Re: [hlcoders] Question about decreasing clipping rectangle

2002-10-24 Thread Pat Magnan
Maybe I'll shutup and go play halflife again :P I only recalled the
flashlight :X...

Anyway, the point is there is code there you can use that's what someone
was trying to say, I'm just not sure where it is anymore.. ;)

At 10:32 PM 10/24/2002 +0100, you wrote:

>>Halflife has no sprites for either health OR armor. They used
>>numbers for
>both.
>>
>>You may be however, thinking of the flashlight perhaps? Because
>>that is precisely what was done for the flashlight's battery
>>status.
>
>
>There is a suit icon, filling and unfilling as health (maybe only
>armor?) goes up and down...

Yeah, I meant the armour :P

It's just been a long time since I played the original HL, rather
than never :P


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Re: [hlcoders] Question about decreasing clipping rectangle

2002-10-24 Thread Cruise
>>Halflife has no sprites for either health OR armor. They used
>>numbers for
>both.
>>
>>You may be however, thinking of the flashlight perhaps? Because
>>that is precisely what was done for the flashlight's battery
>>status.
>
>
>There is a suit icon, filling and unfilling as health (maybe only
>armor?) goes up and down...

Yeah, I meant the armour :P

It's just been a long time since I played the original HL, rather
than never :P


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Re: [hlcoders] Blocking players with SteamIDS?

2002-10-24 Thread voogru
A lot of players have Dynamic IP's Even i have one,  I have seen my ip
change from 66.22 to something like 200.xx etc.
most of them could simply reconnect and have a totally different IP, and if
i ban by subnet, i could be banning other
 innocent players too.  I have had very few steam players on my server
(mainly becuase of the millions of downloads,
i once tried to get in using a steam account, it took over 2 hours(well i
auctually went to sleep but when i got up it was on its last 2-3 files)
 to download all the needed files from off the server. (Theres a lot of
models/sounds and stuff). And every time a person with a SteamID
was on, it was a llama, I had problems where vote_kicks in admin mod wouldnt
kick the player (it would say "-1 was kicked due to vote" if it won but the
player stayed in. I saw this happen first hand.) same with all admin
commands, it would have to be done with rcon. and none of my admins have
rcon (they all have admin_kick/ban etc) and these were unkickable/bannable
players. at least for admins without rcon. i would have to ban them
personally.

However i wont block steam players once valve charges for the use of steam,
becuase then at least they would have to setup new billing info every time
they "re-registered" to get a new steamid.



- Original Message -
From: "Ryan "Professional Victim" Desgroseilliers" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, October 24, 2002 7:31 PM
Subject: Re: [hlcoders] Blocking players with SteamIDS?


> You could also ban by IP or subnet, could you not?  Unless the luser in
> question went to the length of getting a new internet account just to
annoy
> you, this would probably be less discriminatory than simply
umbrella-banning
> everyone using Steam.  I'm sure there are plenty of legitimate players who
> use Steam, and they certainly don't deserve to be arbitrarily banned
because
> of the actions of a few idiots.
>
> - Original Message -
> From: "voogru" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Thursday, October 24, 2002 11:20 AM
> Subject: Re: [hlcoders] Blocking players with SteamIDS?
>
>
> > I think i got it :)
> >
> >  if(CVAR_GET_FLOAT("raid_block_steam"))
> >  {
> >   if(strstr(GETPLAYERAUTHID(pEntity), "STEAM"))
> >   {
> >sprintf(msg, "kick #%i\n", GETPLAYERUSERID(pEntity));
> >SERVER_COMMAND(msg);
> >   }
> >  }
> >
> >
> > - Original Message -
> > From: "botman" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Thursday, October 24, 2002 2:12 PM
> > Subject: Re: [hlcoders] Blocking players with SteamIDS?
> >
> >
> > > > Im just wondering if it would be possible to block anyone with a
steam
> > id?
> > > >
> > > > Is there a way to block a player from joining the server if they
have
> > > > "STEAM" in thier id?
> > >
> > > I believe AdminMOD allows you to block players using a regexp (regular
> > > expression) for the WONid or Steam ID.
> > >
> > > Search the AdminMOD forums, I'm sure lots of other people have already
> > done
> > > this.
> > >
> > > But, you can't do this from the plain vanilla Half-Life banning
options.
> > >
> > > Jeffrey "botman" Broome
> > >
> > > ___
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> > please visit:
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[hlcoders] Blocking players with SteamIDS?

2002-10-24 Thread voogru
Im just wondering if it would be possible to block anyone with a steam id? I
have some llama's which just get banned, re-register with a new email and
they get a new steamid, come back on and i have to find them, ban them over
and over.

Is there a way to block a player from joining the server if they have
"STEAM" in thier id?

Thanks.


-voogru

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Re: [hlcoders] Blocking players with SteamIDS?

2002-10-24 Thread botman
> Im just wondering if it would be possible to block anyone with a steam id?
>
> Is there a way to block a player from joining the server if they have
> "STEAM" in thier id?

I believe AdminMOD allows you to block players using a regexp (regular
expression) for the WONid or Steam ID.

Search the AdminMOD forums, I'm sure lots of other people have already done
this.

But, you can't do this from the plain vanilla Half-Life banning options.

Jeffrey "botman" Broome

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RE: [hlcoders] Question about decreasing clipping rectangle

2002-10-24 Thread Pat Magnan
I'm guessing that not enough people in the mod community ever played
Halflife. :)

Halflife has no sprites for either health OR armor. They used numbers for both.

You may be however, thinking of the flashlight perhaps? Because that is
precisely what was done for the flashlight's battery status.

At 12:01 PM 10/24/2002 +0100, you wrote:

>am
>wondering if the wise all experienced members of this list could
enlighten
>me on their opinion of which one to use, or
>another method at all.

Isn't this exactly what the original health HUD did? The "full"
healthsprite is shown over the top of the "empty" sprite, and
progressively draw less of the "full" sprite as you loose health.

Can't you just change the sprites in that code?

[ cruise / casual-tempest.net / transference.org ]


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Re: [hlcoders] Blocking players with SteamIDS?

2002-10-24 Thread voogru
I think i got it :)

 if(CVAR_GET_FLOAT("raid_block_steam"))
 {
  if(strstr(GETPLAYERAUTHID(pEntity), "STEAM"))
  {
   sprintf(msg, "kick #%i\n", GETPLAYERUSERID(pEntity));
   SERVER_COMMAND(msg);
  }
 }


- Original Message -
From: "botman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, October 24, 2002 2:12 PM
Subject: Re: [hlcoders] Blocking players with SteamIDS?


> > Im just wondering if it would be possible to block anyone with a steam
id?
> >
> > Is there a way to block a player from joining the server if they have
> > "STEAM" in thier id?
>
> I believe AdminMOD allows you to block players using a regexp (regular
> expression) for the WONid or Steam ID.
>
> Search the AdminMOD forums, I'm sure lots of other people have already
done
> this.
>
> But, you can't do this from the plain vanilla Half-Life banning options.
>
> Jeffrey "botman" Broome
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
>

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Re: [hlcoders] Question about decreasing clipping rectangle

2002-10-24 Thread MoD
> Halflife has no sprites for either health OR armor. They used numbers for
both.
>
> You may be however, thinking of the flashlight perhaps? Because that is
> precisely what was done for the flashlight's battery status.


There is a suit icon, filling and unfilling as health (maybe only armor?)
goes up and down...

It's also in TFC, and in TFC its not coded as percentage of total armor, but
as parts of 100...
As in, if you're a hwguy (total 300 armor) and have 100 armor, the hud icon
will be fully 'charged', and only then start drop.

Maybe it will be fixed in the 1.1.1.1. release? *hint*

--
  MoD,

Always @ your service.



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RE: [hlcoders] Question about decreasing clipping rectangle

2002-10-24 Thread Eric Smith
This has already been fixed for the next update.

-Eric

-Original Message-
From: MoD [mailto:mod@;mossadnet.net]
Sent: Thursday, October 24, 2002 12:29 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Question about decreasing clipping rectangle
.
.
.
It's also in TFC, and in TFC its not coded as percentage of total armor, but
as parts of 100...
As in, if you're a hwguy (total 300 armor) and have 100 armor, the hud icon
will be fully 'charged', and only then start drop.

Maybe it will be fixed in the 1.1.1.1. release? *hint*
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Re: [hlcoders] Blocking players with SteamIDS?

2002-10-24 Thread Ryan \"Professional Victim\" Desgroseilliers
You could also ban by IP or subnet, could you not?  Unless the luser in
question went to the length of getting a new internet account just to annoy
you, this would probably be less discriminatory than simply umbrella-banning
everyone using Steam.  I'm sure there are plenty of legitimate players who
use Steam, and they certainly don't deserve to be arbitrarily banned because
of the actions of a few idiots.

- Original Message -
From: "voogru" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, October 24, 2002 11:20 AM
Subject: Re: [hlcoders] Blocking players with SteamIDS?


> I think i got it :)
>
>  if(CVAR_GET_FLOAT("raid_block_steam"))
>  {
>   if(strstr(GETPLAYERAUTHID(pEntity), "STEAM"))
>   {
>sprintf(msg, "kick #%i\n", GETPLAYERUSERID(pEntity));
>SERVER_COMMAND(msg);
>   }
>  }
>
>
> - Original Message -
> From: "botman" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Thursday, October 24, 2002 2:12 PM
> Subject: Re: [hlcoders] Blocking players with SteamIDS?
>
>
> > > Im just wondering if it would be possible to block anyone with a steam
> id?
> > >
> > > Is there a way to block a player from joining the server if they have
> > > "STEAM" in thier id?
> >
> > I believe AdminMOD allows you to block players using a regexp (regular
> > expression) for the WONid or Steam ID.
> >
> > Search the AdminMOD forums, I'm sure lots of other people have already
> done
> > this.
> >
> > But, you can't do this from the plain vanilla Half-Life banning options.
> >
> > Jeffrey "botman" Broome
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> >
>
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RE: [hlcoders] Question about decreasing clipping rectangle

2002-10-24 Thread Paul Bean Jr.


>Isn't this exactly what the original health HUD did? The "full"
>healthsprite is shown over the top of the "empty" sprite, and
>progressively draw less of the "full" sprite as you loose health.
>
>Can't you just change the sprites in that code?
No unfortunately that's not what It did, it drew an additive cross sprite
and then drew a FillRGB bar around it, not what I'm trying to do for many
reasons one big one
is the fact that 255 alpha ...is still too transparent with any color you
use in fillrgb,
If i look into the light or bring it by bright textures :P it looks like im
running on empty :)
besides sprite usage is much mroe colorful and visual, which is the whole
reason im writing this
game as a 3d mod instead of a MUD like the normal projects I work on.(For
the visual effects heh, for people
who don't know what standard mud's are)


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RE: [hlcoders] Question about decreasing clipping rectangle

2002-10-24 Thread Cruise
>am
>wondering if the wise all experienced members of this list could
enlighten
>me on their opinion of which one to use, or
>another method at all.

Isn't this exactly what the original health HUD did? The "full"
healthsprite is shown over the top of the "empty" sprite, and
progressively draw less of the "full" sprite as you loose health.

Can't you just change the sprites in that code?

[ cruise / casual-tempest.net / transference.org ]


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RE: [hlcoders] Question about decreasing clipping rectangle

2002-10-24 Thread Paul Bean Jr.
That Doesn't work(using a temporary rect, as the rect to use for my
parameters and shrinking), I run my debugger and every
 pass through the draw function the height becomes smaller and smaller and
the y grows bigger, and the top member becomes
 very large. What I believe I did wrong is I'm directly changing the memory
of the sprite rect itself becuse i'm merely
assigning my wrect_t pointer the address of my getspriterect returned
memory, I guess i'm going to have to use memcpy and
 copy it over and use it like that, or use SPR_scissor. I -think- I haven't
tried implementing it I am however 99.9% sure
 that will fix my whole problem :) BUT, that's not the question.  I'm now
asking from a designers point of view, I have
multiple bar's that need to be decreased and increased altogether(and not
based on x/100 either, much bigger and smaller),
 now do you people think I should use SPR_scissor, or my memcpy method ? I
want to use the one that will be the quicker
and less expensive on the resources, and Me being new to this and not having
the proper time to test that at all, am
wondering if the wise all experienced members of this list could enlighten
me on their opinion of which one to use, or
another method at all. (the reason it became smaller and smaller through
every pass is because i believe I have to suicide
 to get out of a flaw in the map and it set's my health down to 0 and kills
me of course :))

Thanks for the help :)
Pj Bean
Lead Coder of SR (http://www.sr.flagrun.net)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin@;list.valvesoftware.com]On Behalf Of Pat Magnan
Sent: Wednesday, October 23, 2002 11:39 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Question about decreasing clipping rectangle


At 05:56 PM 10/23/2002 -0700, you wrote:

 >I've got another question, I'm interested in using 2 sprite graphics, one
is
 >a picture of a full health bar,
 >and the other is a picture of an empty health bar, the empty bar has the
 >full bar copied on top of it*layered over*

... snip ..

One way to do this is to:
- get the rectangle for the sprite (in vidinit, stored in some member
variable)
- I used a temporary RECT, which is initialized to that dereferenced pointer
- I calculate the height (rect.bottom - rect.top) --> see below *
- I calculate an offset (height - (height * health / 100)
- Add this offset to the rect.top (+=) --> again, explained below *
- Set the sprite
- draw the sprite, passing this modified local variable rect as the fourth
parameter to SPR_Draw, and using the stored offset to determine where to
draw the top (y+offset).

* Ok, why was I adding rather than subtracting? 0, 0 is the top left corner
of the screen (like Windows GDI graphics), so to move stuff lower, you need
to add, not subtract. So the height of things is rect.bottom - rect.top
(not the other way about, mind you you might be able to add that way since
you'd get -ve numbers
-- but I much prefer to add or subtract rather than adding negatives, also
you'd have no clue they were negative values in the code, so you could mess
up changing it later).

So what you're seeing is as it should be, if you subtract, you'll move it
UP the screen. And you need to not only shorten your bar, you need to move
it down the screen as it gets smaller (in effect you're moving the top down
the screen, not just making the top closer to the bottom).

You can also use scissoring to do this, I'm not sure the precise approach,
but I imagine it is somewhat similar.

Hope that makes sense :)


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

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[hlcoders] client setinfo length

2002-10-24 Thread Florian Zschocke
How large is the setinfo buffer on the client?

Florian.

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