RE: [hlcoders] hgrunt code

2002-02-20 Thread Persuter

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
> >
> >
> >__
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>
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Re: [hlcoders] Re:OGC Source etc.

2002-02-20 Thread OneEyedGhoul

--
[ 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...
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[hlcoders] Re:OGC Source etc.

2002-02-20 Thread Count Floyd

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.

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Re: [hlcoders] External communication

2002-02-20 Thread _Phantom_

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:
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> >
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Re: [hlcoders] External communication

2002-02-20 Thread Tim Holt

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)
>
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RE: [hlcoders] VALVe: Skeletal System

2002-02-20 Thread Ken Birdwell

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

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Re: [hlcoders] External communication

2002-02-20 Thread Nathan Taylor

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,
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> http://list.valvesoftware.com/mailman/listinfo/hlcoders
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RE: [hlcoders] External communication

2002-02-20 Thread James Williams

> 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)

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Re: [hlcoders] External communication

2002-02-20 Thread Nathan Taylor

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)
>
> ___
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> http://list.valvesoftware.com/mailman/listinfo/hlcoders
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RE: [hlcoders] External communication

2002-02-20 Thread James Williams

> 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)

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Re: [hlcoders] External communication

2002-02-20 Thread Nathan Taylor

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.
> --
>
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[hlcoders] vgui text colour

2002-02-20 Thread Alex Peterson

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


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[hlcoders] External communication

2002-02-20 Thread Xas

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.
--

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Re: [hlcoders] hgrunt code

2002-02-20 Thread OneEyedGhoul

--
[ 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...
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Re: [hlcoders] VGUI class/command button colours

2002-02-20 Thread Pat Magnan

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).
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RE: [hlcoders] Re: hlcoders digest, Vol 1 #299 - 13 msgs

2002-02-20 Thread Scott Velasquez

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)


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Re: [hlcoders] VGUI class/command button colours

2002-02-20 Thread ReDucTor

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
>
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[hlcoders] Re: hlcoders digest, Vol 1 #299 - 13 msgs

2002-02-20 Thread Alex Peterson

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)


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[hlcoders] VGUI class/command button colours

2002-02-20 Thread Iain Farrell

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



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Re: [hlcoders] hgrunt code

2002-02-20 Thread Lee Shaw

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
>
>
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Re: [hlcoders] Single Player modding.

2002-02-20 Thread Gareth Llewellyn

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
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Re: [hlcoders] Free, albeit unfinshed, not working & buggy code

2002-02-20 Thread Ben Banfield

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
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[hlcoders] Free, albeit unfinshed, not working & buggy code

2002-02-20 Thread Ben Banfield

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
--

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