Re: [hlcoders] Netcode and Vehicles

2004-12-15 Thread Andrew 45yrf
If your mod is only going to be boats, then wouldnt the lack of acctually base players being replaced with vehicles balance out the bandwidth issues slightly? On Wed, 15 Dec 2004 08:10:38 +0100, tei [EMAIL PROTECTED] wrote: Has other nice guy say (botman?) you can always cheat (maybe use

Re: [hlcoders] Netcode and Vehicles

2004-12-15 Thread ChessMess
I'm not sure... I guess the only way to know is to try. :) Just wish I felt a bit more reassured about the outcome. On Wed, 15 Dec 2004 10:50:55 +, Andrew 45yrf [EMAIL PROTECTED] wrote: If your mod is only going to be boats, then wouldnt the lack of acctually base players being replaced

[hlcoders] FileFarm - Community File Mirror Network

2004-12-15 Thread HoundDawg
Hi Everyone, Just wanted to inform you of a new web application I launched earlier this week, which will help with your file releases. It allows you to post your new file release and add your download link as the first mirror for the file. Then, other mirrors have the ability to download your

[hlcoders] Querying a CSS/HL2/HL2DM server

2004-12-15 Thread Josh
I was wondering if there was any documentation on this or if you could point me in the right direction to querying a server and getting a player list, cvars, etc.. Josh ___ To unsubscribe, edit your list preferences, or view the list archives, please

RE: [hlcoders] Netcode and Vehicles

2004-12-15 Thread Yahn Bernier
You should be able to make your vehicles as lightweight from a networking point of view in Source as in any other current or next generation engine. You have complete control over how much data is sent for each vehicle and it's generally not too tricky to move lots of logic over to the client to

RE: [hlcoders] should I wait for hl2dm sdk?

2004-12-15 Thread Limb
Personally I would do it myself so that way I could learn, and then I'd have more of a knowledge of how the SDK functions then had I just waited for the DM Code.. Did they even say they were releasing the DM Code? (I haven't followed the posts for a while so not sure if they have or haven't said

Re: [hlcoders] Netcode and Vehicles

2004-12-15 Thread ChessMess
Yahn we'd love to do that 32 vehicle mod... however coding has fallen to me until I can find a dedicated coder and Im new at this and have to wear Coder, PR, Webmaster, PM, and many other assorted hats... while preparing for a newborn in a month ta boot! Got any free time you want to dedicate to a

Re: [hlcoders] should I wait for hl2dm sdk?

2004-12-15 Thread ChessMess
Learning through example is much more efficient then learning by trial. If you have the time to spare, learn by trial. If you need to get up to speed quickly or you don't have the time to spare, learn by example. What ever became of that Book that was suppose to be published about modding for

RE: [hlcoders] Netcode and Vehicles

2004-12-15 Thread Yahn Bernier
I wish I had more. I'll probably do what I did on HL1 which was that when people get pretty far along but get stuck with bugs, etc., I was able to run their code against a debug engine and track down some of the weirder issues. I think we'll be able to help in that way, definitely. Getting you

Re: [hlcoders] hldm2 default FOV 75.... what the ***k?

2004-12-15 Thread Andrew Foss
Yeah, I noticed too. fov 90 made things look much better. I would have made me motion sick, if it didn't stutter so bad. On Tue, 14 Dec 2004 21:32:28 -0800, Kyle Keating [EMAIL PROTECTED] wrote: reminded me of turok2, a cheap trick to up the framerate. On Sun, 12 Dec 2004 23:08:40 -0600,

Re: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-15 Thread Hasan Aljudy
Indeed, I don't like copy-paste tuts. I don't see the point of writing a open this file, find this line, and add this chunk of code that I've written for you!!!11 happy coding! tutorial. On Wed, 15 Dec 2004 11:13:46 +, Andrew 45yrf [EMAIL PROTECTED] wrote: lol but even if you are a

Re: [hlcoders] Netcode and Vehicles

2004-12-15 Thread Tristan Fairbairn
Good to hear Yahn! On Wed, 15 Dec 2004 13:18:33 -0800, Yahn Bernier [EMAIL PROTECTED] wrote: I wish I had more. I'll probably do what I did on HL1 which was that when people get pretty far along but get stuck with bugs, etc., I was able to run their code against a debug engine and track down

Re: [hlcoders] fopen and player model sequences

2004-12-15 Thread Marcelo Bezerra
how about engine-LogPrint? On Tue, 2004-12-14 at 20:55 +0100, tei wrote: Matthew Lewis wrote: Two questions: 3 answers: Maybe you use the event log builtin on windows: http://msdn.microsoft.com/library/default.asp?url=/library/en-us/debug/base/reportevent.asp For Linux you have

RE: [hlcoders] fopen and player model sequences

2004-12-15 Thread Jay Stelly
Just FYI: Some of the built in engine logs only work in multiplayer. So you need to set maxplayers 1 (run with +maxplayers 4 or something) to get output. Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Example for VGUI Team Menu and Timer

2004-12-15 Thread Adam \amckern\ Mckern
http://articles.thewavelength.net/section/23/ http://articles.thewavelength.net/298/ these work well with some small brain power, and should help you get the right idea --- John \bKT\ Bellone [EMAIL PROTECTED] wrote: Was wondering if there are any examples out there on how to (more

[hlcoders] Example for VGUI Team Menu and Timer

2004-12-15 Thread John \bKT\ Bellone
Was wondering if there are any examples out there on how to (more specfically where to) get the code working for a Team Menu to choose the team you wish to be on. Right now I'm looking around FinishClientPutInServer() but I think it would come up before that? Also wondering about timers... I have

[hlcoders] CreatePredictedEntityByName

2004-12-15 Thread Teddy
Hi gang, Has anyone sussed out the CreatePredictedEntityByName function? I'm trying to make a client-side predicted beam entity, but i can't figure out all the parameters. The command goes something like: CBaseEntity::CreatePredictedEntityByName( const char *classname, const char *module, int

Re: [hlcoders] Netcode and Vehicles

2004-12-15 Thread Teddy
I've since done a lot of optimizing on the vehicles in our mod and have gotten the network traffic down to about 1kb/sec per vehicle being driven. This is fine for our mod, we should be able to have half a dozen vehicles on a map at one time. I'm sure if you moved more stuff over to the client

[hlcoders] Bullet tracers

2004-12-15 Thread r00t 3:16
I have tracers somewhat working, However when I fire there is about a 3 second delay before I start to see the bullet traces. Then they move super slow like a matrix effect. FireBulletsInfo_t Fire; Fire.m_vecSrc = pPlayer-Weapon_ShootPosition( ); Fire.m_vecDirShooting = pPlayer-GetAutoaimVector(

Re: [hlcoders] should I wait for hl2dm sdk?

2004-12-15 Thread Kyle Keating
I worked on and complete a hl1 mod for two years. I became very efficient with that SDK and so far, hl2 seems very similar. If I need to learn anything, its the new entity structure and some new variable names and vgui 2.0. Other than that I just want to improve hldm2. My entire hl1 mod was aimed

Re: [hlcoders] Bullet tracers

2004-12-15 Thread Teddy
Did you try using the FX_FireBullets() function in the bare bones sdk_fx_shared.cpp ? It takes care of the client prediction issues you seem to be having On Wed, 15 Dec 2004 22:55:56 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I have tracers somewhat working, However when I fire there is about

RE: [hlcoders] Unable to debug

2004-12-15 Thread Alfred Reynolds
Make sure you don't have a Steam.dll/ClientRegistry.blob in the Half-Life 2 directory (under your username) when trying to play Half-Life 2. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Wednesday, December 15, 2004 9:59 PM

Re: [hlcoders] Unable to debug

2004-12-15 Thread Hasan Aljudy
I get the Connection to servers steam lost. Could not acquire necessary game files message while playing HL2 I don't remember this happening before the 14/12 update. On Sat, 11 Dec 2004 23:55:35 +0100, Xas [EMAIL PROTECTED] wrote: Nothings helps me about the message box I can run Visual

Re: [hlcoders] Netcode and Vehicles

2004-12-15 Thread SB Childe Roland
Can you give some hings on how you managed to do that? I am planning on having many vehicles in my mod, and don't have the time to rewrite the netcode right now. On Thu, 16 Dec 2004 13:08:38 +1000, Teddy [EMAIL PROTECTED] wrote: I've since done a lot of optimizing on the vehicles in our mod

RE: [hlcoders] CreatePredictedEntityByName

2004-12-15 Thread Yahn Bernier
If you don't need to predict the creation of the entity, but just want to predict it's state, then you don't need to use that API. Otherwise, have a look at where CREATE_PREDICTED_ENTITY is defined in c_baseentity.h. Predicting entity creation is something we use for TF2, but the HL2/HL2DM/CS:S

Re: [hlcoders] Bullet tracers

2004-12-15 Thread r00t 3:16
I fixed it. I had something screwed up somewhere else which caused this sorry about that.. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Teddy [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, December 16, 2004 12:01 AM Subject: Re: [hlcoders] Bullet tracers

Re: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-15 Thread tei
some people learn modding this way actually this chunk of code and this line its very valuable to understand how thing work no new modders = community dyiing Hasan Aljudy wrote: Indeed, I don't like copy-paste tuts. I don't see the point of writing a open this file, find this line, and add this

Re: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-15 Thread Andrew 45yrf
lol but even if you are a noobie coder, what you really need is the theory behind what you are doing. Copy and paste is a simple fix to a larger problem. But if Tutorials brought up more of the theory behind the code rather than just offering up a copy and paste tut then the world would be a

Re: [hlcoders] FileFarm - Community File Mirror Network

2004-12-15 Thread tei
Nice. Another solution can be to add a tiny HTTP webserver to steam, and able Dedicated Server to query files to my Steam app :D Timeline: 1) I make the mod Yadda, with files foo.mdl and bar.wav 2) I publish the info somewhere 3) The dedicated server owner query to Steam my mod. 4) Steam give my

Re: [hlcoders] Querying a CSS/HL2/HL2DM server

2004-12-15 Thread ZoMtEc
take a look at gsquery cvs it shows you how to query the new engine in php ;) On Wed, 15 Dec 2004 13:17:44 -0500, Josh [EMAIL PROTECTED] wrote: I was wondering if there was any documentation on this or if you could point me in the right direction to querying a server and getting a player list,

Re: [hlcoders] should I wait for hl2dm sdk?

2004-12-15 Thread John \bKT\ Bellone
ChessMess wrote: Learning through example is much more efficient then learning by trial. If you have the time to spare, learn by trial. If you need to get up to speed quickly or you don't have the time to spare, learn by example. What ever became of that Book that was suppose to be published about

Re: [hlcoders] Unable to debug

2004-12-15 Thread Hasan Aljudy
hmm .. I have both of them, lol :D but don't I need them for debugging? atleast steam.dll? On Wed, 15 Dec 2004 22:05:35 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Make sure you don't have a Steam.dll/ClientRegistry.blob in the Half-Life 2 directory (under your username) when trying to

RE: [hlcoders] Unable to debug

2004-12-15 Thread Alfred Reynolds
You need them to debug your mod, but they can't be there when playing Half-Life 2 (for now, our next release will remove this limitation). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Wednesday, December 15, 2004 11:02 PM To: