RE: [hlcoders] SDK update

2005-01-20 Thread Adam \amckern\ Mckern
This would be a good idea, for those that also only
work with the code


--- Tony \omega\ Sergi
[EMAIL PROTECTED] wrote:

 Couldn't you guys add an option to Extract Source
 Code which would just
 put an untouched version of the sdk, read only
 inside the sourcesdk folder,
 so we can diff whenever without actually running
 create a mod and creating
 new configurations? It would make things easy. And
 thenm let the refresh sdk
 content update that one if it exists, but only if.
 (so non-programmers don't
 need to have the source out of the GCF)

 What I ended up doing this time was using GCFScape
 and just unpacked the
 source dir to a folder off of c: so I could diff.

 Would be cool to have an option right there in the
 sdk for it.


 -Original Message-
 From: Alfred Reynolds
 [mailto:[EMAIL PROTECTED]
 Sent: January 19, 2005 9:46 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] SDK update

 Refresh SDK content just updates the various tools
 and example content
 in the SDK. You need to Create A Mod to extract
 the new code.

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On
 Behalf Of Jeffrey
 botman Broome Sent: Wednesday, January 19, 2005
 6:28 PM To:
 hlcoders@list.valvesoftware.com Subject: Re:
 [hlcoders] SDK update

  Ben Davison wrote:
   I've run a diff on the old code and the new
 code, and for some
   reason it's coming up with no changes to the
 code.
 
  Did it say Copying Files.  Please wait... for
 about 2 or 3 minutes
  right after you clicked on Play Games-Source
 SDK?
 
  I also did a Refresh SDK Content, just for fun.
 
  I got differences all over the place (first 2
 files in
  cl_dll\game_control, NavProgress.cpp and
 NavProgress.h are new).
 
  There's LOTS of changes in sdk\nav_*.*
 
  Are you doing a Single Player MOD or Multiplayer
 MOD?

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Re: [hlcoders] Player command - Health control? Damage?

2005-01-20 Thread tei
off-topic
N suggestions:
* Avoid daylight, code at night
* Buy a C++ book. (-- this its very valuable tip, but I think will be
ignored because you will think its something rude )
* Teamup with other guy.  (-- blame he your bugs. You can have fun with
bugs + asserts + friends )
* Start a software pet project (--  swich to the pet wen stuck. )
* Use tabs, not spaces.

Frank Weima wrote:
*sigh*
People, I'm a newbie to C++.
I am just teaching it for some months now.
Like the other guy was saying:

static_castCBasePlayer* the CBaseEntity, then do
Event_Killed(CTakeDamageInfo( blah )); to kill him, then Event_Dying()
==and==
just use SetHealth and GetHealth - but make sure to check if it
goes to 0 or below, as you'll have to kill him yourself if it happens.

Yes, maybe for the real coders this is easy.
I tried to figure it out myself now for weeks, but still cannot do it.
Is there someone who can realy help me with a piece of code or something?
My code is like this now:

Q_snprintf( gBuffer, 128, Setting your health);  // Message
  engine-ClientPrintf(pEntity, gBuffer );
  // It has to come here, the health that goes up
  CreateAMessage(pEntity,msg,gBuffer,engine-IndexOfEdict(pEntity));
  engine-ClientCommand(pEntity,gBuffer);// Message again

So please, anobody?
Thanks.
Frank Weima.

- Original Message -
From: Lance Vorgin [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 20, 2005 12:21 AM
Subject: Re: [hlcoders] Player command - Health control? Damage?

You need to include a ton of server project headers. Just #define
GAME_DLL 1 at the top and take all the #includes from util.cpp :/
Update killed the Event_ stuff for the time being (how mean of them).
CBaseEntity::Teleport still works.
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Re: [hlcoders] SDK update

2005-01-20 Thread Ben Davison
Just A quick question, I assume because we use bot_add that the sample
bots are built off the turtle rock CS:S bots?

So will we see more examples and code in later releases?

On Thu, 20 Jan 2005 10:16:57 -, Mike Blowers
[EMAIL PROTECTED] wrote:
 Great suggestions. I'd love for that to be implemented too.

 Mike.

 - Original Message -
 From: Adam amckern Mckern [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Thursday, January 20, 2005 9:17 AM
 Subject: RE: [hlcoders] SDK update

  This would be a good idea, for those that also only
  work with the code
 
 
  --- Tony \omega\ Sergi
  [EMAIL PROTECTED] wrote:
 
  Couldn't you guys add an option to Extract Source
  Code which would just
  put an untouched version of the sdk, read only
  inside the sourcesdk folder,
  so we can diff whenever without actually running
  create a mod and creating
  new configurations? It would make things easy. And
  thenm let the refresh sdk
  content update that one if it exists, but only if.
  (so non-programmers don't
  need to have the source out of the GCF)
 
  What I ended up doing this time was using GCFScape
  and just unpacked the
  source dir to a folder off of c: so I could diff.
 
  Would be cool to have an option right there in the
  sdk for it.
 
 
  -Original Message-
  From: Alfred Reynolds
  [mailto:[EMAIL PROTECTED]
  Sent: January 19, 2005 9:46 PM
  To: hlcoders@list.valvesoftware.com
  Subject: RE: [hlcoders] SDK update
 
  Refresh SDK content just updates the various tools
  and example content
  in the SDK. You need to Create A Mod to extract
  the new code.
 
  - Alfred
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On
  Behalf Of Jeffrey
  botman Broome Sent: Wednesday, January 19, 2005
  6:28 PM To:
  hlcoders@list.valvesoftware.com Subject: Re:
  [hlcoders] SDK update
 
   Ben Davison wrote:
I've run a diff on the old code and the new
  code, and for some
reason it's coming up with no changes to the
  code.
  
   Did it say Copying Files.  Please wait... for
  about 2 or 3 minutes
   right after you clicked on Play Games-Source
  SDK?
  
   I also did a Refresh SDK Content, just for fun.
  
   I got differences all over the place (first 2
  files in
   cl_dll\game_control, NavProgress.cpp and
  NavProgress.h are new).
  
   There's LOTS of changes in sdk\nav_*.*
  
   Are you doing a Single Player MOD or Multiplayer
  MOD?
 
  ___
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  please visit:
 
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  Checked by AVG Anti-Virus.
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  Date: 17/01/2005
 
 
 
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- http://www.shadow-phoenix.com

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Re: [hlcoders] SDK update

2005-01-20 Thread tei
You dont need Valve for that. You can write a script to track
changes/commit changes to your personal CVS.
Something like this, but better, that its unfinished.
#!perl
$file = foobar_SDK.cpp;
$oldpath=oldsdk/;
$newpath=newsdk/;
$new = $newpath . $file;
$old = $oldpath . $file;
$c = ;
if (!(-e $new))
{
$c = -;
`cvs remove $old`;
}
else
{
$changes = `diff $new $old`;
if ($changes)
{
$c = *;
`cvs commit $new`;
}
else
{
if (!(-e $old))
{
$c = + ;
`cvs add $new`;
}
else
{
#do nothing
}
}
}
print $new $c\n if ($c ne );

Grant Christensen wrote:
What would be really good for futer updats would be an actual change
log of what files have changed.  this would be good bacuase I know
that sometimes when doing a merge I lose track of if I have looked at
all files or not.  This would be a great check list to ensure all
files have been merged.  just something simply like:
sdk_player.cpp +  (means added)
sdk_player.h -(means removed)
player.cpp | - means changed
Anyway, would be handy, not sure if your revision control system
supports it.  would also help find all of the changes you have made,
unlike the current posts that just mention the major changes.
Grant.
On Wed, 19 Jan 2005 18:46:09 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
Refresh SDK content just updates the various tools and example content
in the SDK. You need to Create A Mod to extract the new code.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome Sent: Wednesday, January 19, 2005 6:28 PM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update

Ben Davison wrote:
I've run a diff on the old code and the new code, and for some
reason it's coming up with no changes to the code.
Did it say Copying Files.  Please wait... for about 2 or 3 minutes
right after you clicked on Play Games-Source SDK?
I also did a Refresh SDK Content, just for fun.
I got differences all over the place (first 2 files in
cl_dll\game_control, NavProgress.cpp and NavProgress.h are new).
There's LOTS of changes in sdk\nav_*.*
Are you doing a Single Player MOD or Multiplayer MOD?


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Re: [hlcoders] Player command - Health control? Damage?

2005-01-20 Thread Frank Weima
Funny. What about clientCommands *cheat* without the sv_cheats 1. 


- Original Message -
From: Ben Davison [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 20, 2005 3:50 PM
Subject: Re: [hlcoders] Player command - Health control? Damage?


 * Teamup with other guy.  (-- blame he your bugs. You can have fun with
 bugs + asserts + friends )

 How I love my coding freind :)


 On Thu, 20 Jan 2005 15:47:26 +0100, tei [EMAIL PROTECTED] wrote:
  off-topic
 
  N suggestions:
 
  * Avoid daylight, code at night
  * Buy a C++ book. (-- this its very valuable tip, but I think will be
  ignored because you will think its something rude )
  * Teamup with other guy.  (-- blame he your bugs. You can have fun with
  bugs + asserts + friends )
  * Start a software pet project (--  swich to the pet wen stuck. )
  * Use tabs, not spaces.
 
 
  Frank Weima wrote:
   *sigh*
  
   People, I'm a newbie to C++.
   I am just teaching it for some months now.
   Like the other guy was saying:
  
   
   static_castCBasePlayer* the CBaseEntity, then do
   Event_Killed(CTakeDamageInfo( blah )); to kill him, then
Event_Dying()
  
   ==and==
   just use SetHealth and GetHealth - but make sure to check if it
   goes to 0 or below, as you'll have to kill him yourself if it
happens.
   
   Yes, maybe for the real coders this is easy.
   I tried to figure it out myself now for weeks, but still cannot do it.
   Is there someone who can realy help me with a piece of code or
something?
  
   My code is like this now:
   
   Q_snprintf( gBuffer, 128, Setting your health);  // Message
 engine-ClientPrintf(pEntity, gBuffer );
  
 // It has to come here, the health that goes up
  
  
CreateAMessage(pEntity,msg,gBuffer,engine-IndexOfEdict(pEntity));
 engine-ClientCommand(pEntity,gBuffer);// Message again
   
  
   So please, anobody?
  
   Thanks.
   Frank Weima.
  
  
  
   - Original Message -
   From: Lance Vorgin [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Thursday, January 20, 2005 12:21 AM
   Subject: Re: [hlcoders] Player command - Health control? Damage?
  
  
  
  You need to include a ton of server project headers. Just #define
  GAME_DLL 1 at the top and take all the #includes from util.cpp :/
  
  Update killed the Event_ stuff for the time being (how mean of them).
  CBaseEntity::Teleport still works.
  
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 


 --
 - Ben Davison
 - http://www.shadow-phoenix.com

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[hlcoders] Modeling Made Easy.

2005-01-20 Thread tei

Hi!.
I think this modeling app its interesting even for coders. Its a new
system impresive because its easy and powerfull. Dont really need a
interface, Its like drawing 2d, but cooler.
A good route:
Read webpage and download the bins
About Takeo Igarashi
* http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/index.html
Teddy
* http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/teddy/teddy.htm
SmoothTeddy
* http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/...eddy/index.html
Then try 'Teddy' with the tutorial.
Then see this video...
http://www-ui.is.s.u-tokyo.ac.jp/~takeo/video/smoothteddy.avi
Oh!
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Re: [hlcoders] Modeling Made Easy.

2005-01-20 Thread Hasan Aljudy
wow .. this is awesome!


On Thu, 20 Jan 2005 19:02:15 +0100, tei [EMAIL PROTECTED] wrote:


 Hi!.

 I think this modeling app its interesting even for coders. Its a new
 system impresive because its easy and powerfull. Dont really need a
 interface, Its like drawing 2d, but cooler.

 A good route:

 Read webpage and download the bins

 About Takeo Igarashi
 * http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/index.html

 Teddy
 * http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/teddy/teddy.htm

 SmoothTeddy
 * http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/...eddy/index.html

 Then try 'Teddy' with the tutorial.

 Then see this video...
 http://www-ui.is.s.u-tokyo.ac.jp/~takeo/video/smoothteddy.avi

 Oh!

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RE: [hlcoders] SDK update

2005-01-20 Thread Alfred Reynolds
Right now the bot examples in the SDK just use the basic fakeclient
engine functionality to move a player around a server. In future updates
we will be exposing some services derived from the CS:S bots (for
example, access to their navigation mesh ).

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: Thursday, January 20, 2005 6:54 AM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update

 Just A quick question, I assume because we use bot_add that the
 sample bots are built off the turtle rock CS:S bots?

 So will we see more examples and code in later releases?

 On Thu, 20 Jan 2005 10:16:57 -, Mike Blowers
 [EMAIL PROTECTED] wrote:
  Great suggestions. I'd love for that to be implemented too.
 
  Mike.
 
  - Original Message -
  From: Adam amckern Mckern [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Thursday, January 20, 2005 9:17 AM
  Subject: RE: [hlcoders] SDK update
 
   This would be a good idea, for those that also only work with the
   code
  
  
   --- Tony \omega\ Sergi
   [EMAIL PROTECTED] wrote:
  
Couldn't you guys add an option to Extract Source Code which
would just put an untouched version of the sdk, read only inside
the sourcesdk folder, so we can diff whenever without actually
running create a mod and creating new configurations? It would
make things easy. And thenm let the refresh sdk content update
that one if it exists, but only if. (so non-programmers don't
need to have the source out of the GCF)
   
What I ended up doing this time was using GCFScape and just
unpacked the source dir to a folder off of c: so I could diff.
   
Would be cool to have an option right there in the sdk for it.
   
   
-Original Message-
From: Alfred Reynolds
[mailto:[EMAIL PROTECTED]
Sent: January 19, 2005 9:46 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] SDK update
   
Refresh SDK content just updates the various tools
and example content
in the SDK. You need to Create A Mod to extract
the new code.
   
- Alfred
   
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
Behalf Of Jeffrey
botman Broome Sent: Wednesday, January 19, 2005
6:28 PM To:
hlcoders@list.valvesoftware.com Subject: Re:
[hlcoders] SDK update
   
 Ben Davison wrote:
  I've run a diff on the old code and the new code, and for
  some reason it's coming up with no changes to the code.

 Did it say Copying Files.  Please wait... for about 2 or 3
 minutes right after you clicked on Play Games-Source SDK?

 I also did a Refresh SDK Content, just for fun.

 I got differences all over the place (first 2 files in
 cl_dll\game_control, NavProgress.cpp and NavProgress.h are
 new).

 There's LOTS of changes in sdk\nav_*.*

 Are you doing a Single Player MOD or Multiplayer MOD?
   
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Re: [hlcoders] SDK update

2005-01-20 Thread Ben Davison
Goody gumdrops Alfred :)


On Thu, 20 Jan 2005 11:02:00 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
 Right now the bot examples in the SDK just use the basic fakeclient
 engine functionality to move a player around a server. In future updates
 we will be exposing some services derived from the CS:S bots (for
 example, access to their navigation mesh ).

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
 Sent: Thursday, January 20, 2005 6:54 AM To:
 hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update

  Just A quick question, I assume because we use bot_add that the
  sample bots are built off the turtle rock CS:S bots?
 
  So will we see more examples and code in later releases?
 
  On Thu, 20 Jan 2005 10:16:57 -, Mike Blowers
  [EMAIL PROTECTED] wrote:
   Great suggestions. I'd love for that to be implemented too.
  
   Mike.
  
   - Original Message -
   From: Adam amckern Mckern [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Thursday, January 20, 2005 9:17 AM
   Subject: RE: [hlcoders] SDK update
  
This would be a good idea, for those that also only work with the
code
   
   
--- Tony \omega\ Sergi
[EMAIL PROTECTED] wrote:
   
 Couldn't you guys add an option to Extract Source Code which
 would just put an untouched version of the sdk, read only inside
 the sourcesdk folder, so we can diff whenever without actually
 running create a mod and creating new configurations? It would
 make things easy. And thenm let the refresh sdk content update
 that one if it exists, but only if. (so non-programmers don't
 need to have the source out of the GCF)

 What I ended up doing this time was using GCFScape and just
 unpacked the source dir to a folder off of c: so I could diff.

 Would be cool to have an option right there in the sdk for it.


 -Original Message-
 From: Alfred Reynolds
 [mailto:[EMAIL PROTECTED]
 Sent: January 19, 2005 9:46 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] SDK update

 Refresh SDK content just updates the various tools
 and example content
 in the SDK. You need to Create A Mod to extract
 the new code.

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On
 Behalf Of Jeffrey
 botman Broome Sent: Wednesday, January 19, 2005
 6:28 PM To:
 hlcoders@list.valvesoftware.com Subject: Re:
 [hlcoders] SDK update

  Ben Davison wrote:
   I've run a diff on the old code and the new code, and for
   some reason it's coming up with no changes to the code.
 
  Did it say Copying Files.  Please wait... for about 2 or 3
  minutes right after you clicked on Play Games-Source SDK?
 
  I also did a Refresh SDK Content, just for fun.
 
  I got differences all over the place (first 2 files in
  cl_dll\game_control, NavProgress.cpp and NavProgress.h are
  new).
 
  There's LOTS of changes in sdk\nav_*.*
 
  Are you doing a Single Player MOD or Multiplayer MOD?

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 Date: 17/01/2005


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Re: [hlcoders] Making weapons use magazines?

2005-01-20 Thread Beppo
Exactly, make a pointer chain/list, let it sort by amount so that the
'best/fullest' mag is always the first one in the list.
On reload you need to move the old mag back into this list if it wasn't
empty.
This way you can reload one mag after another and each mag holds its own
amount of rounds still left in it.
--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
http://infiltration.sentrystudios.net

- Original Message -
From: Draco [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, January 19, 2005 1:16 PM
Subject: Re: [hlcoders] Making weapons use magazines?

Then you will have to create a pointer to a struct like ClipMemory or
something. whenever you reload old clip find its ammo, do not decrease
clip amount.
If you want to be able to select old clips then you could make a
linked list that is accessed by some sort of VGUI inventory screen,
and you could load each one.
Personally, old clips sounds like a crappy idea, but that's just me,
you go right ahead and try it.
**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net
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Re: [hlcoders] Player command - Health control? Damage?

2005-01-20 Thread Lance Vorgin
I really doubt that alot of those are forwarded to the server, as many
deal with the material and rendering subsystems and the sv_cheats
check is made locally :rolleyes:

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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-20 Thread Beppo
Was nothing of all this posted on VERC?
Without trying to sound rude or something alike, but you encounter these
bugs within 2 minutes of playing the test map.
But back on topic... some already said that many out there want a base SDK
that actually works, has the basic stuff you need for a game already
implemented (ScoreBoard and stuff alike) and the bugs that some already
fixed themselves like the animations being fixed by Valve to get a
'standard' that you do not need to reinvent or even to reimplement by
copying code from a forum or something similar.
Sure you can learn a lot from doing all this yourself but the problem for
many out there is simply the time needed for all this.
I am pretty new to the HL/HL2 engine and so do not know right from the start
where to search for specific things at all and if I encounter a bug that
makes specific things unplayable then I get lost pretty fast due to me not
knowing the class hierarchy out of my pocket. In addition I do not have the
time needed to then try to fix these bugs myself cause my spare time for
this 'hobby' is already limited.
The more the MP SDK can offer to help out new folks like myself, the better.
We need examples we can enhance or even exchange later on. But to implement
these things yourself without knowing actually where the proper place would
be is another form of reinventing the wheel or even totally worthless in the
end cause the next official update will maybe have this code part
implemented properly.
So, many wait for the official release of HL2DM as base for the SDK, cause
in HL2DM everything seems to work. You have working game modes, one for team
play and one for solo, working animations with IK, working online physics,
working weapons aso aso. The only part missing would be fully online working
vehicles of different types (wheels, tracks, hovers, flying, swimming,
diving).
But maybe you guys can surprise us all by releasing an official HL2DM map
with a working buggy, jeep or whatever type of vehicle you want to use and
this all working in the SDK then too. :)
I know I'm asking for a lot, maybe too much, but with such a MP base SDK you
will get tons of new people to actually start modding.
Not everyone out there has the time and/or the skill to reinvent the wheel
or to fix base codes.
Would be great if Valve would be able to deliver such a MP SDK. Would hook
even more mod teams to this great engine, for sure!
regards,
Beppo
--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
http://infiltration.sentrystudios.net

- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, January 18, 2005 4:48 PM
Subject: Re: [hlcoders] HL2DM SDK in January or February?

Mike Blowers wrote:
Wow... Steam must have downloaded the wrong SDK for me then !
How about these issues then (just to start with)
Go Thirdperson The player has 4 arms.
The Physics is nothing like HL2DMHow many times have you been
teleported
across a level just because you happened to walk on a slope in HL2DM ?)
Exit the Jeep and the weapon comes off the jeep then flies back on again.
Exit the Jeep whilst it's leaning against a wall, and those angles are
forced on the player.
After throwing a grenade it's auto switches to another weapon, no matter
how
many grenades you have left.
How many of these issues have you posted on VERC?
As for Physics, Jay Stelly responded to a post on VERC about maxspeed
being handled improperly...
http://www.chatbear.com/board.plm?a=viewthreadt=211,1104816723,4893id=768355b=4991v=flatold
--
Jeffrey botman Broome
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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-20 Thread Chris Adams
Not everyone out there has the time and/or the skill to reinvent the
wheel
or to fix base codes.

I think a few weeks ago this was definitely the case, but the
availability of fixes now is very great. I messed up my code base
totally the other day and it took me 20 minutes to have a fully working
MP code base with scoreboard etc, using the fixes on the net.

Useful links:
http://forums.thewavelength.net
http://www.sourcewiki.org
http://www.hl2dev.tk

Admittedly though it would be nice just to use the Valve code instead of
any possibly shoddy fixes :-)

---
Chris Adams
Fragzzhost

T (07005) 964 855
F (07005) 964 857
www.fragzzhost.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Beppo
Sent: 20 January 2005 21:58
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HL2DM SDK in January or February?

Was nothing of all this posted on VERC?
Without trying to sound rude or something alike, but you encounter these
bugs within 2 minutes of playing the test map.

But back on topic... some already said that many out there want a base
SDK
that actually works, has the basic stuff you need for a game already
implemented (ScoreBoard and stuff alike) and the bugs that some already
fixed themselves like the animations being fixed by Valve to get a
'standard' that you do not need to reinvent or even to reimplement by
copying code from a forum or something similar.
Sure you can learn a lot from doing all this yourself but the problem
for
many out there is simply the time needed for all this.

I am pretty new to the HL/HL2 engine and so do not know right from the
start
where to search for specific things at all and if I encounter a bug that
makes specific things unplayable then I get lost pretty fast due to me
not
knowing the class hierarchy out of my pocket. In addition I do not have
the
time needed to then try to fix these bugs myself cause my spare time for
this 'hobby' is already limited.

The more the MP SDK can offer to help out new folks like myself, the
better.
We need examples we can enhance or even exchange later on. But to
implement
these things yourself without knowing actually where the proper place
would
be is another form of reinventing the wheel or even totally worthless in
the
end cause the next official update will maybe have this code part
implemented properly.

So, many wait for the official release of HL2DM as base for the SDK,
cause
in HL2DM everything seems to work. You have working game modes, one for
team
play and one for solo, working animations with IK, working online
physics,
working weapons aso aso. The only part missing would be fully online
working
vehicles of different types (wheels, tracks, hovers, flying, swimming,
diving).
But maybe you guys can surprise us all by releasing an official HL2DM
map
with a working buggy, jeep or whatever type of vehicle you want to use
and
this all working in the SDK then too. :)

I know I'm asking for a lot, maybe too much, but with such a MP base SDK
you
will get tons of new people to actually start modding.
Not everyone out there has the time and/or the skill to reinvent the
wheel
or to fix base codes.

Would be great if Valve would be able to deliver such a MP SDK. Would
hook
even more mod teams to this great engine, for sure!

regards,

Beppo

--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
 http://infiltration.sentrystudios.net



- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, January 18, 2005 4:48 PM
Subject: Re: [hlcoders] HL2DM SDK in January or February?


 Mike Blowers wrote:

 Wow... Steam must have downloaded the wrong SDK for me then !

 How about these issues then (just to start with)

 Go Thirdperson The player has 4 arms.

 The Physics is nothing like HL2DMHow many times have you been
 teleported
 across a level just because you happened to walk on a slope in HL2DM
?)

 Exit the Jeep and the weapon comes off the jeep then flies back on
again.

 Exit the Jeep whilst it's leaning against a wall, and those angles
are
 forced on the player.

 After throwing a grenade it's auto switches to another weapon, no
matter
 how
 many grenades you have left.

 How many of these issues have you posted on VERC?

 As for Physics, Jay Stelly responded to a post on VERC about maxspeed
 being handled improperly...


http://www.chatbear.com/board.plm?a=viewthreadt=211,1104816723,4893id=
768355b=4991v=flatold

 --
 Jeffrey botman Broome

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RE: [hlcoders] SDK update

2005-01-20 Thread Adam \amckern\ Mckern
So we wont be able to mess with there ai any time
soon?

Also, why are we useing code built on what botman did
all that time ago, and not something new like you find
in UT?

Adam


--- Alfred Reynolds [EMAIL PROTECTED] wrote:

 Right now the bot examples in the SDK just use the
 basic fakeclient
 engine functionality to move a player around a
 server. In future updates
 we will be exposing some services derived from the
 CS:S bots (for
 example, access to their navigation mesh ).

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On
 Behalf Of Ben Davison
 Sent: Thursday, January 20, 2005 6:54 AM To:
 hlcoders@list.valvesoftware.com Subject: Re:
 [hlcoders] SDK update

  Just A quick question, I assume because we use
 bot_add that the
  sample bots are built off the turtle rock CS:S
 bots?
 
  So will we see more examples and code in later
 releases?
 
  On Thu, 20 Jan 2005 10:16:57 -, Mike Blowers
  [EMAIL PROTECTED] wrote:
   Great suggestions. I'd love for that to be
 implemented too.
  
   Mike.
  
   - Original Message -
   From: Adam amckern Mckern
 [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Thursday, January 20, 2005 9:17 AM
   Subject: RE: [hlcoders] SDK update
  
This would be a good idea, for those that also
 only work with the
code
   
   
--- Tony \omega\ Sergi
[EMAIL PROTECTED] wrote:
   
 Couldn't you guys add an option to Extract
 Source Code which
 would just put an untouched version of the
 sdk, read only inside
 the sourcesdk folder, so we can diff
 whenever without actually
 running create a mod and creating new
 configurations? It would
 make things easy. And thenm let the refresh
 sdk content update
 that one if it exists, but only if. (so
 non-programmers don't
 need to have the source out of the GCF)

 What I ended up doing this time was using
 GCFScape and just
 unpacked the source dir to a folder off of
 c: so I could diff.

 Would be cool to have an option right there
 in the sdk for it.


 -Original Message-
 From: Alfred Reynolds
 [mailto:[EMAIL PROTECTED]
 Sent: January 19, 2005 9:46 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] SDK update

 Refresh SDK content just updates the various
 tools
 and example content
 in the SDK. You need to Create A Mod to
 extract
 the new code.

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]

 [mailto:[EMAIL PROTECTED] On
 Behalf Of Jeffrey
 botman Broome Sent: Wednesday, January 19,
 2005
 6:28 PM To:
 hlcoders@list.valvesoftware.com Subject: Re:
 [hlcoders] SDK update

  Ben Davison wrote:
   I've run a diff on the old code and the
 new code, and for
   some reason it's coming up with no
 changes to the code.
 
  Did it say Copying Files.  Please
 wait... for about 2 or 3
  minutes right after you clicked on Play
 Games-Source SDK?
 
  I also did a Refresh SDK Content, just
 for fun.
 
  I got differences all over the place
 (first 2 files in
  cl_dll\game_control, NavProgress.cpp and
 NavProgress.h are
  new).
 
  There's LOTS of changes in sdk\nav_*.*
 
  Are you doing a Single Player MOD or
 Multiplayer MOD?


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Re: [hlcoders] Modeling Made Easy.

2005-01-20 Thread Adam \amckern\ Mckern
Thanks

I'm using it at the moment, its like ms paint, but you
make a model from it!

And its JAVA! w00t!

Tei, you find the best stuff, and tell us about it,
keep it up!


--- Hasan Aljudy [EMAIL PROTECTED] wrote:

 wow .. this is awesome!


 On Thu, 20 Jan 2005 19:02:15 +0100, tei
 [EMAIL PROTECTED] wrote:
 
 
  Hi!.
 
  I think this modeling app its interesting even for
 coders. Its a new
  system impresive because its easy and powerfull.
 Dont really need a
  interface, Its like drawing 2d, but cooler.
 
  A good route:
 
  Read webpage and download the bins
 
  About Takeo Igarashi
  *
 http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/index.html
 
  Teddy
  *

http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/teddy/teddy.htm
 
  SmoothTeddy
  *

http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/...eddy/index.html
 
  Then try 'Teddy' with the tutorial.
 
  Then see this video...
 

http://www-ui.is.s.u-tokyo.ac.jp/~takeo/video/smoothteddy.avi
 
  Oh!
 
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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-20 Thread Beppo
Thanks for the links Chris, appreciated.
And I have to second you here ;)
Admittedly though it would be nice just to use the Valve code instead of
any possibly shoddy fixes :-)
--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
http://infiltration.sentrystudios.net

- Original Message -
From: Chris Adams [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 20, 2005 11:41 PM
Subject: RE: [hlcoders] HL2DM SDK in January or February?

Not everyone out there has the time and/or the skill to reinvent the
wheel
or to fix base codes.
I think a few weeks ago this was definitely the case, but the
availability of fixes now is very great. I messed up my code base
totally the other day and it took me 20 minutes to have a fully working
MP code base with scoreboard etc, using the fixes on the net.
Useful links:
http://forums.thewavelength.net
http://www.sourcewiki.org
http://www.hl2dev.tk
Admittedly though it would be nice just to use the Valve code instead of
any possibly shoddy fixes :-)
---
Chris Adams
Fragzzhost
T (07005) 964 855
F (07005) 964 857
www.fragzzhost.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Beppo
Sent: 20 January 2005 21:58
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HL2DM SDK in January or February?
Was nothing of all this posted on VERC?
Without trying to sound rude or something alike, but you encounter these
bugs within 2 minutes of playing the test map.
But back on topic... some already said that many out there want a base
SDK
that actually works, has the basic stuff you need for a game already
implemented (ScoreBoard and stuff alike) and the bugs that some already
fixed themselves like the animations being fixed by Valve to get a
'standard' that you do not need to reinvent or even to reimplement by
copying code from a forum or something similar.
Sure you can learn a lot from doing all this yourself but the problem
for
many out there is simply the time needed for all this.
I am pretty new to the HL/HL2 engine and so do not know right from the
start
where to search for specific things at all and if I encounter a bug that
makes specific things unplayable then I get lost pretty fast due to me
not
knowing the class hierarchy out of my pocket. In addition I do not have
the
time needed to then try to fix these bugs myself cause my spare time for
this 'hobby' is already limited.
The more the MP SDK can offer to help out new folks like myself, the
better.
We need examples we can enhance or even exchange later on. But to
implement
these things yourself without knowing actually where the proper place
would
be is another form of reinventing the wheel or even totally worthless in
the
end cause the next official update will maybe have this code part
implemented properly.
So, many wait for the official release of HL2DM as base for the SDK,
cause
in HL2DM everything seems to work. You have working game modes, one for
team
play and one for solo, working animations with IK, working online
physics,
working weapons aso aso. The only part missing would be fully online
working
vehicles of different types (wheels, tracks, hovers, flying, swimming,
diving).
But maybe you guys can surprise us all by releasing an official HL2DM
map
with a working buggy, jeep or whatever type of vehicle you want to use
and
this all working in the SDK then too. :)
I know I'm asking for a lot, maybe too much, but with such a MP base SDK
you
will get tons of new people to actually start modding.
Not everyone out there has the time and/or the skill to reinvent the
wheel
or to fix base codes.
Would be great if Valve would be able to deliver such a MP SDK. Would
hook
even more mod teams to this great engine, for sure!
regards,
Beppo
--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
http://infiltration.sentrystudios.net

- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, January 18, 2005 4:48 PM
Subject: Re: [hlcoders] HL2DM SDK in January or February?

Mike Blowers wrote:
Wow... Steam must have downloaded the wrong SDK for me then !
How about these issues then (just to start with)
Go Thirdperson The player has 4 arms.
The Physics is nothing like HL2DMHow many times have you been
teleported
across a level just because you happened to walk on a slope in HL2DM
?)
Exit the Jeep and the weapon comes off the jeep then flies back on
again.
Exit the Jeep whilst it's leaning against a wall, and those angles
are
forced on the player.
After throwing a grenade it's auto switches to another weapon, no
matter
how
many grenades you have left.

[hlcoders] Bad configuration in .sln

2005-01-20 Thread Grant Christensen
I am not sure if anyone has reported this before, but when you grab a
clean checkout of the MP code from the SDK, one of the projects (can't
rememebr if it was client or dll - not in front of it) has the
intermediate directory for the Debug build set to use the Release
directory.  So your debug object files will go in with your release
ones overwriting them, or getting confused about what needs
rebuilding.

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RE: [hlcoders] Elevator issues

2005-01-20 Thread K. Mike Bradley
I think it has to do with the compromises that have to be made in
multiplayer in terms of the network messages between all clients and the
server.
I don't know if it will ever be addressed.




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dave R. Meyers
Sent: Thursday, January 20, 2005 10:03 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Elevator issues

Not sure if this has been talked about in here, but will there be a fix for
MP elevators?

They work fine in SP maps, but if you run the same map in MP the elevator
jerks something fierce and the player gets stuck in the object all the time.

Just a question that many people seem to want a fix for, as making the
players use stairs or ramps all the time can hurt.

Dave R. Meyers
Starbreaker


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