 using the
information published on here earlier
(http://hl2sdk.wolferix.de/index.php/Compiling). same line.


On Thu, 2 Dec 2004 18:45:32 +1000, Draco [EMAIL PROTECTED] wrote:
 this is the only error i still get when compiling client dll

 C:\PD\src\cl_dll\game_controls\spectatorgui.h(122) : fatal error C1600:
 unsupported data type

 thats on line 122 in spectatorgui.h(client code)

 MESSAGE_FUNC_PARAMS( OnTextChanged, TextChanged, data );

 what should i change it to, I don't want to comment it out, that might cause
 a crash later

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Re: [hlcoders] So, what do you think of Half-Life2?

2004-11-30 Thread John Carr
ack you spoled the ending 4 me! :P

john


On Tue, 30 Nov 2004 08:58:02 -0500, Peter Immarco [EMAIL PROTECTED] wrote:
 On Mon, 29 Nov 2004 18:10:31 -0600, botman\ wrote:


  Tony omega Sergi wrote:
  If I remember correctly, that's simply because hl2 leads directly
  into hl3, like a two-part movie, kinda like kill bill vol 1 and
  vol2, it was all the same movie, but split into two films for the
  sake of time.
 
 
  I must have missed the part where Alyx says...
 
  Gordon... it's your baby!  :)
 
  --
  Jeffrey botman Broome

 Jeffrey,

 It's right after the scene where the G-Man says Gordon... I'm your father! 
 :)




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RE: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread John Carr
omg it will :|  ? oh and im using vc++ 6 here :'(

john

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Jeffrey
botman Broome
Sent: 21 October 2004 19:36
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] What MSVC version do you use/have?


Ruari O'Sullivan wrote:
 VC++ 6.0 here, though if the whole SDK compiled for windows under gcc
 (say mingw) that'd be cool too.

Heh-heh!  Yes, that would be cool wouldn't it?  ;)

/me laughs at my own private joke

--
Jeffrey botman Broome

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RE: [hlcoders] Steam and working on mods

2004-05-18 Thread John Carr
This is just a guess but could you put steam into offline mode on one
machine and then copy *everything* onto the secured machine? then when you
start up it would go into offline mode? only a blind guess? could be worth
trying while you wait for a real answer.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of DAV
Sent: 18 May 2004 09:58
To: [EMAIL PROTECTED]
Subject: [hlcoders] Steam and working on mods


Hi,

I work on the mods in different PC and one of them haves a proxy that blocks
all traffic except http and https. Because of that, the ports that Steam
needs are blocked and they cant be open (non Steam related security
reasons).

Is there any way to install and work with Steam without having to connect to
the 'Internet'?
I mean, I just want to edit my SP mods and test them, not to play then
online...


 Any help is welcome, thanks,
Davide (DAV)
Email: [EMAIL PROTECTED]
Azure Sheep: http://www.halflifeitalia.com/azuresheep/
Point of View: http://www.halflifeitalia.com/pov/
DAV Levels: http://www.planetquake.com/davlevels/




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RE: [hlcoders] Re: [hlds_linux] Possible bug in STEAM + Metamod

2004-04-29 Thread John Carr
AMX uses metamod so they made a fix for metamod so AMX works (i think?)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of c0ldfyr3
Sent: 29 April 2004 18:02
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Re: [hlds_linux] Possible bug in STEAM + Metamod


But this has nothing to do with AMX ..

- Original Message -
From: Jeff 'Kuja' Katz [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, April 29, 2004 5:17 AM
Subject: RE: [hlcoders] Re: [hlds_linux] Possible bug in STEAM + Metamod


The amxx people have an updated metamod binary.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian A.
Stumm
Sent: Wednesday, April 28, 2004 12:19 AM
To: [EMAIL PROTECTED]
Cc: [EMAIL PROTECTED]
Subject: [hlcoders] Re: [hlds_linux] Possible bug in STEAM + Metamod


On Tue, 27 Apr 2004, Matt Judge wrote:

 Hi,

 I am sorry if this is on the wrong list but I am not subscribed to any

 other Valve lists, and I am pretty much a noob when it comes to coding

 mods for HL.

 I am in the process of converting my AMX code to work directly with
 metamod, thereby cutting out the middle man and saving me some
 precious CPU cycles.

 In the process of working out how things piece together I have lots of

 print statements scattered about my code.  During my tests, I have
 noted that if you buy armour, throw a grenade at yourself, the system
 sends a gmsgBattery message, then continues to send them at a rate of
 20+ per second until the next round starts or you buy more armour.

 I don't know whether this is a bug with metatmod 1.17 or STEAM.  To
 check it is not something introduced by my code, I have even used the
 basic stub which is provided with metamod, and this flood of messages
 is still apparrent.

 I have yet to see if this problem would be solved in a multiplayer
 environment as my code is not yet ready.

Need to amend that email, the messages continue round after round until
you die or buy more armour.


 Cheers,

 Matt.


HLCoders is the place to ask... Crossposted...

On a side note, the metamod 1.17 binary and source on metamod.org is not
fully steam compatible. Alfred posted info to the hlcoders mailing list
about some changes. One can research hlcoders and other valve mailing
lists archives at
http://www.mail-archive.com/[EMAIL PROTECTED]/mail5.html#0
1224

HTH


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RE: [hlcoders] Is there anyawy to get steam on the lan and not have to connect each time?

2003-12-12 Thread John Carr
My steam is messed up at the moment. I tried fiddling about with it... I can
connect to steam but I cant start any hl mods. Anyone got any advice? I
really dont want to have to do a reinstall because Im on 56k (I got lucky
with the 3mb steam file - i cant seem to see it anymore :X). Its a real
problem because I have yet to get steam/hl working (on my windows 98se box i
could get into hl but it would hanging on starting a listenserver or
connect, on xp the hl menu wont even come up).

Ta for anything u can think of,
jc

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Kyle
Sent: 12 November 2003 07:09
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Is there anyawy to get steam on the lan and not
have to connect each time?


Well I fixed it but...
I'm trying really hard to be optimistic here, but this is 4th time, I have
took a week or so off from coding, I did not use steam during the duration
and when I returned steam did not work. I tried restoring, even deleting the
blob file, rebooting, nada. Only way to fix it is to uninstall, then REMOVE
the steam dir and reinstall. 4th time valve, maybe I'm doing something
really weird to my computer each time, I don't know hot to explain it
because it makes no since. Its almost like steam is mad is because I ignored
it for week. Yes I know that's stupid to say, but its just my metaphor for
how it has behaved on my pc. I'll do more testing because I would like to
help you guys as much as possible make this a sold app as I see It has
potential beyond any game network ever created.

BTW I read the patch chances, can I remove the second copy of steam.dll to
debug? I'm glad its no longer necessary because I was really confused the
first time steam.dll was modified in an update, my program behaved very
strange and it took me a few hours to realize I had to copy over the new
dll. Anyway im glad that's fixed



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kyle
Sent: Tuesday, November 11, 2003 9:30 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Is there anyawy to get steam on the lan and not have to
connect each time?

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Think it's a simple problem with my end, steam hangs up when it says
connecting to server Any advice?  I have not used steam in about a week,
so I think its being a few gigabytes of patches already *tongue in cheek*.
Anyway, it updated fine, but I just can't start or join any server. I need
to get back to coding, I have been wasting my time this week with final
exams.





--


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[hlcoders] custom effects

2002-09-19 Thread John Carr

is there any way to get the client.dll to apply effects to entities
according to what flags are set. what i want to do is something like the
temp ent's flags like smoke trail etc but i wondered if it could be done to
ordinary entities (eg player entity has a FL_AURA flag set so get particle
sys to emit aura particles).

the only way i can see to do it is to either create some custom system that
hooks HUD_ProcessPlayerState and records all entites that have flags set and
then processes them in the drawtriangle func or create a temp ent to follow
objects that need these custom effects and reuse unneeded flags. would the
first way even work? is there a better way? (without too many network
messages?)

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