Re: [hlcoders] Client Side Text

2007-04-17 Thread Michael Shimmins
--
[ 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

2007-03-27 Thread Michael Shimmins
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[ 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
   --
  
  
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Re: [hlcoders] Where'd Mike Durand go?

2007-03-08 Thread Michael Shimmins
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[ 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?

 ;)

 --
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Re: [hlcoders] Where'd Mike Durand go?

2007-03-08 Thread Michael Shimmins
--
[ 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?
   --
  
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RE: [hlcoders] Coding Guidelines

2004-12-23 Thread Michael Shimmins
I don't have time to add stuff at the moment (?! How do I have time to post
here...) But I though it might be a good idea to flesh out the paragraph
you've got on putting a few new lines of code into a function to explain the
concepts of encapsulation and cohesion.

- Michael

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

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

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

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

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RE: [hlcoders] Unable to debug

2004-12-11 Thread Michael Shimmins
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 ?


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RE: [hlcoders] Realtime radiosity Source ?

2004-11-29 Thread Michael Shimmins
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.
--


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RE: [hlcoders] re: false claim of real-time radiosity support in Source Engine

2004-11-29 Thread Michael Shimmins
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


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RE: [hlcoders] Looking Forward Possible Mods?

2004-11-27 Thread Michael Shimmins
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

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RE: [hlcoders] Some general questions and some undocumented functions

2004-11-11 Thread Michael Shimmins
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?

2004-10-31 Thread Michael Shimmins
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.

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RE: [hlcoders] A Half-life wiki?

2004-10-31 Thread Michael Shimmins
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


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RE: [hlcoders] A Half-life wiki?

2004-10-30 Thread Michael Shimmins
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.




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RE: [hlcoders] A Half-life wiki?

2004-10-30 Thread Michael Shimmins
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
 
 
 
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RE: [hlcoders] What MSVC version do you use/have?

2004-10-20 Thread Michael Shimmins
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

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

2004-10-20 Thread Michael Shimmins
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.

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RE: [hlcoders] Weird missing dll error

2004-06-05 Thread Michael Shimmins
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.




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Re: [hlcoders] DOD fgd

2004-03-07 Thread Michael Shimmins
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?


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Re: [hlcoders] [OT] Another OT Question

2004-03-07 Thread Michael Shimmins
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
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Re: [hlcoders] compiling smdlexp

2004-02-21 Thread Michael Shimmins
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
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Re: [hlcoders] Need Valve's confirmation

2004-02-21 Thread Michael Shimmins
[ 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





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===References:===
  1. mailto:[EMAIL PROTECTED]
  2. mailto:[EMAIL PROTECTED]
  3. http://list.valvesoftware.com/mailman/listinfo/hlcoders

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Re: [hlcoders] Need Valve's confirmation

2004-02-20 Thread Michael Shimmins
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!
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Re: [hlcoders] Need Valve's confirmation

2004-02-20 Thread Michael Shimmins
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/
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RE: [hlcoders] Deathmessages stopped working in Steam

2003-12-20 Thread Michael Shimmins
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
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-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

2003-12-20 Thread Michael Shimmins
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
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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?
--


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RE: [hlcoders] Client side radar question

2003-11-26 Thread Michael Shimmins
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
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-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

2003-11-25 Thread Michael Shimmins
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
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-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.

 --


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[hlcoders] Cheats with Steam

2003-09-27 Thread Michael Shimmins
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
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RE: [hlcoders] Steam passwords policy suggestion.

2003-09-15 Thread Michael Shimmins
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
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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

2003-08-28 Thread Michael Shimmins
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
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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?



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RE: [hlcoders] SDK line crashing linux servers

2003-06-08 Thread Michael Shimmins
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

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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.

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RE: [hlcoders] estimated release date foe hl2 sdk?

2003-06-01 Thread Michael Shimmins
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

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-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?

2003-05-27 Thread Michael Shimmins
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

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-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.

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RE: [hlcoders] How do i get my mod registered?

2003-03-23 Thread Michael Shimmins
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

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RE: [hlcoders] stretching an image in vgui

2003-03-23 Thread Michael Shimmins
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
 --

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RE: [hlcoders] stretching an image in vgui

2003-03-23 Thread Michael Shimmins
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
 --

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RE: [hlcoders] Additional Weapon Functions

2003-02-27 Thread Michael Shimmins
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

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RE: [hlcoders] Triggering a door from the client

2003-02-03 Thread Michael Shimmins
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
-


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[hlcoders] Triggering a door from the client

2003-02-02 Thread Michael Shimmins
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

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RE: [hlcoders] Triggering a door from the client

2003-02-02 Thread Michael Shimmins
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
-


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RE: [hlcoders] Accessing Time on Server per player

2003-01-14 Thread Michael Shimmins
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.


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RE: [hlcoders] Accessing Time on Server per player

2003-01-14 Thread Michael Shimmins
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.




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[hlcoders] Motion Blur

2003-01-11 Thread Michael Shimmins
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[ 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)
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RE: [hlcoders] Motion Blur

2003-01-11 Thread Michael Shimmins
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)
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 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.


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RE: [hlcoders] SDK Licence applies to HL PS2?

2003-01-03 Thread Michael Shimmins
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
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RE: [hlcoders] Our MOD's are for sale !!

2002-12-29 Thread Michael Shimmins
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.





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RE: [hlcoders] Saving and the HLSDK

2002-12-28 Thread Michael Shimmins
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?

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RE: [hlcoders] ALERT() on client DLL

2002-12-19 Thread Michael Shimmins
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

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[hlcoders] Current AuthID and how to get it

2002-12-17 Thread Michael Shimmins
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--
[ 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
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[hlcoders] LoadLibrary and GetProcAddress issues

2002-12-09 Thread Michael Shimmins
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[ 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

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RE: [hlcoders] Additional Weapon Functions

2002-12-03 Thread Michael Shimmins
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 :)

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RE: [hlcoders] help!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

2002-11-29 Thread Michael Shimmins
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)
 
  
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[hlcoders] VGUI - TextEntry

2002-11-29 Thread Michael Shimmins
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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

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RE: [hlcoders] For Mr. Randy Pitchford

2002-11-26 Thread Michael Shimmins
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
=
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=view the list archives, please visit:
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=hlcoders
=
=
=

Steve Rukuts
Wrench Software
Webmaster / Co-Founder / Original Design: Operation: Messiah

e-mail: [EMAIL PROTECTED]
MSN: [EMAIL PROTECTED]
ICQ: 98613165

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[hlcoders] Loading a mdl in OGL produces strange results

2002-11-26 Thread Michael Shimmins
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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

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RE: [hlcoders] SDK Licence applies to HL PS2?

2002-11-15 Thread Michael Shimmins
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
 
 
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RE: [hlcoders] SDK Licence applies to HL PS2?

2002-11-15 Thread Michael Shimmins
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
  
  
  
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RE: [hlcoders] SDK Licence applies to HL PS2?

2002-11-15 Thread Michael Shimmins
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
   
   
   
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[hlcoders] Including platform specific headers

2002-11-11 Thread Michael Shimmins
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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

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RE: [hlcoders] Monster YAW Speeds/Turn Rate

2002-11-09 Thread Michael Shimmins
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

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the use of any attached files our liability is limited to resupplying
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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

2002-11-09 Thread Michael Shimmins
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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

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RE: [hlcoders] Drawing laser beam

2002-11-06 Thread Michael Shimmins
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

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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

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[hlcoders] Overview functions missing?

2002-11-02 Thread Michael Shimmins
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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

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RE: [hlcoders] Fog in Software Mode?

2002-10-28 Thread Michael Shimmins
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

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[hlcoders] Sprite File Format

2002-10-27 Thread Michael Shimmins
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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

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RE: [hlcoders] Sprite File Format

2002-10-27 Thread Michael Shimmins
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.

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RE: [hlcoders] Team Fortress II

2002-06-16 Thread Michael Shimmins

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
 
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Re: [hlcoders] Are their any full details on what CS:CZ is adding to the engine?

2002-06-15 Thread Michael Shimmins

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?



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Re: [hlcoders] Water Surface Points?

2002-06-15 Thread Michael Shimmins

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


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 Chat with friends online, try MSN Messenger: http://messenger.msn.com

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RE: [hlcoders] Water Surface Points?

2002-06-15 Thread Michael Shimmins

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
 
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 archives, please visit:
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RE: [hlcoders] Scope Sprites

2002-04-29 Thread Michael Shimmins

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 :|
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RE: [hlcoders] Demo formatting

2002-04-19 Thread Michael Shimmins

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

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RE: [hlcoders] Strange HUD Class error

2002-04-18 Thread Michael Shimmins

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/ )


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RE: [hlcoders] TGA Files in Menus

2002-04-12 Thread Michael Shimmins

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


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RE: [hlcoders] TGA Files in Menus

2002-04-12 Thread Michael Shimmins

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)

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RE: [hlcoders] help!

2002-04-02 Thread Michael Shimmins

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-

_
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RE: [hlcoders] help!

2002-04-02 Thread Michael Shimmins

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

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RE: [hlcoders] [OT] Compiling the SDk

2002-03-24 Thread Michael Shimmins

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
   
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   --
   -
   [DRP]Avatar-X
   SillyZone Homepage: www.thesillyzone.com
   SillyZone Forums: forum.thesillyzone.com
   My Homepage: www.cyberwyre.com
  
  
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RE: [hlcoders] OT: what do langauge microsoft use for their apps?

2002-03-08 Thread Michael Shimmins

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.
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RE: [hlcoders] VPP Code

2002-02-12 Thread Michael Shimmins

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
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RE: [hlcoders] VPP Code

2002-02-11 Thread Michael Shimmins

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
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[hlcoders] What to do with the old posts

2002-02-06 Thread Michael Shimmins

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)

--

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RE: [hlcoders] What to do with the old posts

2002-02-06 Thread Michael Shimmins

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)

 --

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RE: [hlcoders] What to do with the old posts

2002-02-06 Thread Michael Shimmins

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



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RE: [hlcoders] Server file

2002-01-27 Thread Michael Shimmins



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

2002-01-16 Thread Michael Shimmins



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

2002-01-14 Thread Michael Shimmins



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

2002-01-13 Thread Michael Shimmins



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 
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RE: [hlcoders] Question about the EULA again

2002-01-07 Thread Michael Shimmins

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]

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