Re: [hlcoders] Re: hl1 engine suggestions

2003-09-20 Thread Cortex
# answer below # tei wrote: Hello Cortex, Now that HL2 is nearly coming out, do you really it's worth trying to implement new things in HL1 ? I personnaly think it'd be a lost of time... Now, all the mods will move to the HL2 engine, and no more players will stay on HL1 (or at least in

Re: [hlcoders] Re: hl1 engine suggestions

2003-09-20 Thread Stan Bubrouski
Cortex wrote: I understand that HL1 is quite stable, has a lot of players on it, etc... But I think that we can't go back to HL1, when HL2 will take up all players... Why do you think HL2 won't be as fun as HL1's hldm was ? Hardcore gamers don't care about graphics, but if they can have fun WITH

RE: [hlcoders] CounterStrike 1.6 Weapon Definition Information

2003-09-20 Thread punisher
Ok. I like tripple checked it again, and i am pretty sure that WeaponList is not sent, at least it doest get caught by MetaMod and/or is not send to the MetaMod Plugins .. Maybe i am doing something wrong, but i get all other Messages, and i got WeaponList in this Debug mode before too ( i log

RE: [hlcoders] CounterStrike 1.6 Weapon Definition Information

2003-09-20 Thread Alfred Reynolds
After closer inspection it seems that WeaponList is now part of the server signon block. I am not sure if MetaMod can hook into this data segment. - Alfred punisher wrote: Ok. I like tripple checked it again, and i am pretty sure that WeaponList is not sent, at least it doest get caught by

RE: [hlcoders] CounterStrike 1.6 Weapon Definition Information

2003-09-20 Thread punisher
So, i guess i have to hardcode the weapon definitions, back to my first question, any chance you could give me the definitions which id is which weapon ? --- Punisher -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Saturday,

RE: [hlcoders] Re: hl1 engine suggestions

2003-09-20 Thread Cale 'Mazor' Dunlap
That was my source :D The last paragraph says it all. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ken Birdwell Sent: Friday, September 19, 2003 5:29 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Re: hl1 engine suggestions The definitive

RE: [hlcoders] Re: Re: hl1 engine suggestions

2003-09-20 Thread Cale 'Mazor' Dunlap
I didn't know you could do the 'detail texture' thing. That's cool. But with scrolling textures and stuff, that's pretty much already taken care of, albeit a little tougher. Its done using individual images, so it all depends on the framerate set by the graphics artist. I would like to use

Re: [hlcoders] CounterStrike 1.6 Weapon Definition Information

2003-09-20 Thread olo
If you want a list, here you are: name ammo idweap. id weapon_p2289 1 weapon_scout 2 3 weapon_hegrenade 12 4 weapon_xm1014 5 5 weapon_c4

Re: [hlcoders] CounterStrike 1.6 Weapon Definition Information

2003-09-20 Thread olo
From unknown resons someone has moved WeaponList initialization to ealier moment. Solution is easy, you need to catch registration moment for WeaponList id. This way you can track registration. See AMX cvs for more details, if you want... Bye! punisher wrote: So, i guess i have to hardcode the

Re: [hlcoders] Re: hl1 engine suggestions

2003-09-20 Thread Cortex
Stan Bubrouski wrote: Cortex wrote: Yeah but just cause HL2 is coming out, doesn't mean all mods will have HL2 versions ready, so loyal players will want to continue with the old engine. In my case I won't be able to play HL2 for a while since it would require me getting a new system. So

RE: [hlcoders] Re: Re: hl1 engine suggestions

2003-09-20 Thread Tony \omega\ Sergi
You can do detail textures now. I've done all kinds of things with OpenGL in HL, by doing it in the CLIENT dll, and so has others. From moving clouds, to 24bit TGA texture loading, model rendering, I did the rendering types on models that the newer hl engine has native support for 2 years ago

[hlcoders] m_iPrimaryAmmoType outside of weapon code possible?

2003-09-20 Thread Tuomo Virtanen
Is it even possible to use m_rgAmmo[m_iPrimaryAmmoType] outside of weapon code like in multiplay_gamerules.cpp the reason for this is because i need to use the values that it holds for something else also ___ To unsubscribe, edit your list

Re: [hlcoders] m_iPrimaryAmmoType outside of weapon code possible?

2003-09-20 Thread Sebastian Steinlechner
On Sat, 2003-09-20 at 15:24, Tuomo Virtanen wrote: Is it even possible to use m_rgAmmo[m_iPrimaryAmmoType] outside of weapon code like in multiplay_gamerules.cpp the reason for this is because i need to use the values that it holds for something else also That's perfectly fine if you have a

[hlcoders] Re: Re: hl1 engine suggestions

2003-09-20 Thread 421621
I didn't know you could do the 'detail texture' thing. That's cool. ?:] Detail texture add the high frecuency information that is los with low-res captures (512x512,..). These high freceucny information is repetitivy... so you can store has a separate 128x128 grayscale file. You combine the

[hlcoders] HL1/2 more ideas (only for fun)

2003-09-20 Thread tei
I doubt to send this, has most people think that is late to have HL1 suggestions, but.. he!.. maybe some people will get this idea and use in some way, or something. Only for fun factor, more suggestions here: - - I have a idea, that work, about 2D games with a Half-Life engine (HL1/HL2.. )

Re: [hlcoders] Re: Re: hl1 engine suggestions

2003-09-20 Thread Cortex
Really impressive what you've done with the HL1 engine ! Congratulations ! =- Michaël Cortex Monerau -= Tony omega Sergi wrote: You can do detail textures now. I've done all kinds of things with OpenGL in HL, by doing it in the CLIENT dll, and so has others. From moving clouds, to 24bit

Re: [hlcoders] m_iPrimaryAmmoType outside of weapon code possible?

2003-09-20 Thread Tuomo Virtanen
I dont quite get it... this is the thing i have been trying to get to work if ( pPlayer-m_rgAmmo[m_iPrimaryAmmoType] 100 ) { pPlayer-m_rgAmmo[m_iPrimaryAmmoType] += 1; } when compiling it just says m_iPrimaryAmmoType is undeclared so i need to get it declared as uranium but i dont quite see how

RE: [hlcoders] CounterStrike 1.6 Weapon Definition Information

2003-09-20 Thread punisher
Thank You I found that part in the AMX source and will implement it later, hopefully solving all problems with that issue :) CS1.6, here we come --- Punisher -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of olo Sent: Saturday, September 20, 2003

RE: [hlcoders] Re: Re: Re: hl1 engine suggestions

2003-09-20 Thread Tony \omega\ Sergi
You miss the point though. With half-life, the client dll has access to EVERYTHING. You can use hl as netcode only if you wanted to, and 100% render everything inside the client dll, and shut off the internal renderer itself (there are options in the client dll code that allow you to do this!)

[hlcoders] STEAM! just nine questions

2003-09-20 Thread steamsucks
Oh boy. I will say this first. I like the potential the software has, so don’t get my wrong because my name is steamsucks. steamsucks because I don’t understand it. So I am asking for some help in understanding the software so I can like steam and get my mod out to the public. I think steam is a