RE: [hlcoders] Map entities client-side

2002-02-12 Thread Persuter

Btw, to clear things up on this, I did indeed eventually use the message
to client and it works fine now (better than I expected, actually), but
I just found it odd that we can't get the keyvalues from the
client-side. OK, now continue the digression... :)

Thanks for everyone who helped, btw...

Persuter

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Pat Magnan
> Sent: Tuesday, February 12, 2002 3:28 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Map entities client-side
>
> Two solutions come to mind:
> - parse the BSP client side...
> - transmit the value of that keyvalue to the client in a message, just
> once while the HUD is initializing should do it (keyvalues don't
change
> do they?).
>
> I chose the latter for an entity that was placed in the map, and
> rendered client side by TriAPI. I think some folks were working on
> trying to parse the BSP client side, but ran into trouble keeping
> things in synch...
>
> I think you've been around longer than I have and may not need it, :)
> but if you want to see an outline of my approach, I did up a tutorial
> (concept mostly) here:
> http://www.tourofdutymod.com/tutorials.php
>
> > Is there a way to access keyvalue info in the map from the client-
> side?
> > I keep on thinking you must be able to, since obviously the client
> side
> > has the map, but I haven't been able to find any way to do it.
> >
> > Thanks,
> > Persuter
> >
> >
> >
> >
> > _
> > Do You Yahoo!?
> > Get your free @yahoo.com address at http://mail.yahoo.com
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ---
> Eighty percent of life is showing up.
>   -- Woody Allen
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[hlcoders] Weapon Recoil

2002-02-12 Thread Commando

I am trying to simulate weapons pulling up and to the right when fired full
auto by adjusting the punch angle client and server side and this works
fairly well.  The only problem is that the punch angle causes the point of
aim and the player's eye direction to move, but it does not move the weapon
model with it.  This ends up looking kind of strange with the aim being up
and right, but the model pointing at the original location.  I like the
effect that the punch angle creates in that it decays back to the original
aim point, so does anyone know a way to get the weapon model to move with
the punch angle?

Any help, or even pointers to what I need to adjust so that I can do it
myself would help.

Rob Prouse
Tour of Duty Mod
http://www.tourofdutymod.com

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RE: [hlcoders] TriAPI WorldToScreen() Function

2002-02-12 Thread James Williams

> Don't see why you would need a function like that; I believe if you pass
> an origin outside the view cone to "WorldToScreen", the X/Y/Z
> coordinates it returns are outside the drawing area anyway (the "Z"
> value would define the depth, negative values I believe are behind the
> player).

It may, but I was having problems with it and figured culling all of them
away would be faster than dealing with the errors (and probably
calculation-wise, too). =)

It was essentially a hack to see how it worked, so I'm not too worried about
it. =)

-James "Corvidae" Williams ([EMAIL PROTECTED])
Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength)
Co-Leader / Coder, Underhive (http://www.underhive.com)



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RE: [hlcoders] TriAPI WorldToScreen() Function

2002-02-12 Thread David Flor

Don't see why you would need a function like that; I believe if you pass
an origin outside the view cone to "WorldToScreen", the X/Y/Z
coordinates it returns are outside the drawing area anyway (the "Z"
value would define the depth, negative values I believe are behind the
player).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of James
Williams
Sent: Tuesday, February 12, 2002 9:50 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] TriAPI WorldToScreen() Function


> Whats the PosInCone function?  Is this something you have made? If so
> would a DotProduct test work the same way?

It's a quickie function I wrote that does a dot product with the
viewangles, yes.

-James "Corvidae" Williams ([EMAIL PROTECTED])
Administrator, Wavelength Forums
(http://www.planethalflife.com/wavelength)
Co-Leader / Coder, Underhive (http://www.underhive.com)

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RE: [hlcoders] TriAPI WorldToScreen() Function

2002-02-12 Thread James Williams

> Whats the PosInCone function?  Is this something you have made?
> If so would
> a DotProduct test work the same way?

It's a quickie function I wrote that does a dot product with the viewangles,
yes.

-James "Corvidae" Williams ([EMAIL PROTECTED])
Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength)
Co-Leader / Coder, Underhive (http://www.underhive.com)

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Re: [hlcoders] TriAPI WorldToScreen() Function

2002-02-12 Thread Philip Plante

Whats the PosInCone function?  Is this something you have made?  If so would
a DotProduct test work the same way?

Sarge_Spank
www.illicitstudios.com
- Original Message -
From: "James Williams" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, February 12, 2002 5:00 PM
Subject: RE: [hlcoders] TriAPI WorldToScreen() Function


> > Is there any example of the WorldToScreen function in the triAPI?
> >  Or how about some documentation, or an explaination of what you
> > have to do to use it?
>
> int CHudTarget::Draw(float flTime)
> {
> cl_entity_t *pEnt, *pPlayer = gEngfuncs.GetLocalPlayer();
> if (!pPlayer) return 1;
>
> vec3_t sloc; // Screen location of each ent.
> wrect_t rect = gHUD.GetSpriteRect(Sprite);
> int sprw = rect.right - rect.left, sprh = rect.bottom - rect.top;
>
> for (int i = 0; i < MAX_EDICTS; i++)
> {
> pEnt = gEngfuncs.GetEntityByIndex(i);
>
> // if (pl && pl->player && pl->curstate.health > 0 && pl->curstate.solid
> != SOLID_NOT)
>
> if (!pEnt || pEnt->origin.Length() < 1 ||
>   pEnt->curstate.health < 1 ||
> pEnt->curstate.solid == SOLID_NOT) continue;
>
> file://if (pEnt == pPlayer) continue;
>
> if (PosInCone(pEnt->curstate.origin, 120))
> {
> // This is inefficient. Should check the return value (1 if off screen)
> if (!gEngfuncs.pTriAPI->WorldToScreen(pEnt->curstate.origin, sloc))
> {
> file://gEngfuncs.Con_Printf("Location (%d): %.2f, %.2f\n", i, sloc.x,
> sloc.y);
>
> SPR_Set(gHUD.GetSprite(Sprite), 0, 255, 0);
> SPR_DrawAdditive(0,
>ScreenWidth/2 + sloc.x * ScreenWidth/2 - sprw / 2,
>ScreenHeight/2 - sloc.y * ScreenHeight/2 - sprh / 2,
> &rect);
>
>
>
>
> }
> }
> }
>
>
> return 1;
> }
>
>
> -James "Corvidae" Williams ([EMAIL PROTECTED])
> Administrator, Wavelength Forums
(http://www.planethalflife.com/wavelength)
> Co-Leader / Coder, Underhive (http://www.underhive.com)
>
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Re: [hlcoders] TriAPI WorldToScreen() Function

2002-02-12 Thread Philip Plante

Thank you so much, that will help me alot!

Sarge_Spank
www.illicitstudios.com
- Original Message -
From: "James Williams" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, February 12, 2002 5:00 PM
Subject: RE: [hlcoders] TriAPI WorldToScreen() Function


> > Is there any example of the WorldToScreen function in the triAPI?
> >  Or how about some documentation, or an explaination of what you
> > have to do to use it?
>
> int CHudTarget::Draw(float flTime)
> {
> cl_entity_t *pEnt, *pPlayer = gEngfuncs.GetLocalPlayer();
> if (!pPlayer) return 1;
>
> vec3_t sloc; // Screen location of each ent.
> wrect_t rect = gHUD.GetSpriteRect(Sprite);
> int sprw = rect.right - rect.left, sprh = rect.bottom - rect.top;
>
> for (int i = 0; i < MAX_EDICTS; i++)
> {
> pEnt = gEngfuncs.GetEntityByIndex(i);
>
> // if (pl && pl->player && pl->curstate.health > 0 && pl->curstate.solid
> != SOLID_NOT)
>
> if (!pEnt || pEnt->origin.Length() < 1 ||
>   pEnt->curstate.health < 1 ||
> pEnt->curstate.solid == SOLID_NOT) continue;
>
> file://if (pEnt == pPlayer) continue;
>
> if (PosInCone(pEnt->curstate.origin, 120))
> {
> // This is inefficient. Should check the return value (1 if off screen)
> if (!gEngfuncs.pTriAPI->WorldToScreen(pEnt->curstate.origin, sloc))
> {
> file://gEngfuncs.Con_Printf("Location (%d): %.2f, %.2f\n", i, sloc.x,
> sloc.y);
>
> SPR_Set(gHUD.GetSprite(Sprite), 0, 255, 0);
> SPR_DrawAdditive(0,
>ScreenWidth/2 + sloc.x * ScreenWidth/2 - sprw / 2,
>ScreenHeight/2 - sloc.y * ScreenHeight/2 - sprh / 2,
> &rect);
>
>
>
>
> }
> }
> }
>
>
> return 1;
> }
>
>
> -James "Corvidae" Williams ([EMAIL PROTECTED])
> Administrator, Wavelength Forums
(http://www.planethalflife.com/wavelength)
> Co-Leader / Coder, Underhive (http://www.underhive.com)
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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Re: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-12 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
okay, what did i tell you about the damn tech.  That is what we call a sex computer so 
go away cuz I don't want you to see me start crying.

- Original Message -
From: [DRP]Avatar-X
Sent: Tuesday, February 12, 2002 9:06 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me

Abundance of money? Hardly :P

The cell phone plan im on costs me $60 CDN a month

And my computer is a P3 933, 512 mb ram, geforce 2, 133 GB over 3 HD's, 1 cd-rom, 2 
burners, 1 dvd-rom, tv-card, 3d blaster banshee for secondary monitor, SB live!, etc 
etc

i bought it all with my hard-earned money!

-av

Nathan Taylor wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> shush you!
>
> I don't want to hear about your abundance of money.  I have a 56k and my parent's 
>desktop Compaq (although seriously tweaked due to all the hardware and software love 
>I have given it...)
>
> - nate
> - Original Message -
> From: [DRP]Avatar-X
> Sent: Tuesday, February 12, 2002 8:58 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
>
> well i have a web browser on my phone with unlimited wireless web minutes, so i can
> check my normal POP email box. i also can browse any web page, and i catch up on 
>whats
> happening in my forums and read The Onion for laughs :P
>
> makes my two-hour commute less boring
>
> -av
>
> Dynerman David M wrote:
>
> > HLCoders on your cell phone?
> >
> > Impressive.
> >
> > david
> >
> > -Original Message-
> > From: [DRP]Avatar-X [mailto:[EMAIL PROTECTED]]
> > Sent: Monday, February 11, 2002 11:49 PM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
> >
> > Yeah i read that on my phone on the way home and i was thinking about it
> > the whole way
> > home and it confused the hell out of me... "how can the DSL reduce the
> > 56k's load"
> >
> > Silly aaron! you wasted my valuable commute time! I could have spent it
> > staring blankly
> > out of the subway window!
> >
> > -av
> >
> > Persuter wrote:
> >
> > > Ahhh, good, I was turning it over in my head and trying to figure out
> > > what the hell he meant by the DSL "sharing part of the 56K's load."
> > Nice
> > > to get confirmation on the preposterous factor.
> > >
> > > Persuter
> > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > > [EMAIL PROTECTED]] On Behalf Of Leon Hartwig
> > > > Sent: Monday, February 11, 2002 12:13 PM
> > > > To: [EMAIL PROTECTED]
> > > > Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me
> > > >
> > > > This is a multi-part message in MIME format.
> > > > --
> > > > No, 56k people don't lag servers.  I have no idea what Aaron is
> > > talking
> > > > about though, because everything after the first two words in his
> > > > message is preposterous.
> > > >
> > > >
> > > > > -Original Message-
> > > > > From: Aaron Kalin [mailto:[EMAIL PROTECTED]]
> > > > > Sent: Monday, February 11, 2002 9:34 AM
> > > > > To: [EMAIL PROTECTED]
> > > > > Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
> > > > >
> > > > >
> > > > > They dont, in fact when a 56K Player is in a server, if
> > > > > someone on say, a
> > > > > DSL joins in, that 56K player's ping drops because the DSL is
> > > > > now sharing
> > > > > part of the 56K's load.  Thats the beauty of the netcode
> > > > > valve made, call it
> > > > > "load balancing" if you will.  However some LPB's hate this
> > because
> > > ti
> > > > > shoves more load on thier system because they are making up
> > > > > for loss on the
> > > > > 56K's end.  The rest of the logistics to the netcode im not
> > > > > sure of, but
> > > > > thats from what knowledge I have gathered.  The netcode must
> > > > > be good if id
> > > > > is getting valves netcode for the q3a engine.
> > > > >
> > > > > -Theiggsta
> > > > > -Rats! Mod Team
> > > > >
> > > > > - Original Message -
> > > > > From: "Tim Holt" <[EMAIL PROTECTED]>
> > > > > To: <[EMAIL PROTECTED]>
> > > > > Sent: Monday, February 11, 2002 12:01 PM
> > > > > Subject: [hlcoders] Valve - confirm/shatter a myth for me
> > > > >
> > > > >
> > > > > > Do 56K dial up people REALLY lag servers?
> > > > > >
> > > > > > ___
> > > > > > To unsubscribe, edit your list preferences, or view the
> > > > > list archives,
> > > > > please visit:
> > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > >
> > > > > >
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > > > > archives, please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > --
> > > > [ winmail.dat of type application/ms-tnef deleted ]
> > > > --
> > > >
> > > > ___
> > > > To unsubscribe,

Re: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-12 Thread [DRP]Avatar-X

Abundance of money? Hardly :P

The cell phone plan im on costs me $60 CDN a month

And my computer is a P3 933, 512 mb ram, geforce 2, 133 GB over 3 HD's, 1 cd-rom, 2 
burners, 1 dvd-rom, tv-card, 3d blaster banshee for secondary monitor, SB live!, etc 
etc

i bought it all with my hard-earned money!

-av

Nathan Taylor wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> shush you!
>
> I don't want to hear about your abundance of money.  I have a 56k and my parent's 
>desktop Compaq (although seriously tweaked due to all the hardware and software love 
>I have given it...)
>
> - nate
> - Original Message -
> From: [DRP]Avatar-X
> Sent: Tuesday, February 12, 2002 8:58 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
>
> well i have a web browser on my phone with unlimited wireless web minutes, so i can
> check my normal POP email box. i also can browse any web page, and i catch up on 
>whats
> happening in my forums and read The Onion for laughs :P
>
> makes my two-hour commute less boring
>
> -av
>
> Dynerman David M wrote:
>
> > HLCoders on your cell phone?
> >
> > Impressive.
> >
> > david
> >
> > -Original Message-
> > From: [DRP]Avatar-X [mailto:[EMAIL PROTECTED]]
> > Sent: Monday, February 11, 2002 11:49 PM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
> >
> > Yeah i read that on my phone on the way home and i was thinking about it
> > the whole way
> > home and it confused the hell out of me... "how can the DSL reduce the
> > 56k's load"
> >
> > Silly aaron! you wasted my valuable commute time! I could have spent it
> > staring blankly
> > out of the subway window!
> >
> > -av
> >
> > Persuter wrote:
> >
> > > Ahhh, good, I was turning it over in my head and trying to figure out
> > > what the hell he meant by the DSL "sharing part of the 56K's load."
> > Nice
> > > to get confirmation on the preposterous factor.
> > >
> > > Persuter
> > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > > [EMAIL PROTECTED]] On Behalf Of Leon Hartwig
> > > > Sent: Monday, February 11, 2002 12:13 PM
> > > > To: [EMAIL PROTECTED]
> > > > Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me
> > > >
> > > > This is a multi-part message in MIME format.
> > > > --
> > > > No, 56k people don't lag servers.  I have no idea what Aaron is
> > > talking
> > > > about though, because everything after the first two words in his
> > > > message is preposterous.
> > > >
> > > >
> > > > > -Original Message-
> > > > > From: Aaron Kalin [mailto:[EMAIL PROTECTED]]
> > > > > Sent: Monday, February 11, 2002 9:34 AM
> > > > > To: [EMAIL PROTECTED]
> > > > > Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
> > > > >
> > > > >
> > > > > They dont, in fact when a 56K Player is in a server, if
> > > > > someone on say, a
> > > > > DSL joins in, that 56K player's ping drops because the DSL is
> > > > > now sharing
> > > > > part of the 56K's load.  Thats the beauty of the netcode
> > > > > valve made, call it
> > > > > "load balancing" if you will.  However some LPB's hate this
> > because
> > > ti
> > > > > shoves more load on thier system because they are making up
> > > > > for loss on the
> > > > > 56K's end.  The rest of the logistics to the netcode im not
> > > > > sure of, but
> > > > > thats from what knowledge I have gathered.  The netcode must
> > > > > be good if id
> > > > > is getting valves netcode for the q3a engine.
> > > > >
> > > > > -Theiggsta
> > > > > -Rats! Mod Team
> > > > >
> > > > > - Original Message -
> > > > > From: "Tim Holt" <[EMAIL PROTECTED]>
> > > > > To: <[EMAIL PROTECTED]>
> > > > > Sent: Monday, February 11, 2002 12:01 PM
> > > > > Subject: [hlcoders] Valve - confirm/shatter a myth for me
> > > > >
> > > > >
> > > > > > Do 56K dial up people REALLY lag servers?
> > > > > >
> > > > > > ___
> > > > > > To unsubscribe, edit your list preferences, or view the
> > > > > list archives,
> > > > > please visit:
> > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > >
> > > > > >
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > > > > archives, please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > --
> > > > [ winmail.dat of type application/ms-tnef deleted ]
> > > > --
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > > _
> > > Do You Yahoo!?
> > > Get your free @yahoo.com address at http://mail.yahoo.com
> > >
> > > ___
> > > To

RE: [hlcoders] TriAPI WorldToScreen() Function

2002-02-12 Thread James Williams

> Is there any example of the WorldToScreen function in the triAPI?
>  Or how about some documentation, or an explaination of what you
> have to do to use it?

int CHudTarget::Draw(float flTime)
{
cl_entity_t *pEnt, *pPlayer = gEngfuncs.GetLocalPlayer();
if (!pPlayer) return 1;

vec3_t sloc; // Screen location of each ent.
wrect_t rect = gHUD.GetSpriteRect(Sprite);
int sprw = rect.right - rect.left, sprh = rect.bottom - rect.top;

for (int i = 0; i < MAX_EDICTS; i++)
{
pEnt = gEngfuncs.GetEntityByIndex(i);

//  if (pl && pl->player && pl->curstate.health > 0 && 
pl->curstate.solid
!= SOLID_NOT)

if (!pEnt || pEnt->origin.Length() < 1 ||
  pEnt->curstate.health < 1 ||
pEnt->curstate.solid == SOLID_NOT) continue;

//if (pEnt == pPlayer) continue;

if (PosInCone(pEnt->curstate.origin, 120))
{
// This is inefficient. Should check the return value 
(1 if off screen)
if 
(!gEngfuncs.pTriAPI->WorldToScreen(pEnt->curstate.origin, sloc))
{
//gEngfuncs.Con_Printf("Location (%d): %.2f, 
%.2f\n", i, sloc.x,
sloc.y);

SPR_Set(gHUD.GetSprite(Sprite), 0, 
255, 0);
SPR_DrawAdditive(0,
   ScreenWidth/2 + 
sloc.x * ScreenWidth/2 - sprw / 2,
   ScreenHeight/2 
- sloc.y * ScreenHeight/2 - sprh / 2,
   
  &rect);




}
}
}


return 1;
}


-James "Corvidae" Williams ([EMAIL PROTECTED])
Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength)
Co-Leader / Coder, Underhive (http://www.underhive.com)

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Re: [hlcoders] Map entities client-side

2002-02-12 Thread Pat Magnan

Oops, I guess that was as clear as mud.. ;)

What we wanted to accomplish was this:
- have an animated, transparent thing that our mappers could use for
effects like swaying grass or brush or reeds or whatever
- we thought about sprites, but the engine draws them at 90 degrees to
the player's viewpoint at all times, so they pivot (which isn't quite
what we wanted)

Instead, what we came up with was a scheme where the mappers specify
the origin and angles of the sprite in the BSP, and I shoot a message
for each of these entities from server to client.

Using the origin and angle information, along with the sprite name, I
load the sprite file (on the client), draw a poly four corners of the
sprite (after getting the size of the sprite from the file), texture it
with that sprite, and then rotate it appropriately in space. I also
advance the frame every now and then, in accordance with the framerate
specified in the BSP.

Then, we end up with some swaying grass that while purely 2D, if placed
cleverly by the mappers (a few of them overlapping and at angles to
each other), gives us a sort of effect of a field of swaying grass

I don't know if what you're trying to do could be approached with a
similar scheme or not.. and I sometimes wonder if what we did would be
better done with some models or something, but that was one solution we
came up with :D

We still haven't had any decent test maps done up using this scheme, so
I don't know how useful it will end up being, but I was kinda bored one
weekend, and gave this a try.. :D

> how can u render an entity clientside using TriApi? I mean like if it
was a
> model then you woulldnt use triapi (efxapi?) and how do you get all
of the
> planes of a brush entitiy?
>
>
> - Original Message -
> From: "Pat Magnan" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Tuesday, February 12, 2002 9:27 PM
> Subject: Re: [hlcoders] Map entities client-side
>
>
> > Two solutions come to mind:
> > - parse the BSP client side...
> > - transmit the value of that keyvalue to the client in a message,
just
> > once while the HUD is initializing should do it (keyvalues don't
change
> > do they?).
> >
> > I chose the latter for an entity that was placed in the map, and
> > rendered client side by TriAPI. I think some folks were working on
> > trying to parse the BSP client side, but ran into trouble keeping
> > things in synch...
> >
> > I think you've been around longer than I have and may not need
it, :)
> > but if you want to see an outline of my approach, I did up a
tutorial
> > (concept mostly) here:
> > http://www.tourofdutymod.com/tutorials.php
> >
> > > Is there a way to access keyvalue info in the map from the client-
> > side?
> > > I keep on thinking you must be able to, since obviously the client
> > side
> > > has the map, but I haven't been able to find any way to do it.
> > >
> > > Thanks,
> > > Persuter
> > >
> > >
> > >
> > >
> > > _
> > > Do You Yahoo!?
> > > Get your free @yahoo.com address at http://mail.yahoo.com
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> > ---
> > Eighty percent of life is showing up.
> >   -- Woody Allen
> > ___
> > To unsubscribe, edit your list preferences, or view the list
archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list
archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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Re: [hlcoders] Map entities client-side

2002-02-12 Thread Pat Magnan

Oops, I guess that was as clear as mud.. ;)

What we wanted to accomplish was this:
- have an animated, transparent thing that our mappers could use for
effects like swaying grass or brush or reeds or whatever
- we thought about sprites, but the engine draws them at 90 degrees to
the player's viewpoint at all times, so they pivot (which isn't quite
what we wanted)

Instead, what we came up with was a scheme where the mappers specify
the origin and angles of the sprite in the BSP, and I shoot a message
for each of these entities from server to client.

Using the origin and angle information, along with the sprite name, I
load the sprite file (on the client), draw a poly four corners of the
sprite (after getting the size of the sprite from the file), texture it
with that sprite, and then rotate it appropriately in space. I also
advance the frame every now and then, in accordance with the framerate
specified in the BSP.

Then, we end up with some swaying grass that while purely 2D, if placed
cleverly by the mappers (a few of them overlapping and at angles to
each other), gives us a sort of effect of a field of swaying grass

I don't know if what you're trying to do could be approached with a
similar scheme or not.. and I sometimes wonder if what we did would be
better done with some models or something, but that was one solution we
came up with :D

We still haven't had any decent test maps done up using this scheme, so
I don't know how useful it will end up being, but I was kinda bored one
weekend, and gave this a try.. :D

> how can u render an entity clientside using TriApi? I mean like if it
was a
> model then you woulldnt use triapi (efxapi?) and how do you get all
of the
> planes of a brush entitiy?
>
>
> - Original Message -
> From: "Pat Magnan" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Tuesday, February 12, 2002 9:27 PM
> Subject: Re: [hlcoders] Map entities client-side
>
>
> > Two solutions come to mind:
> > - parse the BSP client side...
> > - transmit the value of that keyvalue to the client in a message,
just
> > once while the HUD is initializing should do it (keyvalues don't
change
> > do they?).
> >
> > I chose the latter for an entity that was placed in the map, and
> > rendered client side by TriAPI. I think some folks were working on
> > trying to parse the BSP client side, but ran into trouble keeping
> > things in synch...
> >
> > I think you've been around longer than I have and may not need
it, :)
> > but if you want to see an outline of my approach, I did up a
tutorial
> > (concept mostly) here:
> > http://www.tourofdutymod.com/tutorials.php
> >
> > > Is there a way to access keyvalue info in the map from the client-
> > side?
> > > I keep on thinking you must be able to, since obviously the client
> > side
> > > has the map, but I haven't been able to find any way to do it.
> > >
> > > Thanks,
> > > Persuter
> > >
> > >
> > >
> > >
> > > _
> > > Do You Yahoo!?
> > > Get your free @yahoo.com address at http://mail.yahoo.com
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> > ---
> > Eighty percent of life is showing up.
> >   -- Woody Allen
> > ___
> > To unsubscribe, edit your list preferences, or view the list
archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list
archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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  -- Woody Allen
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[hlcoders] TriAPI WorldToScreen() Function

2002-02-12 Thread Philip Plante

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Is there any example of the WorldToScreen function in the triAPI?  Or how about some 
documentation, or an explaination of what you have to do to use it?

This is the one function that I really need thats not well documented.  Any insight on 
this guys?

Sarge_Spank
www.illicitstudios.com
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Re: [hlcoders] Map entities client-side

2002-02-12 Thread Tom

how can u render an entity clientside using TriApi? I mean like if it was a
model then you woulldnt use triapi (efxapi?) and how do you get all of the
planes of a brush entitiy?


- Original Message -
From: "Pat Magnan" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, February 12, 2002 9:27 PM
Subject: Re: [hlcoders] Map entities client-side


> Two solutions come to mind:
> - parse the BSP client side...
> - transmit the value of that keyvalue to the client in a message, just
> once while the HUD is initializing should do it (keyvalues don't change
> do they?).
>
> I chose the latter for an entity that was placed in the map, and
> rendered client side by TriAPI. I think some folks were working on
> trying to parse the BSP client side, but ran into trouble keeping
> things in synch...
>
> I think you've been around longer than I have and may not need it, :)
> but if you want to see an outline of my approach, I did up a tutorial
> (concept mostly) here:
> http://www.tourofdutymod.com/tutorials.php
>
> > Is there a way to access keyvalue info in the map from the client-
> side?
> > I keep on thinking you must be able to, since obviously the client
> side
> > has the map, but I haven't been able to find any way to do it.
> >
> > Thanks,
> > Persuter
> >
> >
> >
> >
> > _
> > Do You Yahoo!?
> > Get your free @yahoo.com address at http://mail.yahoo.com
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ---
> Eighty percent of life is showing up.
>   -- Woody Allen
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>

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Re: [hlcoders] VPP Code

2002-02-12 Thread Philip Plante

Thanks guys you are my heros now!

Sarge_Spank
www.illicitstudios.com
- Original Message -
From: "Michael Shimmins" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, February 12, 2002 4:33 AM
Subject: RE: [hlcoders] VPP Code


> Ah good good as I can't find my CD.
>
> Michael Shimmins
> The Absconder Effect (http://www.tae-mod.com)
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of Jeff Fearn
> Sent: Tuesday, 12 February 2002 10:23 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] VPP Code
>
>
> I could not remember the URL I got it from, so I uploaded it to
> ftp://ftp.edgefiles.com/edgegaming.com/swarm/DarthBobo/vpp.zip ... always
> good to have a mirror I suppose :}
>
> DarthBobo.
>
> - Original Message -
> From: "Philip Plante" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Tuesday, February 12, 2002 2:54 PM
> Subject: [hlcoders] VPP Code
>
>
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Is it posible for me to get the VPP code that was supposed to be in 2.1,
> but wasnt included in it?  I would really like to use this to store
players
> characters in my mod.
> >
> > Sarge_Spank
> > www.illicitstudios.com
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> ___
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> please visit:
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Re: [hlcoders] Map entities client-side

2002-02-12 Thread Pat Magnan

Two solutions come to mind:
- parse the BSP client side...
- transmit the value of that keyvalue to the client in a message, just
once while the HUD is initializing should do it (keyvalues don't change
do they?).

I chose the latter for an entity that was placed in the map, and
rendered client side by TriAPI. I think some folks were working on
trying to parse the BSP client side, but ran into trouble keeping
things in synch...

I think you've been around longer than I have and may not need it, :)
but if you want to see an outline of my approach, I did up a tutorial
(concept mostly) here:
http://www.tourofdutymod.com/tutorials.php

> Is there a way to access keyvalue info in the map from the client-
side?
> I keep on thinking you must be able to, since obviously the client
side
> has the map, but I haven't been able to find any way to do it.
>
> Thanks,
> Persuter
>
>
>
>
> _
> Do You Yahoo!?
> Get your free @yahoo.com address at http://mail.yahoo.com
>
> ___
> To unsubscribe, edit your list preferences, or view the list
archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

---
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  -- Woody Allen
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Re: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-12 Thread Tim Holt

Hehe - you might like how this thread on the DoD forums has gone...

http://forums.dayofdefeatmod.com/forums/showthread.php?s=&threadid=18959&perpage=15&pagenumber=1

Tim Holt wrote:

> LOL - so maybe you can write a simple HL client for the phone?  Then you
> can get in some games on the communte.  But of course the big quesion
> is...
>
> Would you lag the server?
>
> [DRP]Avatar-X wrote:
>
>> well i have a web browser on my phone with unlimited wireless web
>> minutes, so i can
>> check my normal POP email box. i also can browse any web page, and i
>> catch up on whats
>> happening in my forums and read The Onion for laughs :P
>>
>> makes my two-hour commute less boring
>>
>> -av
>>
>> Dynerman David M wrote:
>>
>>
>>> HLCoders on your cell phone?
>>>
>>> Impressive.
>>>
>>> david
>>>
>>> -Original Message-
>>> From: [DRP]Avatar-X [mailto:[EMAIL PROTECTED]]
>>> Sent: Monday, February 11, 2002 11:49 PM
>>> To: [EMAIL PROTECTED]
>>> Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
>>>
>>> Yeah i read that on my phone on the way home and i was thinking about it
>>> the whole way
>>> home and it confused the hell out of me... "how can the DSL reduce the
>>> 56k's load"
>>>
>>> Silly aaron! you wasted my valuable commute time! I could have spent it
>>> staring blankly
>>> out of the subway window!
>>>
>>> -av
>>>
>>> Persuter wrote:
>>>
>>>
 Ahhh, good, I was turning it over in my head and trying to figure out
 what the hell he meant by the DSL "sharing part of the 56K's load."

>>> Nice
>>>
 to get confirmation on the preposterous factor.

 Persuter


> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Leon Hartwig
> Sent: Monday, February 11, 2002 12:13 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me
>
> This is a multi-part message in MIME format.
> --
> No, 56k people don't lag servers.  I have no idea what Aaron is
>
 talking

> about though, because everything after the first two words in his
> message is preposterous.
>
>
>
>> -Original Message-
>> From: Aaron Kalin [mailto:[EMAIL PROTECTED]]
>> Sent: Monday, February 11, 2002 9:34 AM
>> To: [EMAIL PROTECTED]
>> Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
>>
>>
>> They dont, in fact when a 56K Player is in a server, if
>> someone on say, a
>> DSL joins in, that 56K player's ping drops because the DSL is
>> now sharing
>> part of the 56K's load.  Thats the beauty of the netcode
>> valve made, call it
>> "load balancing" if you will.  However some LPB's hate this
>>
>>> because
>>>
 ti

>> shoves more load on thier system because they are making up
>> for loss on the
>> 56K's end.  The rest of the logistics to the netcode im not
>> sure of, but
>> thats from what knowledge I have gathered.  The netcode must
>> be good if id
>> is getting valves netcode for the q3a engine.
>>
>> -Theiggsta
>> -Rats! Mod Team
>>
>> - Original Message -
>> From: "Tim Holt" <[EMAIL PROTECTED]>
>> To: <[EMAIL PROTECTED]>
>> Sent: Monday, February 11, 2002 12:01 PM
>> Subject: [hlcoders] Valve - confirm/shatter a myth for me
>>
>>
>>
>>> Do 56K dial up people REALLY lag servers?
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the
>>>
>> list archives,
>> please visit:
>>
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
> --
> [ winmail.dat of type application/ms-tnef deleted ]
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list
>
>>> archives,
>>>
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
 _
 Do You Yahoo!?
 Get your free @yahoo.com address at http://mail.yahoo.com

 ___
 To unsubscribe, edit your list preferences, or view the list archives,

>>> please visit:
>>>
 http://list.valvesoftware.com/mailman/listinfo/hlcoders

>>> --
>>> -
>>> [DRP]Avatar-X
>>> SillyZone Homepage: www.thesillyzone.com
>>> SillyZone Forums: forum.thesillyzone.com
>>> My Homepage: www.cyberwyre.com
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.va

Re: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-12 Thread Tim Holt

LOL - so maybe you can write a simple HL client for the phone?  Then you
can get in some games on the communte.  But of course the big quesion
is...

Would you lag the server?

[DRP]Avatar-X wrote:

> well i have a web browser on my phone with unlimited wireless web minutes, so i can
> check my normal POP email box. i also can browse any web page, and i catch up on 
>whats
> happening in my forums and read The Onion for laughs :P
>
> makes my two-hour commute less boring
>
> -av
>
> Dynerman David M wrote:
>
>
>>HLCoders on your cell phone?
>>
>>Impressive.
>>
>>david
>>
>>-Original Message-
>>From: [DRP]Avatar-X [mailto:[EMAIL PROTECTED]]
>>Sent: Monday, February 11, 2002 11:49 PM
>>To: [EMAIL PROTECTED]
>>Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
>>
>>Yeah i read that on my phone on the way home and i was thinking about it
>>the whole way
>>home and it confused the hell out of me... "how can the DSL reduce the
>>56k's load"
>>
>>Silly aaron! you wasted my valuable commute time! I could have spent it
>>staring blankly
>>out of the subway window!
>>
>>-av
>>
>>Persuter wrote:
>>
>>
>>>Ahhh, good, I was turning it over in my head and trying to figure out
>>>what the hell he meant by the DSL "sharing part of the 56K's load."
>>>
>>Nice
>>
>>>to get confirmation on the preposterous factor.
>>>
>>>Persuter
>>>
>>>
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of Leon Hartwig
Sent: Monday, February 11, 2002 12:13 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me

This is a multi-part message in MIME format.
--
No, 56k people don't lag servers.  I have no idea what Aaron is

>>>talking
>>>
about though, because everything after the first two words in his
message is preposterous.



>-Original Message-
>From: Aaron Kalin [mailto:[EMAIL PROTECTED]]
>Sent: Monday, February 11, 2002 9:34 AM
>To: [EMAIL PROTECTED]
>Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
>
>
>They dont, in fact when a 56K Player is in a server, if
>someone on say, a
>DSL joins in, that 56K player's ping drops because the DSL is
>now sharing
>part of the 56K's load.  Thats the beauty of the netcode
>valve made, call it
>"load balancing" if you will.  However some LPB's hate this
>
>>because
>>
>>>ti
>>>
>shoves more load on thier system because they are making up
>for loss on the
>56K's end.  The rest of the logistics to the netcode im not
>sure of, but
>thats from what knowledge I have gathered.  The netcode must
>be good if id
>is getting valves netcode for the q3a engine.
>
>-Theiggsta
>-Rats! Mod Team
>
>- Original Message -
>From: "Tim Holt" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Sent: Monday, February 11, 2002 12:01 PM
>Subject: [hlcoders] Valve - confirm/shatter a myth for me
>
>
>
>>Do 56K dial up people REALLY lag servers?
>>
>>___
>>To unsubscribe, edit your list preferences, or view the
>>
>list archives,
>please visit:
>
>>http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>
>___
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>archives, please visit:
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>
>
--
[ winmail.dat of type application/ms-tnef deleted ]
--

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>>archives,
>>
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

>>>_
>>>Do You Yahoo!?
>>>Get your free @yahoo.com address at http://mail.yahoo.com
>>>
>>>___
>>>To unsubscribe, edit your list preferences, or view the list archives,
>>>
>>please visit:
>>
>>>http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>--
>>-
>>[DRP]Avatar-X
>>SillyZone Homepage: www.thesillyzone.com
>>SillyZone Forums: forum.thesillyzone.com
>>My Homepage: www.cyberwyre.com
>>
>>___
>>To unsubscribe, edit your list preferences, or view the list archives,
>>please visit:
>>http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>___
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>>http://list.valvesoftware.com/mailman/listinfo/hlcoders
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>
> --
> -
> [DRP]Avatar-X
> SillyZone Homepage: www.thesillyzone.com
> SillyZone Forums: forum.thesillyzone.com
> My Homepage: www.cyberwyre.com
>
>
> ___
> 

Re: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-12 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
MSN =/

My copy of outlook fubared itself and I'm not sure how to fix it seeing as reinstalls 
haven't worked.  I get this error:

The .DLL file for the information service could not be found. MAPI was unable to load 
the information service PSTPRX.DLL.

Anyone have any ideas?
- Original Message -
From: botman
Sent: Tuesday, February 12, 2002 10:01 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me

> Question:
>
> why the heck do I keep getting this:
>
>  "--
> [ Picked text/plain from multipart/alternative ]"
>
> at the head of all my messages?

Are you sending messages in HTML or RTF (Rich Text) format?  If so, set your
e-mail client to send e-mail in plain text mode only.

Jeffrey "botman" Broome

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Re: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-12 Thread Neale Roberts

I keep getting that too.

- Original Message -
From: "Nathan Taylor" <[EMAIL PROTECTED]>
To: "HLCoders" <[EMAIL PROTECTED]>
Sent: Tuesday, February 12, 2002 2:47 PM
Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me


> --
> [ Picked text/plain from multipart/alternative ]
>
> Question:
>
> why the heck do I keep getting this:
>
>  "--
> [ Picked text/plain from multipart/alternative ]"
>
> at the head of all my messages?
> - Original Message -
> From: Nathan Taylor
> Sent: Tuesday, February 12, 2002 9:35 AM
> To: HLCoders
> Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
>
> --
> [ Picked text/plain from multipart/alternative ]
> haha, way to be!
>
> - Original Message -
> From: Persuter
> Sent: Tuesday, February 12, 2002 9:33 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me
>
> /me hugs his poor 700MHz clunker... "Don't worry, you're just as good as
> the rest of the computers, even if little handhelds can outperform you!
> Don't let anyone tell you you're different!!!"
>
> :)
>
> Persuter
>
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > [EMAIL PROTECTED]] On Behalf Of Nathan Taylor
> > Sent: Tuesday, February 12, 2002 5:19 AM
> > To: HLCoders
> > Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > /me glares in envy, damn techies with money
> >
> > I hiss at you!
> >
> > *hiss* *hiss*
> >
> > - Nate
> >
> > - Original Message -
> > From: Dynerman David M
> > Sent: Tuesday, February 12, 2002 12:54 AM
> > To: [EMAIL PROTECTED]
> > Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me
> >
> > HLCoders on your cell phone?
> >
> > Impressive.
> >
> > david
> >
> > -Original Message-
> > From: [DRP]Avatar-X [mailto:[EMAIL PROTECTED]]
> > Sent: Monday, February 11, 2002 11:49 PM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
> >
> > Yeah i read that on my phone on the way home and i was thinking about
> it
> > the whole way
> > home and it confused the hell out of me... "how can the DSL reduce the
> > 56k's load"
> >
> > Silly aaron! you wasted my valuable commute time! I could have spent
> it
> > staring blankly
> > out of the subway window!
> >
> > -av
> >
> > Persuter wrote:
> >
> > > Ahhh, good, I was turning it over in my head and trying to figure
> out
> > > what the hell he meant by the DSL "sharing part of the 56K's load."
> > Nice
> > > to get confirmation on the preposterous factor.
> > >
> > > Persuter
> > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > > [EMAIL PROTECTED]] On Behalf Of Leon Hartwig
> > > > Sent: Monday, February 11, 2002 12:13 PM
> > > > To: [EMAIL PROTECTED]
> > > > Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me
> > > >
> > > > This is a multi-part message in MIME format.
> > > > --
> > > > No, 56k people don't lag servers.  I have no idea what Aaron is
> > > talking
> > > > about though, because everything after the first two words in his
> > > > message is preposterous.
> > > >
> > > >
> > > > > -Original Message-
> > > > > From: Aaron Kalin [mailto:[EMAIL PROTECTED]]
> > > > > Sent: Monday, February 11, 2002 9:34 AM
> > > > > To: [EMAIL PROTECTED]
> > > > > Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
> > > > >
> > > > >
> > > > > They dont, in fact when a 56K Player is in a server, if
> > > > > someone on say, a
> > > > > DSL joins in, that 56K player's ping drops because the DSL is
> > > > > now sharing
> > > > > part of the 56K's load.  Thats the beauty of the netcode
> > > > > valve made, call it
> > > > > "load balancing" if you will.  However some LPB's hate this
> > because
> > > ti
> > > > > shoves more load on thier system because they are making up
> > > > > for loss on the
> > > > > 56K's end.  The rest of the logistics to the netcode im not
> > > > > sure of, but
> > > > > thats from what knowledge I have gathered.  The netcode must
> > > > > be good if id
> > > > > is getting valves netcode for the q3a engine.
> > > > >
> > > > > -Theiggsta
> > > > > -Rats! Mod Team
> > > > >
> > > > > - Original Message -
> > > > > From: "Tim Holt" <[EMAIL PROTECTED]>
> > > > > To: <[EMAIL PROTECTED]>
> > > > > Sent: Monday, February 11, 2002 12:01 PM
> > > > > Subject: [hlcoders] Valve - confirm/shatter a myth for me
> > > > >
> > > > >
> > > > > > Do 56K dial up people REALLY lag servers?
> > > > > >
> > > > > > ___
> > > > > > To unsubscribe, edit your list preferences, or view the
> > > > > list archives,
> > > > > please visit:
> > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > >
> > > > > >
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > > > > archi

Re: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-12 Thread botman

> Question:
>
> why the heck do I keep getting this:
>
>  "--
> [ Picked text/plain from multipart/alternative ]"
>
> at the head of all my messages?

Are you sending messages in HTML or RTF (Rich Text) format?  If so, set your
e-mail client to send e-mail in plain text mode only.

Jeffrey "botman" Broome

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-12 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]

Question:

why the heck do I keep getting this:

 "--
[ Picked text/plain from multipart/alternative ]"

at the head of all my messages?
- Original Message -
From: Nathan Taylor
Sent: Tuesday, February 12, 2002 9:35 AM
To: HLCoders
Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me

--
[ Picked text/plain from multipart/alternative ]
haha, way to be!

- Original Message -
From: Persuter
Sent: Tuesday, February 12, 2002 9:33 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me

/me hugs his poor 700MHz clunker... "Don't worry, you're just as good as
the rest of the computers, even if little handhelds can outperform you!
Don't let anyone tell you you're different!!!"

:)

Persuter

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Nathan Taylor
> Sent: Tuesday, February 12, 2002 5:19 AM
> To: HLCoders
> Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
>
> --
> [ Picked text/plain from multipart/alternative ]
> /me glares in envy, damn techies with money
>
> I hiss at you!
>
> *hiss* *hiss*
>
> - Nate
>
> - Original Message -
> From: Dynerman David M
> Sent: Tuesday, February 12, 2002 12:54 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me
>
> HLCoders on your cell phone?
>
> Impressive.
>
> david
>
> -Original Message-
> From: [DRP]Avatar-X [mailto:[EMAIL PROTECTED]]
> Sent: Monday, February 11, 2002 11:49 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
>
> Yeah i read that on my phone on the way home and i was thinking about
it
> the whole way
> home and it confused the hell out of me... "how can the DSL reduce the
> 56k's load"
>
> Silly aaron! you wasted my valuable commute time! I could have spent
it
> staring blankly
> out of the subway window!
>
> -av
>
> Persuter wrote:
>
> > Ahhh, good, I was turning it over in my head and trying to figure
out
> > what the hell he meant by the DSL "sharing part of the 56K's load."
> Nice
> > to get confirmation on the preposterous factor.
> >
> > Persuter
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > [EMAIL PROTECTED]] On Behalf Of Leon Hartwig
> > > Sent: Monday, February 11, 2002 12:13 PM
> > > To: [EMAIL PROTECTED]
> > > Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me
> > >
> > > This is a multi-part message in MIME format.
> > > --
> > > No, 56k people don't lag servers.  I have no idea what Aaron is
> > talking
> > > about though, because everything after the first two words in his
> > > message is preposterous.
> > >
> > >
> > > > -Original Message-
> > > > From: Aaron Kalin [mailto:[EMAIL PROTECTED]]
> > > > Sent: Monday, February 11, 2002 9:34 AM
> > > > To: [EMAIL PROTECTED]
> > > > Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
> > > >
> > > >
> > > > They dont, in fact when a 56K Player is in a server, if
> > > > someone on say, a
> > > > DSL joins in, that 56K player's ping drops because the DSL is
> > > > now sharing
> > > > part of the 56K's load.  Thats the beauty of the netcode
> > > > valve made, call it
> > > > "load balancing" if you will.  However some LPB's hate this
> because
> > ti
> > > > shoves more load on thier system because they are making up
> > > > for loss on the
> > > > 56K's end.  The rest of the logistics to the netcode im not
> > > > sure of, but
> > > > thats from what knowledge I have gathered.  The netcode must
> > > > be good if id
> > > > is getting valves netcode for the q3a engine.
> > > >
> > > > -Theiggsta
> > > > -Rats! Mod Team
> > > >
> > > > - Original Message -
> > > > From: "Tim Holt" <[EMAIL PROTECTED]>
> > > > To: <[EMAIL PROTECTED]>
> > > > Sent: Monday, February 11, 2002 12:01 PM
> > > > Subject: [hlcoders] Valve - confirm/shatter a myth for me
> > > >
> > > >
> > > > > Do 56K dial up people REALLY lag servers?
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the
> > > > list archives,
> > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives, please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > --
> > > [ winmail.dat of type application/ms-tnef deleted ]
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> > _
> > Do You Yahoo!?
> > Get your free @yahoo.com address at http://mail.yahoo.com
> 

Re: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-12 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
haha, way to be!

- Original Message -
From: Persuter
Sent: Tuesday, February 12, 2002 9:33 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me

/me hugs his poor 700MHz clunker... "Don't worry, you're just as good as
the rest of the computers, even if little handhelds can outperform you!
Don't let anyone tell you you're different!!!"

:)

Persuter

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Nathan Taylor
> Sent: Tuesday, February 12, 2002 5:19 AM
> To: HLCoders
> Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
>
> --
> [ Picked text/plain from multipart/alternative ]
> /me glares in envy, damn techies with money
>
> I hiss at you!
>
> *hiss* *hiss*
>
> - Nate
>
> - Original Message -
> From: Dynerman David M
> Sent: Tuesday, February 12, 2002 12:54 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me
>
> HLCoders on your cell phone?
>
> Impressive.
>
> david
>
> -Original Message-
> From: [DRP]Avatar-X [mailto:[EMAIL PROTECTED]]
> Sent: Monday, February 11, 2002 11:49 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
>
> Yeah i read that on my phone on the way home and i was thinking about
it
> the whole way
> home and it confused the hell out of me... "how can the DSL reduce the
> 56k's load"
>
> Silly aaron! you wasted my valuable commute time! I could have spent
it
> staring blankly
> out of the subway window!
>
> -av
>
> Persuter wrote:
>
> > Ahhh, good, I was turning it over in my head and trying to figure
out
> > what the hell he meant by the DSL "sharing part of the 56K's load."
> Nice
> > to get confirmation on the preposterous factor.
> >
> > Persuter
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > [EMAIL PROTECTED]] On Behalf Of Leon Hartwig
> > > Sent: Monday, February 11, 2002 12:13 PM
> > > To: [EMAIL PROTECTED]
> > > Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me
> > >
> > > This is a multi-part message in MIME format.
> > > --
> > > No, 56k people don't lag servers.  I have no idea what Aaron is
> > talking
> > > about though, because everything after the first two words in his
> > > message is preposterous.
> > >
> > >
> > > > -Original Message-
> > > > From: Aaron Kalin [mailto:[EMAIL PROTECTED]]
> > > > Sent: Monday, February 11, 2002 9:34 AM
> > > > To: [EMAIL PROTECTED]
> > > > Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
> > > >
> > > >
> > > > They dont, in fact when a 56K Player is in a server, if
> > > > someone on say, a
> > > > DSL joins in, that 56K player's ping drops because the DSL is
> > > > now sharing
> > > > part of the 56K's load.  Thats the beauty of the netcode
> > > > valve made, call it
> > > > "load balancing" if you will.  However some LPB's hate this
> because
> > ti
> > > > shoves more load on thier system because they are making up
> > > > for loss on the
> > > > 56K's end.  The rest of the logistics to the netcode im not
> > > > sure of, but
> > > > thats from what knowledge I have gathered.  The netcode must
> > > > be good if id
> > > > is getting valves netcode for the q3a engine.
> > > >
> > > > -Theiggsta
> > > > -Rats! Mod Team
> > > >
> > > > - Original Message -
> > > > From: "Tim Holt" <[EMAIL PROTECTED]>
> > > > To: <[EMAIL PROTECTED]>
> > > > Sent: Monday, February 11, 2002 12:01 PM
> > > > Subject: [hlcoders] Valve - confirm/shatter a myth for me
> > > >
> > > >
> > > > > Do 56K dial up people REALLY lag servers?
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the
> > > > list archives,
> > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives, please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > --
> > > [ winmail.dat of type application/ms-tnef deleted ]
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> > _
> > Do You Yahoo!?
> > Get your free @yahoo.com address at http://mail.yahoo.com
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
> --
> -
> [DRP]Avatar-X
> SillyZone Homepage: www.thesillyzone.com
> SillyZone Forums: forum.thesillyzone.com
> My Homepage: www.cyberwyre.c

RE: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-12 Thread Persuter

/me hugs his poor 700MHz clunker... "Don't worry, you're just as good as
the rest of the computers, even if little handhelds can outperform you!
Don't let anyone tell you you're different!!!"

:)

Persuter

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Nathan Taylor
> Sent: Tuesday, February 12, 2002 5:19 AM
> To: HLCoders
> Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
>
> --
> [ Picked text/plain from multipart/alternative ]
> /me glares in envy, damn techies with money
>
> I hiss at you!
>
> *hiss* *hiss*
>
> - Nate
>
> - Original Message -
> From: Dynerman David M
> Sent: Tuesday, February 12, 2002 12:54 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me
>
> HLCoders on your cell phone?
>
> Impressive.
>
> david
>
> -Original Message-
> From: [DRP]Avatar-X [mailto:[EMAIL PROTECTED]]
> Sent: Monday, February 11, 2002 11:49 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
>
> Yeah i read that on my phone on the way home and i was thinking about
it
> the whole way
> home and it confused the hell out of me... "how can the DSL reduce the
> 56k's load"
>
> Silly aaron! you wasted my valuable commute time! I could have spent
it
> staring blankly
> out of the subway window!
>
> -av
>
> Persuter wrote:
>
> > Ahhh, good, I was turning it over in my head and trying to figure
out
> > what the hell he meant by the DSL "sharing part of the 56K's load."
> Nice
> > to get confirmation on the preposterous factor.
> >
> > Persuter
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > [EMAIL PROTECTED]] On Behalf Of Leon Hartwig
> > > Sent: Monday, February 11, 2002 12:13 PM
> > > To: [EMAIL PROTECTED]
> > > Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me
> > >
> > > This is a multi-part message in MIME format.
> > > --
> > > No, 56k people don't lag servers.  I have no idea what Aaron is
> > talking
> > > about though, because everything after the first two words in his
> > > message is preposterous.
> > >
> > >
> > > > -Original Message-
> > > > From: Aaron Kalin [mailto:[EMAIL PROTECTED]]
> > > > Sent: Monday, February 11, 2002 9:34 AM
> > > > To: [EMAIL PROTECTED]
> > > > Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
> > > >
> > > >
> > > > They dont, in fact when a 56K Player is in a server, if
> > > > someone on say, a
> > > > DSL joins in, that 56K player's ping drops because the DSL is
> > > > now sharing
> > > > part of the 56K's load.  Thats the beauty of the netcode
> > > > valve made, call it
> > > > "load balancing" if you will.  However some LPB's hate this
> because
> > ti
> > > > shoves more load on thier system because they are making up
> > > > for loss on the
> > > > 56K's end.  The rest of the logistics to the netcode im not
> > > > sure of, but
> > > > thats from what knowledge I have gathered.  The netcode must
> > > > be good if id
> > > > is getting valves netcode for the q3a engine.
> > > >
> > > > -Theiggsta
> > > > -Rats! Mod Team
> > > >
> > > > - Original Message -
> > > > From: "Tim Holt" <[EMAIL PROTECTED]>
> > > > To: <[EMAIL PROTECTED]>
> > > > Sent: Monday, February 11, 2002 12:01 PM
> > > > Subject: [hlcoders] Valve - confirm/shatter a myth for me
> > > >
> > > >
> > > > > Do 56K dial up people REALLY lag servers?
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the
> > > > list archives,
> > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives, please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > --
> > > [ winmail.dat of type application/ms-tnef deleted ]
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> > _
> > Do You Yahoo!?
> > Get your free @yahoo.com address at http://mail.yahoo.com
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
> --
> -
> [DRP]Avatar-X
> SillyZone Homepage: www.thesillyzone.com
> SillyZone Forums: forum.thesillyzone.com
> My Homepage: www.cyberwyre.com
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
> 

Re: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-12 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
shush you!

I don't want to hear about your abundance of money.  I have a 56k and my parent's 
desktop Compaq (although seriously tweaked due to all the hardware and software love I 
have given it...)

- nate
- Original Message -
From: [DRP]Avatar-X
Sent: Tuesday, February 12, 2002 8:58 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me

well i have a web browser on my phone with unlimited wireless web minutes, so i can
check my normal POP email box. i also can browse any web page, and i catch up on whats
happening in my forums and read The Onion for laughs :P

makes my two-hour commute less boring

-av

Dynerman David M wrote:

> HLCoders on your cell phone?
>
> Impressive.
>
> david
>
> -Original Message-
> From: [DRP]Avatar-X [mailto:[EMAIL PROTECTED]]
> Sent: Monday, February 11, 2002 11:49 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
>
> Yeah i read that on my phone on the way home and i was thinking about it
> the whole way
> home and it confused the hell out of me... "how can the DSL reduce the
> 56k's load"
>
> Silly aaron! you wasted my valuable commute time! I could have spent it
> staring blankly
> out of the subway window!
>
> -av
>
> Persuter wrote:
>
> > Ahhh, good, I was turning it over in my head and trying to figure out
> > what the hell he meant by the DSL "sharing part of the 56K's load."
> Nice
> > to get confirmation on the preposterous factor.
> >
> > Persuter
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > [EMAIL PROTECTED]] On Behalf Of Leon Hartwig
> > > Sent: Monday, February 11, 2002 12:13 PM
> > > To: [EMAIL PROTECTED]
> > > Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me
> > >
> > > This is a multi-part message in MIME format.
> > > --
> > > No, 56k people don't lag servers.  I have no idea what Aaron is
> > talking
> > > about though, because everything after the first two words in his
> > > message is preposterous.
> > >
> > >
> > > > -Original Message-
> > > > From: Aaron Kalin [mailto:[EMAIL PROTECTED]]
> > > > Sent: Monday, February 11, 2002 9:34 AM
> > > > To: [EMAIL PROTECTED]
> > > > Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
> > > >
> > > >
> > > > They dont, in fact when a 56K Player is in a server, if
> > > > someone on say, a
> > > > DSL joins in, that 56K player's ping drops because the DSL is
> > > > now sharing
> > > > part of the 56K's load.  Thats the beauty of the netcode
> > > > valve made, call it
> > > > "load balancing" if you will.  However some LPB's hate this
> because
> > ti
> > > > shoves more load on thier system because they are making up
> > > > for loss on the
> > > > 56K's end.  The rest of the logistics to the netcode im not
> > > > sure of, but
> > > > thats from what knowledge I have gathered.  The netcode must
> > > > be good if id
> > > > is getting valves netcode for the q3a engine.
> > > >
> > > > -Theiggsta
> > > > -Rats! Mod Team
> > > >
> > > > - Original Message -
> > > > From: "Tim Holt" <[EMAIL PROTECTED]>
> > > > To: <[EMAIL PROTECTED]>
> > > > Sent: Monday, February 11, 2002 12:01 PM
> > > > Subject: [hlcoders] Valve - confirm/shatter a myth for me
> > > >
> > > >
> > > > > Do 56K dial up people REALLY lag servers?
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the
> > > > list archives,
> > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives, please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > --
> > > [ winmail.dat of type application/ms-tnef deleted ]
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> > _
> > Do You Yahoo!?
> > Get your free @yahoo.com address at http://mail.yahoo.com
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
> --
> -
> [DRP]Avatar-X
> SillyZone Homepage: www.thesillyzone.com
> SillyZone Forums: forum.thesillyzone.com
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>
> ___
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Re: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-12 Thread [DRP]Avatar-X

well i have a web browser on my phone with unlimited wireless web minutes, so i can
check my normal POP email box. i also can browse any web page, and i catch up on whats
happening in my forums and read The Onion for laughs :P

makes my two-hour commute less boring

-av

Dynerman David M wrote:

> HLCoders on your cell phone?
>
> Impressive.
>
> david
>
> -Original Message-
> From: [DRP]Avatar-X [mailto:[EMAIL PROTECTED]]
> Sent: Monday, February 11, 2002 11:49 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
>
> Yeah i read that on my phone on the way home and i was thinking about it
> the whole way
> home and it confused the hell out of me... "how can the DSL reduce the
> 56k's load"
>
> Silly aaron! you wasted my valuable commute time! I could have spent it
> staring blankly
> out of the subway window!
>
> -av
>
> Persuter wrote:
>
> > Ahhh, good, I was turning it over in my head and trying to figure out
> > what the hell he meant by the DSL "sharing part of the 56K's load."
> Nice
> > to get confirmation on the preposterous factor.
> >
> > Persuter
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > [EMAIL PROTECTED]] On Behalf Of Leon Hartwig
> > > Sent: Monday, February 11, 2002 12:13 PM
> > > To: [EMAIL PROTECTED]
> > > Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me
> > >
> > > This is a multi-part message in MIME format.
> > > --
> > > No, 56k people don't lag servers.  I have no idea what Aaron is
> > talking
> > > about though, because everything after the first two words in his
> > > message is preposterous.
> > >
> > >
> > > > -Original Message-
> > > > From: Aaron Kalin [mailto:[EMAIL PROTECTED]]
> > > > Sent: Monday, February 11, 2002 9:34 AM
> > > > To: [EMAIL PROTECTED]
> > > > Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
> > > >
> > > >
> > > > They dont, in fact when a 56K Player is in a server, if
> > > > someone on say, a
> > > > DSL joins in, that 56K player's ping drops because the DSL is
> > > > now sharing
> > > > part of the 56K's load.  Thats the beauty of the netcode
> > > > valve made, call it
> > > > "load balancing" if you will.  However some LPB's hate this
> because
> > ti
> > > > shoves more load on thier system because they are making up
> > > > for loss on the
> > > > 56K's end.  The rest of the logistics to the netcode im not
> > > > sure of, but
> > > > thats from what knowledge I have gathered.  The netcode must
> > > > be good if id
> > > > is getting valves netcode for the q3a engine.
> > > >
> > > > -Theiggsta
> > > > -Rats! Mod Team
> > > >
> > > > - Original Message -
> > > > From: "Tim Holt" <[EMAIL PROTECTED]>
> > > > To: <[EMAIL PROTECTED]>
> > > > Sent: Monday, February 11, 2002 12:01 PM
> > > > Subject: [hlcoders] Valve - confirm/shatter a myth for me
> > > >
> > > >
> > > > > Do 56K dial up people REALLY lag servers?
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the
> > > > list archives,
> > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives, please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > --
> > > [ winmail.dat of type application/ms-tnef deleted ]
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> > _
> > Do You Yahoo!?
> > Get your free @yahoo.com address at http://mail.yahoo.com
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
> --
> -
> [DRP]Avatar-X
> SillyZone Homepage: www.thesillyzone.com
> SillyZone Forums: forum.thesillyzone.com
> My Homepage: www.cyberwyre.com
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
> ___
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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
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
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Re: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-12 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
/me glares in envy, damn techies with money

I hiss at you!

*hiss* *hiss*

- Nate

- Original Message -
From: Dynerman David M
Sent: Tuesday, February 12, 2002 12:54 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me

HLCoders on your cell phone?

Impressive.

david

-Original Message-
From: [DRP]Avatar-X [mailto:[EMAIL PROTECTED]]
Sent: Monday, February 11, 2002 11:49 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me

Yeah i read that on my phone on the way home and i was thinking about it
the whole way
home and it confused the hell out of me... "how can the DSL reduce the
56k's load"

Silly aaron! you wasted my valuable commute time! I could have spent it
staring blankly
out of the subway window!

-av

Persuter wrote:

> Ahhh, good, I was turning it over in my head and trying to figure out
> what the hell he meant by the DSL "sharing part of the 56K's load."
Nice
> to get confirmation on the preposterous factor.
>
> Persuter
>
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > [EMAIL PROTECTED]] On Behalf Of Leon Hartwig
> > Sent: Monday, February 11, 2002 12:13 PM
> > To: [EMAIL PROTECTED]
> > Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me
> >
> > This is a multi-part message in MIME format.
> > --
> > No, 56k people don't lag servers.  I have no idea what Aaron is
> talking
> > about though, because everything after the first two words in his
> > message is preposterous.
> >
> >
> > > -Original Message-
> > > From: Aaron Kalin [mailto:[EMAIL PROTECTED]]
> > > Sent: Monday, February 11, 2002 9:34 AM
> > > To: [EMAIL PROTECTED]
> > > Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
> > >
> > >
> > > They dont, in fact when a 56K Player is in a server, if
> > > someone on say, a
> > > DSL joins in, that 56K player's ping drops because the DSL is
> > > now sharing
> > > part of the 56K's load.  Thats the beauty of the netcode
> > > valve made, call it
> > > "load balancing" if you will.  However some LPB's hate this
because
> ti
> > > shoves more load on thier system because they are making up
> > > for loss on the
> > > 56K's end.  The rest of the logistics to the netcode im not
> > > sure of, but
> > > thats from what knowledge I have gathered.  The netcode must
> > > be good if id
> > > is getting valves netcode for the q3a engine.
> > >
> > > -Theiggsta
> > > -Rats! Mod Team
> > >
> > > - Original Message -
> > > From: "Tim Holt" <[EMAIL PROTECTED]>
> > > To: <[EMAIL PROTECTED]>
> > > Sent: Monday, February 11, 2002 12:01 PM
> > > Subject: [hlcoders] Valve - confirm/shatter a myth for me
> > >
> > >
> > > > Do 56K dial up people REALLY lag servers?
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the
> > > list archives,
> > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > --
> > [ winmail.dat of type application/ms-tnef deleted ]
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
> _
> Do You Yahoo!?
> Get your free @yahoo.com address at http://mail.yahoo.com
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders

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Re: [hlcoders] VPP Code

2002-02-12 Thread Jeff Fearn

I could not remember the URL I got it from, so I uploaded it to
ftp://ftp.edgefiles.com/edgegaming.com/swarm/DarthBobo/vpp.zip ... always
good to have a mirror I suppose :}

DarthBobo.

- Original Message -
From: "Philip Plante" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, February 12, 2002 2:54 PM
Subject: [hlcoders] VPP Code


> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Is it posible for me to get the VPP code that was supposed to be in 2.1,
but wasnt included in it?  I would really like to use this to store players
characters in my mod.
>
> Sarge_Spank
> www.illicitstudios.com
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
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