RE: [hlcoders] hgrunt code
Dude. Seriously. Do it my way. Don't implement the TalkMonster code, it does not have the follow code in it. Read http://hlpp.valveworld.com/tuts/ai-description.html Add the slFollow task to the HGrunt class. :) Persuter > -Original Message- > From: [EMAIL PROTECTED] [mailto:hlcoders- > [EMAIL PROTECTED]] On Behalf Of Lee Shaw > Sent: Wednesday, February 20, 2002 9:14 AM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] hgrunt code > > i've been tryin to merge the CTalkMonster follow code into the > CSquadMonster > code but i just keep gettin this.. > > C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(94) : error C2065: > 'TLK_CFRIENDS' : undeclared identifier > C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(94) : error C2057: > expected constant expression > C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(100) : error C2065: > 'TLK_CGROUPS' : undeclared identifier > C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(100) : error C2057: > expected constant expression > C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(100) : warning C4200: > nonstandard extension used : zero-sized array in struct/union > C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(101) : error C2229: > class > 'CSquadMonster' has an illegal zero-sized array > C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(115) : error C2065: > 'm_hSquadLeader' : undeclared identifier > C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(118) : error C2673: > 'MySquadLeader' : global functions do not have 'this' pointers > C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(123) : error C2673: > 'MySquadMember' : global functions do not have 'this' pointers > C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(125) : error C2065: > 'm_hSquadMember' : undeclared identifier > C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(125) : error C2109: > subscript requires array or pointer type > C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(128) : error C2673: > 'IsLeader' : global functions do not have 'this' pointers > C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(143) : error C2575: > 'MySquadMonsterPointer' : only member functions and bases can be virtual > C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(143) : error C2673: > 'MySquadMonsterPointer' : global functions do not have 'this' pointers > C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(145) : error C2133: > 'm_SaveData' : unknown size > C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(154) : error C2143: > syntax error : missing ';' before '}' > C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(154) : error C2143: > syntax error : missing ';' before '}' > C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(154) : error C2143: > syntax error : missing ';' before '}' > C:\SIERRA\Half-Life\SourceCode\dlls\talkmonster.h(63) : error C2371: > 'TLK_CGROUPS' : redefinition; different basic types > C:\SIERRA\Half-Life\SourceCode\dlls\talkmonster.h(164) : error C2057: > expected constant expression > C:\SIERRA\Half-Life\SourceCode\dlls\talkmonster.h(164) : warning C4200: > nonstandard extension used : zero-sized array in struct/union > C:\SIERRA\Half-Life\SourceCode\dlls\talkmonster.h(165) : error C2229: > class > 'CTalkMonster' has an illegal zero-sized array > Error executing cl.exe. > > > n e 1 no how i can fix it? cuz i don't have a clue > > > >From: Reedbeta <[EMAIL PROTECTED]> > >Reply-To: [EMAIL PROTECTED] > >To: [EMAIL PROTECTED] > >Subject: Re: [hlcoders] hgrunt code > >Date: Tue, 19 Feb 2002 16:45:47 -0800 (PST) > > > > >You could also merge the CTalkMonster follow code into the > CSquadMonster > >code. > > > >Two words: multipleinheritance! MUAHAHAHAHAHAH! It's evil! > > > >--Reedbeta > > > > > >__ > >Do You Yahoo!? > >Yahoo! Sports - Coverage of the 2002 Olympic Games > >http://sports.yahoo.com > >___ > >To unsubscribe, edit your list preferences, or view the list archives, > >please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > _ > Get your FREE download of MSN Explorer at > http://explorer.msn.com/intl.asp. > > ___ > 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
Re: [hlcoders] Re:OGC Source etc.
-- [ Picked text/plain from multipart/alternative ] I hope this information is told with the intention that it will be used to stop cheats.. ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re:OGC Source etc.
At 16:19 20.02.02 -0800, you wrote: >s'not hard to find the OGC source (google) , I've got a copy of the version7 >code now, used to be @ one web site, however last I checked it was closed. They've removed the OGC Source from their Site some days ago. However OGC and most other Cheats or Hook DLLs were derieved from Sources they got here: http://clientbot.narod.ru/ There you can also find lots of informations about patching and the general hook process. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] External communication
s'not hard to find the OGC source (google) , I've got a copy of the version7 code now, used to be @ one web site, however last I checked it was closed. tbh, OGC is a good bit of coding, just a shame about it's use :( and for those that wanna know, I have OGC code so I can (a) see how it work, (b) see if I can find away around it and (c) so we can test our mod with it to see how much advantange you get As I've all but given up HL games (apart from our MOD) having isnt really an issue for me :) /me awaits the flames for being a cheat0ring ha><0r :) - Original Message - From: "Nathan Taylor" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, February 20, 2002 11:18 PM Subject: Re: [hlcoders] External communication > Not really, I've just been curious to see it myself because I'd really like > to know how they made the launcher seperate from hl.exe seeing as there is > no source anywhere they must have made it from scratch and if others could > get the launcher code there could be some distinct advantages suchas editing > how the menu system works. Maybe adding music or whatever. > > - Original Message - > From: "James Williams" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Wednesday, February 20, 2002 6:17 PM > Subject: RE: [hlcoders] External communication > > > > > I'm not sure how to help you here but I was wondering, where did you > find > > > the ogc source? > > > > This thread is traveling in a dangerous direction... > > > > -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 > > > > > ___ > 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
Re: [hlcoders] External communication
Actually, one thought is that if the source got massively released, people who support systems such as metamod/adminmod could work in some better cheat stops. James Williams wrote: >>Not really, I've just been curious to see it myself because I'd >>really like >>to know how they made the launcher seperate from hl.exe seeing as there is >>no source anywhere they must have made it from scratch and if others could >>get the launcher code there could be some distinct advantages >>suchas editing >>how the menu system works. Maybe adding music or whatever. >> > > I don't know what they're doing, but it would be trivial to make your own > launcher that just calls hl.exe with command-line parameters to make it > start a game without going through the launcher (like what GameSpy does). > > -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 > > -- I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VALVe: Skeletal System
Your question is somewhat vague, I'm not sure what sort of errors you're getting so I can't really help you with this one. If you've gone through Steve Theodore's very well written "Modeling for Hallf-Life" document with comes with the SDK, and if you've looked through the code, then you pretty much have everything that exists. To start, I'm assuming you have a workable understanding of linear algrebra and C++. You can probably treat the quaternion code as a black-box, though it doesn't hurt to at least know the basics behind them. Internal engine architecture has been talked about a lot on these lists so I won't repeat it, but in any case it's pretty simple. Following the animation data through to the client up until the final render call after the bone transformation matrices have been set up shouldn't take more than a few days to understand (Adrian,Eric,etc. can correct me if I've underestimated the difficulty). It can also be helpfull to start at an earlier stage in the process and follow the data from the exported .smd's through studiomdl to get an understanding of what sorts of optimizations and remappings happen to the animation/model sources to prepare them for rendering. Testing your models outside the engine is also critical, sometimes model errors can be hidden by errors in the player/monster AI, as well as the other way around so it's best to isolate issues as much as possible. -Original Message- From: Nathan Taylor [mailto:[EMAIL PROTECTED]] Sent: Tuesday, February 19, 2002 4:22 PM To: HLCoders Subject: [hlcoders] VALVe: Skeletal System Hey I know this is a little OT but, it has come to my attention just how evil the VALVe Skeletal System is. I was wondering if you guys over at VALVe had any detailed SDK style documentation on implementation and how it is arranged. I have been having the most heinous time trying to figure out why when you do everything perfectly you still get errors... Your help would be greatly appreciated. Much Thanks, Lakario ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] External communication
oh, i see =/ - Original Message - From: "James Williams" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, February 20, 2002 6:25 PM Subject: RE: [hlcoders] External communication > > Not really, I've just been curious to see it myself because I'd > > really like > > to know how they made the launcher seperate from hl.exe seeing as there is > > no source anywhere they must have made it from scratch and if others could > > get the launcher code there could be some distinct advantages > > suchas editing > > how the menu system works. Maybe adding music or whatever. > > I don't know what they're doing, but it would be trivial to make your own > launcher that just calls hl.exe with command-line parameters to make it > start a game without going through the launcher (like what GameSpy does). > > -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 > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] External communication
> Not really, I've just been curious to see it myself because I'd > really like > to know how they made the launcher seperate from hl.exe seeing as there is > no source anywhere they must have made it from scratch and if others could > get the launcher code there could be some distinct advantages > suchas editing > how the menu system works. Maybe adding music or whatever. I don't know what they're doing, but it would be trivial to make your own launcher that just calls hl.exe with command-line parameters to make it start a game without going through the launcher (like what GameSpy does). -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
Re: [hlcoders] External communication
Not really, I've just been curious to see it myself because I'd really like to know how they made the launcher seperate from hl.exe seeing as there is no source anywhere they must have made it from scratch and if others could get the launcher code there could be some distinct advantages suchas editing how the menu system works. Maybe adding music or whatever. - Original Message - From: "James Williams" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, February 20, 2002 6:17 PM Subject: RE: [hlcoders] External communication > > I'm not sure how to help you here but I was wondering, where did you find > > the ogc source? > > This thread is traveling in a dangerous direction... > > -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 > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] External communication
> I'm not sure how to help you here but I was wondering, where did you find > the ogc source? This thread is traveling in a dangerous direction... -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
Re: [hlcoders] External communication
I'm not sure how to help you here but I was wondering, where did you find the ogc source? - Original Message - From: "Xas" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, February 20, 2002 6:01 PM Subject: [hlcoders] External communication > C'est un message de format MIME en plusieurs parties. > -- > [ Picked text/plain from multipart/alternative ] > Hi... > > Well, here's my little problem... I was a great fan of HalfIRC, but now, it > doesn't work so good... As i can contact the creator, i tried to developp > myself an application which communicates between HL and mIRC... > The communication MyProg<->mIRC works very well, but i've the problem of > MyProg<->HL communications... In fact i don't know HOW to make it... > > I'm trying something... Wellerrr... So I found the ogc code source > (sorry to use this method) to see how an external dll works with HL, but i'm > not sure what i'm looking for... > Must I simply hook the hl.dll (or hl.exe) and developp my vgui code to > implement it direclty ? Or there is a explicitly way to developp this > functionnality ? > > So, hope you understand my bad english, and you can help me... > > Thanks a lot, > Xas. > -- > > ___ > 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
[hlcoders] vgui text colour
this maybe a hack but you could probably override the colour by doing a setFgColor every frame by overriding paintbackground. is it actually possible to change the colour of these (well, I guess I could change the Primary Button Text scheme - but I want it to depend on the team). But nothing I've tried actually works... :o/ (I've attempted using setBgColor and setFgColor for example) CaptFarrell _ Join the worlds largest e-mail service with MSN Hotmail. http://www.hotmail.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] External communication
C'est un message de format MIME en plusieurs parties. -- [ Picked text/plain from multipart/alternative ] Hi... Well, here's my little problem... I was a great fan of HalfIRC, but now, it doesn't work so good... As i can contact the creator, i tried to developp myself an application which communicates between HL and mIRC... The communication MyProg<->mIRC works very well, but i've the problem of MyProg<->HL communications... In fact i don't know HOW to make it... I'm trying something... Wellerrr... So I found the ogc code source (sorry to use this method) to see how an external dll works with HL, but i'm not sure what i'm looking for... Must I simply hook the hl.dll (or hl.exe) and developp my vgui code to implement it direclty ? Or there is a explicitly way to developp this functionnality ? So, hope you understand my bad english, and you can help me... Thanks a lot, Xas. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] hgrunt code
-- [ Picked text/plain from multipart/alternative ] You can't just throw the code together and hope it works, C++ doesn't work that way. By merging I mean taking the base code then modifying it to fit into the CSquadMonster code. I can't really explain this step by step.. it would take ages. ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VGUI class/command button colours
I'm not sure what you're trying to change, but it sounds to me like you're trying to change the border/highlight colour of the buttons?? Here's a brief snippet from our class menu (I've added some code to what was there originally): SchemeHandle_t hButtonText = pSchemes->getSchemeHandle( "Primary Button Text" ); // color schemes int r, g, b, a; // Get the Border Color for all elements, store in LineBorder variable pSchemes->getBorderColor( hButtonText, r, g, b, a ); m_pLineBorder = new LineBorder( Color (r, g, b, a) ); The line border for many things in the default menus seemed to me to be hard coded, I just changed this to use the schemes from the .txt files, and then set the border colour of my buttons later on. I had to add a line like this: BorderColor = "0 170 0 67" to all my scheme files. I also had to alter the paintBackground function in a few elements, because there again the colour was being set (to a hard coded value) (I just commented out the appropriate line (s)). Maybe this was something that someone ran out of time to do before releasing the SDK?? I don't know, but since 90% of the stuff is read from the .txt scheme files, I wonder if that's not the reason?? > is it actually possible to change the colour of these (well, I guess I could > change the Primary Button Text scheme - but I want it to depend on the > team). > But nothing I've tried actually works... :o/ > (I've attempted using setBgColor and setFgColor for example) > > CaptFarrell > > > > --- > Outgoing mail is certified Virus Free. > Checked by AVG anti-virus system (http://www.grisoft.com). > Version: 6.0.323 / Virus Database: 180 - Release Date: 08/02/2002 > > ___ > 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
RE: [hlcoders] Re: hlcoders digest, Vol 1 #299 - 13 msgs
The error means that the model it's trying to find has an incorrect name (name==NULL or name[0]==NULL); maybe you have an invalid pointer in your queue? -scottv -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Alex Peterson Sent: Wednesday, February 20, 2002 10:09 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Re: hlcoders digest, Vol 1 #299 - 13 msgs David, I know this is really basic but have you tried setting a breakpoint in hl_weapons.cpp (around where it handles the IN_ATTACK stuff) and stepping through to find out exactly on what function it bugs out? alX >>david wrote>> Hey Guys, I was wondering if you could help me out with a quick HL engine error question. I'm experiencing a weird crashing bug that has something to do with timing in FLF, and to fix it I'm currently trying to re-write the way an existing queue works (where the problem is being traced) Problem is now that I've completed my queue modifications (which were minor), whenever I hop in game and fire a weapon (which is when the Queue's are added/popped from) I get the following HL error: Mod_FindName: NULL Name And HL shuts down. I couldn't find any reference to this in the SDK or online, what does this error mean? The queue modifications were the only modifications I made (I didn't delete my liblist.gam) david PS. To Valve >> Do you guys purge the database or did you lose the data of the subscribers? I just tried sending this message to the list and was informed that my post would have to be approved by a moderator because I don't belong to the list (no wonder I wasn't getting e-mail lately) _ Send and receive Hotmail on your mobile device: http://mobile.msn.com ___ 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
Re: [hlcoders] VGUI class/command button colours
You must do it in the PantBackgound function.. - Original Message - From: "Iain Farrell" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, February 21, 2002 2:26 AM Subject: [hlcoders] VGUI class/command button colours > is it actually possible to change the colour of these (well, I guess I could > change the Primary Button Text scheme - but I want it to depend on the > team). > But nothing I've tried actually works... :o/ > (I've attempted using setBgColor and setFgColor for example) > > CaptFarrell > > > > --- > Outgoing mail is certified Virus Free. > Checked by AVG anti-virus system (http://www.grisoft.com). > Version: 6.0.323 / Virus Database: 180 - Release Date: 08/02/2002 > > ___ > 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
[hlcoders] Re: hlcoders digest, Vol 1 #299 - 13 msgs
David, I know this is really basic but have you tried setting a breakpoint in hl_weapons.cpp (around where it handles the IN_ATTACK stuff) and stepping through to find out exactly on what function it bugs out? alX >>david wrote>> Hey Guys, I was wondering if you could help me out with a quick HL engine error question. I'm experiencing a weird crashing bug that has something to do with timing in FLF, and to fix it I'm currently trying to re-write the way an existing queue works (where the problem is being traced) Problem is now that I've completed my queue modifications (which were minor), whenever I hop in game and fire a weapon (which is when the Queue's are added/popped from) I get the following HL error: Mod_FindName: NULL Name And HL shuts down. I couldn't find any reference to this in the SDK or online, what does this error mean? The queue modifications were the only modifications I made (I didn't delete my liblist.gam) david PS. To Valve >> Do you guys purge the database or did you lose the data of the subscribers? I just tried sending this message to the list and was informed that my post would have to be approved by a moderator because I don't belong to the list (no wonder I wasn't getting e-mail lately) _ Send and receive Hotmail on your mobile device: http://mobile.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] VGUI class/command button colours
is it actually possible to change the colour of these (well, I guess I could change the Primary Button Text scheme - but I want it to depend on the team). But nothing I've tried actually works... :o/ (I've attempted using setBgColor and setFgColor for example) CaptFarrell --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.323 / Virus Database: 180 - Release Date: 08/02/2002 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] hgrunt code
i've been tryin to merge the CTalkMonster follow code into the CSquadMonster code but i just keep gettin this.. C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(94) : error C2065: 'TLK_CFRIENDS' : undeclared identifier C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(94) : error C2057: expected constant expression C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(100) : error C2065: 'TLK_CGROUPS' : undeclared identifier C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(100) : error C2057: expected constant expression C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(100) : warning C4200: nonstandard extension used : zero-sized array in struct/union C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(101) : error C2229: class 'CSquadMonster' has an illegal zero-sized array C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(115) : error C2065: 'm_hSquadLeader' : undeclared identifier C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(118) : error C2673: 'MySquadLeader' : global functions do not have 'this' pointers C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(123) : error C2673: 'MySquadMember' : global functions do not have 'this' pointers C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(125) : error C2065: 'm_hSquadMember' : undeclared identifier C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(125) : error C2109: subscript requires array or pointer type C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(128) : error C2673: 'IsLeader' : global functions do not have 'this' pointers C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(143) : error C2575: 'MySquadMonsterPointer' : only member functions and bases can be virtual C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(143) : error C2673: 'MySquadMonsterPointer' : global functions do not have 'this' pointers C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(145) : error C2133: 'm_SaveData' : unknown size C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(154) : error C2143: syntax error : missing ';' before '}' C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(154) : error C2143: syntax error : missing ';' before '}' C:\SIERRA\Half-Life\SourceCode\dlls\squadmonster.h(154) : error C2143: syntax error : missing ';' before '}' C:\SIERRA\Half-Life\SourceCode\dlls\talkmonster.h(63) : error C2371: 'TLK_CGROUPS' : redefinition; different basic types C:\SIERRA\Half-Life\SourceCode\dlls\talkmonster.h(164) : error C2057: expected constant expression C:\SIERRA\Half-Life\SourceCode\dlls\talkmonster.h(164) : warning C4200: nonstandard extension used : zero-sized array in struct/union C:\SIERRA\Half-Life\SourceCode\dlls\talkmonster.h(165) : error C2229: class 'CTalkMonster' has an illegal zero-sized array Error executing cl.exe. n e 1 no how i can fix it? cuz i don't have a clue >From: Reedbeta <[EMAIL PROTECTED]> >Reply-To: [EMAIL PROTECTED] >To: [EMAIL PROTECTED] >Subject: Re: [hlcoders] hgrunt code >Date: Tue, 19 Feb 2002 16:45:47 -0800 (PST) > > >You could also merge the CTalkMonster follow code into the CSquadMonster >code. > >Two words: multipleinheritance! MUAHAHAHAHAHAH! It's evil! > >--Reedbeta > > >__ >Do You Yahoo!? >Yahoo! Sports - Coverage of the 2002 Olympic Games >http://sports.yahoo.com >___ >To unsubscribe, edit your list preferences, or view the list archives, >please visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders > _ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Single Player modding.
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Thats what I did =) Takes some time though and there is some stuff that you will still need help with, but its much more fun in the short term. Gareth Llewellyn InNeedOfTherepy -Project Leader -Lead Coder -Lead Mapper Half-Life The Beginning www.HLTB.co.uk -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Free, albeit unfinshed, not working & buggy code
Just an after thought, I'll post the code on Wavelength so I don't flood everyones email, with a 1meg-2meg zip package Ben - Original Message - From: "Ben Banfield" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, February 20, 2002 10:28 AM Subject: [hlcoders] Free, albeit unfinshed, not working & buggy code This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, I never hoped it would come to this, but I'm afraid it has for me. For the last 4 months I have been working on re-building the viewport to make it more modular, more readable & more understandable. Unfortunately my efforts are in vain, I undertook not realising how big a project it is & although at one point I had beaten it, it has failed. What I have done: I have seperated the different viewport comonents: the acutal viewport, the message functions, the vgui panel functions & the menu functions. I have tried to comment alot more in my code. Whether my comments are actually any good to anyone but myself is another matter & if they explain to anyone why the code is there, I'd be amazed I have tried to give the viewport less actual control over whats going on, & give control of the menu & vgui panels to seperate manager classes. I have tried to do other minor things, but they aren't really worth talking about. I'm giving the code out because someone out there might see something they like ideas wise or code-wise & expand on what I have done. Any comments on where I went wrong overall(actuall code tips are ok, but I would prefer to know why the overall archietecture failed), would be very much appriciated. The code itself does not run in-game at the moment, I'm getting stack overflow errors, along with alot of unexplained things. I'll be posting this on wavelength later. Bye Ben Banfield -- ___ 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
[hlcoders] Free, albeit unfinshed, not working & buggy code
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, I never hoped it would come to this, but I'm afraid it has for me. For the last 4 months I have been working on re-building the viewport to make it more modular, more readable & more understandable. Unfortunately my efforts are in vain, I undertook not realising how big a project it is & although at one point I had beaten it, it has failed. What I have done: I have seperated the different viewport comonents: the acutal viewport, the message functions, the vgui panel functions & the menu functions. I have tried to comment alot more in my code. Whether my comments are actually any good to anyone but myself is another matter & if they explain to anyone why the code is there, I'd be amazed I have tried to give the viewport less actual control over whats going on, & give control of the menu & vgui panels to seperate manager classes. I have tried to do other minor things, but they aren't really worth talking about. I'm giving the code out because someone out there might see something they like ideas wise or code-wise & expand on what I have done. Any comments on where I went wrong overall(actuall code tips are ok, but I would prefer to know why the overall archietecture failed), would be very much appriciated. The code itself does not run in-game at the moment, I'm getting stack overflow errors, along with alot of unexplained things. I'll be posting this on wavelength later. Bye Ben Banfield -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders