Re: [hlcoders] Installing Valve games not within from Steam
NuclearFriend wrote: Just unzip the zip, there should be a codename gordon.gcf file and place it in your SteamApps folder. In future, ask your friend to use the backup feature. It creates very nice compressed, exe-installer gcf files. He simply has to right click *COUGH*EXE??? so its nice to transport a bunch of textures and models in a format can be infected? this .exe run on other OS than windows?*COUGH* Cool, share your virus^H^H^H gcf files with your friends. the game in his Play Games window and click Backup game files. Then follow the prompts. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] The CS Bomb Design
-- [ Picked text/plain from multipart/alternative ] Hi, I am just curious as to how the CS:S Bomb is added to the player in a backpack format during the game. Are the player models physically changed or is the backpack just added to the model. And if so how is this done? Thanks for the info, David -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Can i use my debt
Can i use my debt card to buy hl2 gold via steam i need the source code to make my mods. thanks soham roy programmer www.cotamod.com www.thehighoctane.com www.hood-life.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Installing Valve games not within from Steam
If you can't take preventative virus measures then that's your problem not the exe files. :P On Thu, 11 Nov 2004 15:11:17 +0100, tei [EMAIL PROTECTED] wrote: NuclearFriend wrote: Just unzip the zip, there should be a codename gordon.gcf file and place it in your SteamApps folder. In future, ask your friend to use the backup feature. It creates very nice compressed, exe-installer gcf files. He simply has to right click *COUGH*EXE??? so its nice to transport a bunch of textures and models in a format can be infected? this .exe run on other OS than windows?*COUGH* Cool, share your virus^H^H^H gcf files with your friends. the game in his Play Games window and click Backup game files. Then follow the prompts. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: The CS Bomb Design
It makes use of something called bodygroups. Check out the CS models .qc (i think that's the right format) after you decompile them in milkshape, should have something like $bodygroup somewhere in there. Check out http://articles.thewavelength.net/170/ for more info on setting up that qc file... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Installing Valve games not within from Steam
NuclearFriend wrote: If you can't take preventative virus measures then that's your problem not the exe files. :P DIGITAL SIFILIS !! , BINARY AIDS !! , COMPUTER EBOLA !! Its what you get if you share .EXE files. Say no to share .EXE files. http://www.rockman-exe.com/rockman/fanart/ryouko/virus.jpg http://www.fauxvirus.com/capture/3d.jpg http://biologia.fciencias.unam.mx/web/virus.gif http://exonous.typepad.com/241b3/Howtostopcomputerviruses.jpg http://www.planetdreamcast.com/rems/g-virus%20mutation.gif On Thu, 11 Nov 2004 15:11:17 +0100, tei [EMAIL PROTECTED] wrote: NuclearFriend wrote: Just unzip the zip, there should be a codename gordon.gcf file and place it in your SteamApps folder. In future, ask your friend to use the backup feature. It creates very nice compressed, exe-installer gcf files. He simply has to right click *COUGH*EXE??? so its nice to transport a bunch of textur...[crap] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Some general questions and some undocumented functions
Hey folks, Recently I've been looking through hw.dll (just for fun) and managed to work up a long list of questions - if anyone (perhaps even a Valve member?) could provide some answers I would be very grateful. Apologies for the length of this post. General Questions = Why does the decal code handle decals with the name }z_ specially? I can't quite understand what the code does (floating-point assembly isn't my strong point). What determines the colour of text in the new VGUI console? As far as I can tell, there's no way for it to determine whether the engine or the game DLL is printing to it yet it variously prints in white or brown. Regarding the server blending API (SV_StudioSetupBones), why is the passed in edict_t pointer sometimes NULL? Surely the server always has all the required data for entities? Now that player movement is all handled by the client/game DLLs, why would the engine ever need to find out the texture the player is standing on (HUD_PlayerMoveTexture)? Or is this an obsolete function now? Whatever happend to VGUI::GLSurface? The header is there but it's mostly unimplemented. Is it possible to create your own surface and have VGUI panels in-game (i.e. like doom3 guis). Undocumented Functions == Poking around I found quite a few functions exposed to the game DLLs that aren't documented - they're tacked onto the end of existing interface structures. Some I've managed to figure out, but many are still a mystery. If anyone knows more (or has the header files - hint hint Valve ;) ) please let me know. Any function names are taken either from string literals found in hw.dll or are best guesses based on their effects. SV_SaveGameComment -- Stick this in your server DLL and you can control what goes in the description field of saved games (appears in the load dialog): extern C void __declspec(dllexport) SV_SaveGameComment(char *buffer, int max_length) { strcpy( buffer, Hello, world! ); } HUD_ChatInputPosition - I think the engine trys to call this from the client DLL, but what its prototype is and what values it shoudl return I don't know. - Extra function in pEfxAPI structure, immediately after R_DecalRemoveAll: /* Prototype and function unknown - seems to have something to do with decals */ void (*UnknownFunction1)(); - Extra functions in pTriAPI structure, immediately after fog function: /* Prototype and function unknown */ void (*UnknownFunction1)(); /* Prototype and function unknown (passthrough to glGetFloatv?) */ void (*UnknownFunction2)(); /* Prototype and function unknown */ void (*UnknownFunction3)(); /* Prototype and function unknown */ void (*UnknownFunction4)(); /* Prototype and function unknown (passthrough to glColor4f?) */ void UnknownFunction5(); /* Prototype and function unknown (something to do with fog?) */ void (*UnknownFunction6)(); - Extra function in pVoiceTweakAPI struct, immediately after GetControlFloat: /* Prototype and function unknown */ void (*UnknownFunction1)(); - Extra functions in client engine interface, immediately after pfnSetMouseEnable: /* Returns pointer to start of registered cvar linked list. Added for VGUI console autocomplete? */ cvar_t* (*pfnGetCvarList)( void ); /* Returns pointer to start of registered command linked list. Added for VGUI console autocomplete? typedef struct cmd_function_s { struct cmd_function_s *next; const char *name; xcommand_t function; const char *description; qbooleanpure; } cmd_function_t; */ cmd_function_t* (*pfnGetCmdList)( void ); /* Not sure about this - convert cvar_t pointer to cvar name? Why? */ char* (pfnCvarNameFromPointer)( cvar_t* pointer ); /* Not sure abput this - convert cmd_function_t pointer to command name? Why? */ char* (*pfnCmdNameFromPointer)( cmd_function_t* pointer ); /* Returns current time for this client? Why is this needed when GetClientTime() already exists? */ float (*pfnGetCurrentTime)( void ); /* Unsure - always seems to return 800.0f (no, it's not horizontal resolution) */ float (*pfnGetUnknownFloat)( void ); /* Appears to be identical to function in IEngineStudio */ struct model_s* (*pfnGetModelByIndex)( int index ); /* Appears to modifies hidden cvar gl_texsort. Value of 0 disables it, other values enable it. Effect is a very bright (but not fullbright) screen. Who uses gl_texsort these days? */ void (*pfnSetGL_TexSort)( int value ); /* Colour scaling values for screen. Only works when gl_texsort is active. Defaults to white (1.0 1.0 1.0) */ void (pfnSetGL_TexSort_Colour)( float red, float green, float blue ); /* Final scaling factor for screen. Only works when gl_texsort is active. Defaults to 1.0 */ void (*pfnSetGL_TexSort_Scale)( float scale ); /* Seems to be a client entry point to the pfnSequenceGet function introduced for CS:CZ (see post Engine interface changes by Alfred
Re: [hlcoders] Some general questions and some undocumented functions
Philip Searle wrote: Why does the decal code handle decals with the name }z_ specially? I can't quite understand what the code does (floating-point assembly isn't my strong point). ??? maybe: texture are already mangled because encode stuff (special atributes) name[0] = type, z_ can be a substring that trigger something Now that player movement is all handled by the client/game DLLs, why would the engine ever need to find out the texture the player is standing on (HUD_PlayerMoveTexture)? Or is this an obsolete function now? ??? carpet/ice/metal footsteps? backward compatibility? bounce data? proxy textures vs server phisics? UFOs? /* Sets cvar value - why is this needed when Cvar_SetValue already exists? */ void (*Cvar_Set)( char *name, char *value ); ??? this may generate new console cvars? this one may use strings? this one only update string field? littel green dwellers from mars? maybe Valve forget about the other /* Starts a local sound - why is this needed? */ void (*pfnStartDynamicSound)( char *filename, float volume, float pitch ); ??? Menus? Music? radar? sniper scope effect? banned player triing to logon? Its this server or client? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Some general questions and some undocumented functions
What determines the colour of text in the new VGUI console? As far as I can tell, there's no way for it to determine whether the engine or the game DLL is printing to it yet it variously prints in white or brown. The Scheme Text files from memory determine the colour of things. If not then its generally stomped/hard coded in VGUI_TeamFortressViewPort.cpp/.h (my memory is starting to get a bit stretched here). Whatever happend to VGUI::GLSurface? The header is there but it's mostly unimplemented. Is it possible to create your own surface and have VGUI panels in-game (i.e. like doom3 guis). There are quite a few widgets that aren't implemented. GLSurface is just one of them. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Philip Searle Sent: Friday, 12 November 2004 10:17 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Some general questions and some undocumented functions Hey folks, Recently I've been looking through hw.dll (just for fun) and managed to work up a long list of questions - if anyone (perhaps even a Valve member?) could provide some answers I would be very grateful. Apologies for the length of this post. General Questions = Why does the decal code handle decals with the name }z_ specially? I can't quite understand what the code does (floating-point assembly isn't my strong point). What determines the colour of text in the new VGUI console? As far as I can tell, there's no way for it to determine whether the engine or the game DLL is printing to it yet it variously prints in white or brown. Regarding the server blending API (SV_StudioSetupBones), why is the passed in edict_t pointer sometimes NULL? Surely the server always has all the required data for entities? Now that player movement is all handled by the client/game DLLs, why would the engine ever need to find out the texture the player is standing on (HUD_PlayerMoveTexture)? Or is this an obsolete function now? Whatever happend to VGUI::GLSurface? The header is there but it's mostly unimplemented. Is it possible to create your own surface and have VGUI panels in-game (i.e. like doom3 guis). Undocumented Functions == Poking around I found quite a few functions exposed to the game DLLs that aren't documented - they're tacked onto the end of existing interface structures. Some I've managed to figure out, but many are still a mystery. If anyone knows more (or has the header files - hint hint Valve ;) ) please let me know. Any function names are taken either from string literals found in hw.dll or are best guesses based on their effects. SV_SaveGameComment -- Stick this in your server DLL and you can control what goes in the description field of saved games (appears in the load dialog): extern C void __declspec(dllexport) SV_SaveGameComment(char *buffer, int max_length) { strcpy( buffer, Hello, world! ); } HUD_ChatInputPosition - I think the engine trys to call this from the client DLL, but what its prototype is and what values it shoudl return I don't know. - Extra function in pEfxAPI structure, immediately after R_DecalRemoveAll: /* Prototype and function unknown - seems to have something to do with decals */ void (*UnknownFunction1)(); - Extra functions in pTriAPI structure, immediately after fog function: /* Prototype and function unknown */ void (*UnknownFunction1)(); /* Prototype and function unknown (passthrough to glGetFloatv?) */ void (*UnknownFunction2)(); /* Prototype and function unknown */ void (*UnknownFunction3)(); /* Prototype and function unknown */ void (*UnknownFunction4)(); /* Prototype and function unknown (passthrough to glColor4f?) */ void UnknownFunction5(); /* Prototype and function unknown (something to do with fog?) */ void (*UnknownFunction6)(); - Extra function in pVoiceTweakAPI struct, immediately after GetControlFloat: /* Prototype and function unknown */ void (*UnknownFunction1)(); - Extra functions in client engine interface, immediately after pfnSetMouseEnable: /* Returns pointer to start of registered cvar linked list. Added for VGUI console autocomplete? */ cvar_t* (*pfnGetCvarList)( void ); /* Returns pointer to start of registered command linked list. Added for VGUI console autocomplete? typedef struct cmd_function_s { struct cmd_function_s *next; const char *name; xcommand_t function; const char *description; qbooleanpure; } cmd_function_t; */ cmd_function_t* (*pfnGetCmdList)( void ); /* Not sure about this - convert cvar_t pointer to cvar name? Why? */ char* (pfnCvarNameFromPointer)( cvar_t* pointer ); /* Not sure abput this - convert cmd_function_t pointer to command name? Why? */ char* (*pfnCmdNameFromPointer)( cmd_function_t* pointer ); /* Returns current time for this client? Why is this needed when GetClientTime() already
Re: [hlcoders] Installing Valve games not within from Steam
there are only about .. 30 exe's running in your box0r background right now :D On Fri, 12 Nov 2004 00:23:16 +0100, tei [EMAIL PROTECTED] wrote: Jeffrey botman Broome wrote: tei wrote: Its what you get if you share .EXE files. Say no to share .EXE files. You must not install very many Windows applications that you download from the internet. I don't know of a single Windows install program that isn't an .exe file. DOOM 3 SDK.msi Terrain Generator.msi Allegiance.msi MsnMsgs.Msi [...] Search your comp for .msi (Microsoft Installer) files GET A DAMN VIRUS CHECKER FOR THE LOVE OF MIKE!!! :) AV checkerts not check all virus, but a sub-set. AV = not magic ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: The CS Bomb Design
I believe he said CS:S not CS. I have no idea how HL2 models work atm.. Perhaps ask on a HL2 model editing forum? On Thu, 11 Nov 2004 14:56:33 -0400, Imperio59 [EMAIL PROTECTED] wrote: It makes use of something called bodygroups. Check out the CS models .qc (i think that's the right format) after you decompile them in milkshape, should have something like $bodygroup somewhere in there. Check out http://articles.thewavelength.net/170/ for more info on setting up that qc file... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders