RE: [hlcoders] pfnMessageBegin: type=93

2003-09-27 Thread Alfred Reynolds
listen for the ScoreInfo message (this has not changed). Brian A. Stumm wrote: pfnMessageBegin: edict=0 dest=2 type=93 I have been intercepting this message in order to get information about the team related scores in TFC. Since upgrading to steam my code no longer works to get team scores

RE: [hlcoders] pfnMessageBegin: type=93

2003-09-27 Thread Alfred Reynolds
you would need to monitor the pfnRegUserMsg() at startup to map the string to its number. See Botmans bot code for an example. Brian A. Stumm wrote: On Fri, 26 Sep 2003, Alfred Reynolds wrote: listen for the ScoreInfo message (this has not changed). What number is the ScoreInfo message? And

[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

Re: [hlcoders] Cheats with Steam

2003-09-27 Thread Mike Foss
Right click the game in the menu, click properties, press the 'launch options' button. I have an offtopic question for anyone. Why isn't TFC working? I even deleted the GCF and re-downloaded from the content servers. it displays the main menu without buttons, and then 'unlocks' the mouse and

[hlcoders] Steam and Server side only mods?

2003-09-27 Thread Dave Meyers
Not sure if Valve is gonna be able to help with this, but is it possible to run server side only mods with Steam? I tried lastnight with OZ Deathmatch. Result were kind mixed If I ran it in its own folder, when a client that did not have it tried to connect, steam tried to install CS... If I

Re: [hlcoders] Cheats with Steam

2003-09-27 Thread Marco Leise
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. Well, I have had this problem without steam (give not working). It

RE: [hlcoders] Cheats with Steam

2003-09-27 Thread Tony \omega\ Sergi
Works fine for me. -dev I run it via vc though. hl.exe -game game -dev +map somemap etc. -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Shimmins Sent: September 27, 2003 3:23 AM To: [EMAIL PROTECTED] Subject:

RE: [hlcoders] Steam and Server side only mods?

2003-09-27 Thread Geoff
I believe this is due to a client side bug/feature. Whenever you attempt to join a server that’s running a game type that’s not one of valves steam mods it runs the CS install. It should of course be running the Half-life install. Try connecting to it again via ASE and running your tests, I bet

[hlcoders] Install path reg key

2003-09-27 Thread Florian Zschocke
The news about the Steam update says: # Added install path registry key so that MODs know where to install Are we going to be informed about that extra key or do we have to find it ourselves or am I simply on the wrong list in order to get such infos? Will it only be created on a new Steam

Re: [hlcoders] Install path reg key

2003-09-27 Thread Daniel Koppes
HKEY_CURRENT_USER\Software\Valve\Steam\ModInstallPath Thats where it's at. At 00:54 28/09/2003, you wrote: The news about the Steam update says: # Added install path registry key so that MODs know where to install Are we going to be informed about that extra key or do we have to find it

RE: [hlcoders] Install path reg key

2003-09-27 Thread Tony \omega\ Sergi
Hkey_current_user\software\Valve\Steam\ModInstallPath Regedit =D -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Florian Zschocke Sent: September 27, 2003 8:54 AM To: HL coders Subject: [hlcoders] Install path reg key

Re: [hlcoders] Install path reg key

2003-09-27 Thread Florian Zschocke
Tony \omega\ Sergi wrote: Hkey_current_user\software\Valve\Steam\ModInstallPath Thanks! Regedit =D /home/flori Regedit Regedit: Command not found. ;) Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please

[hlcoders] Finding the true center point of an entity

2003-09-27 Thread Sniper
Is it somehow possible to determine the exact center point of a brush based entity that has a brush based origin? The usual call to Center() is worthless. Center() returns pev-absmin + pev-absmax * 0.5. Absmin and absmax however are generated by using the model's origin... which would

Re: [hlcoders] Finding the true center point of an entity

2003-09-27 Thread Jason 'Ikkyo' Gripp
pev-origin will be the center of the brush based entity if it has an origin brush. That's the whole point of the origin brush. Ikkyo - Original Message - From: Sniper [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, September 27, 2003 10:04 AM Subject: [hlcoders] Finding the true

[hlcoders] Re: Finding the true center point of an entity

2003-09-27 Thread tei
Hello Sniper, S Is it somehow possible to determine the exact center point of a brush based S entity that has a brush based origin? The usual call to Center() is S worthless. S Center() returns pev-absmin + pev-absmax * 0.5. S Absmin and absmax however are generated by using the model's

Re: [hlcoders] Finding the true center point of an entity

2003-09-27 Thread Sniper
Exactly. I don't want the origin brush [origin] though. I thought I made that clear. The exact center point of a brush based entity is not necessarily identical to the entity's origin brush. If you have a 500x500x500 unit box, and the mapper puts the origin brush at one of it's corners, obviously

RE: [hlcoders] Steam and Server side only mods?

2003-09-27 Thread Tony \omega\ Sergi
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 The All Seeing Eye. http://www.udpsoft.com/eye2/index.html - -omega http://www.frontline2.com - -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dave Meyers Sent: September 27, 2003 2:10 PM To: [EMAIL

RE: [hlcoders] Steam and Server side only mods?

2003-09-27 Thread Kevin Gerry
All Seeing Eye... It's a game browser like GameSpy/HLSW ^^ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dave Meyers Sent: Saturday, September 27, 2003 11:10 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Steam and Server side only mods? umm ... What

RE: [hlcoders] Finding the true center point of an entity

2003-09-27 Thread Tony \omega\ Sergi
Simple, with searching of the sdk and other entities that grab the centerpoint.. Regardless of the origin brush.. Vector VecBModelOrigin( entvars_t* pevBModel ) { return pevBModel-absmin + ( pevBModel-size * 0.5 ); } this has always worked for me regardless of if the entity has an

Re: [hlcoders] Finding the true center point of an entity

2003-09-27 Thread Jason 'Ikkyo' Gripp
I see what you want now, but I don't see why the absmin and absmax aren't giving that value to you. The bsp compiler calculates the mins/maxs of the brush models automatically using the planes of the model during compile time. absmin and absmax are the just sum of the model mins/maxs and the

Re: [hlcoders] Finding the true center point of an entity

2003-09-27 Thread Sniper
Look at where pev-absmin and pev-absmax are calculated. // Initialize absmin absmax to the appropriate box void SetObjectCollisionBox( entvars_t *pev ) In the function, this happens: pev-absmin[i] = pev-origin[i] - max; pev-absmax[i] = pev-origin[i] + max; The model's absmin and absmax are

Re: [hlcoders] Finding the true center point of an entity

2003-09-27 Thread Sniper
I'm sorry, after going through my code, it turns out I've made a minor mathematical mistake that spilled over into everything... causing me to make my assumption. Phew, at least that's fixed. Thanks guys. -Sniper - Original Message - From: Sniper [EMAIL PROTECTED] To: [EMAIL PROTECTED]

RE: [hlcoders] Finding the true center point of an entity

2003-09-27 Thread Tony \omega\ Sergi
I take that back, okay it is. But I've still never had a problem getting the centerpoint from absmin/absmax. -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sniper Sent: September 27, 2003 4:03 PM To: [EMAIL PROTECTED]

RE: [hlcoders] Finding the true center point of an entity

2003-09-27 Thread Tony \omega\ Sergi
That's not for brushes. -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sniper Sent: September 27, 2003 4:03 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Finding the true center point of an entity Look at where

Re: [hlcoders] Install path reg key

2003-09-27 Thread Mike Foss
Aswan:~# ln --help Usage: ln [OPTION]... TARGET [LINK_NAME] or: ln [OPTION]... TARGET... DIRECTORY or: ln [OPTION]... --target-directory=DIRECTORY TARGET... Create a link to the specified TARGET with optional LINK_NAME. ... -d, -F, --directory hard link directories (super-user

Re: [hlcoders] Finding the true center point of an entity

2003-09-27 Thread Jason 'Ikkyo' Gripp
Yes it is. The code he posted is a snipplet of what's used to calculate the absmin/absmax for a rotated brush entity. Ikkyo - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, September 27, 2003 1:49 PM Subject: RE: [hlcoders] Finding the