RE: [hlcoders] Why doesn't zoom work anymore ?

2002-10-17 Thread Mark Gornall
Didn't 2.2 introduce client weps? It's probably the client code overriding
your server settings. Search client dll for fov and disable it. Just a
guess.

Mark.


-Original Message-
From: Mike Beamish Blowers [mailto:beamish;maverickdev.com]
Sent: 17 October 2002 12:10
To: [EMAIL PROTECTED]
Subject: [hlcoders] Why doesn't zoom work anymore ?


Hi,

We've recently changed SDK's from 2.1 to 2.2... everything works fine except
I can't alter the FOV anymore...

We are using the same weapon code as in the previous SDK, but it doesn't
want to zoom.

I've even tried changing the FOV from the console while running the game...
I get conformation that the value has changed, but the view doesn't...

i.e.:

Type in console:FOV
reply is:fov is 0

Type in console:FOV 20

Type in console:FOV
reply is:fov is 20

So the value is definately changing.  Has anyone got any ideas why ?

Mike.


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[hlcoders] Why doesn't zoom work anymore ?

2002-10-17 Thread Mike \Beamish\ Blowers
Hi,

We've recently changed SDK's from 2.1 to 2.2... everything works fine except
I can't alter the FOV anymore...

We are using the same weapon code as in the previous SDK, but it doesn't
want to zoom.

I've even tried changing the FOV from the console while running the game...
I get conformation that the value has changed, but the view doesn't...

i.e.:

Type in console:FOV
reply is:fov is 0

Type in console:FOV 20

Type in console:FOV
reply is:fov is 20

So the value is definately changing.  Has anyone got any ideas why ?

Mike.


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Re: [hlcoders] Why doesn't zoom work anymore ?

2002-10-17 Thread Cortex
As I remember, you have to set m_pPlayer-pev-fov too.
If it doesn't help, please post the piece of code where you set the FOV :)
I've a Foved weapon, so I'll be able to compare with my code and to help
you ;)

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738

Mike  [EMAIL PROTECTED] nous disait :

 Hi,

 We've recently changed SDK's from 2.1 to 2.2... everything works fine
 except I can't alter the FOV anymore...

 We are using the same weapon code as in the previous SDK, but it
 doesn't want to zoom.

 I've even tried changing the FOV from the console while running the
 game... I get conformation that the value has changed, but the view
 doesn't...

 i.e.:

 Type in console:FOV
 reply is:fov is 0

 Type in console:FOV 20

 Type in console:FOV
 reply is:fov is 20

 So the value is definately changing.  Has anyone got any ideas why ?

 Mike.


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[hlcoders] little bug in the SDK 2.3 ?

2002-10-17 Thread Cortex
Hi,

I'm porting my mod to SDK 2.3. While browsing the files, I found :

 return !!gEngfuncs.GetPlayerUniqueID( iPlayer, playerID );

int the bool HACK_GetPlayerUniqueID (int iPlayer, char PlayerID[16]);
function, in cl_dll/vgui_ScorePanel.cpp.

It's weird... I think it must be a taping error, but I'd like to have a
confirmation from you, guys ;)

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738



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Re: [hlcoders] Why doesn't zoom work anymore ?

2002-10-17 Thread Mike \Beamish\ Blowers
Thanks Steven,

worked a treat.

Mike.
- Original Message -
From: Steven Guy [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, October 17, 2002 3:46 PM
Subject: Re: [hlcoders] Why doesn't zoom work anymore ?


 fov doesn't work since SDK 2.2 it's defualt_fov now

 -Ms



 From: Cortex [EMAIL PROTECTED]
 Reply-To: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Why doesn't zoom work anymore ?
 Date: Thu, 17 Oct 2002 13:57:38 +0200
 
 As I remember, you have to set m_pPlayer-pev-fov too.
 If it doesn't help, please post the piece of code where you set the FOV
:)
 I've a Foved weapon, so I'll be able to compare with my code and to
help
 you ;)
 
   - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
   - email : [EMAIL PROTECTED]ICQ : 71548738
 
 Mike  [EMAIL PROTECTED] nous disait :
 
   Hi,
  
   We've recently changed SDK's from 2.1 to 2.2... everything works fine
   except I can't alter the FOV anymore...
  
   We are using the same weapon code as in the previous SDK, but it
   doesn't want to zoom.
  
   I've even tried changing the FOV from the console while running the
   game... I get conformation that the value has changed, but the view
   doesn't...
  
   i.e.:
  
   Type in console:FOV
   reply is:fov is 0
  
   Type in console:FOV 20
  
   Type in console:FOV
   reply is:fov is 20
  
   So the value is definately changing.  Has anyone got any ideas why ?
  
   Mike.
  
  
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Re: [hlcoders] little bug in the SDK 2.3 ?

2002-10-17 Thread Cortex
Oh yes, it could be a good explanation.
But, why wouldn't it be :
return (gEngfuncs.GetPlayerUniqueID( iPlayer, playerID ) != 0);

? It's much more concise... And it doesn't look as a mistake :p

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738

David Flor [EMAIL PROTECTED] nous disait :

 Don't know if it's meant to be that way, but the !! convention
 ensures that the value is ALWAYS either a one or a zero.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Cortex
 Sent: Thursday, October 17, 2002 10:24 AM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] little bug in the SDK 2.3 ?


 Hi,

 I'm porting my mod to SDK 2.3. While browsing the files, I found :

  return !!gEngfuncs.GetPlayerUniqueID( iPlayer, playerID );

 int the bool HACK_GetPlayerUniqueID (int iPlayer, char PlayerID[16]);
 function, in cl_dll/vgui_ScorePanel.cpp.

 It's weird... I think it must be a taping error, but I'd like to
 have a confirmation from you, guys ;)

  - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
  - email : [EMAIL PROTECTED]ICQ : 71548738



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RE: [hlcoders] little bug in the SDK 2.3 ?

2002-10-17 Thread David Flor
Don't know if it's meant to be that way, but the !! convention ensures
that the value is ALWAYS either a one or a zero.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Cortex
Sent: Thursday, October 17, 2002 10:24 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] little bug in the SDK 2.3 ?


Hi,

I'm porting my mod to SDK 2.3. While browsing the files, I found :

 return !!gEngfuncs.GetPlayerUniqueID( iPlayer, playerID );

int the bool HACK_GetPlayerUniqueID (int iPlayer, char PlayerID[16]);
function, in cl_dll/vgui_ScorePanel.cpp.

It's weird... I think it must be a taping error, but I'd like to have
a confirmation from you, guys ;)

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738



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RE: [hlcoders] little bug in the SDK 2.3 ?

2002-10-17 Thread Nick McLaren

Sorry for the newbie C++ coder question, but wouldn't it be wrong to use a
comparison on a return statement like was suggested? Is the !! an operator?
I haven't seen it before. From this thread I'm guessing that it converts any
0 value to a 1 and any 0 value to 0, making the return perform an
assignment before returning? Just a guess. I know this is a little OT I
guess, so feel free to answer me off-list if you know. Thanks! =)

-Nick


-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin;list.valvesoftware.com]On Behalf Of Mark Gornall
Sent: Thursday, October 17, 2002 12:43 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] little bug in the SDK 2.3 ?


valve use '!!' a few times in the sdk so it's probably deliberate.


-Original Message-
From: Cortex [mailto:cort;meloo.com]
Sent: 17 October 2002 16:51
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] little bug in the SDK 2.3 ?


Oh yes, it could be a good explanation.
But, why wouldn't it be :
return (gEngfuncs.GetPlayerUniqueID( iPlayer, playerID ) != 0);

? It's much more concise... And it doesn't look as a mistake :p

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738

David Flor [EMAIL PROTECTED] nous disait :

 Don't know if it's meant to be that way, but the !! convention
 ensures that the value is ALWAYS either a one or a zero.


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RE: [hlcoders] little bug in the SDK 2.3 ?

2002-10-17 Thread Mark Gornall
valve use '!!' a few times in the sdk so it's probably deliberate.


-Original Message-
From: Cortex [mailto:cort;meloo.com]
Sent: 17 October 2002 16:51
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] little bug in the SDK 2.3 ?


Oh yes, it could be a good explanation.
But, why wouldn't it be :
return (gEngfuncs.GetPlayerUniqueID( iPlayer, playerID ) != 0);

? It's much more concise... And it doesn't look as a mistake :p

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738

David Flor [EMAIL PROTECTED] nous disait :

 Don't know if it's meant to be that way, but the !! convention
 ensures that the value is ALWAYS either a one or a zero.


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RE: [hlcoders] SDK 2.3 spectator modes

2002-10-17 Thread Mazor
Sonofa. I forgot about that... Whenever I looked at the size of the
iuser1 value (2), I for some reason thought it went past 3... But then
now as you mentioned it, 2 bits only maxes to 3 in decimal... A
RETARDED ME

-Mazor
www.firearmsmod.com

-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Mark Gornall
Sent: Thursday, October 17, 2002 3:57 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] SDK 2.3 spectator modes


Add the new cases to your spectator selection code on the server
yourself (so user1 can get set to the new modes). Make sure user1 is at
least 3 bits in delta.lst so it can pass modes larger than 3 (this
caught me out).  If you want first-person in-game search for IN_EYE in
view.cpp and comment out the IsSpectatorOnly() that stops the first
person view from being set up. It's only one place, then it should work.

Mark.
www.planethalflife.com/vampire
www.planethalflife.com/ios



-Original Message-
From: Mazor [mailto:mazor579;hotmail.com]
Sent: 17 October 2002 02:38
To: [EMAIL PROTECTED]
Subject: [hlcoders] SDK 2.3 spectator modes


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
How do I get the spectator modes to work? The only ones I can get to
work on the old ones from before... chase cam, locked chase, free look

-Mazor
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RE: [hlcoders] little bug in the SDK 2.3 ?

2002-10-17 Thread Mazor
Maybe they like to use it because it requires less keystrokes? Lol, the
wanna be all Look at us, we're bad, we can use '!!' instead of '== 0',
W!!!

Actually I have no clue... =/

-Mazor

-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Mark Gornall
Sent: Thursday, October 17, 2002 11:43 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] little bug in the SDK 2.3 ?


valve use '!!' a few times in the sdk so it's probably deliberate.


-Original Message-
From: Cortex [mailto:cort;meloo.com]
Sent: 17 October 2002 16:51
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] little bug in the SDK 2.3 ?


Oh yes, it could be a good explanation.
But, why wouldn't it be :
return (gEngfuncs.GetPlayerUniqueID( iPlayer, playerID ) != 0);

? It's much more concise... And it doesn't look as a mistake :p

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738

David Flor [EMAIL PROTECTED] nous disait :

 Don't know if it's meant to be that way, but the !! convention
 ensures that the value is ALWAYS either a one or a zero.


__
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RE: [hlcoders] SDK 2.3 spectator modes

2002-10-17 Thread Mazor
Also, how can I get that camera mode selection button to work... You
know, that menu that's on the right in the new spectator stuff, its like
a command menu. I have the speccammodes.txt or whatever file it is in
the right folder, but when you click on the buttons, nothing happens,
they're broke! =O

-Mazor
www.firearmsmod.com

-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Mark Gornall
Sent: Thursday, October 17, 2002 3:57 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] SDK 2.3 spectator modes


Add the new cases to your spectator selection code on the server
yourself (so user1 can get set to the new modes). Make sure user1 is at
least 3 bits in delta.lst so it can pass modes larger than 3 (this
caught me out).  If you want first-person in-game search for IN_EYE in
view.cpp and comment out the IsSpectatorOnly() that stops the first
person view from being set up. It's only one place, then it should work.

Mark.
www.planethalflife.com/vampire
www.planethalflife.com/ios



-Original Message-
From: Mazor [mailto:mazor579;hotmail.com]
Sent: 17 October 2002 02:38
To: [EMAIL PROTECTED]
Subject: [hlcoders] SDK 2.3 spectator modes


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
How do I get the spectator modes to work? The only ones I can get to
work on the old ones from before... chase cam, locked chase, free look

-Mazor
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Re: [hlcoders] SDK 2.3 spectator modes

2002-10-17 Thread Pat Magnan
Make sure that iuser1 is 3 bits in delta.lst. The old spectator mode
had you specify it at 2 (so you can only have 4 possible values, you
need a couple more as the values go up to 6 with new spec modes).

Stupid high level languages making us forget the basics *grumble*
*grumble* :)

Once I worked that out, mine started working.

Pat 'sluggo' Magnan
Tour of Duty Mod
http://www.tourofdutymod.com

At 08:37 PM 10/16/2002 -0500, you wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
How do I get the spectator modes to work? The only ones I can get to
work on the old ones from before... chase cam, locked chase, free look

-Mazor
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Re: [hlcoders] Config vars for improved graphics?

2002-10-17 Thread Pat Magnan
I believe the precise verbiage from the Modelling for Halflife document
states that 'textures may be no more than 1024 pixels in any direction'.

Textures most assuredly can be 512 x 512, no configuration value
needed. They compile with studiomdl or they don't, it will tell you if
it's 'too big'. There's no default, just a limit on what studiomdl
allows. By the way, 1024 x 1024 textures are about a meg of texture
memory, if you only have 3 models on screen at any one time, that's a
reasonable amount of memory to consume. Otherwise, I think you're just
wasting texture memory for nothing.

We've sized down weapon textures in photoshop, and found very little
difference between a 512 x 512 texture and a 256 x 256 one, if it's
done correctly. Don't forget, they're being applied to objects that are
only 200 pixels large on screen, if that.

Or are you talking about map textures? I'd suggest:
http://www.valve-erc.com/resources/?page=zhlt

I haven't found anything there that deals specifically with increasing
the dimensions, just the max texture memory. As I understand it, DOD
pushed this a little too hard in one release, and then scaled back,
limiting mappers after that experience.

Halflife may be old, but modern gfx systems, while stunning compared to
what we had in 98, are still lacking to throw away texture memory
frivilously. I'd spend it where it matters, i.e. on your 'main'
weapons, or frequently seen models, etc. If your artists can't work in
those constraints, maybe they should consider another profession ;),
tell them they should be happy not to be working with 4 bit palettes :)

Maybe I'm confused, but I don't know what config file you are asking
about either ;).

Pat 'sluggo' Magnan
Tour of Duty mod
http://www.tourofdutymod.com

At 01:49 AM 10/17/2002 -0400, you wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I remember hearing somewhere that there were 2 or more config vars you
could set to improve the graphics resolution of the HL engine over
the default values.  I think one had to do with raising Texture sizes
from 256 to 512 or 1024, and there were one or two others.

Can anyone tell me what the correct config file command line syntax
would be to set those, and what those variable names were?  If you have
a good URL that explains that would be great.

Thanks.

--

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Re: [hlcoders] Config vars for improved graphics?

2002-10-17 Thread Chris 'Tal-N' Blane
Correct me if I'm getting confused but surely HL uses as much memory as
needed and considering the sort of spec machines around nowadays and the
capabilities of gfx cards then having several Mb of texture memory for each
npc isn't such an issue. Or does the HL engine have internal limitations
that hold it back in regards to assigning memory usage?


- Original Message -
From: Pat Magnan [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, October 17, 2002 8:36 PM
Subject: Re: [hlcoders] Config vars for improved graphics?


 I believe the precise verbiage from the Modelling for Halflife document
 states that 'textures may be no more than 1024 pixels in any direction'.

 Textures most assuredly can be 512 x 512, no configuration value
 needed. They compile with studiomdl or they don't, it will tell you if
 it's 'too big'. There's no default, just a limit on what studiomdl
 allows. By the way, 1024 x 1024 textures are about a meg of texture
 memory, if you only have 3 models on screen at any one time, that's a
 reasonable amount of memory to consume. Otherwise, I think you're just
 wasting texture memory for nothing.

 We've sized down weapon textures in photoshop, and found very little
 difference between a 512 x 512 texture and a 256 x 256 one, if it's
 done correctly. Don't forget, they're being applied to objects that are
 only 200 pixels large on screen, if that.

 Or are you talking about map textures? I'd suggest:
 http://www.valve-erc.com/resources/?page=zhlt

 I haven't found anything there that deals specifically with increasing
 the dimensions, just the max texture memory. As I understand it, DOD
 pushed this a little too hard in one release, and then scaled back,
 limiting mappers after that experience.

 Halflife may be old, but modern gfx systems, while stunning compared to
 what we had in 98, are still lacking to throw away texture memory
 frivilously. I'd spend it where it matters, i.e. on your 'main'
 weapons, or frequently seen models, etc. If your artists can't work in
 those constraints, maybe they should consider another profession ;),
 tell them they should be happy not to be working with 4 bit palettes :)

 Maybe I'm confused, but I don't know what config file you are asking
 about either ;).

 Pat 'sluggo' Magnan
 Tour of Duty mod
 http://www.tourofdutymod.com

 At 01:49 AM 10/17/2002 -0400, you wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I remember hearing somewhere that there were 2 or more config vars you
 could set to improve the graphics resolution of the HL engine over
 the default values.  I think one had to do with raising Texture sizes
 from 256 to 512 or 1024, and there were one or two others.

 Can anyone tell me what the correct config file command line syntax
 would be to set those, and what those variable names were?  If you have
 a good URL that explains that would be great.

 Thanks.

 --

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Re: [hlcoders] Config vars for improved graphics?

2002-10-17 Thread Commando
At 07:53 PM 17/10/2002 +0100, you wrote:

Correct me if I'm getting confused but surely HL uses as much memory as
needed and considering the sort of spec machines around nowadays and the
capabilities of gfx cards then having several Mb of texture memory for each
npc isn't such an issue. Or does the HL engine have internal limitations
that hold it back in regards to assigning memory usage?


I don't think that HL has internal limitations that hold back it's memory
usage, but no matter how powerful todays machines are, memory will be
exhausted at some point.  Many computers today have 128-256 meg of memory
and 32-64meg of memory on the graphics card.  The memory on the graphics
card is not just being used by the textures, it is also being used by the
models and maps and for all that graphics processing that the card
does.  Using textures that are 1meg big can add up very quickly.  How many
textures are used in the average map?  Don't forget player models,
v_models, p_models  w_models for every weapon, map models, monsters,
sprites, decals, etc.  That can quickly add up to 64 meg for textures alone.

Whatever the gfx card cannot handle, gets put in main memory, but that is
limited too.  Depending on the map, our mod uses around 125meg of memory
and we keep our textures as small as is reasonably possible.  DoD, CS and
even HL are similar.  Add to that the memory being used by the OS and
services running on your computer.  Right now, I only have a few programs
open (not HL) and I am using 307 meg (damn windows wastage ;) ) of which
227 is not cached.

So, if you use too much memory, you get delays as memory is swapped between
main memory and graphics memory, then if you use way too much, you start
getting major lag when stuff starts swapping to your HD.  Not to mention
how long it will take your level to load if all of your textures are 1meg
(1024x1024).

Also, like sluggo said, most models display at about 200 pixels in-game, do
detail above about 256 pixels is a bit of a waste.  The renders that your
modelers do and you post on your web site will look great, but the players
in-game will not be able to tell the difference.  So, you should still be
budgeting everything in your mod and expending memory where it will make
the most difference (ie the most used weapon, a common map texture) and
saving wherever you can.  Today's machines have more memory, but it is not
unlimited.



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


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[hlcoders] Model viewer that writes animation sequences to AVI's

2002-10-17 Thread Peter Immarco
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
A long time ago I hacked a version of the Half Life model viewer modified by Bouma, 
Dunn, and Schonefeld, to process a MDL file and write each of the model's animation 
sequences to a separate AVI file.  Recently one of the other members of this forum 
asked me for a copy so I sent it to him.  I figured I'd make it available to anyone 
else who wanted it.

NOTE:  It is a quick hack, there is no warranty and it is buggy!  Use it at your own 
risk.  But if you really need it then fine, here it is.  Send me your email address 
and I'll send a copy to you.  If someone would like to provide an FTP site to 
warehouse it, then that would be great, I don't have one available.

Thanks.

--

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Re: [hlcoders] Config vars for improved graphics?

2002-10-17 Thread Chris 'Tal-N' Blane
The difference is that while a multiplayer mod needs to load all of the
models and all of the weapons, it has a higher memory useage. Luckily I'm
working on a single player project so we have more direct control over what
is precashed and what isn't. So if there's a way to all for 1024x1024
texture then please don't hold back, i doubt we'd use them much but it would
nice to have that option available.

- Original Message -
From: Commando [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, October 17, 2002 8:24 PM
Subject: Re: [hlcoders] Config vars for improved graphics?


 At 07:53 PM 17/10/2002 +0100, you wrote:
 Correct me if I'm getting confused but surely HL uses as much memory as
 needed and considering the sort of spec machines around nowadays and the
 capabilities of gfx cards then having several Mb of texture memory for
each
 npc isn't such an issue. Or does the HL engine have internal limitations
 that hold it back in regards to assigning memory usage?

 I don't think that HL has internal limitations that hold back it's memory
 usage, but no matter how powerful todays machines are, memory will be
 exhausted at some point.  Many computers today have 128-256 meg of memory
 and 32-64meg of memory on the graphics card.  The memory on the graphics
 card is not just being used by the textures, it is also being used by the
 models and maps and for all that graphics processing that the card
 does.  Using textures that are 1meg big can add up very quickly.  How many
 textures are used in the average map?  Don't forget player models,
 v_models, p_models  w_models for every weapon, map models, monsters,
 sprites, decals, etc.  That can quickly add up to 64 meg for textures
alone.

 Whatever the gfx card cannot handle, gets put in main memory, but that is
 limited too.  Depending on the map, our mod uses around 125meg of memory
 and we keep our textures as small as is reasonably possible.  DoD, CS and
 even HL are similar.  Add to that the memory being used by the OS and
 services running on your computer.  Right now, I only have a few programs
 open (not HL) and I am using 307 meg (damn windows wastage ;) ) of which
 227 is not cached.

 So, if you use too much memory, you get delays as memory is swapped
between
 main memory and graphics memory, then if you use way too much, you start
 getting major lag when stuff starts swapping to your HD.  Not to mention
 how long it will take your level to load if all of your textures are 1meg
 (1024x1024).

 Also, like sluggo said, most models display at about 200 pixels in-game,
do
 detail above about 256 pixels is a bit of a waste.  The renders that your
 modelers do and you post on your web site will look great, but the players
 in-game will not be able to tell the difference.  So, you should still be
 budgeting everything in your mod and expending memory where it will make
 the most difference (ie the most used weapon, a common map texture) and
 saving wherever you can.  Today's machines have more memory, but it is not
 unlimited.



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


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Re: [hlcoders] Model viewer that writes animation sequences to AVI's

2002-10-17 Thread Ray Spaulding
--
[ Picked text/plain from multipart/alternative ]

I'll hook ya up with a ftp
ftp://rod.servecounterstrike.com

 Peter Immarco [EMAIL PROTECTED] wrote:This is a multi-part message in MIME 
format.
--
[ Picked text/plain from multipart/alternative ]
A long time ago I hacked a version of the Half Life model viewer modified by Bouma, 
Dunn, and Schonefeld, to process a MDL file and write each of the model's animation 
sequences to a separate AVI file. Recently one of the other members of this forum 
asked me for a copy so I sent it to him. I figured I'd make it available to anyone 
else who wanted it.

NOTE: It is a quick hack, there is no warranty and it is buggy! Use it at your own 
risk. But if you really need it then fine, here it is. Send me your email address and 
I'll send a copy to you. If someone would like to provide an FTP site to warehouse it, 
then that would be great, I don't have one available.

Thanks.

--

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And always remember that it is better to be dead and cool, then alive and uncool.


-
Do you Yahoo!?
Faith Hill - Exclusive Performances, Videos,  more
faith.yahoo.com
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[hlcoders] Sounds automatically called?

2002-10-17 Thread jday
Does DefaultReload() automatically call sounds that look like they're
related to the gun?  Cause, I never told it to use these sounds in my
sound\weapons folder, but it's using them anyway.  Like
uhm4a1_clipout.wav.  I never told it to use it, but it uses it.  At
first I figured maybe the default sound was similar to the one in my mod's
folder...but I edited the sound, and it was actually the sound in my folder.

So, apparently it uses the sound even without me asking to use it.  I mean,
I was going to make it use it anyway, but it did it before I wrote the code.
I wouldn't have a problem with this if it was just timed right.  The clip is
taken out in the animation, but the sound is a little delayed...so it's
buggin' me.

It's not just the clipout sound, it's all the sounds related to the m4a1.

I'm fairly new to understanding the HL code, and this is actually my first
working weapon that I coded from scratch.  That's most likely the problem.

Jonathan Day
Trepid
http://www.trepid.net


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Re: [hlcoders] Sounds automatically called?

2002-10-17 Thread Commando
At 04:53 PM 17/10/2002 -0400, you wrote:

Does DefaultReload() automatically call sounds that look like they're
related to the gun?  Cause, I never told it to use these sounds in my
sound\weapons folder, but it's using them anyway.  Like
uhm4a1_clipout.wav.  I never told it to use it, but it uses it.  At
first I figured maybe the default sound was similar to the one in my mod's
folder...but I edited the sound, and it was actually the sound in my folder.

So, apparently it uses the sound even without me asking to use it.  I mean,
I was going to make it use it anyway, but it did it before I wrote the code.
I wouldn't have a problem with this if it was just timed right.  The clip is
taken out in the animation, but the sound is a little delayed...so it's
buggin' me.

It's not just the clipout sound, it's all the sounds related to the m4a1.


The sounds for certain things are compiled into the model as events that
play when the animation is played.  For example, here is the line for the
reload animation for our AK47.  As you see, it plays the clipout.wav on
frame 13 of the animation and the clipin on frame 42.  This is in the QC
file that is used to compile the model.

$sequence reload6 reload6 fps 30 { event 5004 13
weapons/ak47_clipout.wav } { event 5004 42 weapons/ak47_clipin.wav }



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


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Re: [hlcoders] Half-Life 2??????

2002-10-17 Thread Florian Zschocke
Vyacheslav Djura wrote:

 I just wanted to ask that because magazine is rather proffesional and
 never published rumor newsCouldn't you just write No, it is not a
 true !?

No, it is not a true.

Me not being affiliated with or working for Valve I don't know if
that helps you but my opinion is that this is far from the truth.
Maybe HL2 will be released for the Xbox first. But it will also be
released for the PC for sure. And I seriously doubt that it will
be released in January 2003.

Florian.
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[hlcoders] Half-Life 2??????

2002-10-17 Thread Ryan \MaJ-ReD\ Carbotte
Actually, Chris you are quite wrong.

Though making your Xbox does involve voiding your warranty, in no way at
all does it make your system no longer a gaming console. XboxLinux is
only loaded when booted from the CD. There is no way at all to know if
it's on your system without inserting the XboxLinux boot CD. Anything
else put into the system will have it react as an un modded system
would.

Plus, the only money you'll spend is maybe 50 bucks on standard USB
connectors to replace the modified ended USB Xbox controllers, and that
is all. You should probably read the resources before making statements
like that. All the info you'll need is right here on the XboxLinux main
webpage.
http://xbox-linux.sourceforge.net/index.php

-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Florian
Zschocke
Sent: Thursday, October 17, 2002 4:09 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Half-Life 2??

Vyacheslav Djura wrote:

 I just wanted to ask that because magazine is rather proffesional
and
 never published rumor newsCouldn't you just write No, it is not a
 true !?

No, it is not a true.

Me not being affiliated with or working for Valve I don't know if
that helps you but my opinion is that this is far from the truth.
Maybe HL2 will be released for the Xbox first. But it will also be
released for the PC for sure. And I seriously doubt that it will
be released in January 2003.

Florian.
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RE: [hlcoders] SDK 2.3 spectator modes

2002-10-17 Thread Mazor
Lol
Damn straight... Mine works now too. THANK YOU!

-Mazor
www.firearmsmod.com

-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Pat Magnan
Sent: Thursday, October 17, 2002 2:19 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] SDK 2.3 spectator modes


Make sure that iuser1 is 3 bits in delta.lst. The old spectator mode had
you specify it at 2 (so you can only have 4 possible values, you need a
couple more as the values go up to 6 with new spec modes).

Stupid high level languages making us forget the basics *grumble*
*grumble* :)

Once I worked that out, mine started working.

Pat 'sluggo' Magnan
Tour of Duty Mod
http://www.tourofdutymod.com

At 08:37 PM 10/16/2002 -0500, you wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
How do I get the spectator modes to work? The only ones I can get to
work on the old ones from before... chase cam, locked chase, free look

-Mazor
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[hlcoders] Half-Life 2??????

2002-10-17 Thread Ryan \MaJ-ReD\ Carbotte
Well, all I have to say is that if this is true, I will not be playing
anything new in the Half-Life series. There is no way in hell I'm going
to buy an Xbox (POS console) for one game.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Chris Foss
Sent: Tuesday, October 15, 2002 11:26 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Half-Life 2??

-snip snip-
  exclusively for
  XBox platform. Price is 49.95$. and publisher is not a Sierra, but
  some well-known publisher name of which I don't remember.
-glue-
ah, that has to be fake. I don't think anyone would shell out 248.99$
for an
Xbox and the game, just to get their fix.

I'm sure most of the gaming public would express outrage, and it would
also
probably alienate everyone on this list. (Xbox is a closed platform mind
you. nothing that isn't digitally signed, doesn't run. you have to get
approval from Big Brother^w^w microsoft everytime you want to modify
your
code...)

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[hlcoders] Re: Sounds automatically called?

2002-10-17 Thread Jonathan Day
That is so weird that you replied.  Of all the peopl here, you replied.

It's weird, because I wrote the code for this m4a1 based on your m16
tutorial at the Coding Collective site.  I just used some m4a1 model to
practice with.

Seriously...it's like those levi comercials...the one with the dead emu in
the back seat that's not dead so the driver crashes into a pool hall where
the emu sorority girls are.  OK, it's not exactly like that...but you know
what I mean.

Anyway, onto the coding stuff.  Is it possible to edit the events for the
model without having the original model and its qc file?  This just for
practice, of course...I don't plan on using this in one of my mods without
the modeler's permission.  But, right now I'm just figuring things out.

Jonathan Day
Trepid
http://www.trepid.net





At 04:53 PM 17/10/2002 -0400, you wrote:

Does DefaultReload() automatically call sounds that look like they're
related to the gun?  Cause, I never told it to use these sounds in my
sound\weapons folder, but it's using them anyway.  Like
uhm4a1_clipout.wav.  I never told it to use it, but it uses it.  At
first I figured maybe the default sound was similar to the one in my
mod's
folder...but I edited the sound, and it was actually the sound in my
folder.

So, apparently it uses the sound even without me asking to use it.  I
mean,
I was going to make it use it anyway, but it did it before I wrote the
code.
I wouldn't have a problem with this if it was just timed right.  The clip
is
taken out in the animation, but the sound is a little delayed...so it's
buggin' me.

It's not just the clipout sound, it's all the sounds related to the m4a1.


The sounds for certain things are compiled into the model as events that
play when the animation is played.  For example, here is the line for the
reload animation for our AK47.  As you see, it plays the clipout.wav on
frame 13 of the animation and the clipin on frame 42.  This is in the QC
file that is used to compile the model.

$sequence reload6 reload6 fps 30 { event 5004 13
weapons/ak47_clipout.wav } { event 5004 42 weapons/ak47_clipin.wav }



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


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RE: [hlcoders] Re: Sounds automatically called?

2002-10-17 Thread Brandon \Axis\ Russell
Is it possible to edit the events for the model without having the original
model and its qc file?

You could decompile the model and try recompiling it back like you want.

OR

WARNING BELOW IS A HACK !

//START HACK

HACK: you could go client side in entity.cpp in HUD_StudioEvent() and
intercept the sound event and play the sound you want depending on the
weapon model. Although this is just off the top of my head and not to
mention a HUGE HUGE hack =).

//END TERRIBLE HACK

But this all goes back to what you mentioned as well I don't plan on using
this in one of my mods without the modeler's permission.

I would not suggest using anything unless you have permission.

-Brandon Russell
Programmer for
Day of Defeat

-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin;list.valvesoftware.com]On Behalf Of Jonathan Day
Sent: Thursday, October 17, 2002 9:07 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Re: Sounds automatically called?


That is so weird that you replied.  Of all the peopl here, you replied.

It's weird, because I wrote the code for this m4a1 based on your m16
tutorial at the Coding Collective site.  I just used some m4a1 model to
practice with.

Seriously...it's like those levi comercials...the one with the dead emu in
the back seat that's not dead so the driver crashes into a pool hall where
the emu sorority girls are.  OK, it's not exactly like that...but you know
what I mean.

Anyway, onto the coding stuff.  Is it possible to edit the events for the
model without having the original model and its qc file?  This just for
practice, of course...I don't plan on using this in one of my mods without
the modeler's permission.  But, right now I'm just figuring things out.

Jonathan Day
Trepid
http://www.trepid.net




 At 04:53 PM 17/10/2002 -0400, you wrote:
 Does DefaultReload() automatically call sounds that look like they're
 related to the gun?  Cause, I never told it to use these sounds in my
 sound\weapons folder, but it's using them anyway.  Like
 uhm4a1_clipout.wav.  I never told it to use it, but it uses it.  At
 first I figured maybe the default sound was similar to the one in my
 mod's
 folder...but I edited the sound, and it was actually the sound in my
 folder.

 So, apparently it uses the sound even without me asking to use it.  I
 mean,
 I was going to make it use it anyway, but it did it before I wrote the
 code.
 I wouldn't have a problem with this if it was just timed right.  The clip
 is
 taken out in the animation, but the sound is a little delayed...so it's
 buggin' me.

 It's not just the clipout sound, it's all the sounds related to the m4a1.

 The sounds for certain things are compiled into the model as events that
 play when the animation is played.  For example, here is the line for the
 reload animation for our AK47.  As you see, it plays the clipout.wav on
 frame 13 of the animation and the clipin on frame 42.  This is in the QC
 file that is used to compile the model.

 $sequence reload6 reload6 fps 30 { event 5004 13
 weapons/ak47_clipout.wav } { event 5004 42 weapons/ak47_clipin.wav }



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


 ___
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Re: [hlcoders] Re: Sounds automatically called?

2002-10-17 Thread Jonathan Day
Yeah, I don't plant to use it.  It's a good model, it's the m4a1 that
replaced the aug in the CS Fusion Pack.  The sounds are also from the fusion
pack.  But, I actually have no use for an m4 or any other military weapons
in my mod.  I'm just tryin' to get the hang of making a weapon from
beginning to end.

And, it's not that I don't want the sound to be played...it's just that it's
not timed right.  The clip comes out..and then the sound is played.  The
rest of the sounds are good though.

Since there's not really anything I can do, I think it's time to move on to
a different weapon.

Jonathan Day
Trepid
http://www.trepid.net


- Original Message -
From: Brandon Axis Russell [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, October 17, 2002 10:36 PM
Subject: RE: [hlcoders] Re: Sounds automatically called?


 Is it possible to edit the events for the model without having the
original
 model and its qc file?

 You could decompile the model and try recompiling it back like you want.

 OR

 WARNING BELOW IS A HACK !

 //START HACK

 HACK: you could go client side in entity.cpp in HUD_StudioEvent() and
 intercept the sound event and play the sound you want depending on the
 weapon model. Although this is just off the top of my head and not to
 mention a HUGE HUGE hack =).

 //END TERRIBLE HACK

 But this all goes back to what you mentioned as well I don't plan on
using
 this in one of my mods without the modeler's permission.

 I would not suggest using anything unless you have permission.

 -Brandon Russell
 Programmer for
 Day of Defeat

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:hlcoders-admin;list.valvesoftware.com]On Behalf Of Jonathan Day
 Sent: Thursday, October 17, 2002 9:07 PM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] Re: Sounds automatically called?


 That is so weird that you replied.  Of all the peopl here, you replied.

 It's weird, because I wrote the code for this m4a1 based on your m16
 tutorial at the Coding Collective site.  I just used some m4a1 model to
 practice with.

 Seriously...it's like those levi comercials...the one with the dead emu in
 the back seat that's not dead so the driver crashes into a pool hall where
 the emu sorority girls are.  OK, it's not exactly like that...but you know
 what I mean.

 Anyway, onto the coding stuff.  Is it possible to edit the events for the
 model without having the original model and its qc file?  This just for
 practice, of course...I don't plan on using this in one of my mods without
 the modeler's permission.  But, right now I'm just figuring things out.

 Jonathan Day
 Trepid
 http://www.trepid.net




  At 04:53 PM 17/10/2002 -0400, you wrote:
  Does DefaultReload() automatically call sounds that look like they're
  related to the gun?  Cause, I never told it to use these sounds in my
  sound\weapons folder, but it's using them anyway.  Like
  uhm4a1_clipout.wav.  I never told it to use it, but it uses it.  At
  first I figured maybe the default sound was similar to the one in my
  mod's
  folder...but I edited the sound, and it was actually the sound in my
  folder.
 
  So, apparently it uses the sound even without me asking to use it.  I
  mean,
  I was going to make it use it anyway, but it did it before I wrote the
  code.
  I wouldn't have a problem with this if it was just timed right.  The
clip
  is
  taken out in the animation, but the sound is a little delayed...so it's
  buggin' me.
 
  It's not just the clipout sound, it's all the sounds related to the
m4a1.
 
  The sounds for certain things are compiled into the model as events that
  play when the animation is played.  For example, here is the line for
the
  reload animation for our AK47.  As you see, it plays the clipout.wav on
  frame 13 of the animation and the clipin on frame 42.  This is in the QC
  file that is used to compile the model.
 
  $sequence reload6 reload6 fps 30 { event 5004 13
  weapons/ak47_clipout.wav } { event 5004 42 weapons/ak47_clipin.wav }
 
 
 
  Rob Prouse (Commando)
  Tour of Duty Mod
  http://www.tourofdutymod.com
 
 
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[hlcoders] Breaking the bone controller limit?

2002-10-17 Thread Peter Immarco
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Has anybody ever figured out, if its possible, to exceed the limit of 4 bone 
controllers in HL, possibley from a server or client DLL coding standpoint?  If so I'd 
like to know how.

Thanks.

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[hlcoders] Need to find a really dog model

2002-10-17 Thread Peter Immarco
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Does anyone know where I can find a really good dog model for use with HL?  
Something with a few good bone controllers (neck, eyes) and some decent animations?  
If it costs a few bucks that's alright.

Thanks.

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