Re: [hlcoders] Client Side Text
-- [ Picked text/plain from multipart/alternative ] If its the same as VGUI1 its scaled so that 640x480 is fullscreen. Coordinates of 320x240 will give you the center point of any screen resolution. On 4/17/07, Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Are you sure the 640x480 will work? I believe the screen sizes to the pixels of the resolution so at 1024x768 the screen is that many pixels. I usually just set it inside the constructor SetSize( ScreenWidth(), ScreenHeight() ); might also have to be done where hud Resets itself. Another thing that bothers me is the MeshBuilder isn't aligned to screenspace pixels. It's a pain to pan them out together. On 4/16/07, Oliver [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Joel: Glad to be of assistance! Good luck with the mod. Dest: Let's start with the simplest solution. Have you specified your class in scripts/HudLayout.res file? Our classname is CH5UI_PlayerNames, here's what we have in our HudLayout.res file. This sets your hud element to be visible, positioned at 0,0 and sizes it to fit the whole screen. CH5UI_PlayerNames { fieldName CH5UI_PlayerNames xpos0 ypos0 wide640 tall 480 visible 1 enabled 1 } If you have already done this, we'll keep troubleshooting from there. On 4/16/07, Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hey Oliver I borrowed your method for the OffsetZ which saved me time perfecting it to be the right distance over the players head. We're using it in our mod for Mario Kart Source and you'll receive appropriate credit for it. Thanks. Dest Romano: The font's you can use are listed in ClientScheme.res . You can get them in ApplySchemeSettings and just do. m_hFont = pScheme-GetFont( Trebuchet24 ); Or whatever custom font you want just add it to ClientScheme.res and at the bottom is where you link to the filename of the .ttf file. Make sure the name you use for the custom font is the exact same as when you open the font up at the top. On 4/16/07, Oliver [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] 1) Declare as a private variable for the class: vgui::HFont m_hFont; Be sure to set it to a font in the constructor, we set to trebuchet: m_hFont = g_hFontTrebuchet24; 2) Declare as a private variable for the class: wchar_t sIDString[256]; 3) You're right, code could be cleaned by moving variable declaration out of Paint method. Good luck! On 4/16/07, Dest Romano [EMAIL PROTECTED] wrote: Hello, That looks like a really great method of drawing text so I coded it in. I have three questions 1) Where is m_hFont declared and how could I access m_hFont 2) Where is sIDString declared and what type of variable is it (char* dosen't seem to work) 3) Why do you declare so many variables in a class that will run every frame, why not just storing them on the player under public? Thanks for the method Oliver! -Dest From: Oliver [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Client Side Text Date: Sun, 15 Apr 2007 23:11:22 -0400 -- [ Picked text/plain from multipart/alternative ] Here's how we did it: Create a client-side class that extends CHudElement and vgui::Panel The Paint method is used to draw the text (fade as distance increases). The InView method determines if the other player is in view of the local player. I make no claims to the elegance of this code, but it does work. :) void YourClassName::Paint() { C_HL2MP_Player *pLocalPlayer = C_HL2MP_Player::GetLocalHL2MPPlayer(); if ( !pLocalPlayer ) return; Vector origin; int x, y, length, wide, tall, offsetZ, alpha; for ( int iEntIndex = 0; iEntIndex cl_entitylist-NumberOfEntities(); iEntIndex++ ) { if ( IsPlayerIndex( iEntIndex ) ) { C_BasePlayer *pPlayer = static_castC_BasePlayer*(cl_entitylist-GetEnt( iEntIndex )); if( pPlayer !pPlayer-IsLocalPlayer() ) { if(InView(pLocalPlayer, pPlayer)) { sIDString[0] = 0; vgui::localize()-ConvertANSIToUnicode(pPlayer-GetPlayerName(), sIDString, sizeof(sIDString)); length = (pPlayer-GetAbsOrigin() -
Re: [hlcoders] Debugging Mode and Vista
-- [ Picked text/plain from multipart/alternative ] I've successfully run 2005 on Vista for a while now with no issues. Haven't done any HL2 with it, but for other projects everything has worked fine. - Shimms On 3/26/07, Tobias Kammersgaard [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] VS2005 is fully supported after installing the SP1 update, which adds dual core support, which is awesome! /ProZak On 26/03/07, Christopher Harris [EMAIL PROTECTED] wrote: Do you know how support is for 2005 in Vista? As I have that as well just not installed because I am used to source only using 2003. - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, March 25, 2007 11:29 PM Subject: Re: [hlcoders] Debugging Mode and Vista -- [ Picked text/plain from multipart/alternative ] Find in Files doesn't even work in Vista. Just about everything with 2003 is hosed in vista, Including debugging. I have to run vista on my laptop, to even run source (Intel chipset; Vista drivers are a lot newer than the XP one's, and the XP ones hang in source) So when I'm working, I have to use other tools, and I can't debug. On 3/25/07, Christopher Harris [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello, Can anyone confirm if debugging works in Vista? When I tried to run a simple box test map in a vanilla debug mode Half-life 2 Singleplayer Mod, it hangs and I have to task manager out of it. I do know that Visual Studio .NET 2003 gave a compatability warning when being installed... Thanks Chris -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Where'd Mike Durand go?
-- [ Picked text/plain from multipart/alternative ] Are Erik and Eric still around? On 3/8/07, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Alfred Reynolds wrote: He has been busy preparing for GDC (which he is now at). ...and whatever happened to that Alfred guy that used to make Admin Mod? ;) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Where'd Mike Durand go?
-- [ Picked text/plain from multipart/alternative ] Sounds like there needs to be a Valve open day to help answer all these questions ;) On 3/9/07, Nick [EMAIL PROTECTED] wrote: I want to know what happen to the guest passes and why I didn't get get one :( On 3/8/07, Minh [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I want to know who's responsible for cleaning the Valve washrooms now that I'm not there anymore.. - Original Message - From: Justin Krenz [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, March 08, 2007 5:12 PM Subject: Re: [hlcoders] Where'd Mike Durand go? Everyone really wants to know what's going on with Dhabih Eng and when he's going to update his web site. Andrew (Bromfitsen) wrote: -- [ Picked text/plain from multipart/alternative ] More curiously, whatever happened to Minh Le? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Coding Guidelines
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Unable to debug
Hello, I don't know what you've tried - you didn't mention how you've setup debugging. Have a look at http://articles.thewavelength.net/650/ and see if that helps. Michael -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Xas Sent: Sunday, 12 December 2004 12:40 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Unable to debug OK, after too many try, I can't. Steam is a plague. I make all good for debug my code in visual studio. Nothing works in my single modification. When I debug, HL lauchs succefully, but after a short while a message box appears : Connection to servers steam lost. Could not acquire necessary game files Google doesn't help me a lot, as most of the results seems to be related with hacked version... Well sounds good. If I don't click OK at this message box, the game loads as usual, but crash at end. So, I can't debug. For info, Steam was installed on my personal PC, but as I had VisualStudio in my work laptop, I installed steam and HL2 here. Steam isn't running on my personal PC. Snif... I can't even play. Any clues ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Realtime radiosity Source ?
How on earth can you make such a claim? You think just because it isn't implemented in HL2 that the Source Engine isn't capable of it? Who's to say HL2 exposed 100% of the functionality of the Source Engine. Why not wait until we see what can be done with it, before blindly stipulating that which can not. Michael -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dan Partelly Sent: Monday, 29 November 2004 8:37 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Realtime radiosity Source ? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] http://www.valvesoftware.com/sourcelicense/enginefeatures.htm states that the Source engine supports realtime radiosity lighting. This is obviously false and Valve should take it out from their web page. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] re: false claim of real-time radiosity support in Source Engine
Ah, my bad... didn't realize it was such a complex thing. Shimms -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Hobson Sent: Monday, 29 November 2004 10:29 PM To: [EMAIL PROTECTED] Subject: [hlcoders] re: false claim of real-time radiosity support in Source Engine At 02:42 AM 11/29/2004, Michael Shimmins wrote: How on earth can you make such a claim? You think just because it isn't implemented in HL2 that the Source Engine isn't capable of it? Who's to say HL2 exposed 100% of the functionality of the Source Engine. Why not wait until we see what can be done with it, before blindly stipulating that which can not. Dan Partly stated that it is *obviously* a false claim by Valve that they support Real-Time Radiosity in Source Engine on their web site. He can make this statement with an extremely high degree of confidence. It *should be* painfully obvious to any student of computer graphics technology that the claim is false. Why? Because there has to exist a computer executable algorithm to for real-time radiosity before Valve Software or anyone else can possibly have implemented it in any game engine. If such an algorithm would have been published in any one of the several academic journals bearing on this subject, it would be indexed in the ACM (Association for Computing Machinery) Library and available to SIGGRAPH members for examination. There has been no such publication describing any methodology of performing hemi-cube or any other Radiosity computation in Real Time and the present best algorithm requires at least a few tens to a couple hundred iterations of propogating light energy (radiosity) over a couple hundred thousand hemicubes (for a typical HL 2 level after subdivision of all the polygons into sufficiently small facets) in order to obtain a solution that looks good. All of this computation would be required for each and every frame rendered and even polygons that are not in the visible set would still have to be included in the radiosity calculation, as they might contribute scattered light to the visible polygons that actually get rendered by means of multiple bounces. That is absolutely beyond power of any existing consumer hardware and could only hope to be be achieved with a very large cluster of machines working on the problem in parallel. Therefore, it may be stated with *very high confidence* that the claim on Valve's web site is false. Besides that, it's not like we've never seen false claims and statements from Valve Software before, either. So all this shock and horror from you fanboys at the report of another one is quite incomprehensible. {OLD}Sneaky_Bastard! email: [EMAIL PROTECTED] Michael A. Hobson icq:#2186709 yahoo: warrior_mike2001 IRC: Gamesurge channel #wavelength ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Looking Forward Possible Mods?
Look at it closer omega, the decal and laser spot are reflected. That wall continues, and there is a mirror at right angles to it. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: Sunday, 28 November 2004 12:12 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Looking Forward Possible Mods? Where is the mirror in that picture? I don't see one. Mirror -- http://xout.blackened-interactive.com/dump/old/infinity.jpg -Original Message- From: Elektordi [mailto:[EMAIL PROTECTED] Sent: November 27, 2004 4:26 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Looking Forward Possible Mods? I also remember that someone has successfully coded a mirror for hl1: http://captures.hlpbm.free.fr/67.jpg (but he doesn't want to share his code :-( ) Elektordi --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.799 / Virus Database: 543 - Release Date: 19/11/2004 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Some general questions and some undocumented functions
What determines the colour of text in the new VGUI console? As far as I can tell, there's no way for it to determine whether the engine or the game DLL is printing to it yet it variously prints in white or brown. The Scheme Text files from memory determine the colour of things. If not then its generally stomped/hard coded in VGUI_TeamFortressViewPort.cpp/.h (my memory is starting to get a bit stretched here). Whatever happend to VGUI::GLSurface? The header is there but it's mostly unimplemented. Is it possible to create your own surface and have VGUI panels in-game (i.e. like doom3 guis). There are quite a few widgets that aren't implemented. GLSurface is just one of them. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Philip Searle Sent: Friday, 12 November 2004 10:17 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Some general questions and some undocumented functions Hey folks, Recently I've been looking through hw.dll (just for fun) and managed to work up a long list of questions - if anyone (perhaps even a Valve member?) could provide some answers I would be very grateful. Apologies for the length of this post. General Questions = Why does the decal code handle decals with the name }z_ specially? I can't quite understand what the code does (floating-point assembly isn't my strong point). What determines the colour of text in the new VGUI console? As far as I can tell, there's no way for it to determine whether the engine or the game DLL is printing to it yet it variously prints in white or brown. Regarding the server blending API (SV_StudioSetupBones), why is the passed in edict_t pointer sometimes NULL? Surely the server always has all the required data for entities? Now that player movement is all handled by the client/game DLLs, why would the engine ever need to find out the texture the player is standing on (HUD_PlayerMoveTexture)? Or is this an obsolete function now? Whatever happend to VGUI::GLSurface? The header is there but it's mostly unimplemented. Is it possible to create your own surface and have VGUI panels in-game (i.e. like doom3 guis). Undocumented Functions == Poking around I found quite a few functions exposed to the game DLLs that aren't documented - they're tacked onto the end of existing interface structures. Some I've managed to figure out, but many are still a mystery. If anyone knows more (or has the header files - hint hint Valve ;) ) please let me know. Any function names are taken either from string literals found in hw.dll or are best guesses based on their effects. SV_SaveGameComment -- Stick this in your server DLL and you can control what goes in the description field of saved games (appears in the load dialog): extern C void __declspec(dllexport) SV_SaveGameComment(char *buffer, int max_length) { strcpy( buffer, Hello, world! ); } HUD_ChatInputPosition - I think the engine trys to call this from the client DLL, but what its prototype is and what values it shoudl return I don't know. - Extra function in pEfxAPI structure, immediately after R_DecalRemoveAll: /* Prototype and function unknown - seems to have something to do with decals */ void (*UnknownFunction1)(); - Extra functions in pTriAPI structure, immediately after fog function: /* Prototype and function unknown */ void (*UnknownFunction1)(); /* Prototype and function unknown (passthrough to glGetFloatv?) */ void (*UnknownFunction2)(); /* Prototype and function unknown */ void (*UnknownFunction3)(); /* Prototype and function unknown */ void (*UnknownFunction4)(); /* Prototype and function unknown (passthrough to glColor4f?) */ void UnknownFunction5(); /* Prototype and function unknown (something to do with fog?) */ void (*UnknownFunction6)(); - Extra function in pVoiceTweakAPI struct, immediately after GetControlFloat: /* Prototype and function unknown */ void (*UnknownFunction1)(); - Extra functions in client engine interface, immediately after pfnSetMouseEnable: /* Returns pointer to start of registered cvar linked list. Added for VGUI console autocomplete? */ cvar_t* (*pfnGetCvarList)( void ); /* Returns pointer to start of registered command linked list. Added for VGUI console autocomplete? typedef struct cmd_function_s { struct cmd_function_s *next; const char *name; xcommand_t function; const char *description; qbooleanpure; } cmd_function_t; */ cmd_function_t* (*pfnGetCmdList)( void ); /* Not sure about this - convert cvar_t pointer to cvar name? Why? */ char* (pfnCvarNameFromPointer)( cvar_t* pointer ); /* Not sure abput this - convert cmd_function_t pointer to command name? Why? */ char* (*pfnCmdNameFromPointer)( cmd_function_t* pointer ); /* Returns current time for this client? Why is this needed when GetClientTime() already
RE: [hlcoders] A Half-life wiki?
XML comments are essentially the same as JavaDocs. A program parses the text file and creates an XML file out of it. This file can then be used to create a website using a 3rd party tool. This is pretty similar to Java Docs except JavaDocs goes straight to HTML not via XML. Michael -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Florian Zschocke Sent: Sunday, 31 October 2004 7:39 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] A Half-life wiki? Dave Sanders wrote: Actually, not to OT my own OT thread, but with Valve doing this as a VS.NET project, anyone know if they are going to use the XML comments available for VS.NET? [...] THAT would be killer, No, it would be killer if they used something that everybody can use, be it on Windows or Linux, in VS.NET or Kdevelop or a Bash or whatever. Something that has been around for years and has platform independent tools. Something like Doxygen or Javadoc. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] A Half-life wiki?
I'm into deducting marks from my students for not doing them :P Michael -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bruce Bahamut Andrews Sent: Sunday, 31 October 2004 11:38 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] A Half-life wiki? Michael Shimmins wrote: XML comments are essentially the same as JavaDocs. A program parses the text file and creates an XML file out of it. This file can then be used to create a website using a 3rd party tool. This is pretty similar to Java Docs except JavaDocs goes straight to HTML not via XML. Michael Making Javadocs in school really really sucked, but if that's what you're into... :/ -- - Bruce Bahamut Andrews ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] A Half-life wiki?
I don't know if it's a good idea to divide our resources even more. I think rather than start yet another resource, we should perhaps concentrate on extending an existing one. I know The Wavelength will be supporting HL2 with articles, discussion, tutorials etc. The VERC no doubt will too. These two resources are the ones that jump to mind, we were to try and add another one to the mix, I feel all three would go down hill. Why not just contribute to the existing ones to make them better? Michael -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bruce Bahamut Andrews Sent: Sunday, 31 October 2004 12:32 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] A Half-life wiki? hehe, I've got hosting with 2.5gb of space 'n 64gb of bandwidth that I hardly use, it's mainly for my family's email addresses (since everyone blocks free emails nowadays). I could host it to start you off if ye like, though chances are it'd need to transfer to VERC eventually, a very popular site would exceed those limitations =) - Bruce Bahamut Andrews Ben Davison wrote: Yes, a great idea. I would happily contribute and write articles. I was actually going to suggest this to the group once I found out if could actually host it. And what software we would need. But alas I can not. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dave Sanders Sent: 30 October 2004 21:37 To: [EMAIL PROTECTED] Subject: [hlcoders] A Half-life wiki? Out of curiousity, does there happen to be a half-life wiki around for coders / mappers / modelers, etc? Like http://wiki.beyondunreal.com for the Unreal crowd. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] A Half-life wiki?
But my point is *why* can't TWL have that? The mechanism is in place to do it, people just don't. Michael -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of NuclearFriend Sent: Sunday, 31 October 2004 12:01 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] A Half-life wiki? The Wiki could even be a reference on common HL2 functions, that people could write up at their leisure. That's something TWL and V-ERC don't have. Btw, BlueWolf said hl2db.com would host it. [EMAIL PROTECTED] On Sat, 30 Oct 2004 20:37:08 -0400, Dave Sanders [EMAIL PROTECTED] wrote: The main difference is that a wiki is more open, in that anyone can come in and continually refine and update pages at will. A good example of this would be if someone wrote a page up for a particular tool, and then the tool gets an update. The page's instructions may not be relevant any longer, but the article is often stuck talking about the old version - which may be confusing to readers who find it later who are trying to follow the tutorial. Of course, this DOES open up the downsides of wiki's where people can put up ill written content, or just go around and destroy pages. Someone mentioned Wikipedia, which is a great example of the power of a wiki, but also has a large team of guardian angels which maintain the content against n'er do wells. (Just go look up the history for George W Bush or John Kerry on wikipedia to see this - people routinely knock out these pages and the angels have to restore them sometimes hourly.) One of my favorite wiki software packages is the Twiki package (Twiki.org) as it allows you to host multiple sites easily within on wiki, and allows regular users to create variables on the fly. It uses the variables in a hierarchical way to allow people to customize settings at various levels. (Simple irrelevant example: the entire wiki site may declare a background color, then declare a different one for the individual twiki web, then allow the individual user to declare their own.) This of course can also make it very confusing and overwhelming too. But just about any wiki would work... and really, it doesn't need to be overly complex. Let me do another round of state of the wiki software that I haven't done in a while, and see what I can find that will get us out of the gate quickly. Since there does appear to be at least some interest, I'll likely just get a domain and a cheap linux web host to host it, and maybe accept donations or run google ads if it takes off, to cover my costs. Give me a few weeks, and I'll see what I can pull together. D On Sat, 30 Oct 2004 15:03:52 -0500, Jorge Rodriguez [EMAIL PROTECTED] wrote: I support such a wiki, and I would certainly contribute if not for great sites like The Wavelength http://www.thewavelength.net and others that already have most of the information needed to start an HL mod. The subject of an HL wiki has been talked about before, but what purpose would it serve which is not already served by existing websites? I'm open to ideas. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] What MSVC version do you use/have?
Jeff, The Academic version of VS.NET is reasonably priced - if you're not developing for commercial purposes, its quite a good buy. Michael -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeff Fearn Sent: Thursday, 21 October 2004 1:09 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] What MSVC version do you use/have? On Wed, 20 Oct 2004 19:34:26 -0700, Alfred Reynolds [EMAIL PROTECTED] wrote: I just want to do a quick straw poll of how many people on this list DON'T have access to MSVC.NET or above for their MOD development (we hope to only release MSVC.NET project files with the SDK)? - Alfred I have VC6 ... maybe you could do a special deal with MS to have a cheap version of VC.NET on Steam for us pov modders ... I was trying to be funny, but that actually sounds like a good idea ... Jeff Codiac Fearn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] What MSVC version do you use/have?
It *might* differ country to country, but I know in Australia, you can use the Academic version for anything other than making money. Non-profit organizations can use the academic version for instance and distribute their applications without any legal woes. Michael -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Thursday, 21 October 2004 2:21 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] What MSVC version do you use/have? And, you cannot redistribute your binaries (AFAIK), except for educational purposes. So I seem to remember from a VC 6 Student Edition. I could be mistaken, but that's the impression I recall. And Alfred; thanks. While the most generally accepted version is GCC 3.3.x at the moment, 3.4.x is not unreasonable, especially as the remaining issues with 3.4.x is making steady progress [3.4.x won't compile some things in some situations, which is part of why adoption is slow -- then again, Linux mentality always seems to adopt over time instead of all-at-once]. Sorry for almost stepping out of line -- but this does make me curious. Have y'all determined just how the SDK is to be built? Does everyone with GCC have to cobble together their own Makefile? Are you going to use Autotools (autoconf, automake, autoheader, m4...)? A shell script, perhaps? --- Jeff Fearn [EMAIL PROTECTED] wrote: Jeff, The Academic version of VS.NET is reasonably priced - if you're not developing for commercial purposes, its quite a good buy. Michael Your assumption is that I qualify for the Academic version, I do not. You don't have to be a student to be pov :( Jeff. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Weird missing dll error
Er, isn't it part of the Microsoft C Runtime Library that contains standard C library functions such as printf, memcpy, and cos? Michael Shimmins -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Banfield Sent: Saturday, 5 June 2004 8:23 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Weird missing dll error Not quite, its the runtime for VS .Net ( the original version ) compiled files. Looks like one of the dlls you're using was compiled with VS .Net or one of the ms command line tool packs. The simple fix is to put msvcr70.dll and msvcp70.dll in the same dir as the hl executable. Ben Karl XP-Cagey Patrick wrote: MSVCR70.dll is a .Net runtime... are you linking to any 3rd party dlls? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Friday, June 04, 2004 11:48 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Weird missing dll error Almost at random times during a game this pops up and the server crashes. But its fairly rare. The dynamic link library MSVCR70.dll could not be found in the specified path then it goes on to point to a number of locations including my steam/... half-life/ dir What the heck is that all about? I'm using VS 6.0 with standard compile options that came with the sdk. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] DOD fgd
First off with the DoD thing, try it and see. Secondly, in terms of uploading a file without the person's knowledge is un-ethical and commonly known as spy-ware. Up to you though. Russell Vaughan wrote: Can anyone tell me if Day of Defeat supports spawning grenades. The only things that are mentioned in the current fgd for Hammer, are all of the weapons and their corresponding ammo except hand grenades. Axis or Allies. Neither are there. Also, I had an idea about checking to see if a player was using a wall hack. You can force them to take a screenshot, which is currently possible by issuing a exec client command, but is there a way to upload that file to the game server or another location without the player knowing they sent it? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] Another OT Question
This has been answered many times. Any Valve owned content can be used in a mod that will be played on the Half-Life engine. [EMAIL PROTECTED] wrote: Again, I know this is probably not the best place to ask this question, but it seems to be the best place to get a quick answer :-) My question is: Can a Half-Life mod use DOD models, even though the end-user might not have DOD? Thanks in advance, Scott ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] compiling smdlexp
I'm pretty sure you need the Character Studio SDK which has the phyexp.h file amongst other things. I could be wrong though. - Michael Shimmins Vyacheslav Djura wrote: Hi all! This is question for those, who have 3dsMax5 and SDK. I can't compile .smd export plugin, using SDK of Max5 - it tells me about missing file 'phyexp.h', which is not in 3dsMax5 SDK. Without this header file plugin can't be compiled, because there is implementation of IPhysiqueExport class. Does anyone know what do I need to install to get this file? Or how to compile plugin? Thanks a lot! Best regards, Slava ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Need Valve's confirmation
[ Converted text/html to text/plain ] Uhm, In the space of just under 3 hours I'd sent 4 emails, to three different people at Valve and gotten responses from all of them. Erik got bac k to me 7 minutes after emailing him, Chris 33 minutes after emailing him, and David two hours after that. Erik has always been very propmt as have the others I've emailed. If that fails, *gasp* ring them. Michael Shimmins Ooks Server wrote: And good luck...I've done this several times, and no one at Valve ever returned my emails. If they can't give a definitive answer, their response will be a luke warm non-responce, like Alfred's consult with an attorney. Or silence. Usually just silence. - Original Message - From: Michael Shimmins [EMAIL PROTECTED][1] To: [EMAIL PROTECTED][2] Sent: Friday, February 20, 2004 10:23 PM Subject: Re: [hlcoders] Need Valve's confirmation Email someone directly at Valve, such as Erik, or Scott. They should be able to help, or at least, direct you to someone who can. - Shimms ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[3] ===References:=== 1. mailto:[EMAIL PROTECTED] 2. mailto:[EMAIL PROTECTED] 3. http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Need Valve's confirmation
Tan Theodore wrote: I managed to extract the files within the counter-strike.gcf file. I would like to use the galil and FAMAS weapon sprite for my mod and so happens that the two sprites appears to have CS:CZ weapon selection too. If I'm not mistaken, I think it's 640hud17 and 640hud18. Question is, am I allow to use it? Because as far as I know, CS:CZ models, sprites, sounds or anything which belongs to it are not supposed to be used as it is copyrighted. But I extracted this file from Steam, owned by Valve. So I would like to double check. _ Download games, logos, wallpapers and lots more at MSN Mobile! http://www.msn.com.sg/mobile/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Need Valve's confirmation
Email someone directly at Valve, such as Erik, or Scott. They should be able to help, or at least, direct you to someone who can. - Shimms Tan Theodore wrote: I managed to extract the files within the counter-strike.gcf file. I would like to use the galil and FAMAS weapon sprite for my mod and so happens that the two sprites appears to have CS:CZ weapon selection too. If I'm not mistaken, I think it's 640hud17 and 640hud18. Question is, am I allow to use it? Because as far as I know, CS:CZ models, sprites, sounds or anything which belongs to it are not supposed to be used as it is copyrighted. But I extracted this file from Steam, owned by Valve. So I would like to double check. _ Download games, logos, wallpapers and lots more at MSN Mobile! http://www.msn.com.sg/mobile/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Deathmessages stopped working in Steam
Sniper, This may come as a surprise to you, and may shatter a few of your ideas, but guess what? We are bloody luck to have anything from Valve to make mods on. It's their stuff, they LET us use it. If they want to change it, let them and get over yourself. I hate the mentality nowadays that Valve must bow down to modder's wishes. You have to work around them, let them do what they want to do and live with it. In the end of the day, it's probably for the best anyway. Further, the current death notification is shit. (personal opinion). Why not take this opportunity to make it better? Seriously, small yellow text in the top corners of the screen is getting pretty outdated. Make something sexy, something modern. Why just be another mod that when people see screen shots they say hey that's obviously Half-Life. Make a mod that when people see screenshots they say hey what engine is that. It makes your mod stand apart form the others. You'd be surprised how much a person's opinion is based upon aesthetic appeal. And frankly, un-antialiased yellow text isn't sexy. Also don't be such a jack ass to omega, sure he may be a bit abrasive, but he knows his shit. And he now knows your shit. Too bad :/ Michael Shimmins Sesechial Software Phone: +613 9504 3665 Fax: +613 9504 3488 Mobile: 0407 643 414 ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sniper Sent: Sunday, 21 December 2003 11:03 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Deathmessages stopped working in Steam Well, what if a certain modification didn't rely on death icons? That's true in my case, so being ignorant of the problem doesn't help anyone, smart ass. Now, this doesn't only apply to death messages. A few other things are gone as well, like the player has joined the game. messages. A modification may also use the print notify function for other informative messages, and now those messages are gone. A feature present for years being removed in a new system like Steam can only ask for problems. This is very upsetting. -Sniper - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, December 20, 2003 6:32 PM Subject: Re: [hlcoders] Deathmessages stopped working in Steam First off, for me; with developer 1 set, i always see _one_ entry at the top of the screen in the notify area. and death messages have always worked (you know, the icons that show x killed y with whatever gun). they don't rely on notify at all. sure the text message doesn't show up on-screen, but why does it _need_ to show up onscreen when the icons are there? i mean, seriously. -omega -- Blackened Interactive - http://www.blackened-interactive.com FLF:Defiance - http://www.frontline2.com Wavelength - http://www.thewavelength.net Sniper wrote: It matters because it works in WON, and works when developer 1 is enabled in Steam. TFC also apparently has lost its death messages in Steam. That doesn't help at all Omega, and printnotify does work just great. I see absolutely no reason why Valve felt like disabling it just for the hell of it if Developer 1 isn't set. It was also never documented publicly as being removed -- that is frustrating in itself. -Sniper - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, December 20, 2003 5:38 PM Subject: Re: [hlcoders] Deathmessages stopped working in Steam why does it matter? just make up your own drawing thing that works better. thats what i ended up doing, provides a much better effect anyway, print notify never worked properly anyway. -omega -- Blackened Interactive - http://www.blackened-interactive.com FLF:Defiance - http://www.frontline2.com Wavelength - http://www.thewavelength.net Sniper wrote: Can I ask why it was removed? It's used in several Half-Life modifications, it seems a bit unreasonable to remove it. -Sniper - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, December 20, 2003 4:34 PM Subject: RE: [hlcoders] Deathmessages stopped working in Steam The print notify area has been removed from the HL engine. You will need to use one of the other print areas. -Original
RE: [hlcoders] N00b needs help
Have a look at the player spawn function, and step through it from there, seeing if EnableControl, velocity, or stuff like that is changed (for not being able to move). As for thirdperson, have a look in view.cpp client side to see what's going on with that. Michael Shimmins Sesechial Software Phone: +613 9504 3665 Fax: +613 9504 3488 Mobile: 0407 643 414 ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ooks Server Sent: Sunday, 21 December 2003 12:36 PM To: [EMAIL PROTECTED] Subject: [hlcoders] N00b needs help This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I have inherited the source code to the HardCore-Life mod. The code is incomplete, but I was able to get it to compile and run. However, when I join the server, I'm in third person mode, and the player won't move. Are there some simple flags that control this, or does sound like the code is seriously borked? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Client side radar question
Dude, just shut up. Keep it to half-life coding, not wavelength/any other website bashing yeah? Michael Shimmins Sesechial Software Phone: +613 9504 3665 Fax: +613 9504 3488 Mobile: 0407 643 414 ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kyle Sent: Tuesday, 25 November 2003 9:03 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Client side radar question I run a website with more active members then wavelength, we have most posts then wavelength and more threads, So when I call you a nazi just know its from someone who has some experience with dealing with thousands of idiots online. You are not a naiz, I know why I was banned and you have every right to ban anyone on your board however you banned me for making some subtle suggestions for which I was criticized for and complained. I had over a 1000 posts and contributed plenty in both the coding board and mapping board. I think only 4 or 5 people had more posts then I, it's really your loss, I don't mind saving my breath. And in fact , the only good answers I got there were from entropy and botman and bulk and well you have some good input too along with shimms, but the a lot of your moderation team local posters are a group of 16 year olds whom only amplified the animosity between you and I. I got used to steam and I did admit In the beginning it was a vast improvement, only reason I'm using this email is because its my STEAM email. As you know, steam requires an email when you registered. I did not want to use a real email because I don't like spam and I don't think any game or software for that matter should even have a right to an email address. (most software, I understand some needs it) so my steam dir is /[EMAIL PROTECTED]/half-life/ blah blah blah In regards to the radar, I made the background out of vgui rects in order to keep the size the same across every res, however I will change this because the vgui gets drawn after sprites, so that's no good. I will make the radar out of sprite rects and dynamically change the size based on resolution. (I would like to use triapi, but don't have time to learn that) Also I noticed that the vgui repaint routine has slowed down. This is why my radar looked worse in steam before I changed it to sprites. I also have a vgui menu which scrolls and it looks really bad now too because it scrolls really choppy. Can anyone explain the reason for handicapping the vgui? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: Tuesday, November 25, 2003 10:47 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Client side radar question We banned you because you kept attacking admins, and then created 3 accounts to call me a nazi. If you don't understand why you were banned for that, you have mental issues. -- you're posting as steamsucks, and your first post here was an attack on it and valve. You need to learn to interact with people when you don't understand something. -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Kyle Sent: November 24, 2003 3:43 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Client side radar question Ok, I found the problem. The problem was not with the client angles or origin being updating, I was using the VGUI. Meaning I was using small little rect's as players and updating the position of each one on a label. As it turns out animation with the vgui is very limited , it really only updates about 10 times a second (this Is just an estimate, im not sure what the actually number is) however, I changed it and made the little player's sprites and it runs VERY smooth now, just as smooth as cs. I will add some nice flashing fading effects too when im all done. Perhaps even a tutorial (as long as its not for wavelength, those fuckers banned me), seeing how I don't think anyone has done a client-side radar. Another thing that's good is that's its based off the vgui, the back image scales identical to each resolution. However I wont be able to scale the sprites like I can the background radar circle, but at least it wont take up any less or more window space in different resolutions like the old radars did. -Original Message- From: [EMAIL PROTECTED
RE: [hlcoders] Question about tga vgui images
VGUI TGA images are no like HUD Sprites. They do not draw one colour transparent by default. Translucency is controlled by an alpha map in the image. Black is transparent (or white?) and white is opaque (or transparent?) and the in between is a gradient difference of the two. You need to use a 32bit TGA file format, the first 24bits are the colour, the next 8bits are the alpha map. Photoshop has some problems with alpha from memory, Paint Shop Pro works like a charm. Hope this help. Michael Shimmins Sesechial Software Phone: +613 9504 3665 Fax: +613 9504 3488 Mobile: 0407 643 414 ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of tei Sent: Tuesday, 25 November 2003 8:00 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Question about tga vgui images 0,0,1 is also black for human eyes Kyle wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] In regards to these functions relating to the vgui: LoadTGAForRes( setImage( Is there any way to load a TGA file and draw it without a transparent blit of the RGB (0,0,0) In other words I want to draw black. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Cheats with Steam
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey all, When running an app through steam, how do you enable stuff like developer mode, sv_cheats etc? It's not so much of a problem when running off a shortcut created on the desktop, you can just edit the command line arguments - or at least I thought - but even then it still seems to not allow commands such as give, noclip etc. Am I missing something? Any help would be much appreciated, mailto:[EMAIL PROTECTED] Michael Shimmins file:///C:\Documents%20and%20Settings\Shimms\Application%20Data\Microsoft\S ignatures\BLOCKED Sesechial Software Phone: +613 9504 3665 Fax: +613 9504 3488 Mobile: 0407 643 414 ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Steam passwords policy suggestion.
It seems that however good Steam is/will end up being, there was a huge gap during the implementation of it: Educating users. Erik has said he'd be the first to admit you'd have liked a smother release. That could mean many things, ie: the CS1.6 fiasco a few months ago, or the abundance of confusion now, but either way, it seems there is mutual recognition of steam's failings. I do hope that at some stage (preferably sooner rather than later) some docs are produced on utilising steam and developing for steam. Michael Shimmins Sesechial Software Phone: +613 9504 3665 Fax: +613 9504 3488 Mobile: 0407 643 414 ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: Tuesday, 16 September 2003 11:42 AM To: [EMAIL PROTECTED] Yeah, I understand that. But its clarity on where it will be installed. If theres a patch coming, that sounds as though we can keep half-life where we've always had it, for me for example: c:\games\hl As opposed to having to import it INTO a steam cache, like the people DOWNLOADING steam would have to. This seems totally logical to me, and would eliminate a lot of headaches for the people who've already been playing half-life all these years, without having to convert everything and having a mess of folders. Sure, they may simply be path\to\SteamApps\youremail\half-life, but.. I dunno, it seems like a step backwards in some ways. -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: September 15, 2003 8:37 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Steam passwords policy suggestion. I am not quite sure what you are asking. From now on you will need to go through Steam to play HL. It may be transparent (you can run hl.exe which will trigger steam to run and spawn hl) but steam will be there. Tony omega Sergi wrote: It's my understanding from what's been said here by Alfred, and by gabe in various emails to others and postings that, essentially what we're using on steam right now is the equivalent of the 100% steam version, the one you'd get if you bought hl through steam, or used a steam subscription. With that said, unless im reading this entirely wrong, hl2 if you buy it in a store will install just like a regular game; but in order to play online you'd need to have steam running, and have a steam account so that you can authenticate with the servers. Basically like WON already does, except it would be a separate app that hl2 is linked to, instead of being right inside the engine itself. I'm assuming the same will be for half-life, Alfred would you clarify this a little and correct me if I'm wrong please? That after they release the patch, it will patch hl where it sits; just like all other hl patches, but require steam to be running to play online, so its beneficial in that respect to just wait. Mind you, doing testing and debugging etc now would still be a good idea since you'd have all this extra time to make sure it works for people that only have the in-steam version. I've been trying to assimilate as much information as I can, and process and educate other people around me on the situation, but there are still a few areas that I'm not 100% sure on and am only guessing/assuming, and this one is where the patch is concerned. In my opinion, it would be ideal to have it this way as it would solve a lot of headaches, and would prevent everyone having to learn an entire new system for something they've been playing for 5 years. With that said, I'll go with whatever it turns out to be in the end, but this is how I think it is, and when reading it's what I get out of it, but frankly I don't know. Only valve does. Anyway, I have faith that it'll all be worked out in the end. -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of tei Sent: September 15, 2003 2:53 PM To: Alfred Reynolds Subject: [hlcoders] Steam passwords policy suggestion. Tryiing to connect to Steam network to play Half-Life singleplayer I get a connection error, saved at a log as: --- Error:Steam error: SteamLogin([EMAIL PROTECTED],heremypass,true,0x220fc04) failed with error 1: Steam is busy, please try again later
RE: [hlcoders] Looking for a good way to kill players
Good old trigger hurt in Quake - deal out 666 damage :P Michael Shimmins Sesechial Software Phone: +613 9504 3665 Fax: +613 9504 3488 Mobile: 0407 643 414 ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: Friday, 29 August 2003 7:52 AM To: [EMAIL PROTECTED] If you can do all that.. wouldn't it be easier to like, call TakeDamage on the player at like 300 damage? ;p -omega Blackened Interactive - http://www.blackened-interactive.com Omega Wing - http://owing.blackened-interactive.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of voogru Sent: August 28, 2003 4:02 PM To: [EMAIL PROTECTED] I have a kinda h4xy way to do it, but this is how I do damage: Change the health on the player, detect when the value of the players health + damage will be below 0, when it is, spawn a trigger_hurt, make it do like 40 damage, force the player to touch it, then kill it. Now, that will work, but you will notice the deathmsg will show that they killed themelf, so block the original deathmsg and replace it with your own. Dont forget the log line as well. - voogru. - Original Message - From: Admin [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, August 28, 2003 3:43 PM Subject: [hlcoders] Looking for a good way to kill players I am working on a server side mod to add some new weapons to CS. I am having some difficulties finding a good way to kill a player. If I use pfnClientKill() the kill gets logged as a suicide in place of a player on player kill. Alternatively I have tried sending Damage, Death, and Health messages; setting the players health to zero. None of these seem to trigger the logging of a kill and ending of a round. Anyone have any suggestions of what to try to get the server to log a player on player kill? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK line crashing linux servers
It's good practice to initialise your variables when you create them. If you don't it may be holding bogus data, therefore not reporting NULL however at the same time, not doing what you want it to do. In your instance, if pPlayer points to *something* but not a valid CBP class, then the first condition of the if statement (!pPlayer = NULL) will return true, and it will then try to call !pPlayer-IsNetClient() causing your crash. It may be working all over in the SDK because in other areas pPlayer is accurate. Check in this instance to ensure it is. Hope that helps Michael Shimmins Sesechial Software ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of D. Hofer Sent: Monday, 9 June 2003 11:03 AM To: [EMAIL PROTECTED] If the pPlayer pointer is invalid (not initialized) but not NULL then it can cause a crash. On Sat, 7 Jun 2003 17:51:38 -0700, James Couzens [EMAIL PROTECTED] wrote: All I know, is that, that line of code is littered throughout the SDK in the util functions, so I figured it was safe to use, but after some looking, its definately the guilty party, but only on my linux bins. There are of course other ways around it, but just frustrating to have that code fail when it appears to be widely (and without problems) used in the dmc code. James --- James Couzens ClanMod Dev Team WWW: http://unitedadmins.com/clanmod.php UA LISTS: http://list.unitedadmins.com/mailman/listinfo - Original Message - From: MoD [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, June 08, 2003 6:43 PM Subject: Re: [hlcoders] SDK line crashing linux servers No, the C++ specification is such that it always evaluates conditions in a lazy manner from left to right. Persuter How about, try it his way, and if it works, curse the specification? -- MoD. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] estimated release date foe hl2 sdk?
I concur. When I started with HL1, I remember I asked a (stupid and well STUPID question in retrospect) 'where is the class def for CBasePlayer'... ok I just hadn't seen player.h but the point remains, questions like How do you add a new client command, how do you send a message to the client, how do events work etc are all now second nature to us due to our familiarity with the HL1 source tree. To start fresh with a new SDK, which will no doubt be totally different and unique will require a steep learning curve. The more time we have to study the code before we can test it means we will have a better understanding to aid in timely releases of mods. I for one can't wait to get my paws on the HL2 SDK to see what its all about. Michael Shimmins Sesechial Software ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sniper Sent: Saturday, 31 May 2003 10:52 PM To: [EMAIL PROTECTED] I don't think it'd be stupid at all. So you can't actually test out anything with the source code. Who cares? You'll still be able to read through the code to get a head-start. It's not easy starting out on a new code base all the time. The sooner the source code is in the mod community, the sooner people will be able to understand how it operates. Which means there wont be as big of a delay in Half-Life 2 mods as there would normally be. Sniper - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, May 31, 2003 1:49 AM Subject: RE: [hlcoders] estimated release date foe hl2 sdk? And you know that this SDK that erik spoke of, isn't the same as the tookit that gabe had said in an interview before.. how? Right, you don't. We don't know what they're releasing. But releasing SOURCE CODE to a game that's not even out yet, is REALLY silly. omega Blackened Interactive - http://www.blackened-interactive.com Wavelength - http://www.thewavelength.net -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Sniper Sent: May 30, 2003 9:32 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] estimated release date foe hl2 sdk? Omega, perhaps you forgot about the information on Planet Half-Life: Erik says: Yes, we will be releasing an SDK for the Source engine for MOD developers before the game is shipped. I don't have to say anymore. Sniper - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, May 30, 2003 8:54 PM Subject: RE: [hlcoders] estimated release date foe hl2 sdk? You missed the whole point of what R9 said. They also said the TOOLKIT will be released, which leads *ME* to believe its Hammer, and all other tools to make CONTENT. Releasing the actual game source BEFORE the game ships would be rather, well, stupid. No-one would be able to test anything at all, at least with the other tools you can LOOK at what you've done. omega Blackened Interactive - http://www.blackened-interactive.com Wavelength - http://www.thewavelength.net -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Sniper Sent: May 30, 2003 5:27 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] estimated release date foe hl2 sdk? Valve clearly stated that the SDK will be released BEFORE the game, not when it goes gold. As I recall, some time in August was the official word. By releasing the SDK that early, it's going to jump-start the mod community for Half-Life 2... which is probably what Valve is hoping for. Sniper - Original Message - From: RDG O'Sullivan [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, May 30, 2003 4:40 PM Subject: Re: [hlcoders] estimated release date foe hl2 sdk? I seem to remember seeing that the SDK for HL2 will be released ahead of the full game. Is there a target release date for the SDK? I doubt this applies to us. A coding SDK would be basically useless without a copy of the engine. Even with well documented APIs, though then we'd at least be able to get acquainted with the system. More likely, they'll hold the coding SDK back at least
RE: [hlcoders] Mods on CD?
Actually I'd be very careful doing that. Who's to say shipping didn't cost $89.90? My point is its not enough to be beyond reproach you have to appear to be beyond reproach. If you really are just charging for shipping, it may look as though you are also making a bit on the side. Apart from that, I don't think you can charge full stop. I remember a few years ago there was a discussion about this and the final answer was you could charge for an internet distribution, but not for a distribution on physical media. I don't know if that has since changed. You should email Eric Smith and ask him. He will pass it onto the relevant legal people. Also on a side note, if you really want to make money from a mod, why not look at more original ways of doing it rather than selling it perse? Banner ads etc for instance. Yahn once said to me that making money is not a good driving force behind the production of a mod. Good advice. Michael Shimmins Sesechial Software ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Brian A. Stumm Sent: Wednesday, 28 May 2003 1:15 PM To: [EMAIL PROTECTED] On Tue, 27 May 2003, Jeff Katz wrote: Lo, list ;) Some of my forum gnomes have been clamouring for me to sell cds with my mod on it. I wasn't exactly sure if this was legal as per the EULA. We wouldn't actually be making any profit from the sales of the cd - just whatever cafepress charges. Thanks for any (informed) responses... I doubt you could charge for the mod, but could probably charge for shipping/handling and to cover cost of producing the CD itself. Linux is free but you can buy redhat in the store or download it for free off the redhat's site. You should read Valve's license carefully since HL is not GPL'ed. But I think you would be ok with charging 5-10 bucks or something for the CD burned with mod on it and shipping charge included in that charge. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] How do i get my mod registered?
Register a mod? But apart from that, 10 days isn't that long to be waiting mate, the people at Valve are pretty busy, patience is a virtue. Shimms -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [LMS]007 Sent: Monday, March 24, 2003 12:53 PM To: [EMAIL PROTECTED] Subject: [hlcoders] How do i get my mod registered? I follwed the steps, emailed [EMAIL PROTECTED] more then once, and i have not got anything back. I have servers running my unregistered mod and im uhappy with the lack of consideration for emails requesting a registration. Its been 10 days since i requested. Do i have to drive over the kirkland and pound in some heads? bellevue is not that far, i'll do it! lol Help me out guys ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] stretching an image in vgui
There is a dll in the root HL folder called vgui2.dll If you can work out how to use it, I _think_ it might help, although I'm not sure at all, just a quess - I dont even know if it has scaling in it yet, or if its VGUI v2 dll or a second dll for vgui1 etc. Shimms -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of omega Sent: Monday, March 24, 2003 12:55 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] stretching an image in vgui Another good idea is to wait for the new sdk, and vgui2, which from what I hear has dynamic scaling. Also another thing to note (something else I've heard) is that you can't use vgui2 at the same time as vgui1, which means if you wan't to use all of vgui2's features you'd have basically wasted all your time, since you'll need to port it. Valve, care to comment to make sure I'm not giving false information on vgui? =) -omega Frontline Force - http://www.frontlineforce.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Sent: March 23, 2003 4:05 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] stretching an image in vgui you can't. What you need to do is make a seperate image that looks good at each resolution and then use vgui_LoadTGA() (I think..., one of the load functions for images) to get it to load the image that is appropriate to the users resolution. jc wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] how can i stretch a CImageLabel so that the tga fills the whole area... like... say m_ClassImage = new CImageLabel(someimage, XRES(10), YRES(0), XRES(40), YRES(40)); if im right that makes an image label 40x40.. but the image doesnt stretch... so only looks right at oen resolution... i tried m_ClassImage-m_pTGA-setSize but that is protected :S its giving me a headache - how do i make it so that my vgui image is the size i pass to the constructor or the size i pass in a setSize ? jc -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] stretching an image in vgui
I thought of it afterwards, and Omega said it too, you'd need the lib file or know all the imports/exports anyway. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Shimmins Sent: Monday, March 24, 2003 12:58 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] stretching an image in vgui There is a dll in the root HL folder called vgui2.dll If you can work out how to use it, I _think_ it might help, although I'm not sure at all, just a quess - I dont even know if it has scaling in it yet, or if its VGUI v2 dll or a second dll for vgui1 etc. Shimms -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of omega Sent: Monday, March 24, 2003 12:55 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] stretching an image in vgui Another good idea is to wait for the new sdk, and vgui2, which from what I hear has dynamic scaling. Also another thing to note (something else I've heard) is that you can't use vgui2 at the same time as vgui1, which means if you wan't to use all of vgui2's features you'd have basically wasted all your time, since you'll need to port it. Valve, care to comment to make sure I'm not giving false information on vgui? =) -omega Frontline Force - http://www.frontlineforce.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Sent: March 23, 2003 4:05 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] stretching an image in vgui you can't. What you need to do is make a seperate image that looks good at each resolution and then use vgui_LoadTGA() (I think..., one of the load functions for images) to get it to load the image that is appropriate to the users resolution. jc wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] how can i stretch a CImageLabel so that the tga fills the whole area... like... say m_ClassImage = new CImageLabel(someimage, XRES(10), YRES(0), XRES(40), YRES(40)); if im right that makes an image label 40x40.. but the image doesnt stretch... so only looks right at oen resolution... i tried m_ClassImage-m_pTGA-setSize but that is protected :S its giving me a headache - how do i make it so that my vgui image is the size i pass to the constructor or the size i pass in a setSize ? jc -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Additional Weapon Functions
I can't explain this, however it worked in 2.1 and seems to no longer work in 2.3 I appologise and will email bigguy to have it removed. Shimms -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of omega Sent: Thursday, February 27, 2003 1:28 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Additional Weapon Functions Its because the SDK documentation is a little misleading. You can't add any extra actual states (as in; you can't add any new bits to pass over, you can still make as many kbutton_t's as you want though.) its capped at 16 bit, and theres no way to increase it without modifying the netcode in the engine. You'll have to replace IN_ALT1, or the other unused flag that I discovered the other day; IN_RUN So if you rename IN_RUN to IN_ATTACK3, it should work. And you'll be able to use IN_ATTACK3 elsewhere on the server/client. -omega Frontline Force - http://www.flfmod.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeff Thornhill Sent: February 26, 2003 5:35 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Additional Weapon Functions So I've been trying this for a while, using Michael Shimmins tutorial (http://hlpp.telefragged.com/tuts/multi-fire-modes.htm) and have thus far been unable to get it to work it to work. I gave up on it before when Michael himself was helping me with it and now have decided to tackle it again. It seems that the the code gets stuck in the client.dll, in input.cpp at the following stick of code: if (in_attack3.state 3) { bits |= IN_ATTACK3; } I threw an alert in there and it seemed to loop for a few minutes, and then stopped. Anyone know what might be cause it, or if there's a better way to be doing this than Michael suggests? -Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Triggering a door from the client
You know it doesn't really matter how I do it, it doesn't need to be secure if somone wants to get through it they can just type 'noclip' Thanks anyway guys. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Michael Shimmins Sent: Monday, February 03, 2003 12:08 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Triggering a door from the client Yeah using a user var sounds like the way to go. Lag isnt' an issue, doors will just open normally in MP, this is for SP story only. Could use a vuser. Store the ID of the door in the first element, pin in the second and granted/denied in the third or something. Ok thanks for the help guys, Shimms -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Jeff Codiac Fearn Sent: Monday, February 03, 2003 11:34 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Triggering a door from the client Ideally this should be able to be done so that the player can't emulate it via console commands etc. Put the code in the players iuser4 variable, then check it in the activators pev-iuser4 ... might have to allow for some lag though... Jeff Codiac Fearn - Lead Coder, Web Master, Server Administrator for SWARM http://swarm.edgegaming.com - ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Triggering a door from the client
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi all, Just after some conceptual help here on how you'd go about triggering an entity (in most if not all instances a door) to open from the client side. I'm recoding the func_door to open a VGUI menu for the user to enter a pin code. If the pin is correct the door should open if not then it should remain closed. Ideally this should be able to be done so that the player can't emulate it via console commands etc. Anyway, looking forward to your ideas, Thanks, Michael Shimmins mailto:[EMAIL PROTECTED] Sesechial Software ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Triggering a door from the client
Yeah using a user var sounds like the way to go. Lag isnt' an issue, doors will just open normally in MP, this is for SP story only. Could use a vuser. Store the ID of the door in the first element, pin in the second and granted/denied in the third or something. Ok thanks for the help guys, Shimms -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Jeff Codiac Fearn Sent: Monday, February 03, 2003 11:34 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Triggering a door from the client Ideally this should be able to be done so that the player can't emulate it via console commands etc. Put the code in the players iuser4 variable, then check it in the activators pev-iuser4 ... might have to allow for some lag though... Jeff Codiac Fearn - Lead Coder, Web Master, Server Administrator for SWARM http://swarm.edgegaming.com - ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Accessing Time on Server per player
How about creating a new variable in CBasePlayer: float ConnectTime; At spawn set the ConnectTime to gpGlobals-time. When you want to check it, the time connected = gpGlobals-time - ConnectTime; Manipulate this result a bit to get a nice minutes/seconds if you want, or just leave it how it is, depending on how you wish to use it. Michael Shimmins The Absconder Effect -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Bud-froggy Sent: Wednesday, January 15, 2003 5:03 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Accessing Time on Server per player I need to access the data and manipulate it. Is the only way to hook ClientPutInServer and create a timestamp for each user? -Bud-froggy sol.greyfox wrote: If my memory serves me right (can't check it right now since Steam is down for the upcoming server upgrade to 2.0 on thursday *crosses fingers*), then you can go to your console and type status and it will spit out a list of players, their wonid, userid, time, frags, ping, loss, etc. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Accessing Time on Server per player
Ah right, sorry connected to server not map. Good point :) Michael Shimmins The Absconder Effect -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Avatar-X Sent: Wednesday, January 15, 2003 5:58 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Accessing Time on Server per player This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] that would only work for the duration of the map since gpGlobals-time is reset to 0 on map spawn -av Michael Shimmins wrote: How about creating a new variable in CBasePlayer: float ConnectTime; At spawn set the ConnectTime to gpGlobals-time. When you want to check it, the time connected = gpGlobals-time - ConnectTime; Manipulate this result a bit to get a nice minutes/seconds if you want, or just leave it how it is, depending on how you wish to use it. Michael Shimmins The Absconder Effect -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Bud-froggy Sent: Wednesday, January 15, 2003 5:03 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Accessing Time on Server per player I need to access the data and manipulate it. Is the only way to hook ClientPutInServer and create a timestamp for each user? -Bud-froggy sol.greyfox wrote: If my memory serves me right (can't check it right now since Steam is down for the upcoming server upgrade to 2.0 on thursday *crosses fingers*), then you can go to your console and type status and it will spit out a list of players, their wonid, userid, time, frags, ping, loss, etc. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Motion Blur
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi all, I'm trying (in vain) to apply a motion blur effect to the view in HL. I've tried doing this using the accumulation buffer in OpenGL which slows the frame rate down to 4 frames per second. Does anyone have any other ideas about how to do motion blur? Cheers, Michael Shimmins mailto:[EMAIL PROTECTED] The Absconder Effect (http://www.tae-mod.com) ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Motion Blur
Hi, Thanks for your response however your idea would only work on models, not worldbrushes. Thanks though, Michael Shimmins -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Chris 'Tal-N' Blane Sent: Sunday, January 12, 2003 3:02 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Motion Blur Using a colour glow shell to duplicate the model several times mkaing them progressively less opaque and then somehow finding a way to delay the animation of the duplicates to be behind the current frame of the actual model. I'd wager that rendering them with a delay would surfice. For information about using glow shells to create duplicate of models that copy their movement have a look in the spirt of HL forums where Laurie has been developing the trick to help create mirrored floors. - Original Message - From: Michael Shimmins [EMAIL PROTECTED] To: HLCoders [EMAIL PROTECTED] Sent: Sunday, January 12, 2003 3:00 AM Subject: [hlcoders] Motion Blur This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi all, I'm trying (in vain) to apply a motion blur effect to the view in HL. I've tried doing this using the accumulation buffer in OpenGL which slows the frame rate down to 4 frames per second. Does anyone have any other ideas about how to do motion blur? Cheers, Michael Shimmins mailto:[EMAIL PROTECTED] The Absconder Effect (http://www.tae-mod.com) ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK Licence applies to HL PS2?
As I said back when you asked, email Eric and ask him to forward it onto the relevant people. I recently did this and got a response pretty quickly considering the time of year (which I forgot when I chased it up :/ oops). It'd be better to email them directly than asking here. Michael Shimmins The Absconder Effect -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Kratisto Sent: Saturday, January 04, 2003 1:34 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] SDK Licence applies to HL PS2? Back in november I posted a open question about using content from the PS2 version of HL in user mods. I would really need to know if that is allowed or not. So, what's the answer? --- Ken Birdwell [EMAIL PROTECTED] wrote: Some of these questions take a few days to answer, especially if they're questions we haven't heard before. If it's IP built by us and published exclusively by Sierra on the PC then the question is easy, it would be yes, but for stuff where we had the work done by a third parties and/or the publisher was someone other than Sierra and/or if there are other contracts involved - i.e. Sony - then the immediate answer is let's ask the lawyers to double check before we say anything. Both Doug Lombardi and Scott Lynch are looking into this question, and they'll let everyone know when they hear back, which will probably be sometime early next week. -Original Message- From: Kratisto [mailto:[EMAIL PROTECTED]] Sent: Friday, November 15, 2002 9:56 AM To: [EMAIL PROTECTED] Subject: [hlcoders] SDK Licence applies to HL PS2? Im planning to use some HL PS2 models in my little mod... As far I know, the HL SDK licence for mods covers content in the original game, CS, opfor and blue shift. But, its ok to use content from the Half-Life PS2 port? Kratisto ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now. http://mailplus.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Our MOD's are for sale !!
Write them a harsh Letter of Demand stating your intention to persue legal action should they not stop what they are doing. This usually gets a good response, works even better if you have a law firm to do it for you. Michael Shimmins -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Mike Beamish Blowers Sent: Monday, December 30, 2002 1:02 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Our MOD's are for sale !! This maybe a little OT, but in any case it affects a lot of us I recently went to a computer fair here in the UK, one stand was selling lots of obviously copied CD's... The Quality of the CD Labels and Inserts were infact diabolical.. I stumbled across a CD with several HL mod's on it... the main picture was of Counter Stirke the mods were listed on the back, amongst the mods were my own mod Wanted, as well as lots of other popular mods, Action HL, DoD etc..etc... too many to list... but the vendor was illegally selling the CD's for £10.00 GBP. When I confronted the seller asking what permission he had for selling these mod's.. he stated they were all free-ware... I know this is not the case, although Mods are avaliable freely for download, it is not legal to re-sell them... So I want to know what you people think of this... I know that many of us don't get a penny for all the time and effort we put in to creating these mods, but it drives me mad to think that someone else is just downloading them, cutting them to disc and making money out of doing so. I forced the seller to give me the details of the person who he gets them from, which I now have. (although I only have a name and UK Telephone number). What are your thoughts ? Mike. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Saving and the HLSDK
As he mentioned, the key bindings aren't an issue, it's the menu items that are. Michael Shimmins -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Cortex Sent: Sunday, December 29, 2002 6:40 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Saving and the HLSDK You could do : CLIENT_COMMAND (pPlayer-pev, unbindall); (where pPlayer is a pointer to the player). Then, all the keys won't have any effect. Then, after the end of the sequence, you call : CLIENT_COMMAND (pPlayer-pev, exec config.cfg); and all the binds will reappear :p - Cortex : HL ALBATOR coder mapper - [EMAIL PROTECTED] ICQ : 71548738 Ryan Professional Victim Desgroseilliers wrote: I've run into something of a problem during my coding work for the Nightwatch mod, regarding the way Half-Life handles saving. There are a few situations where saves of any kind would be quite problematic both programmatically and from a design standpoint, such as the introductory camera sequence, and I've been trying for some time to find a way to stop players from saving at those points using the SDK, with no luck. Since this is a single player mod and cheating isn't really an issue, the Quick Save functionality can probably be worked around fairly easily by simply removing the bind option, but I can find no way to stop saves initiated from the menu interface. Does anyone know of a way that the engine could be prevented from accepting save commands? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] ALERT() on client DLL
Make a new header file, called alert.h (could be called anything I guess), and paste the following: #ifndef _ALERT_H_ #define _ALERT_H_ typedef enum { at_notice, at_console, // same as at_notice, but forces a ConPrintf, not a message box at_aiconsole, // same as at_console, but only shown if developer level is 2! at_warning, at_error, at_logged // Server print to console ( only in multiplayer games ). } ALERT_TYPE; #define ALERT AlertMessage // I wanna ALERT back =) extern void AlertMessage( ALERT_TYPE atype, char *szFmt, ... ); #endif Then include alert.h in any file you want to use alerts in. Hope this helps, Michael Shimmins -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of geoff c Sent: Friday, December 20, 2002 2:26 PM To: [EMAIL PROTECTED] Subject: [hlcoders] ALERT() on client DLL OK so I posed two hard questions, so hopefully they can redeem an RTFM question: Is there an equivalent for ALERT(at_console ... ) in the client DLL? I use a lot of ALERTs to help me debug, so they would be useful in my quest to learn client-side stuff. thanks. --geoff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Current AuthID and how to get it
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, I'm wanting to impliament a security feature for our closed beta testing which only allows people with a certain AuthID onto the server. Two things with this, how do I check them, and how can users find their AuthID so they can enter it when applying for Beta Testing? Thanks, mailto:[EMAIL PROTECTED] Michael Shimmins The Absconder Effect ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] LoadLibrary and GetProcAddress issues
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi all, Alrighty, first off a disclamer: I really have little idea what I'm doing. Omega pushed me in the right direction, and I think i have most of it worked out, but evidently not all, as its still not working. What am I trying to do? well: I have a dll named tae_ai.dll which holds our custom AI routines. This is in the directory: root_hl\tae\ext_dlls\. I'm trying to load this dll from the game dll (tae.dll) and call various functions from it, specifically GetCharacterAI(). So, I tried the following (i've included links rather than clogging up the email with dumps of source code heh: http://www.tae-mod.com/shimms/dlllinking.php?tae_ai_h At the top of client.cpp I included that header file and declared the following: http://www.tae-mod.com/shimms/dlllinking.php?client.cpp At the end of ClientPutInServer in client.cpp I added: http://www.tae-mod.com/shimms/dlllinking.php?clientputinserver Now it loads the DLL file, but then wont find the function in the newly loaded DLL. tae_ai.dll contains the following in a .cpp file: http://www.tae-mod.com/shimms/dlllinking.php?tae_ai_cpp As I said at the start, I've got no idea what I'm doing here, so if I've missed something obviously belt me with a bit of salmon and let me know. Thanks, Michael Shimmins mailto:[EMAIL PROTECTED] The Absconder Effect ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Additional Weapon Functions
You can add more buttons such as IN_ATTACK etc. http://hlpp.telefragged.com/tuts/multi-fire-modes.htm If you have probs, email me at [EMAIL PROTECTED] not [EMAIL PROTECTED] as it says to. Hope this helps, Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of polymorph Sent: Wednesday, December 04, 2002 1:54 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Additional Weapon Functions At 05:59 PM 12/3/02 +00-03, you wrote: Try and add them as console commands and bind them to appropriate keys. Then just have some flag to be toggle on/off and call the CBasePlayerWeapon functions.. just declare two more ThirdAttack() and FourthAttack() or something. AFAIK you cannot add any more buttons like IN_ATTACK to the buttons variable. This was a rather vague approach and it's actually 4:00 AM here, so excuse me :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] help!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Although as already pointed out this is a Coding forum not a Mapping one, make sure Don't run game when finished is checked in your compile options. This will prevent it from running the game when the map compilation process finishes. Hope this helps. Michael Shimmins The Absconder Effect -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Mark Striemer Sent: Friday, November 29, 2002 2:22 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] help [ Converted text/html to text/plain ] i have set it up correctly and it was working fine but i just compiles once and it started using tfc for no reason Mark Striemer (image) From: Sniper Reply-To: [EMAIL PROTECTED] To: Subject: Re: [hlcoders] help Date: Thu, 28 Nov 2002 22:09:12 -0500 That's more of a mapping problem. Visit Valve-ERC to learn how to setup Worldcraft/Hammer correctly. http://www.valve-erc.com -Sniper - Original Message - From: Mark Striemer To: Sent: Thursday, November 28, 2002 7:00 PM Subject: [hlcoders] help [ Converted text/html to text/plain ] when i compile my map for some reason it starts up tfc. i didnt change anything and all the files in configuration are still for cstrike. please help me Mark Striemer (image) -- Tired of spam? Get advanced junk mail protection[1] with MSN 8. ===References:=== 1. http://g.msn.com/8HMQEN/2017 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- MSN 8 helps ELIMINATE E-MAIL VIRUSES.[1] Get 2 months FREE*. ===References:=== 1. http://g.msn.com/8HMPEN/2023 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] VGUI - TextEntry
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, I've been playing with the TextEntry field for our class menu, but have found some issues with it. When you type a letter that is bound to a movement command, that command is executed. For instance, typing 's' which I have bound to backwards, moves my character backwards. Also, if you pull the console down, anything you type in the console is also entered in the text entry field. Does anyone know how to get around these problems? For player movement I just though of setting their velocity to 0, so they can't move, but as for the console? I thought about checking the 'is console down' flag (forgotten what its called), and if it's down don't enter the text into the box, but I don't have access to the .cpp file to do this in. Any ideas? Thanks, Michael Shimmins mailto:[EMAIL PROTECTED] Sesechial Software ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] For Mr. Randy Pitchford
Uh. You can copyright a rifle. All models are copyright, Valve gives us permission to use any resource from a Valve made mod, such as TFC, CS etc, as well as normal HL. Michael Shimmins The Absconder Effect -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Steve Rukuts Sent: Tuesday, November 26, 2002 9:55 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] For Mr. Randy Pitchford -- [ Converted text/html to text/plain ] Well why would that be a legal problem? I think gearbox uses their own modified HL engine anyway, so you wont be able to steal the weapons models. And you can't copyright a rifle! =Mr. Randy Pitchford, =if you are reading this mail, please reply =back. I need to know if I could =use CS:CZ's weapons to be added in my mod, =Counter-Life. = =Counter-Life is basically a mod which plays =through original Half-Life maps =with Counter-Strike weapons. = =Since the recent news on the upcoming =Counter-strike version 1.6 which will =feature two new guns, the FAMAS and the Galil, =from Condition Zero, I have =decided to add them to Counter-Life as these =weapons are also part of =Counter-Strike. What I need now is your =permission for these guns to be =added. = =Here's the mod's URL: www.cl.cscentral.com = =___ =_ =Add photos to your e-mail with MSN 8. Get 2 =months FREE*. = http://join.msn.com/?page=features/featuredema =l = =___ =To unsubscribe, edit your list preferences, or =view the list archives, please visit: = http://list.valvesoftware.com/mailman/listinfo =hlcoders = = = Steve Rukuts Wrench Software Webmaster / Co-Founder / Original Design: Operation: Messiah e-mail: [EMAIL PROTECTED] MSN: [EMAIL PROTECTED] ICQ: 98613165 The contents of this e-mail may be confidential. If some annoying computer error occurs and it gets sent to people other than the intended recipient, do nothing, and delete it from your computer. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Loading a mdl in OGL produces strange results
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, Just curious, anyone got an explanation as to why loading a mdl file using the source code from HLMV in OpenGL through a VGUI menu loads the model's skin as the console background image? I was playing around trying to get model loading for VGUI menus working, and stumbled across this strange behavior. Thanks, Michael Shimmins mailto:[EMAIL PROTECTED] Sesechial Software ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK Licence applies to HL PS2?
It would probably be best to email Eric directly. He can then make sure they get to the right people in Valve. [EMAIL PROTECTED] Hope this helps, Michael Shimmins -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Kratisto Sent: Saturday, November 16, 2002 11:19 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] SDK Licence applies to HL PS2? That's why I posted the question in this list. --- Philip (Fiber) [EMAIL PROTECTED] wrote: Interesting. But you really should shoot off an email to Valve about this because it's all in their domain. -Philip -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Kratisto Sent: Saturday, November 16, 2002 12:37 PM To: [EMAIL PROTECTED] I'm curious as to how you plan on getting the HL PS2 models out of the game myself. heh Ryan MaJ-ReD Carbotte - Well, the models are stored in regular PAK files just like the pc version. The models file format is almost identical. The models extension is *.dol instead of *.mdl. The skin textures are stored in a different manner, but I already figured a way to convert them to regular mdl files. See: http://personal.telefonica.terra.es/web/kratisto/gordon_ps2.jpg ttp://personal.telefonica.terra.es/web/kratisto/hgrunt_ps2.jpg __ Do you Yahoo!? Yahoo! News - Today's headlines http://news.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Do you Yahoo!? Yahoo! Web Hosting - Let the expert host your site http://webhosting.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK Licence applies to HL PS2?
You can't get much more direct than by asking Valve now can you? Michael Shimmins -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Kratisto Sent: Saturday, November 16, 2002 11:51 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] SDK Licence applies to HL PS2? Thanks Michael, but I think a official statement by Valve or Gearbox on the issue would be better. --- Michael Shimmins [EMAIL PROTECTED] wrote: It would probably be best to email Eric directly. He can then make sure they get to the right people in Valve. [EMAIL PROTECTED] Hope this helps, Michael Shimmins -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Kratisto Sent: Saturday, November 16, 2002 11:19 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] SDK Licence applies to HL PS2? That's why I posted the question in this list. --- Philip (Fiber) [EMAIL PROTECTED] wrote: Interesting. But you really should shoot off an email to Valve about this because it's all in their domain. -Philip -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Kratisto Sent: Saturday, November 16, 2002 12:37 PM To: [EMAIL PROTECTED] I'm curious as to how you plan on getting the HL PS2 models out of the game myself. heh Ryan MaJ-ReD Carbotte - Well, the models are stored in regular PAK files just like the pc version. The models file format is almost identical. The models extension is *.dol instead of *.mdl. The skin textures are stored in a different manner, but I already figured a way to convert them to regular mdl files. See: http://personal.telefonica.terra.es/web/kratisto/gordon_ps2.jpg ttp://personal.telefonica.terra.es/web/kratisto/hgrunt_ps2.jpg __ Do you Yahoo!? Yahoo! News - Today's headlines http://news.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Do you Yahoo!? Yahoo! Web Hosting - Let the expert host your site http://webhosting.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Do you Yahoo!? Yahoo! Web Hosting - Let the expert host your site http://webhosting.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK Licence applies to HL PS2?
All we are saying is write to Valve, as they know the answer, and then let us know. That way we all find out. Michael Shimmins -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Kratisto Sent: Saturday, November 16, 2002 12:55 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] SDK Licence applies to HL PS2? Yeah, that's true, but I thought that other modders besides me would be interested in HL PS2. --- Michael Shimmins [EMAIL PROTECTED] wrote: You can't get much more direct than by asking Valve now can you? Michael Shimmins -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Kratisto Sent: Saturday, November 16, 2002 11:51 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] SDK Licence applies to HL PS2? Thanks Michael, but I think a official statement by Valve or Gearbox on the issue would be better. --- Michael Shimmins [EMAIL PROTECTED] wrote: It would probably be best to email Eric directly. He can then make sure they get to the right people in Valve. [EMAIL PROTECTED] Hope this helps, Michael Shimmins -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Kratisto Sent: Saturday, November 16, 2002 11:19 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] SDK Licence applies to HL PS2? That's why I posted the question in this list. --- Philip (Fiber) [EMAIL PROTECTED] wrote: Interesting. But you really should shoot off an email to Valve about this because it's all in their domain. -Philip -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Kratisto Sent: Saturday, November 16, 2002 12:37 PM To: [EMAIL PROTECTED] I'm curious as to how you plan on getting the HL PS2 models out of the game myself. heh Ryan MaJ-ReD Carbotte - Well, the models are stored in regular PAK files just like the pc version. The models file format is almost identical. The models extension is *.dol instead of *.mdl. The skin textures are stored in a different manner, but I already figured a way to convert them to regular mdl files. See: http://personal.telefonica.terra.es/web/kratisto/gordon_ps2.jpg ttp://personal.telefonica.terra.es/web/kratisto/hgrunt_ps2.jpg __ Do you Yahoo!? Yahoo! News - Today's headlines http://news.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Do you Yahoo!? Yahoo! Web Hosting - Let the expert host your site http://webhosting.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Do you Yahoo!? Yahoo! Web Hosting - Let the expert host your site http://webhosting.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Do you Yahoo!? Yahoo! News - Today's headlines http://news.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Including platform specific headers
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, I'm wanting to find out what the repercussions were of including platform specific headers (such as windows.h) in an SDK build for a mod. I noticed in VGUI.h the following: //No platform specific code in vgui\lib-src\vgui dir. Code in vgui\lib-src\vgui should //only include from vgui\include or standard C includes. ie, if I see windows.h included //anywhere but vgui\lib-src\win32 I will hunt you down and kill you. Don't give me any crap //that mfc is platform inspecific. Also, if you're happy to restrict your mod to OGL only, are there any problems with inlcuding OGL headers, such as gl\glu.h and gl\gl.h? Thanks for your help guys, Michael Shimmins mailto:shimms;tae-mod.com Sesechial Software ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to re-supplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Monster YAW Speeds/Turn Rate
He doesn't mean consistant as in it will always be the same value, but rather using the varying value, you can make things consistant. Take a particle. If you want it to go from orange to red over 10 seconds you would take the last colour, minus the first colour divided by the frame time. That way on everymachine it always gets there at the same time, sure on the higher end machines it may get there more smoothly, but they end up at the same time none the less. Michael Shimmins Sesechial Software ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. Oh yeah, just noticed this: Frametime is just the amount of time between the last frame, so its always consistent. It's not. The greater the fps, the smaller the value! If you have very low fps, the time between each frame obviously increases. I made a command frametime to print out gpGlobals-frametime in console. 0.035 is for 30fps, 0.01 is for about 120fps (default limit), 0.05 is for 10fps I believe. -Sniper - Original Message - From: omega [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, November 09, 2002 10:43 PM Subject: RE: [hlcoders] Monster YAW Speeds/Turn Rate Actually, you SHOULD want to go by the frametime. I've never seen this thing you report either, on a low end machine, or my current. It's the same as when doing visual effects, ie: with opengl, you want to calculate with the frametime, or else for one person who may get 20fps, things would move slower than a person with 60fps. Frametime is just the amount of time between the last frame, so its always consistent. Ie: if time for one person is 1. in one frame, and 1.1000 in the next, and another person is 1. in one, and 1.0100 in the next, you'd subtract the two and multiply the speed you want to move it so it moves the same distance in the same amount of time. Anyway, as for your turning slower on faster machines, well like caleb said, I've never seen that either. Heh. -omega Blackened Interactive - http://blackened-interactive.com Front Line Force - http://www.flfmod.com -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Sniper Sent: November 9, 2002 8:10 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Monster YAW Speeds/Turn Rate I found out the problem. Their turn rate is based on the server's framerate, yet it doesn't seem to be correct for higher end machines. Since Half-Life was launched when today's low-end machines were high-end, it makes sense that the math for a monster's yaw speed wouldn't be correct. This line right here is the problem (in CBaseMonster::ChangeYaw ): speed = (float)yawSpeed * gpGlobals-frametime * 10; The turn rate for monsters shouldn't adjust to the server's framerate ever... off the top of my head. It wouldn't make sense. I'm not sure if this was updated in newer SDKs, but I'm going to replace frametime with the frametime of a game running at 30fps. I'll see how it works out. -Sniper - Original Message - From: Caleb 'Ghoul' Delnay [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, November 09, 2002 5:56 PM Subject: Re: [hlcoders] Monster YAW Speeds/Turn Rate No idea what your talking about. It all looks fine to me. Caleb 'Ghoul' Delnay Project Leader: Kill Or Be Killed http://www.llamanade.net/kobk/ - Original Message - From: Sniper [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, November 09, 2002 11:24 AM Subject: [hlcoders] Monster YAW Speeds/Turn Rate There seems to be some sort of problem with a monster's turn rate (yaw speed)... On higher end machines/servers, I noticed monsters can react very quickly, yet turning to face their enemy results in an extremely slow turn rate. I'm wondering if a monster's yaw speed is somehow related to the server's framerate... similar to Bots and their running speed (earlier version bots). On my low end machine, a pentium 2 233mhz with 160mb of ram (yes, half-life runs perfectly fine), monsters would have much more realistic looking turn rates. On my high end machine, an AMD AthlonXP 2400+ GeForce4 ti4600 and 512mb ram, monsters turn slow. Any help would be appreciated... Rather confusing. Faster Sven Co-op servers let players strafe around monsters with ease. -Sniper
[hlcoders] Moving the camera
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, Is there a way to move the camera +- 5 units on a set axis? I tried ViewAngle as I thought its just the angle not the view origin. Thanks, Michael Shimmins mailto:shimms;tae-mod.com Sesechial Software ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Drawing laser beam
Have a look at the egon code, it does it as you fire, not straight after, but you should be able to see how it does it, and adapt it to your needs. Hope this helps, Michael Shimmins Sesechial Software ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. I would like draw a laserbeam from the weapon that is fired to the first thing the bullet hits (wall or player). Just a thin red or green straight beam (semi trasparent if possible) and I can't even start to figure out how to do it. /John ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Overview functions missing?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, I'm trying to find the definition of Overview_GetOverviewStat and Overview_WorldToScreen(.). I just ported from 2.1 to 2.3 and when I try to compile its telling me that those two functions are not members of cl_enginefuncs_s which according to cldll_int.g is correct, however I don't know what is supposed to go in those functions to just write them my self. Thanks for your help, Michael mailto:shimms;tae-mod.com Shimmins Sesechial Software ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Fog in Software Mode?
You don't actually have to do that, nor do the sounds seemed muffled. By just tricking the client into thinking you are in water, the engine doesn't do the standard stuff it would other wise do. We got water fog happening with about 3 lines of code modification on server side, and a bit of offset hacking in view.cpp client side. Michael Shimmins -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of botman Sent: Tuesday, October 29, 2002 11:13 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Fog in Software Mode? The water-hack fog seems to work pretty well in Software Mode. Except for the sounds becoming muffled (which is an engine water effect), and forcing you to modify the water physics to behave like land physics. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Sprite File Format
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, This may be one for Valve, but who knows someone else may know. I'm after information on the .spr file format, how it differs from BMPs etc. What I want to do is load a SPR image on a Visual Basic form. I can code my own container for it if there is some information available on the format. Any help would be greatly appreciated, Cheers, Michael mailto:shimms;tae-mod.com Shimmins Sesechial Software ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Sprite File Format
Thanks for the help, Michael Shimmins -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Ken Birdwell Sent: Monday, October 28, 2002 2:52 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Sprite File Format Look in engine\spritegn.h, and the source for sprgen.exe in utils\sprgen.c for more details. This the program that turns lists of bmp's into spr files. -Original Message- From: Michael Shimmins [mailto:shimms;tae-mod.com] Sent: Sunday, October 27, 2002 7:39 PM To: HLCoders Subject: [hlcoders] Sprite File Format Hi, This may be one for Valve, but who knows someone else may know. I'm after information on the .spr file format, how it differs from BMPs etc. What I want to do is load a SPR image on a Visual Basic form. I can code my own container for it if there is some information available on the format. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Team Fortress II
I heard Santa Clause existed and was going to give it to Valve as a present. Speculation sucks. Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Maximilian Marx Sent: Sunday, June 16, 2002 10:39 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Team Fortress II i heard of someone having coded an engine and selled it to valve but it might be a rumor - Original Message - From: JR [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, June 15, 2002 6:48 PM Subject: Re: [hlcoders] Team Fortress II I heard they were using the Quake 3 engine, but that may just be a rumor. - Original Message - From: Persuter [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, June 15, 2002 3:40 PM Subject: [hlcoders] Team Fortress II I was thinking about this today and I was curious if any Valve programmers (or regular ol non-Valve HL coders) had any information: Is TF2 still coming out? They stopped posting on the official site a year and a half back. Is the project stopped or what? (I know it's not technically a coding discussion (unless of course someone wants to start leaking TF2 source :), but I was just curious. Please don't shoot me or anything.) Persuter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Are their any full details on what CS:CZ is adding to the engine?
The SDK is the two dlls, it doesn't have the engine with it. Although there are some engine files there for reference, thats all they're for, reference. Even if you do edit them, the changes wont be in game. Quite a simple question which only Gearbox and Valve can probably answer. I'm just curious as the new SDK which will 'eventually' be released will include these additions and I'd like to know in advance what to expect. Also is there a rough outline for the time when this new SDK with the engine additions will be released? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Water Surface Points?
When you shoot out a trace line you specify how far its going, ie 1000 units. The end point of a traceline is stored in the trace result's 'flFraction' variable, ie: tr.flFraction The distance from the player to the surface is found by doing the following: TraceLength * flFraction; An flFraction value of .5 means the end point was 50% of the length of the traceline. Be sure to check that it did hit something though, ie: if (tr.pHit) // it did hit something. Hope this help, Michael Shimmins The Absconder Effect (http://www.tae-mod.com) I'm trying to make a water slash effect for my mod when a bullet traceline goes into a water entity. I'm having a world of trouble finding the entry point of the traceline. Any ideas? Someone said someone asked this before, but I was looking through the archives and was unable to find any reference to this problem. Please help, thanx. -Mazor http://nuke.shiftify.com/ Even in death, feelings carry on; love -- the ultimate power -- will stay within me, as I will stay with thee. -Me _ Chat with friends online, try MSN Messenger: http://messenger.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Water Surface Points?
Take the origin of the traceline (XYZ) add the vector of the end point multiplay by the flFraction and you have the point of impact. Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Persuter Sent: Saturday, June 15, 2002 11:37 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Water Surface Points? Is water represented by a block or a plane? In the former case, you could get the vertical size and the angle of the bullet and calculate when the bullet would have passed through it. I have no idea, just guessing here. :) Persuter -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Mazor Sent: Saturday, June 15, 2002 9:27 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Water Surface Points? That didn't help one bit... I don't think you know exactly what I'm tryin to do. I wanna get the location on the surface of the water where the trace entered it. Tom is sorta on the right track, but it seems wrather difficult to do. There isn't an easier way to do it? -Mazor -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Michael Shimmins Sent: Saturday, June 15, 2002 5:03 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Water Surface Points? When you shoot out a trace line you specify how far its going, ie 1000 units. The end point of a traceline is stored in the trace result's 'flFraction' variable, ie: tr.flFraction The distance from the player to the surface is found by doing the following: TraceLength * flFraction; An flFraction value of .5 means the end point was 50% of the length of the traceline. Be sure to check that it did hit something though, ie: if (tr.pHit) // it did hit something. Hope this help, Michael Shimmins The Absconder Effect (http://www.tae-mod.com) I'm trying to make a water slash effect for my mod when a bullet traceline goes into a water entity. I'm having a world of trouble finding the entry point of the traceline. Any ideas? Someone said someone asked this before, but I was looking through the archives and was unable to find any reference to this problem. Please help, thanx. -Mazor http://nuke.shiftify.com/ Even in death, feelings carry on; love -- the ultimate power -- will stay within me, as I will stay with thee. -Me _ Chat with friends online, try MSN Messenger: http://messenger.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Scope Sprites
Half-Life can't scale sprites by default. You could either code a method of scaling, or just do the norm and tile sprites. I think it takes about 16 sprites to do it. Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Josh Coyne Sent: Monday, April 29, 2002 2:50 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Scope Sprites This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] has anyone here had some experience with making a blackout portion on the HUD(using sprites) to simulate a scope, on a sniper rifle(or in my case a scoped revolver)? I'm having a bit of trouble, as it doesnt seem the HL Hud can do basic sprite scaling :| -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Demo formatting
If you just want to edit your demos why not just use an external program to convert them to avis then edit them in Premier or some other edit program? http://www.planethalflife.com/vision has some good tuts I think. Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of geoff c Sent: Thursday, April 18, 2002 2:15 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Demo formatting Out of curiosity, can anyone give me details on the demo format that HL uses? There are hardly any resources devoted to this. Even premade tools would help. I'm trying to make a highlights reel, see, but 50% of my DoD games consist of me respawning and running to the front lines - nothing terribly interesting. All I need to do is split segments and append them. thanks geoff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Strange HUD Class error
Hi, Yeah I'm setting it in VidInit just declaring it in the class definition. I moved the HSPRITE defs into the void space of the .cpp file and it seems to work fine now. A bit of a hack that I don't like, but meh. Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Cortex Sent: Thursday, April 18, 2002 10:25 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Strange HUD Class error Hello, I had a similar problem with a class derived from CMenuPanel. If I set nothing to the new member, it crashed. If I set normally its value, it no longer crashes... Try to set its value in the VidInit function (you must initialize your HSPRITE in VidInit or Draw but not in Init)... Just a thought because your problem looks really strange ;-( - Cortex : mapper coder www.hlalbator.fr.st - Original Message - From: Michael Shimmins To: [EMAIL PROTECTED] Sent: Thursday, April 18, 2002 1:44 PM Subject: [hlcoders] Strange HUD Class error This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey all, I've just tried adding a sprite to an existing hud class we coded a while ago. The hud class (which had sprites in it before) is derived from CHudBase and has HSPRITE definitions in the private: section. The class is called CHudNVG. I added a HSPRITE to it, and no matter what its called it crashes the game when CHud::Init is called on the next class after CHudNVG's .Init() call. It doesn't matter which classes .Init() it is, its crashing on it. If I take the HSPRITE definition out it runs smoothly. Any ideas? Michael Shimmins mailto:[EMAIL PROTECTED] The Absconder Effect (http://www.tae-mod.com http://www.tae-mod.com/ ) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] TGA Files in Menus
Actually you can have at least up to 512x512 as we use them in TAE. Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Steven Guy Sent: Saturday, April 13, 2002 3:11 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] TGA Files in Menus yea the max is 256x256 and it must be in sizes of 16 (or 8 can't remember) but HL will give you an error if it's wrong I beleive -Ms From: Sebastian Steinlechner [EMAIL PROTECTED] Reply-To: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: Re: [hlcoders] TGA Files in Menus Date: Fri, 12 Apr 2002 18:38:05 +0200 A question just out of curiosity: How large may those tga images be? Are there the same restrictions (256*256) as there are with textures or can they be any size you want? TheTinySteini You need to use a 32-bit TGA 24bit color and 8bit alpha HL will change the color to 16bit and use the alpha for transparanticy(sp?) -Ms ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Send and receive Hotmail on your mobile device: http://mobile.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] TGA Files in Menus
Yeah we experienced the same thing, just pointing out it is possible, sorry should have been clearer. Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Chris Glein Sent: Saturday, April 13, 2002 6:17 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] TGA Files in Menus Actually, I wouldn't recommend using TGAs as large as 512. Although they will work for most people, some rather popular video cards out there seem to choke on them. We had this problem of large TGA images with an earlier version of SI, and it was fixed by breaking up the image into two smaller ones. Trust me, you don't want the hoards of obscure crash reports from something like this ;) -PNB -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Michael Shimmins Sent: Friday, April 12, 2002 10:18 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] TGA Files in Menus Actually you can have at least up to 512x512 as we use them in TAE. Michael Shimmins The Absconder Effect (http://www.tae-mod.com) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] help!
Sure you can. Just make different gamerules for each, and then check a cvar setting and create the required gamerules based on that cvar value. Ie: if ( !gpGlobals-deathmatch ) { // generic half-life return new CHalfLifeRules; } else { if ( CVAR_GET_FLOAT( mp_gamemode ) 0 ) { // teamplay return new CHalfLifeTeamplay; } if ((int)gpGlobals-deathmatch == 1) { // vanilla deathmatch return new CHalfLifeMultiplay; } else { // vanilla deathmatch?? return new CHalfLifeTeamplay; } } First of all checks if its a multiplayer (deathmatch) game, if not, sets the gamerules to the single player gamerules. If it was a multiplayer game, goes through the different options, deathmatch classic, teamplay, etc. Hope that helps, Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Craig Jessup Sent: Wednesday, April 03, 2002 10:40 AM To: [EMAIL PROTECTED] Subject: [hlcoders] help! hi, can i intregate a MP£ player into singleplayer mode for my mod? if so, how?? -BIO- _ Send and receive Hotmail on your mobile device: http://mobile.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] help!
Lol, /me blushes :p Oh well, Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Dynerman David M Sent: Wednesday, April 03, 2002 11:40 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] help! Shimms, I think he was asking about an mp3 player (but he made a typo) In any case, yes you can add an mp3 player to the SP game. There are quite a few tutorials to do this, a quick search should find them. david -Original Message- From: Michael Shimmins [mailto:[EMAIL PROTECTED]] Sent: Tuesday, April 02, 2002 7:34 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] help! Sure you can. Just make different gamerules for each, and then check a cvar setting and create the required gamerules based on that cvar value. Ie: if ( !gpGlobals-deathmatch ) { // generic half-life return new CHalfLifeRules; } else { if ( CVAR_GET_FLOAT( mp_gamemode ) 0 ) { // teamplay return new CHalfLifeTeamplay; } if ((int)gpGlobals-deathmatch == 1) { // vanilla deathmatch return new CHalfLifeMultiplay; } else { // vanilla deathmatch?? return new CHalfLifeTeamplay; } } First of all checks if it's a multiplayer (deathmatch) game, if not, sets the gamerules to the single player gamerules. If it was a multiplayer game, goes through the different options, deathmatch classic, teamplay, etc. Hope that helps, Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Craig Jessup Sent: Wednesday, April 03, 2002 10:40 AM To: [EMAIL PROTECTED] Subject: [hlcoders] help! hi, can i intregate a MP£ player into singleplayer mode for my mod? if so, how?? -BIO- _ Send and receive Hotmail on your mobile device: http://mobile.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] [OT] Compiling the SDk
I'm running WinXP Pro with VS .net and am having no problems what so ever. The only problem I had was installing the 64 bit drivers for my video card, then realising what I had done :( (I don't have a 64 bit processor). Oh well, that wasn't Windows XP's fault anywho. Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Philip (Fiber) Sent: Monday, March 25, 2002 3:40 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] [OT] Compiling the SDk Yeah, when I did a clean install of XP (during the Beta's) I only had to re-install some programs, most worked fine straight off. -Philip -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Lord Booga Sent: Monday, March 25, 2002 4:14 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] [OT] Compiling the SDk Not true. Quite a few programs work perfectly even after having the registry wiped. Neat trick with Windows 2000 is to backup your user profile, delete and reinstall windows, then copy your backed up profile OVER the new one... you get to keep all your settings, and the registry is intact! (most of it). - Original Message - From: Miguel Aleman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, March 25, 2002 4:08 PM Subject: Re: [hlcoders] [OT] Compiling the SDk It won't really matter if all of your programs are still installed, your windows registry will be wiped and you will still have to re-install all of them. - Original Message - From: [DRP]Avatar-X [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, March 25, 2002 4:31 AM Subject: Re: [hlcoders] [OT] Compiling the SDk Sigh... everyone and their windows advice... REFORMAT! REFORMAT! First, get windows 2000. not XP, not 98, not ME. Second, CONTRARY TO POPULAR BELIEF, you DONT need to wipe your whole HD. Just kill off the Windows folder, and re-install. All your apps will still be there in C:\program files -av Dynerman David M wrote: I doubt you have Windows installed over the 11 partitions. In fact, your setup makes it EASIER to reformat. Just backup and wipe the windows partition, and leave the other ones alone. Now on the other hand, if you had one 80gb partition, then you'd be hosed because you'd have to reformat the entire thing. On a separate note, if you did need to backup 80 gigs, IMHO the best solution is to buy a 20 or 40 gig drive, backup the stuff you need and then blast the 80 gig. Cheaper then 2,000 CD-R's, and faster too. david -Original Message- From: Philip (Fiber) [mailto:[EMAIL PROTECTED]] Sent: Saturday, March 23, 2002 5:05 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] [OT] Compiling the SDk I am already aware of the MS demons inside my PC, but read my last post. Good luck getting me to reformat, I got 80gigs (on 11 partitions) of stuff with the only back-up medium being CD-R's (how screwed I am if something trashes my HDD). Maybe I should get some sort of backup system, h, a DVD-RAM could double as a backup drive AND a DVD-burner. ;) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of botman Sent: Friday, March 22, 2002 10:35 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] [OT] Compiling the SDk Specifically the errors go like this - LINK : fatal error LNK2023: bad dll or entry point 'msobj10.dll'!'?FCreateReader@IDebugSSectionReader@@SA_NPAEIPAPAV1@K@Z' Error executing link.exe. Dude! You've got demons or something inside your PC. :) Uninstall and reinstall MSVC or (even better), reformat your hard disk and reinstall Windows and all your apps again. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] OT: what do langauge microsoft use for their apps?
Blagh, this is annoying me, what does AFAIK stand for? Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Florian Zschocke Sent: Friday, 8 March 2002 9:40 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] OT: what do langauge microsoft use for their apps? Simon Rose wrote: It always did my noodle that something could compile itself, if you see what I mean. Cool though. It's called bootstrapping and every compiler does it. You have to start at machine level somewhere, tho, unless you're cross-compiling (which is what is usually done). I would hope they don't use VB for anything. Sorry, but imho, I don't think VB is up to the job. AFAIK the UIs are in VB. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VPP Code
Ah good good as I can't find my CD. Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Jeff Fearn Sent: Tuesday, 12 February 2002 10:23 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] VPP Code I could not remember the URL I got it from, so I uploaded it to ftp://ftp.edgefiles.com/edgegaming.com/swarm/DarthBobo/vpp.zip ... always good to have a mirror I suppose :} DarthBobo. - Original Message - From: Philip Plante [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, February 12, 2002 2:54 PM Subject: [hlcoders] VPP Code This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is it posible for me to get the VPP code that was supposed to be in 2.1, but wasnt included in it? I would really like to use this to store players characters in my mod. Sarge_Spank www.illicitstudios.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VPP Code
I think I have it on CD somewhere. I will look and let you know. Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Philip Plante Sent: Tuesday, 12 February 2002 3:55 PM To: [EMAIL PROTECTED] Subject: [hlcoders] VPP Code This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is it posible for me to get the VPP code that was supposed to be in 2.1, but wasnt included in it? I would really like to use this to store players characters in my mod. Sarge_Spank www.illicitstudios.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] What to do with the old posts
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] BlankI've been thinking, what do people suggest as a way to backup all the old posts stored in Outlook for future reference. Really the 4815 emails I have sitting in my HLCoders folder is getting a bit silly, yet I don't want to delete them. What have other people done regarding this? Specifically from Outlook. Thanks, Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] What to do with the old posts
Yeah thats why I don't want to delete them, just archive them out of Outlook. I know I could browse them on the site, just I would also like them as a reference on the road when I'm away from out network here (and hence the internet). Any Ideas? Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Neale Roberts Sent: Wednesday, 6 February 2002 10:30 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] What to do with the old posts 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. -- [ Picked text/plain from multipart/alternative ] BlankI've been thinking, what do people suggest as a way to backup all the old posts stored in Outlook for future reference. Really the 4815 emails I have sitting in my HLCoders folder is getting a bit silly, yet I don't want to delete them. What have other people done regarding this? Specifically from Outlook. Thanks, Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] What to do with the old posts
Thanks, I will do that. Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Dynerman David M Sent: Thursday, 7 February 2002 5:28 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] What to do with the old posts Just select file\import export\export to a file\Personal File .pst .pst's can be opened as folders by Outlook, and are compat with 98, 2000 and XP david -Original Message- From: Iain Farrell [mailto:[EMAIL PROTECTED]] Sent: Wednesday, February 06, 2002 10:26 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] What to do with the old posts I've been thinking, what do people suggest as a way to backup all the old posts stored in Outlook for future reference. Really the 4815 emails I have sitting in my HLCoders folder is getting a bit silly, yet I don't want to delete them. What have other people done regarding this? Specifically from Outlook. not sure if this is the same for Outlook, but in OE, I store mine month by month...so, when I reach a new month, I create a new folder in the hlcoding one, and name it accordingly... so I have folders from march 2001 to Jan 2002 (february - or current month - is just stored in the root hlcoders one) CaptFarrell --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.320 / Virus Database: 179 - Release Date: 30/01/2002 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Server file
I might not undestand your question properly, but why not just send the data from the server (for the polls) to the client in one message: MESSAGE_BEGIN(...) WRITE_STRING( "pollquestion1" ); WRITE_BYTE( value ); etc MESSAGE_END(); Michael ShimminsThe Absconder Effect (http://www.tae-mod.com) - It's Our Birthday! -Original Message-From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of CortexSent: Sunday, 27 January 2002 10:13 PMTo: codersSubject: [hlcoders] Server file Hello, In my mod, the server can set some data (for polls) which must be used by the clients to be displayed by a VGUI. I don't know how to use the server cfg file instead of the client's one :( Must Isend a large amount of data with MESSAGE_BEGIN ??? Thanks... CortexHL Albator coder mapperwww.hlalbator.fr.stICQ : 71548738
RE: [hlcoders] .net and the HL SDK
I agree, the IDE is allot nicer, and you can do stuff like collapsing functions etc: http://www.tae-mod.com/~shimms/cppnet.jpgetc. Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message-From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Miguel AlemanSent: Tuesday, 15 January 2002 2:07 PMTo: [EMAIL PROTECTED]Subject: Re: [hlcoders] .net and the HL SDK How: I loaded it. Why: It's easier to program with. - Original Message - From: Michael Shimmins To: [EMAIL PROTECTED] Sent: Monday, January 14, 2002 7:30 PM Subject: RE: [hlcoders] .net and the HL SDK EH? Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message-From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of KujaSent: Tuesday, 15 January 2002 11:39 AMTo: [EMAIL PROTECTED]Subject: RE: [hlcoders] .net and the HL SDK How in gods name did you get it to work in .net? and why in gods name would you want to anyway! -Original Message-From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Miguel AlemanSent: Monday, January 14, 2002 7:21 PMTo: [EMAIL PROTECTED]Subject: Re: [hlcoders] .net and the HL SDK Yeah, I have and it works pefectly without any editing. - Original Message - From: Michael Shimmins To: [EMAIL PROTECTED] Sent: Monday, January 14, 2002 5:47 PM Subject: [hlcoders] .net and the HL SDK I was wondering if anyone has tried to compile the HL SDK with .net yet? I just got my Beta copy of it, but I'm going away for a few days so wont have time to test it with HL SDK. Not that I will probably end up using it for HL editing, just curious to know. Thanks, Michael ShimminsThe Absconder Effect (http://www.tae-mod.com)
RE: [hlcoders] .net and the HL SDK
EH? Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message-From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of KujaSent: Tuesday, 15 January 2002 11:39 AMTo: [EMAIL PROTECTED]Subject: RE: [hlcoders] .net and the HL SDK How in gods name did you get it to work in .net? and why in gods name would you want to anyway! -Original Message-From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Miguel AlemanSent: Monday, January 14, 2002 7:21 PMTo: [EMAIL PROTECTED]Subject: Re: [hlcoders] .net and the HL SDK Yeah, I have and it works pefectly without any editing. - Original Message - From: Michael Shimmins To: [EMAIL PROTECTED] Sent: Monday, January 14, 2002 5:47 PM Subject: [hlcoders] .net and the HL SDK I was wondering if anyone has tried to compile the HL SDK with .net yet? I just got my Beta copy of it, but I'm going away for a few days so wont have time to test it with HL SDK. Not that I will probably end up using it for HL editing, just curious to know. Thanks, Michael ShimminsThe Absconder Effect (http://www.tae-mod.com)
RE: [hlcoders] U better then HL
Half-Life isn't the Quake engine. Its based on the quake engine. There is very little of the original Quake engine left in it. Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message-From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Oskar 'Zoot' LindgrenSent: Sunday, 13 January 2002 10:52 PMTo: [EMAIL PROTECTED]Subject: Re: [hlcoders] U better then HL no. quake was made 95? - Original Message - From: Nathan Taylor To: HLCoders Sent: Sunday, January 13, 2002 12:49 PM Subject: Re: [hlcoders] U better then HL 3 Years. Novemember 98 - Original Message - From: Oskar 'Zoot' Lindgren Sent: Sunday, January 13, 2002 6:48 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] U better then HL Half-Life´s engine is like 6 years old? - Original Message - From: Nathan Taylor To: HLCoders Sent: Sunday, January 13, 2002 12:42 PM Subject: Re: [hlcoders] U better then HL When we are on a Half-Life (not to drop a hint or anything) mailing list we like HL. - Original Message - From: Oskar 'Zoot' Lindgren Sent: Sunday, January 13, 2002 6:40 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] U better then HL When we are talking graphics and pleasing to the eye! SSQ3 - Original Message - From: Christopher Long To: [EMAIL PROTECTED] Sent: Sunday, January 13, 2002 12:32 PM Subject: Re: [hlcoders] U better then HL if we are going graphics wise and pleasing to the eye q3 UT HL doom but if we were to go for playability and fun factor taking mods into mind HL q3 UT doom i feel sorry for doom :( but it was good in its time. It was the first ever multiplayer game i played on a computer system. back with peer to peer and 2 player fun. ahh the good old doom1 shareware version. - Original Message - From: Oskar 'Zoot' Lindgren To: [EMAIL PROTECTED] Sent: Sunday, January 13, 2002 9:17 PM Subject: Re: [hlcoders] U better then HL SSUHL - Original Message - From: Nathan Taylor To: HLCoders Sent: Sunday, January 13, 2002 12:04 PM Subject: Re: [hlcoders] U better then HL HL=UT UT is great for head poppin, HL is great for the massive community simply said. -Lak - Original Message - From: Heckler Sent: Sunday, January 13, 2002 6:00 AM To: [EMAIL PROTECTED] Subject: [hlcoders] U better then HL You've gotta post this question on some Unreal Coders list :-)___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com
RE: [hlcoders] Question about the EULA again
Dave, are you from Infinity/Talking about Infinity that used to have their site at http://www.games-fusion.net/~infinity and at one stage http://cgi-bin.spaceports.com/~usmc/wow ? Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of alfred Sent: Monday, 7 January 2002 5:57 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Question about the EULA again Legally (IANAL) I don't think its an issue. If you don't steal there property (i.e copyright) and if you don't pass yourself off as doing someone elses work its okay. Morally its a different story. MOD programmers spend months coding and drawing and thinking (and sleeping) to perfect their mods. If you corrupt a mod think how it makes them feel... I guess the politite thing to do would be to contact the mod author and tell them what you want to do. I bet most won't mind (just word the email real carefully). omega wrote: why would you have to worry about that? releasing dat files containing info to spawn stuff on any map for your mod isnt any worse that releasing a bot for another mod that you didn't make. besides, if you're not recompiling the map, what can you get in trouble for? making your mod with with anything else? =) -omega Blackened Interactive http://www.nofadz.com/blackened IRC: irc.gamesnet.net channel: #blackened-interactive Assistant Coder, Underhive (http://www.underhive.com) - Original Message - *From:* Dave R. Meyers mailto:[EMAIL PROTECTED] *To:* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] *Sent:* Sunday, January 06, 2002 4:34 AM *Subject:* [hlcoders] Question about the EULA again Using the newly finished Infinity mod, I can remove all the specified entities from any map, then go back in and place what ever stuff I want. So I can run any map under a mod that supports the files written buy Infinity, so my question is this: If I want create 'dat' files for Counter Strike maps, Op4 map, and TFC maps, are there any legal issues I need to address first? I do not need to modify or distribute the maps, just the 'dat' file. Any concerns??? Dave -- Alfred Reynolds [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders