Re: [hlcoders] Yet another svc_bad error message... this one is weird

2003-03-09 Thread Avatar-X
--
[ Picked text/plain from multipart/alternative ]
The HL model limit is 512.

This includes any precached models using PRECACHE_MODEL, and it also
includes all map-based solid models, like func_walls.

So if you have 400 solid ents (the max) in your map, you can only have
112 other precached models in your mod.

-av

botman wrote:

What the H-E-double hockey sticks does this mean:

Host_Error: PF_precache_model_l: 'models/w_ammobox.mdl' overflow

That ONLY happens when the map runs in multiplayer mode. not in single
player, JUST multiplayer.

And the other maps run fine, WTF?!?!?!



The Half-Life engine version of this code is very similar to the original
Quake engine version (which is available from ftp.idsoftware.com).  Here's
the function from the Quake source (from the pr_cmds.c file)...

void PF_precache_model (void)
{
   char *s;
   int  i;

   if (sv.state != ss_loading)
  PR_RunError (PF_Precache_*: Precache can only be done in spawn
functions);

   s = G_STRING(OFS_PARM0);
   G_INT(OFS_RETURN) = G_INT(OFS_PARM0);
   PR_CheckEmptyString (s);

   for (i=0 ; iMAX_MODELS ; i++)
   {
  if (!sv.model_precache[i])
  {
 sv.model_precache[i] = s;
 return;
  }
  if (!strcmp(sv.model_precache[i], s))
 return;
   }
   PR_RunError (PF_precache_model: overflow);
}

...it looks like the engine is going through the list of all the models that
can be precached at one time and trying to find the precached version of
this model.  When it can't find it, you get that nastygram.  Perhaps you are
trying to load too many models at one time.  Try reducing the number of
models in your MOD.

Jeffrey botman Broome

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Re: [hlcoders] Yet another svc_bad error message... this one is weird

2003-03-09 Thread Avatar-X
--
[ Picked text/plain from multipart/alternative ]
Oh, I'd love to have it increased *ELBOWS VALVE IN THE RIBS*

However I asked Eric about it, 2 years ago. He said they couldn't
increase it because Half-Life must remain compatible with the specs
listed on the original cardboard box.

-av

Sniper wrote:

It'd be nice if this limit could be increased. I'm sure the average low-end
machine could handle much more than the high end computers of '96-98.
(Quake1 through Half-Life)

Sniper
- Original Message -
From: Avatar-X [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, March 09, 2003 11:57 AM
Subject: Re: [hlcoders] Yet another svc_bad error message... this one is
weird




--
[ Picked text/plain from multipart/alternative ]
The HL model limit is 512.

This includes any precached models using PRECACHE_MODEL, and it also
includes all map-based solid models, like func_walls.

So if you have 400 solid ents (the max) in your map, you can only have
112 other precached models in your mod.

-av

botman wrote:



What the H-E-double hockey sticks does this mean:

Host_Error: PF_precache_model_l: 'models/w_ammobox.mdl' overflow

That ONLY happens when the map runs in multiplayer mode. not in single
player, JUST multiplayer.

And the other maps run fine, WTF?!?!?!




The Half-Life engine version of this code is very similar to the original
Quake engine version (which is available from ftp.idsoftware.com).


Here's


the function from the Quake source (from the pr_cmds.c file)...

void PF_precache_model (void)
{
  char *s;
  int  i;

  if (sv.state != ss_loading)
 PR_RunError (PF_Precache_*: Precache can only be done in spawn
functions);

  s = G_STRING(OFS_PARM0);
  G_INT(OFS_RETURN) = G_INT(OFS_PARM0);
  PR_CheckEmptyString (s);

  for (i=0 ; iMAX_MODELS ; i++)
  {
 if (!sv.model_precache[i])
 {
sv.model_precache[i] = s;
return;
 }
 if (!strcmp(sv.model_precache[i], s))
return;
  }
  PR_RunError (PF_precache_model: overflow);
}

...it looks like the engine is going through the list of all the models


that


can be precached at one time and trying to find the precached version of
this model.  When it can't find it, you get that nastygram.  Perhaps you


are


trying to load too many models at one time.  Try reducing the number of
models in your MOD.

Jeffrey botman Broome

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Re: [hlcoders] Problem porting to SDK 2.3

2003-02-14 Thread Avatar-X
This is a multi-part message in MIME format.
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Can someone tell me where to get SDK 2.3 Full?

botman wrote:

Was attempting to port a mod from a very old SDK to 2.3 by inserting the
additions from the 2.3 SDK [using WinDiff].

Everything went pretty well, except for multiple 'weapon prediction' bugs.

Example: When I fire the crowbar, it basically has no delay that I can
see. It hits the wall as fast as it can so after holding it down for a few
secs I might have 100 holes in the wall =D.

Did I forget something?



Are you using UTIL_WeaponTimeBase() for the delay values (i.e. don't use
gpGlobals-time on the client).

Jeffrey botman Broome

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[hlcoders] sounds, pitch, looping, and loop points

2003-02-07 Thread Avatar-X
i've found a bug, and was wondering if anyone knew a workaround:

when a WAV file is played at a pitch that's not 100 (normal), and it is
a looping sound, and the loop point is not at the beginning of the file
but somewhere in the middle, the engine loops it from the beginning,
ignoring the loop point.

It works properly (loops from the loop point) at pitch 100.

Any ideas?

-av

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Re: [hlcoders] Triggering a door from the client

2003-02-02 Thread Avatar-X
you dont read very well, do you:


Ideally this should be able to be done so that the player can't emulate
it via console commands etc.






Rob Harwood wrote:


Make the client send a command back to the server like doorpin code.

regards,

Rob Harwood.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Michael
Shimmins
Sent: 02 February 2003 11:02
To: HLCoders
Subject: [hlcoders] Triggering a door from the client

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi all,

Just after some conceptual help here on how you'd go about triggering an
entity (in most if not all instances a door) to open from the client
side.

I'm recoding the func_door to open a VGUI menu for the user to enter a
pin code.  If the pin is correct the door should open if not then it
should remain closed.

Ideally this should be able to be done so that the player can't emulate
it via console commands etc.

Anyway, looking forward to your ideas,

Thanks,

Michael Shimmins mailto:[EMAIL PROTECTED]
Sesechial Software

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Re: [hlcoders] Accessing Time on Server per player

2003-01-14 Thread Avatar-X
This is a multi-part message in MIME format.
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that would only work for the duration of the map since gpGlobals-time
is reset to 0 on map spawn

-av

Michael Shimmins wrote:

How about creating a new variable in CBasePlayer:

float ConnectTime;

At spawn set the ConnectTime to gpGlobals-time.  When you want to check
it, the time connected = gpGlobals-time - ConnectTime;

Manipulate this result a bit to get a nice minutes/seconds if you want,
or just leave it how it is, depending on how you wish to use it.

Michael Shimmins
The Absconder Effect

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Bud-froggy
Sent: Wednesday, January 15, 2003 5:03 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Accessing Time on Server per player


I need to access the data and manipulate it.  Is the only way to hook
ClientPutInServer and create a timestamp for each user? -Bud-froggy

sol.greyfox wrote:


If my memory serves me right (can't check it right now since Steam


is


down for the upcoming server upgrade to 2.0 on thursday *crosses
fingers*), then you can go to your console and type status and it
will spit out a list of players, their wonid, userid, time, frags,
ping, loss, etc.




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Re: [hlcoders] Saving and the HLSDK

2002-12-29 Thread Avatar-X
--
[ Picked text/plain from multipart/alternative ]
Surely you could make your entities still work when saved, i mean, the
whole point of the saving is that it restores it to the exact state it
was before.

-av

Cortex wrote:

Oups, I didn't notice that lol
sorry :\

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738

Philip wrote:


You can still get to the menu by pressing ESC.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Cortex
Sent: Sunday, December 29, 2002 8:40 PM
To: [EMAIL PROTECTED]

You could do :
CLIENT_COMMAND (pPlayer-pev, unbindall); (where pPlayer is
a pointer to the player).

Then, all the keys won't have any effect. Then, after the end
of the sequence, you call :
CLIENT_COMMAND (pPlayer-pev, exec config.cfg); and all the
binds will reappear :p

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738

Ryan Professional Victim Desgroseilliers wrote:


I've run into something of a problem during my coding work for the
Nightwatch mod, regarding the way Half-Life handles saving.


There are


a few situations where saves of any kind would be quite problematic
both programmatically and from a design standpoint, such as the
introductory camera sequence, and I've been trying for some time to
find a way to stop players from saving at those points


using the SDK,


with no luck. Since this is a single player mod and cheating isn't
really an issue, the Quick Save functionality can probably


be worked


around fairly easily by simply removing the bind option, but I can
find no way to stop saves initiated from the menu interface.

Does anyone know of a way that the engine could be prevented from
accepting save commands?

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Re: [hlcoders] testing hlcoders

2002-12-17 Thread Avatar-X
i want to see pictures of the golden crowbar!!!

-av

Steve Rukuts wrote:


--
[ Converted text/html to text/plain ]

aah, looks like the list's feeling better. good good.

=How are the new offices? :
=
=--
= MoD,
=
= Always @ your service.
=
=
=- Original Message -
=From: Ken Birdwell
=To:
=Sent: Tuesday, December 17, 2002 3:18 AM
=Subject: [hlcoders] testing hlcoders
=
=
= valvesoftware.com switched to a new IP address, seeing if the routing
=tables
= have propagated yet..
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Steve Rukuts
Wrench Software
Webmaster / Co-Founder / Original Design: Operation: Messiah

e-mail: [EMAIL PROTECTED]
MSN: [EMAIL PROTECTED]
ICQ: 98613165

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Re: [hlcoders] testing hlcoders

2002-12-17 Thread Avatar-X
Valve has a golden crowbar in their offices. It's modelled after the
Half-Life crowbar (duh)

-av

Steve Rukuts wrote:


--
[ Converted text/html to text/plain ]

Golden whaaa?

=i want to see pictures of the golden crowbar!!!
=
=-av
=
=Steve Rukuts wrote:
=
=--
=[ Converted text/html to text/plain ]
=
=aah, looks like the list's feeling better. good good.
=
==How are the new offices? :
==
==--
== MoD,
==
== Always @ your service.
==
==
==- Original Message -
==From: Ken Birdwell
==To:
==Sent: Tuesday, December 17, 2002 3:18 AM
==Subject: [hlcoders] testing hlcoders
==
==
== valvesoftware.com switched to a new IP address, seeing if the routing
==tables
== have propagated yet..
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=
=e-mail: [EMAIL PROTECTED]
=MSN: [EMAIL PROTECTED]
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Re: [hlcoders] testing hlcoders

2002-12-17 Thread Avatar-X
See, here it is:

http://www.uer.ca/valve4.jpg

the golden crowbar!

Steve Rukuts wrote:


--
[ Converted text/html to text/plain ]

Golden whaaa?

=i want to see pictures of the golden crowbar!!!
=
=-av
=
=Steve Rukuts wrote:
=
=--
=[ Converted text/html to text/plain ]
=
=aah, looks like the list's feeling better. good good.
=
==How are the new offices? :
==
==--
== MoD,
==
== Always @ your service.
==
==
==- Original Message -
==From: Ken Birdwell
==To:
==Sent: Tuesday, December 17, 2002 3:18 AM
==Subject: [hlcoders] testing hlcoders
==
==
== valvesoftware.com switched to a new IP address, seeing if the routing
==tables
== have propagated yet..
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Re: [hlcoders] testing hlcoders

2002-12-17 Thread Avatar-X
Sorry for the spam, but i've found a better pictar:

http://www.uer.ca/valve3.jpg

see! teh golden!

Steve Rukuts wrote:


--
[ Converted text/html to text/plain ]

Golden whaaa?

=i want to see pictures of the golden crowbar!!!
=
=-av
=
=Steve Rukuts wrote:
=
=--
=[ Converted text/html to text/plain ]
=
=aah, looks like the list's feeling better. good good.
=
==How are the new offices? :
==
==--
== MoD,
==
== Always @ your service.
==
==
==- Original Message -
==From: Ken Birdwell
==To:
==Sent: Tuesday, December 17, 2002 3:18 AM
==Subject: [hlcoders] testing hlcoders
==
==
== valvesoftware.com switched to a new IP address, seeing if the routing
==tables
== have propagated yet..
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=
=e-mail: [EMAIL PROTECTED]
=MSN: [EMAIL PROTECTED]
=ICQ: 98613165
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Re: [hlcoders] say and say_team

2002-12-13 Thread Avatar-X
No talking in public servers? Wow, you must run your server like Hitler.

-av

Mikael Lindmark wrote:


This is a multi-part message in MIME format.
--
Has anyone made a small plugin that sole function is to prevent

says in game ?



example,



say 0

team_say 1

say_dead 1

team_say_dead 1



--  use would be great for alot of public servers





	-Ursprungligt meddelande-

	Från: Jussi Kivilinna [mailto:[EMAIL PROTECTED]]

	Skickat: fr 2002-12-13 09:08

	Till: [EMAIL PROTECTED]

	Kopia:

	Ämne: Re: [hlcoders] ricochet anticheat







	to disable +USE try this metamod plugin:

	http://hullu.xtragaming.com/files/nouse_mm.zip



	(source http://hullu.xtragaming.com/files/nouse_source.rar)



	It just sets ppmove-cmd.buttons=~IN_USE in PM_Move and

	cmd-buttons=~IN_USE in CmdStart.



	.-

	 Jussi Kivilinna [EMAIL PROTECTED]

	 http://jussikivilinna.cjb.net/





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Re: [hlcoders] Jump-hacking ricochet

2002-12-07 Thread Avatar-X
--
[ Picked text/plain from multipart/alternative ]
You could fake it by watching for IN_JUMP and then just giving the
player upward velocity :-)

-av

MoD wrote:

Oh, ok :\

This means I cant have me a Jump-Ricochet server side mod, eh?

no big deal.

Thanks for the help, I appreciate it.

--
  MoD,

Always @ your service.

- Original Message -
From: Starbreaker [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, December 07, 2002 7:19 PM
Subject: Re: [hlcoders] Jump-hacking ricochet




Just woke up, and did not bother to open teh code up yet, but if I


remember


right, all jump psysics are handled in shared code in pm_shared (or
ssoomething like that).  What this means, that is in order for your change
to work, you need to compile both the mp.dll and cl_dll after you make
changes, and replace both.

This was a small problem I had had at one time, with trying to change jump
height.

I will look again later today, but this might be a quick heelp.

Dave

- Original Message -
From: MoD [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, 07 December, 2002 02:59
Subject: Re: [hlcoders] Jump-hacking ricochet




ROFL, I mixed up the */ and /*...

That's not it guys, I added them over the uncommented part.

--
  MoD,

Always @ your service.


*/
 if (pev-button  IN_JUMP)
 {
  // If on a ladder, jump off the ladder
  // else Jump
  Jump();
 }
 // If trying to duck, already ducked, or in the process of ducking
 if ((pev-button  IN_DUCK) || FBitSet(pev-flags,FL_DUCKING) ||
(m_afPhysicsFlags  PFLAG_DUCKING) )
  Duck();
/*


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Re: [hlcoders] Hook

2002-12-05 Thread Avatar-X
--
[ Picked text/plain from multipart/alternative ]
thanks, it allows you to swing!

-av

Starbreaker wrote:

Many Thanks Scott.

I was gonna offer the hook code from an old verion of OZ, but I was looking
for a tut to direct him to first.  All my links are gone...

A tut is much better then just giving (sharing) code.  Atleast this way, he
will get a better understanding of how it works. 8)

On a side note, the Hook in SZ is pretty cool.

Dave
AKA Starbreaker

Coder OZ Deathmatch


- Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, 05 December, 2002 01:44
Subject: Re: [hlcoders] Hook




Here is a tutorial on creating a grapple.  This can get you started, but


IIRC, it is


incomplete, or has some problems.




http://www.planethalflife.com/hlprogramming/old/tuts/tut_offhandgrapple.htm


-Scott

John Frings wrote:



From: Avatar-X [EMAIL PROTECTED]



That would be my server, The SillyZone

http://archaeology.csumb.edu/sillyzone

The IP is sz.mine.nu

We've got the best grapple i've seen to date

But no, it's not public, you can't download it.


Damn you closed-source-keep-all-fun-code-to-yourself-coder-guys :)

/John

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Re: [hlcoders] woo

2002-11-28 Thread Avatar-X
I use Mozilla, works wonderfully

-av

Florian Zschocke wrote:


Daniel Koppes wrote:


I get mine like that, in any old random order, questions and replies all
mooshed together :(



What is your sort order?

Florian.


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Re: [hlcoders] engine bug found! 99% sure

2002-11-17 Thread Avatar-X
The solution is simple:

SET_VIEW(pPlayerEdict, pPlayerEdict);

will reset the players view.

-av


Caleb 'Ghoul' Delnay wrote:


This bug happens if your using a trigger_camera while a map changes.  I had
a similar problem while trying to make an intro to my mod.  You have to time
the trigger camera to 'run out' just before the level changes.

Caleb 'Ghoul' Delnay
Project Leader: Kill Or Be Killed
http://www.llamanade.net/kobk

- Original Message -
From: ThomasTTJRitter [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, November 17, 2002 11:09 AM
Subject: [hlcoders] engine bug found! 99% sure


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello!

Last month I nearly gave up the development of my little project the
galileo project because I got a bug which happens after mapchanges. It
effected the renderer. After a mapchange suddenly all func_entities and all
models were invisible. Of course, I checked my code at first. I took the
original hl dlls and used a tweaked config but the bug still happened.
It happens in all video modes (software,direct3d, opengl). A friend of mine
played my test maps and got this bug, too. I am using a geforce1 he is using
a geforce3 graphic card.

http://www.planethalflife.com/ttj/before.jpg
http://www.planethalflife.com/ttj/after.jpg

How it happens? Everybody knows that these oldschool sidescroller games show
always a stage complete picture at the end of a level. I developed a
simple entity solution which required no coding. It works like this:

Player activates a trigger_once--activates a multimanager-- activates a
camera which targets my stage complete texture-- after 5 seconds it will
activate the trigger_changelevel.

http://www.planethalflife.com/ttj/bug_maps.zip

Please download my example maps (compiled and rmf) and see it for yourself.

Unzip the maps to your valve\maps directory. Start the first map by using
the console--map test1. Run forward the whole time. After the levelchange
the func_wall on your left will be invisible

At the moment I have cut this feature from all my maps but I would like to
use it. If somebody has an idea for a workaround please tell it me, thanks.

bye

ThomasTTJRitter

www.planethalflife.com/ttj
www.planethalflife.com/ttj/galileo
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Re: [hlcoders] engine bug found! 99% sure

2002-11-17 Thread Avatar-X
--
[ Picked text/plain from multipart/alternative ]

Yes.  Simply reset the view once the player is in the new map.

-av
ThomasTTJRitter wrote:

This bug happens if your using a trigger_camera while a map changes.
You have to time the trigger camera to 'run out' just before the level


changes.

Sure, but I want that the player is seeing the stage completed screen
while loading.

When I adjust the multimanager/camera for example:
trigger_changelevel 5 sec
hold time camera 4.9 sec

It will work but the player will see the map while loading and not the
stage completed screen.



SET_VIEW(pPlayerEdict, pPlayerEdict);



When should I do this? After the player is in the new map?

ThomasTTJRitter

- Original Message -
From: Avatar-X [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, November 17, 2002 8:41 PM
Subject: Re: [hlcoders] engine bug found! 99% sure




The solution is simple:

SET_VIEW(pPlayerEdict, pPlayerEdict);

will reset the players view.

-av


Caleb 'Ghoul' Delnay wrote:



This bug happens if your using a trigger_camera while a map changes.  I


had


a similar problem while trying to make an intro to my mod.  You have to


time


the trigger camera to 'run out' just before the level changes.

Caleb 'Ghoul' Delnay
Project Leader: Kill Or Be Killed
http://www.llamanade.net/kobk

- Original Message -
From: ThomasTTJRitter [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, November 17, 2002 11:09 AM
Subject: [hlcoders] engine bug found! 99% sure


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello!

Last month I nearly gave up the development of my little project the
galileo project because I got a bug which happens after mapchanges. It
effected the renderer. After a mapchange suddenly all func_entities and


all


models were invisible. Of course, I checked my code at first. I took the
original hl dlls and used a tweaked config but the bug still happened.
It happens in all video modes (software,direct3d, opengl). A friend of


mine


played my test maps and got this bug, too. I am using a geforce1 he is


using


a geforce3 graphic card.

http://www.planethalflife.com/ttj/before.jpg
http://www.planethalflife.com/ttj/after.jpg

How it happens? Everybody knows that these oldschool sidescroller games


show


always a stage complete picture at the end of a level. I developed a
simple entity solution which required no coding. It works like this:

Player activates a trigger_once--activates a multimanager-- activates a
camera which targets my stage complete texture-- after 5 seconds it


will


activate the trigger_changelevel.

http://www.planethalflife.com/ttj/bug_maps.zip

Please download my example maps (compiled and rmf) and see it for


yourself.


Unzip the maps to your valve\maps directory. Start the first map by using
the console--map test1. Run forward the whole time. After the


levelchange


the func_wall on your left will be invisible

At the moment I have cut this feature from all my maps but I would like


to


use it. If somebody has an idea for a workaround please tell it me,


thanks.


bye

ThomasTTJRitter

www.planethalflife.com/ttj
www.planethalflife.com/ttj/galileo
--


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Re: [hlcoders] More hud difficulties

2002-10-23 Thread Avatar-X
--
[ Picked text/plain from multipart/alternative ]
Eric, could you do me an IMMENSE favour, and list ALL of the command
line parameters, including things like -dev and -particles?

thank you!

-av

Eric Smith wrote:

All of the commands listed below are line parameters.

-Eric


Windowed mode
=
-sw
-startwindowed
-windowed
-window

Full screen
===
-full
-fullscreen

Software mode
=
-soft
-software

GL mode
===
-gl

D3D mode

-d3d

-Original Message-
From: MoD [mailto:mod;mossadnet.net]
Sent: Wednesday, October 23, 2002 10:58 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] More hud difficulties




use: -game frontline -developer -console -sw
NOTE: -sw runs HL in a window, so if you got a old Voodoo based card, the
only way you can run it in a window is by running software mode



Correct me if I'm mistaken, but dont you need -win for windowed mode?

-sw only forces software rendering AFAICR

--
  MoD,

Always @ your service.


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Re: [hlcoders] Dual usage of a bone controller

2002-10-16 Thread Avatar-X

--
[ Picked text/plain from multipart/alternative ]
Yes, this is possible. Look at the camera seen in my server, it looks in
the direction that the user points it.

-av

Jim Hunter wrote:

On 16 Oct 2002 at 15:16, Peter Immarco wrote:



The character the graphics artist is designing will have a neck bone
that allows the characters head to both:

1) Rotate left to right like the standard HL human model does
2) But also move the head up and down along the Y axis.  Think of
someone nodding their head yes.

What confuses me is, how would that bone be controllable from the HL
SDK?  All the bone controllers I've seen map the movement of a single
bone to a single operation, not more than one operation.



I believe you can map more than one controller to the same bone - use one controller 
for each axis of rotation or type of movement
that you want.  See 'Modeling for Half-Life.doc' included with the full SDK.

Jim
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Re: [hlcoders] Rope attached to NPC?

2002-10-12 Thread Avatar-X
--
[ Picked text/plain from multipart/alternative ]
i've got one of those!

/me hugs his computer :)

ASUS Geforce 4 Ti4600 8640 Ultra Deluxe w/128mb ram, dualhead, TV-out,
Video In, digital flat panel, 3D LCD shutter glasses, copper heatsink,
dynamic overclocking

:D

Oskar 'Zoot' Lindgren wrote:

Why make it so hard? Just buy a GF4 4600TI... it makes you work faster
=P
- Original Message -
From: Persuter [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, October 12, 2002 11:28 PM
Subject: Re: [hlcoders] Rope attached to NPC?




/me blinks.

I'd call Eidos Interactive and see if you can buy the rights to their
Glacier engine.

Basically, I think most of the stuff will have to be hand-done, and I


think


it will be very difficult. You can detect collisions between the rope and
the objects in a map with a simple traceline, but I don't think you'll be
able to bend it properly around anything, without some major performance
hits. You can definitely create and draw the rope entity in both taut and
loose states with a little physics simulation and some TriAPI work. On the
HUD side, I wouldn't even really bother doing the hand gripping the rope,
I'd simply have it coming out. If you must do it like that, use
V_CalcGunAngle in view.cpp, I believe, to control the angle at which your
model is positioned, that way you can accurately simulate the rope going
back and forth.

However, in general, it would probably be a better idea to do it with a
less static method, i.e., something more like a tractor beam rather than a
rope. That would be far simpler with the same effect on gameplay.

Sorry to be a pessimist, but I just doubt that the rope thing will work


out


that well. Actually, thinking about it a little more, if you treat the


rope


as a bunch of short segments, kinda like those hard plastic jumpropes, and
then hard-lock the beginning of each segment to the end of the last one,
and use TraceHull to prevent the rope from going through anything, you
might be able to do it the way you're talking about, but that's some
serious tracing, and it will probably take up a lot of CPU cycles.

Persuter

At 03:45 PM 10/12/2002 -0400, you wrote:


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Let's say in my game I want the player to be able to lasso an NPC, and
have the attachment be persistent.  That is, once roped, the NPC cannot
get free of the rope until the player let's go.  For argument's sake
imagine the rope is around the NPC's waist, once attached.  I know that:

- I'll need a HUD animation to show the player's hand gripping the rope.
- When the NPC tries to run away or move closer to the player, I'll have
to change the rope entity to make it look loose or drawn taut.  In
addition, I assume that in the NPC think code I'll have to check for the
rope being attached, and, if as the NPC I'm at the end of the rope, to
halt my movement, to simulate the rope preventing my walking or running


away.


My main questions are:

How do I create and draw the rope entity?  Is there a convenient way to
show the rope in a taut and loose state?

Also is there any way I could detect collisions between the rope and
objects in the map, so I could bend it properly around an intervening


tree


for example, or will that be too huge a headache to bother with?

Lastly, how will I position or draw each end of the rope so it that the
NPC-end looks like its realistically wrapped around the waist of the NPC,
and the player-end is gripped realistically by the player's hand in the
HUD animation?

If anyone has a good idea/strategy or sample/example on how to make this
happen I'd love to hear about it.  Details please.

Thanks.

--

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Re: [hlcoders] Mac VS PC

2002-10-11 Thread Avatar-X
--
[ Picked text/plain from multipart/alternative ]
what was the point of this little rant of yours? everything you mention
is also possible on the PC... the PC manufacturers simply don't force
you to use it.

besides, any idiot with a stopwatch can see that a lower-end PC runs
faster than a brand new high-end mac, sure maybe their processers can
 do a lot of gigaflops but they sure don't use them wisely.

-av

Aaron Kalin wrote:

Cocoa and Darwin... OSX is a great OS and I would love to see a PC port as
it is UNIX based, the Window system is a openGL rendering, not a GDI
rendering (direct draw) which puts less strain on the processor for desktop
rendering and allows for some sleeker graphics.  Windows XP tried to do this
but didd'nt quite make it.

Yes you CAN do things on a Mac that are normally done on a PC, the meulators
for windows work fine, I have been able to run HL and other games on it just
fine along with my other essential software.  No, Apple doesnt price gouge,
actually the higher prices comes from their choice of product, they went
higher end with this such as firewire which was invented before USB however
the expense of it quickly made USB catch in the PC world, yet it never was
anywhere close to the speed of firewire and is still today the method of
choice for all DV editors today.  Don't forget they went straight into SCSI
instead of the cheaper PC EIDE drives.  Also the mac's g4 processor runs ont
he new RISC archetecture which no Intel or AMD has been able to match (yet,
look @ the clawhammer)  The dual G4 pumps out a whopping 16 gigaFLOPS
(Floating Point Operations Per Second) versus the dual AMD or Intel's 6 or
7.  Coupled with the better flat panel monitor technology and better sense
on the higher end of the industry Apple suprisngly made the best choice for
OSX, as the Server OS is quite powerful and is able to run any UNIX
installed software I choose so running and maintaining the server is a
breeze, I would love to see a Windows server try to outrun it.

One other thing, this was a HLCoders list, not a mac and PC pissing contest,
get back to HL kthx =p

-iggy

- Original Message -
From: Chris Foss [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, October 10, 2002 9:29 AM
Subject: Re: [hlcoders] Mac VS PC




bah, I have nothing better to do.

Macs are good at what they do: drool proof systems, graphics design, and
matching the curtains.

PCs are true general purpose machines. anything you can do with a mac you
can do with a PC, the inverse is not true.

on Ooperating systems:
Linux does what it does well (server, file recovery, being 1337, being
stable.)

Windows is good with games, but is rather buggy for a 100%, mission
critical, 'net connected server.

Mac OS is good at looking pretty, and with BSD, you can actualy do stuff.

An apple salesperson showed off a dual g4 box with osX (before it came out
to the masses). I was like: yeah, but does it have a command line. he


popped


open a term, and said: it has all of the basic *nix commands, but they're


in


slightly diferent locations.

macOS is promising, let's put it that way. (there have been successes in
making an Xfree compatibility layer with osX, meaning X programs can run


on


aqua or cocoa or whatever it's called.)

- Original Message -
From: Daniel Koppes [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, October 10, 2002 3:58 AM
Subject: RE: [hlcoders] Mac VS PC




I'll stick with PC + Windows 2000... its pretty much 100% stable
*hides from the Linux fanboys*




For sure, lol.

I love Mac design !!!
I dream of a mix-computer mac hardware + x86 software



On 10 Oct 2002 at 23:46, Daniel Koppes wrote:



Um. Please tell me you're kidding. Please





Okso it's a fruit ^^

I often eat apple-pies, can I eat PC-pies too ?


On 10 Oct 2002 at 22:31, Philip (Fiber) wrote:



Uh oh. See www.apple.com

_
Why do ducks have webbed feet? To stamp out fires. Why do


elephants


have


flat feet? To stamp out burning ducks.



-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of Bob le Pointu
Sent: Thursday, October 10, 2002 10:10 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Mac VS PC

What is a mac ?




(;)
On 10 Oct 2002 at 19:29, Philip (Fiber) wrote:



Some love them and some hate them. I personally have never


seen a


program crash on a mac, but everybody has seen different


things so


you


live with what you want and be happy with it and I'll do the


same.


_
Why do ducks have webbed feet? To stamp out fires. Why do


elephants


have


flat feet? To stamp out burning ducks.



-Original Message-
From: [EMAIL PROTECTED]


[mailto:hlcoders-


[EMAIL PROTECTED]] On Behalf Of Avatar-X
Sent: Thursday, October 10, 2002 5:51 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Mac VS PC

--
[ Picked text/plain from multipart/alternative ]
Yes, it's available on mac

Re: [hlcoders] WON is really down?

2002-10-09 Thread Avatar-X

--
[ Picked text/plain from multipart/alternative ]
heehee, just the way you wrote the message tells me you are clueless

i mean, you know what you're doing on a broad, consumer level, like most
people

but you have no clue as to the hidden workings of anything

let me state some facts for you that i have personally observed
and for the record, the mac i refer to is a brand new dual-1ghz mac
with 1.5 gb of ram and all the bells ans whistles, and the PC is a p3
866 with 768mb of ram with a lower-end video card:

-my PC runs any Flash about 10x faster than the mac (based on framerates
and ability to draw things) than the mac does, be they games,
animations, or just graphic-intensive things

-my PC runs things like Photoshop faster than the MAC... considering
macs are all about the graphics, this was surprising

-my PC has absolutly no problems printing to the various network
printers in our office, none of the os-x machines can do it well (they
either dont work at all of work very badly), but the os-9 machines can
do it fine

-every piece of software ever made generally works better on the PC than
on the mac. internet explorer is miles better on the PC, it's total shit
on the mac. there are no good programming tools on the mac. there are no
good GAMES on the mac.

-don't harp about virtual PC, i've tried it. the mac mentioned above can
run windows 2000 in virtual PC... and it runs about as good as a pentium
200 can run windows 2000.

anyways the basic points: the PC is cheaper, faster, more expandable,
supports more stuff, has many choices for hardware and software
manufactures, and has many choices for OS manufactures. apple only gives
you one choice: apple.

my boss is a total mac-man, and i agree that macs are fine for people
with brain diseases. not for me.

-av

sol.greyfox wrote:

LOL... you may have several Macs but you apparently have absolutely no clue
how to use them, because if you truly did you would be joining the Mac
revolution.  I have had OS X for almost 2 years on all my macs here - not a
SINGLE ONE of them has crashed (no, I am not lying) since having bought
them.  None.  Period.  Finito.  Plus, your argument of not being able to do
anything is absolutely bullshit.  80% of all *good* commercial software
(including, but not limited to Adobe, Macromedia, Microsoft (ahem - but I
must give them credit for Office v.X, it beats every other version of Office
from Mac to Windows by fourfold), Autodesk, Corel, Kinetix, the list goes
on.  And besides, even if you do come across the stray piece that doesn't
come with a Mac version, you boot up the old Virtual PC and you run Windows
XP Professional edition (or Win2k/98, whatever you want) flawlessly and run
that Windows program - ALL on your Mac.  If you have any sort of job that
requires any computer interaction, I am surprised that you have lived
without using Macs to their full potential (although no one has done this,
really).  So next time you want to flame someone/something - have some proof
and some experience first.  I don't subscribe to this list to listen to
people make up shit about something that's good just so they look like they
know something (which they very apparently don't).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Avatar-X
Sent: Tuesday, October 08, 2002 11:36 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] WON is really down?


--
[ Picked text/plain from multipart/alternative ]
haha, you switched to apple

you must enjoy not being able to do anything with it :) and dont tell me
im wrong, i have several macs at the office running the latest os-x,
they cause me so many headaches cause all the mac software is so badly
written... it's ridiculous.

-av

Aaron Kalin wrote:



Makes me happy I bought my Mac and am switching to an all MAC network,
better OS and hardware.  Can't beat it =)

The Palladium is public by Microsoft however MS employees decided it would
be fun to release other details such as the trusted code part which means
microsoft checks anythign and everything before its runtime, this infact
won't be practical and no Intel nor AMD will go with it because Intel has
already slapped their sales of their pentium 4's by stciking with Rambus.
Going with a (illegal) software/hardware standard will be the final step in
destroying their company.  Yes I said illegal because it is as that project
tramples upon every privacy rights and MS knows all too well about
anti-trust laws *wink* which are directly violated with non-commercial
developers.

As they MS exec said, its a drawing board project and its already under
federal investigation by the DOJ so its only a matter of time before this


is


amended to yet another indictment of MS employees.  I personally am glad I
went to Apple, much better product and ive had no problems since.  Don't
bash apple until you've actually tried their products too. =p

Anyway, I want to hear form Eric Smith on the WON situation as its only
rumors

Re: [hlcoders] Mac VS PC

2002-10-09 Thread Avatar-X

--
[ Picked text/plain from multipart/alternative ]
the IE on mac is basically Netscape with a few features. it doesnt
support anything fancy that the PC IE supports, like text ranges, or
activeX, or whatever.

-av

Phantom wrote:

- Original Message -
From: Avatar-X [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, October 10, 2002 1:22 AM
Subject: Re: [hlcoders] WON is really down?




--
[ Picked text/plain from multipart/alternative ]
-every piece of software ever made generally works better on the PC than
on the mac. internet explorer is miles better on the PC, it's total shit
on the mac. there are no good programming tools on the mac. there are no
good GAMES on the mac.



without getting too drawn into this, bits of the Mac version of IE are for
standard complient than the Windows version of IE, so I wouldnt have said IE
on the PC is miles better :)
As for the rest, i cant comment, i dont have a Mac..

/me misses his STe at times ;(

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Re: [hlcoders] Mac VS PC

2002-10-09 Thread Avatar-X

--
[ Picked text/plain from multipart/alternative ]
IE on mac is so horrible... i suggest you get Omniweb, www.omnigroup.com

its buggy and doesnt work very well but at least it works better than IE
on mac.

but it's a general statement of most mac software: buggy, missing
features from PC counterpart, and generally unfinished and unpolished.
the fact that they throw a fancy look on it with drop shadows doesnt
change how it works

-av

Phantom wrote:

- Original Message -
From: Avatar-X [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, October 10, 2002 1:48 AM
Subject: Re: [hlcoders] Mac VS PC




--
[ Picked text/plain from multipart/alternative ]
the IE on mac is basically Netscape with a few features. it doesnt
support anything fancy that the PC IE supports, like text ranges, or
activeX, or whatever.



I dunno about you, but I'd prefer a browser which conformed PROPERLY to all
the HTML4.0, CSS1 (IE6 only does core CSS1) and DOM1 standards before all
the flashy active-screawwithyasystemasM$feellikeit-X and fancy scripting
stuff which I'm betting 99% of websites dont use anyways, and for me this is
NN7 or Mozilla.. heck, I'd even like PNG support with alpha channel first
please, as that can create some lovely effects :)

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Re: [hlcoders] Mac VS PC

2002-10-09 Thread Avatar-X

--
[ Picked text/plain from multipart/alternative ]
Yes, it's available on mac, but it really really sucks on the mac. it's
slow, it's buggy, it crashes a lot

oh, wait, every piece of software on the mac does that :)

-av

Philip (Fiber) wrote:

IE on mac is so horrible... i suggest you get Omniweb,


www.omnigroup.com


its buggy and doesnt work very well but at least it works better than


IE


on mac.



[Phil] IE is horrible on the PC as well, so I use Mozilla which is the
best on PC and Mac (it is available on Mac right?).

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Re: [hlcoders] WON is really down?

2002-10-08 Thread Avatar-X

--
[ Picked text/plain from multipart/alternative ]
haha, you switched to apple

you must enjoy not being able to do anything with it :) and dont tell me
im wrong, i have several macs at the office running the latest os-x,
they cause me so many headaches cause all the mac software is so badly
written... it's ridiculous.

-av

Aaron Kalin wrote:

Makes me happy I bought my Mac and am switching to an all MAC network,
better OS and hardware.  Can't beat it =)

The Palladium is public by Microsoft however MS employees decided it would
be fun to release other details such as the trusted code part which means
microsoft checks anythign and everything before its runtime, this infact
won't be practical and no Intel nor AMD will go with it because Intel has
already slapped their sales of their pentium 4's by stciking with Rambus.
Going with a (illegal) software/hardware standard will be the final step in
destroying their company.  Yes I said illegal because it is as that project
tramples upon every privacy rights and MS knows all too well about
anti-trust laws *wink* which are directly violated with non-commercial
developers.

As they MS exec said, its a drawing board project and its already under
federal investigation by the DOJ so its only a matter of time before this is
amended to yet another indictment of MS employees.  I personally am glad I
went to Apple, much better product and ive had no problems since.  Don't
bash apple until you've actually tried their products too. =p

Anyway, I want to hear form Eric Smith on the WON situation as its only
rumors right now unless there is an official press release on this matter.
The temporary fix works but im curious to know why it caused such a
comotion.

-iggy

- Original Message -
From: Philip (Fiber) [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, October 08, 2002 2:56 PM
Subject: RE: [hlcoders] WON is really down?




And getting MS executives to talk like that it pretty good (I wish I had
those skillz). Also, Intel already has plans for their CPU's (AMD is
next, DAMN)

_
Why do ducks have webbed feet? To stamp out fires. Why do elephants have
flat feet? To stamp out burning ducks.



-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of botman
Sent: Wednesday, October 09, 2002 5:29 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] WON is really down?



Palladium is actually a hoax, quite brilliantly concocted by some


linux


nit-wits I guess.  Microsoft doing such a project would be immediate
grounds for a federal investigation as that kind of software/chip


would


be


trampling over constitutional rights.  This would ruin the company,
period.


Those linux nit-wits must be pretty intelligent nit-wits to actually


get


Microsoft to create a web page about a product that they are offering
that's
actually a hoax...




http://www.microsoft.com/presspass/Features/2002/Jul02/07-01palladium.as
p


:)

Jeffrey botman Broome

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Re: [hlcoders] Light entities

2002-05-23 Thread [DRP]Avatar-X

You need to know which light it is you want to turn on and off.

In your code, you are trying to toggle a light you reference with CLight, but thats 
an
unidentified variable.

Use the GET_ENTITY_BY_STRING or similar functions to get a pointer to the entity.

-av



Rob z wrote:

 ok im not the best of coders sooo a lil more help would be nice after
 looking at what botman wrote and reading through some code about the
 GetClassPtr() function i was hoping this would work ( to test i am putting
 the code in the client command function )

 CBaseEntity *pLight = NULL;
 pLight = GetClassPtr( (CLight *)NULL );
 pLight-Use(NULL, NULL, USE_TOGGLE, 0);  // toggle on or off

 but it returns me some errors that im not very sure what to do to solve. can
 anyone help?
 error C2065: 'CLight' : undeclared identifier
 : error C2059: syntax error : ')'

 i think that CLight is the wrong thing to put to find the light entity but i
 have no idea what to put :(

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Re: [hlcoders] Server-side GetAttachment/GetBonePosition bug

2002-05-18 Thread [DRP]Avatar-X

Well, I think the solution to ALL of your life problems is described in these steps:

[ Steps removed by Administrator: Classified ]

Just do those things and you will be fine!

-av

Skyler York wrote:

 [ Converted text/html to text/plain ]

 That's an odd problem.  I have experience using attachments serverside, and
 they've always returned the correct positions for me when working with NPC
 models.  I assume you are using the player entity, so it must be something
 special with the player for whatever reason (I would download the AVIs but my
 56k is crap).
 From: Georges Giroux
 Reply-To: [EMAIL PROTECTED]
 To:
 Subject: [hlcoders] Server-side GetAttachment/GetBonePosition bug
 Date: Fri, 17 May 2002 21:12:18 -0400
 
 Hi there,
 
 I don't know if anyone can give me a hand, I've been searching for answers
 for months to this to no avail, I've tried the mailing list a few months
 back and
 no help there either.
 
 I'm having a hard time figuring out why GetAttachment and GetBonePosition on
 the server-side
 never returns the proper coordinates. Now I am not using any custom
 blending,
 so it cannot be a problem of server-side blending (right?).
 
 Here are some movies:
 These two shows GetAttachment from the server-side. I call it every frame of
 animation of the swing
 from the base of the model's hand to the tip of the sword.
 http://gladiator.lan-gaming.com/tmp/server_swing_01.avi
 http://gladiator.lan-gaming.com/tmp/server_swing_02.avi
 
 Here is GetAttachment from the client-side, we can see that it works
 perfectly, so it's not
 a problem with the model.
 http://gladiator.lan-gaming.com/tmp/swordtrail.avi
 
 Does anyone have any ideas? Does GetAttachment work at all on the
 server-side?
 Thanks a bunch, I really appreciate it,
 
 Georges
 
 --
 Project Lead/Coder
 Gladiator mod
 [EMAIL PROTECTED]
 ICQ: 11425443
 http://gladiator.lan-gaming.com
 
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Re: [hlcoders] Anti-cheat code in mods

2002-04-27 Thread [DRP]Avatar-X

I have an idea! Why dont they make HL so that the clients all run server-side, and it
just sends a series of screenshots to you. That way no hacks would work!! Also, HL 
could
be played in a web browser!!!

AHA but this is my idea so I will go sell it to Valve and make millions!!!

-Av

Dynerman David M wrote:

 Security by obscurity, huh?

 Being a coding forum, it's pretty appropriate that someone would post
 that (in a negative light)

 What's more effective - hiding the hw.dll loads and hoping hackers don't
 find it, or getting an inside scoop on WHAT they're doing (including
 source code) and coding some real protection?

 david

 -Original Message-
 From: David Flor [mailto:[EMAIL PROTECTED]]
 Sent: Saturday, April 27, 2002 2:13 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] Anti-cheat code in mods

 And now that the cheat code references have been posted on this thread
 for all the world to see, I'm sure we can thank you for the wonderful
 gaming experiences we will now have...

 Christ, people; if you've found an exploit, don't post it or links to
 cheat sources on a PUBLIC LIST!!!

 Common sense is not so common...

 Tnx  Rgds...
 David Nighthawk Flor - [EMAIL PROTECTED]
 Lead Programmer, The Opera - http://opera.redeemedsoft.com/

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]] On Behalf Of Tom
 Sent: Saturday, April 27, 2002 4:56 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Anti-cheat code in mods

 lol, another one of valves great systems bites the dust within a week

 - Original Message -
 From: Jonah Sherman [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Saturday, April 27, 2002 7:28 AM
 Subject: Re: [hlcoders] Anti-cheat code in mods

  The protection of client.dll is nothing more than a RC4-hybrid which

  is easy to find. entire loader:
  ...
  proof its not even a halfass fix:
  ...

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[hlcoders] Steam messes up Half-Life

2002-04-24 Thread [DRP]Avatar-X

I was looking at the list of players in my server and suddenly noticed
that a bunch of
them had really wierd UniqueID's.

Here:

46 : 495254 : Mann auf Feuer
53 : 558185 : [BD]MaKaVeLi
43 : 46537 : Venom, Homeless Kitty
44 : 399677 : Ryan
38 : 42354 : Phut
52 : STEAM_0:3424 : ceown, Monk

Now, my software parses this user list. It does this by looking for
comma's. Note how
each value is seperated by a comma. Now, also note how the uniqueID on
the last line
also has a comma in it. See a problem?

Changing my code is relatively easy, but this problem should not even
have happened in
the first place.

Another thing i notice is that the number... 3424.. is NOT ceown 's
original uniqueID
number. This means that banlists are now useless, anyone that was
previously banned can
now join again at ease.

Any comments, valve?
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Re: [hlcoders] cvar/console message access from an external program.

2002-03-13 Thread [DRP]Avatar-X

I've been wracking my brain, and I think the only option that would work exactly like
you want is to use a client-side hook DLL.

-Av

Yacketta, Ronald wrote:

 I thought condump dumped everything tossed to the client console to
 qconsole.log
 Maybe this would be a bit cleaner for you to use?

 -Ron

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]] On Behalf Of Kyle
 McCulloch
 Sent: Wednesday, March 13, 2002 3:51 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] cvar/console message access from an external
 program.

 Client side. Clients can't seem to be able to generate log files, so
 there are no log to read. Having my app work server side is useless
 since the whole point is to display your personal stats on an lcd
 display regardless of the mod or the server.

 - Original Message -
 From: Tom [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, March 13, 2002 2:25 AM
 Subject: Re: [hlcoders] cvar/console message access from an external
 program.

  tried reading the log files?
 
 
  - Original Message -
  From: Kyle McCulloch [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Wednesday, March 13, 2002 7:12 AM
  Subject: [hlcoders] cvar/console message access from an external
  program.
 
 
   I'm trying to write a client side stats program that writes it's
   output
 to
  a
   serial driven LCD screen (www.matrixorbital.com). My problem is
   getting
  the
   kill/death messages from HL. So far I've been useing 'condump', but
   am
  very
   unhappy with it, since I have to manually invoke it every time I
   want my stats updated, and I get duplicate messages from it's lack
   of time
  stamping.
   I've also looked at condebug, but it doesn't save any server
   messages to it's logs. I've also thought of using a dll hook (Such
   as a heavily
  modified
   OGC) but it may be detected as a cheat.
  
   Can anyone suggest some other ideas besides modifing client/mp dll's

   (I
  want
   to use this with existing mods)?
  
   Thanks,
   Kyle McCulloch
   http://www.hekzbox.com
  
   PS: I hope this isn't off topic. I've had 0.0 luck finding resources

   for this subject.
  
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Re: [hlcoders] HUD saytext.cpp question

2002-03-11 Thread [DRP]Avatar-X

I hate HL DM because it doesn't play a beep when someone talks, prompting you to look
down at the speech.

I immedialty placed the sound in a misc\ dir in my Valve folder for when I play HLDM
-av

Nicemice wrote:

 PlaySound( misc/talk.wav, 1 );

 is an old Quake1 dinasour. ID called their New Message Notify Sound
 talk.wav too and stored it in the sound/misc directory(.pak file).

 cu
 Nicemice
 www.creativelevels.de/spy - Spy  Assassinate -

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Re: [hlcoders] OT: what do langauge microsoft use for their apps?

2002-03-08 Thread [DRP]Avatar-X

As Far As I Know

IMVHO, you make me ROFLMAO.
BIAI

-av

Michael Shimmins wrote:

 Blagh, this is annoying me, what does AFAIK stand for?

 Michael Shimmins
 The Absconder Effect (http://www.tae-mod.com)

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]]On Behalf Of Florian
 Zschocke
 Sent: Friday, 8 March 2002 9:40 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] OT: what do langauge microsoft use for their
 apps?

 Simon Rose wrote:
 
  It always did my
  noodle that something could compile itself, if you see what I mean. Cool
  though.

 It's called bootstrapping and every compiler does it. You have to
 start at machine level somewhere, tho, unless you're
 cross-compiling (which is what is usually done).

  I would hope they don't use VB for anything. Sorry, but imho, I don't
 think
  VB is up to the job.

 AFAIK the UIs are in VB.

 Florian.
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Re: [hlcoders] What is C#

2002-02-27 Thread [DRP]Avatar-X
 actually
  consists of keywords, as opposed to C / C++. The relative sparsity
  of
  keywords is one of the things I love about C.
  Quite surprisingly though - considering that C# is a Microsoft
  product
 -
 all
  the keywords are lower case (don't you all love
 LPDIRECTDRAWSURFACE7
 etc... -
  note that there are lots worse).
 
  C# has some difficulties right at the foundation, e.g. that the
 language
 is
  just plain illogical. The program entry point is a main() function
  (or
  rather, method). But since there are no global functions in C#, it
 simply
  picks one main() functions out of one class (and complains if
 there
 are
  several main methods IIRC).
 
  The language will be used, that much is obvious. But I'm pretty
 sure
 that
 the
  reason for its acceptance will be Microsoft's marketing prowess
  rather
 than
  the language's benefits - after all, the language is mainly an
  attempt
 to
 fix
  all bad design decisions we've seen in the past.
 
  Oh, and I can prove the statement that marketing prowess is all
 that
 counts.
  I've seen polls on the net where about 36% of the participants
  already
 used
  Windows XP, even though there's no sensible reason at all to
 upgrade
 from
 an
  existing system to it.
 
  Anyway, as long as open software exists, we're going to remain
 free,
 if we
  choose to do so. If you want to bitch about something, bitch about
 software
  patents.
 
  cu,
  Prefect
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Re: [hlcoders] liblist.gam and the hazard course

2002-02-24 Thread [DRP]Avatar-X

No word?
Several clear and better solutions have been offered here.

The best one is simply to make a Live fire map that comes up when you click new 
game

Just do that, and compromise... stop hoping for the perfect solution to fall into your
lap in the form of a patch by valve.

-av

Kuja wrote:

 Just while poking around with my options I happened to notice that nowhere
 does it say what font they used for btns_main. After some probing, I found
 it to be TREBUCHET MS BOLD 16 PT WITH CRISP AA ;). Just thought that might
 be useful. Still no word on how to get the hazard course in without allowing
 newgames.

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Re: [hlcoders] Argh!

2002-02-24 Thread [DRP]Avatar-X

I once knew a guy named Jim hunter... he posted on these forums about coding for HL.

-av

Dynerman David M wrote:

 Amazing! I'm also named Jim Hunter!

 Oh wait, never mind. My name's David Dynerman.

 Sorry :\

 david

 -Original Message-
 From: Jim Hunter [mailto:[EMAIL PROTECTED]]
 Sent: Monday, February 25, 2002 1:17 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Argh!

 Jim Hunters unite!  We will take over the list!

 - Original Message -
 From: klank [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Sunday, February 24, 2002 4:35 PM
 Subject: Re: [hlcoders] Argh!

  umm what are the posibbilities of two Jim Hunter's being on the same
  list
 
  -Jim
 
 
  - Original Message -
  From: Jim Hunter [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Sunday, February 24, 2002 8:06 PM
  Subject: Re: [hlcoders] Argh!
 
 
   Is it possible that your header is being included by another file
 before
   this cpp file (for example another header?)
  
   Jim
  
   -Original Message-
   From: Yacketta, Ronald [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
 [EMAIL PROTECTED]
   Date: Sunday, February 24, 2002 2:54 PM
   Subject: RE: [hlcoders] Argh!
  
  
   Well crap on me to, still wont work *sigh*
   
   I have this in the .cpp
   
   #include extdll.h
   #include util.h
   #include cbase.h
   #include player.h
   #include weapons.h
   #include gamerules.h
   #include teamplay_gamerules.h
   #include GB_RoundRules.h
   #include monsters.h
   
   Then In the .h
   
   
   class CSgRoundRules : public CHalfLifeTeamplay
   {
   ...
   ...
   ...
   };
   
   
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED]] On Behalf Of
 Yacketta,
   Ronald
   Sent: Sunday, February 24, 2002 6:46 PM
   To: [EMAIL PROTECTED]
   Subject: RE: [hlcoders] Argh!
   
   
   ARGH!
   Stupid compilers ;)
   I had the includes in the file alright, but in the wrong order..
   
   Like I said stupididty!
   
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED]] On Behalf Of Miguel
   Aleman
   Sent: Sunday, February 24, 2002 6:44 PM
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] Argh!
   
   
   You have to define the CHalfLifeTeamplay class before you can that
   class. So, whenever you have #include SgRoundRules.h you need to
 add
   #include teamplay_gamerules.h before it.
   
   - Original Message -
   From: Yacketta, Ronald [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Sunday, February 24, 2002 5:38 PM
   Subject: [hlcoders] Argh!
   
   
Okay, stupid basic C++ question *sigh*
   
Why does this
   
class CSgRoundRules : public CHalfLifeTeamplay
{
Blah
Blah
Blah
};
   
Result in this
   
GB_RoundRules.h(6) : error C2504: 'CHalfLifeTeamplay' : base
 class
undefined
   
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Re: [hlcoders] OT - Pertains to coding in a way :\

2002-02-22 Thread [DRP]Avatar-X

With Plug  Play, IRQ's are kinda old... each device doesn't need its own IRQ. IRQ's 
are
mainly used for older software.

-av

Daniel Koppes wrote:

 This is weird, i have windows 2000 on a fairly modern
 mobo, but all my devices are on seperate IRQs

 (Modem, network card, 3d card, sound card).

  --- Deepak Manglani [EMAIL PROTECTED] wrote: 
 Any tips as to how to disable ACPI?
  discovered I've got 5 devices on the same IRQ
 
  thanx,
  dpac.
 
  - Original Message -
  From: Roachfood - the-coming.com
  [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Friday, February 22, 2002 7:19 AM
  Subject: [hlcoders] OT - Pertains to coding in a way
  :\
 
 
   Sorry about the off topic but I found something
  out about my system
  tonight
   that really pisses me off.  Ive been having
  problems with my video and
  sound
   card while running my mod on 2k, and I went to my
  sound card site to try
  and
   figure out why. I go to the faq and the first
  thing on there is Disable
   ACPI.
  
   I dont know if some of you know about this (im
  sure you do) but ACPI is a
   power saving thing that newer systems have and
  win2k and winxp default to
  if
   its enabled on yer motherboard.  Basically it
  assigns as many devices to 1
   IRQ that it can, and it can cause lockups and
  crashes. (I have 6 on IRQ
  11)
   I am fixing to have to reinstall win2k to get rid
  of it and dont want you
   guys to go through the same thing.
  
   If you have win2k or XP go to device manager and
  double click on Computer
   and if it says something like in wtf2.jpg then you
  have it enabled.  It
  can
   cause a lot of problems cause its really meant for
  servers and stuff, not
   gaming machines.  Again sorry for the off topic
  but I thought my mod was
   crashing for ages cause it was incompatible with
  win2k even though it
  works
   perfectly on 98.  So check for this. It can be
  satan! SATAN!
  
   www.the-coming.com/wtf.jpg
   www.the-coming.com/wtf2.jpg
  
   Roachie
  
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Re: [hlcoders] OT - Pertains to coding in a way :\

2002-02-22 Thread [DRP]Avatar-X

I've got 8 devices on one IRQ, and my system is not unstable in any way. I leave it
running for weeks at a time without restarting, and I never shut it off.

As you can see:

http://www.thesillyzone.com/device.gif

my video card and TV card are on the same IRQ. However, I can play HL in a window with
the TV in a window on top of HL, WHILE USING my network cards for networking, WHILE
USING my sound card for sound, WHILE USING the Maxtor card to control my hard drives.

Wow! 5 devices in use at the same time, all on the same IRQ, with uber-stableness.

IRQ's arent the issue here.

-av



Deepak Manglani wrote:

 Any tips as to how to disable ACPI?
 discovered I've got 5 devices on the same IRQ

 thanx,
 dpac.

 - Original Message -
 From: Roachfood - the-coming.com [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Friday, February 22, 2002 7:19 AM
 Subject: [hlcoders] OT - Pertains to coding in a way :\

  Sorry about the off topic but I found something out about my system
 tonight
  that really pisses me off.  Ive been having problems with my video and
 sound
  card while running my mod on 2k, and I went to my sound card site to try
 and
  figure out why. I go to the faq and the first thing on there is Disable
  ACPI.
 
  I dont know if some of you know about this (im sure you do) but ACPI is a
  power saving thing that newer systems have and win2k and winxp default to
 if
  its enabled on yer motherboard.  Basically it assigns as many devices to 1
  IRQ that it can, and it can cause lockups and crashes. (I have 6 on IRQ
 11)
  I am fixing to have to reinstall win2k to get rid of it and dont want you
  guys to go through the same thing.
 
  If you have win2k or XP go to device manager and double click on Computer
  and if it says something like in wtf2.jpg then you have it enabled.  It
 can
  cause a lot of problems cause its really meant for servers and stuff, not
  gaming machines.  Again sorry for the off topic but I thought my mod was
  crashing for ages cause it was incompatible with win2k even though it
 works
  perfectly on 98.  So check for this. It can be satan! SATAN!
 
  www.the-coming.com/wtf.jpg
  www.the-coming.com/wtf2.jpg
 
  Roachie
 
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Re: [hlcoders] Creating brush based ents in the code

2002-02-22 Thread [DRP]Avatar-X

--
[ Picked text/plain from multipart/alternative ]
Problem is there's a strange bug in HL where a brush-based ent can't have its origin
past +/-4096 in three axises

Example: Take the grate in well above the grenade pack in the red base, and try to move
it so it's in the blue base.

You will find that after a while, the ent you are moving will continue to be reported 
in
the new position, but the ent you see on screen will be in the old position.

-av

Paul 'MoOg' Samways wrote:

 That's great info, thanks. Thankfully I can do 3d matrix rotations and stuff
 in my sleep (about the only thing that sunk in at university!), so this
 should be interesting

 - Original Message -
 From: botman [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Friday, February 22, 2002 2:37 PM
 Subject: Re: [hlcoders] Creating brush based ents in the code

   I'm currently wanting to be able to spawn various brush based entities
 in a
   map during game time. At the moment the plan is to have all the prefabs
   stored in some hidden away area of the map, and then just duplicate the
   entities as and when I need them.
  
   Now I'm just wanting to check that there isn't a way of hardcoding or
   storing the information for these prefabs anywhere other than in the
 maps,
   as obviously I'd rather not have to have the same prefabs hidden away in
   every single map. I mean the data that defines the brush must be stored
   somewhere, so can this be saved to a seperate 'database of prefabs' and
 then
   loaded in seperate from the maps?
  
   Paul 'MoOg' Samways
 
  Take a look at my Stripper2 plugin for Metamod.  It allows server
 operators to
  clone brush entities by creating brush based entities (func_wall, etc.)
 on
  the fly when a map is loaded.  You can only clone brush models
 (model=*number)
  that already exist in the map .bsp file (sounds like what you want to do,
  sorta).
 
  http://planethalflife.com/botman/stripper2.shtml
 
  The origin for cloned brush models will be RELATIVE to the origin of the
  original brush model (i.e. an origin of 0,0,100 will clone it 100 units
 above
  the original).  When rotating cloned brush models it seems to do the
 rotation
  first (based on the ABSOLUTE origin in 3D coordinates of the original
 brush
  model) and then apply the translation (coordinate offset from the final
  position after the rotation).  I hope you have pretty good matrix algebra
  skills for applying the rotation and translation of cloned brush models.
 :)
 
  See this thread in my forum for a little more detail...
 
 
 http://dynamic.gamespy.com/~botman/yabb/YaBB.pl?board=6action=displaynum=2
 687
 
  Jeffrey botman Broome
 
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Re: [hlcoders] Brainstorming: simulating entity behaviour in a laboratory environment

2002-02-18 Thread [DRP]Avatar-X

No man... i work doing dynamic web programs and i take lots of notes on paper. It's 
much
faster than typing it and works as a quick reference.

-av

Tim Holt wrote:

 LOL - get with the 90's man - cause they are over :^)

 [DRP]Avatar-X wrote:

  Interesting... however, when I designed my complex seven-floor elevator with call
  buttons, in-elevator buttons, multi-floor-call-at-a-time, and floor-ordering, (all 
with
  standard ents, my 4th ever HL map) i used an ancient device to help me keep track 
of
  what all the ents where called and how the entire idea flowed.
 
  This device is known as PAPER.
 
  That's right, i drew out my plans, so i could keep track of them.
 
  Maybe you should try it!
 
  -av
 
  Tim Holt wrote:
 
 
 Was recently working on a pretty complex set of entities to manage a
 firing range.  It involves a fairly complex set of entities
 (game_counters, env_renders, func_guntargets, path_corners, weapon
 strips, triggers, env_messages, func_buttons, etc. etc.
 
 And what I found was that actually testing this in the fuzzy
 environment of a game was not always easy for several reasons...
 1) I had no way to actively check the exact state of entities
 2) Things happened too fast at times
 3) Trying to scroll through the console to view developer 2
output is not very good.  Especially in a multi-player environment
where people talking, dying, etc. cause excessive scroll.
 4) I had to shoot all 5 of the targets in the rifle range and there's
one that's pretty hard to hit :^)
 
 OK so what do I want?
 1) A set of code that can parse a .map file, analyze the entities
and identify...
a) common errors such as targets with no matching target ent
b) orphan entities that need to be targeted to do something,
   but nothing targets them
c) sequence trigger entities that in some way start some
   event or sequence of events.  Examples are buttons,
   trigger_once/multiples, etc.
 2) Something that will diagram my entity relations in an abstract
way.  Has anyone ever used National Instruments LabView?
 3) A way to simulate some entity behaviour using this view.  Click
on a func_button and simulate it's trigger - and watch just
what happens.
 4) View all entity properties during simulations to see just
how they behave, etc.
 
 Now what would be REALLY cool would be some extension to HL that let
 extensive debugging/tracing information be sent to a second computer on
 the net.  So you could run the game on one machine, and monitor the
 entities on another machine.  Even perhaps manually trigger items via
 the debugging panel.  For example, what if you want to go into spectator
 mode to properly view some event - yet then can't actually activate the
 events because you're no longer a player?
 
 Ah well maybe this tool is called WorldCraft 4?
 --
 I think...I think it's in my basement. Let me go upstairs and check.
 -M.C. Escher
 
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Re: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-12 Thread [DRP]Avatar-X

well i have a web browser on my phone with unlimited wireless web minutes, so i can
check my normal POP email box. i also can browse any web page, and i catch up on whats
happening in my forums and read The Onion for laughs :P

makes my two-hour commute less boring

-av

Dynerman David M wrote:

 HLCoders on your cell phone?

 Impressive.

 david

 -Original Message-
 From: [DRP]Avatar-X [mailto:[EMAIL PROTECTED]]
 Sent: Monday, February 11, 2002 11:49 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me

 Yeah i read that on my phone on the way home and i was thinking about it
 the whole way
 home and it confused the hell out of me... how can the DSL reduce the
 56k's load

 Silly aaron! you wasted my valuable commute time! I could have spent it
 staring blankly
 out of the subway window!

 -av

 Persuter wrote:

  Ahhh, good, I was turning it over in my head and trying to figure out
  what the hell he meant by the DSL sharing part of the 56K's load.
 Nice
  to get confirmation on the preposterous factor.
 
  Persuter
 
   -Original Message-
   From: [EMAIL PROTECTED] [mailto:hlcoders-
   [EMAIL PROTECTED]] On Behalf Of Leon Hartwig
   Sent: Monday, February 11, 2002 12:13 PM
   To: [EMAIL PROTECTED]
   Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me
  
   This is a multi-part message in MIME format.
   --
   No, 56k people don't lag servers.  I have no idea what Aaron is
  talking
   about though, because everything after the first two words in his
   message is preposterous.
  
  
-Original Message-
From: Aaron Kalin [mailto:[EMAIL PROTECTED]]
Sent: Monday, February 11, 2002 9:34 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
   
   
They dont, in fact when a 56K Player is in a server, if
someone on say, a
DSL joins in, that 56K player's ping drops because the DSL is
now sharing
part of the 56K's load.  Thats the beauty of the netcode
valve made, call it
load balancing if you will.  However some LPB's hate this
 because
  ti
shoves more load on thier system because they are making up
for loss on the
56K's end.  The rest of the logistics to the netcode im not
sure of, but
thats from what knowledge I have gathered.  The netcode must
be good if id
is getting valves netcode for the q3a engine.
   
-Theiggsta
-Rats! Mod Team
   
- Original Message -
From: Tim Holt [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, February 11, 2002 12:01 PM
Subject: [hlcoders] Valve - confirm/shatter a myth for me
   
   
 Do 56K dial up people REALLY lag servers?

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Re: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-12 Thread [DRP]Avatar-X

Abundance of money? Hardly :P

The cell phone plan im on costs me $60 CDN a month

And my computer is a P3 933, 512 mb ram, geforce 2, 133 GB over 3 HD's, 1 cd-rom, 2 
burners, 1 dvd-rom, tv-card, 3d blaster banshee for secondary monitor, SB live!, etc 
etc

i bought it all with my hard-earned money!

-av

Nathan Taylor wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 shush you!

 I don't want to hear about your abundance of money.  I have a 56k and my parent's 
desktop Compaq (although seriously tweaked due to all the hardware and software love 
I have given it...)

 - nate
 - Original Message -
 From: [DRP]Avatar-X
 Sent: Tuesday, February 12, 2002 8:58 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me

 well i have a web browser on my phone with unlimited wireless web minutes, so i can
 check my normal POP email box. i also can browse any web page, and i catch up on 
whats
 happening in my forums and read The Onion for laughs :P

 makes my two-hour commute less boring

 -av

 Dynerman David M wrote:

  HLCoders on your cell phone?
 
  Impressive.
 
  david
 
  -Original Message-
  From: [DRP]Avatar-X [mailto:[EMAIL PROTECTED]]
  Sent: Monday, February 11, 2002 11:49 PM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
 
  Yeah i read that on my phone on the way home and i was thinking about it
  the whole way
  home and it confused the hell out of me... how can the DSL reduce the
  56k's load
 
  Silly aaron! you wasted my valuable commute time! I could have spent it
  staring blankly
  out of the subway window!
 
  -av
 
  Persuter wrote:
 
   Ahhh, good, I was turning it over in my head and trying to figure out
   what the hell he meant by the DSL sharing part of the 56K's load.
  Nice
   to get confirmation on the preposterous factor.
  
   Persuter
  
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of Leon Hartwig
Sent: Monday, February 11, 2002 12:13 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me
   
This is a multi-part message in MIME format.
--
No, 56k people don't lag servers.  I have no idea what Aaron is
   talking
about though, because everything after the first two words in his
message is preposterous.
   
   
 -Original Message-
 From: Aaron Kalin [mailto:[EMAIL PROTECTED]]
 Sent: Monday, February 11, 2002 9:34 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me


 They dont, in fact when a 56K Player is in a server, if
 someone on say, a
 DSL joins in, that 56K player's ping drops because the DSL is
 now sharing
 part of the 56K's load.  Thats the beauty of the netcode
 valve made, call it
 load balancing if you will.  However some LPB's hate this
  because
   ti
 shoves more load on thier system because they are making up
 for loss on the
 56K's end.  The rest of the logistics to the netcode im not
 sure of, but
 thats from what knowledge I have gathered.  The netcode must
 be good if id
 is getting valves netcode for the q3a engine.

 -Theiggsta
 -Rats! Mod Team

 - Original Message -
 From: Tim Holt [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, February 11, 2002 12:01 PM
 Subject: [hlcoders] Valve - confirm/shatter a myth for me


  Do 56K dial up people REALLY lag servers?
 
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Re: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-11 Thread [DRP]Avatar-X

Yeah i read that on my phone on the way home and i was thinking about it the whole way
home and it confused the hell out of me... how can the DSL reduce the 56k's load

Silly aaron! you wasted my valuable commute time! I could have spent it staring blankly
out of the subway window!

-av

Persuter wrote:

 Ahhh, good, I was turning it over in my head and trying to figure out
 what the hell he meant by the DSL sharing part of the 56K's load. Nice
 to get confirmation on the preposterous factor.

 Persuter

  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlcoders-
  [EMAIL PROTECTED]] On Behalf Of Leon Hartwig
  Sent: Monday, February 11, 2002 12:13 PM
  To: [EMAIL PROTECTED]
  Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me
 
  This is a multi-part message in MIME format.
  --
  No, 56k people don't lag servers.  I have no idea what Aaron is
 talking
  about though, because everything after the first two words in his
  message is preposterous.
 
 
   -Original Message-
   From: Aaron Kalin [mailto:[EMAIL PROTECTED]]
   Sent: Monday, February 11, 2002 9:34 AM
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
  
  
   They dont, in fact when a 56K Player is in a server, if
   someone on say, a
   DSL joins in, that 56K player's ping drops because the DSL is
   now sharing
   part of the 56K's load.  Thats the beauty of the netcode
   valve made, call it
   load balancing if you will.  However some LPB's hate this because
 ti
   shoves more load on thier system because they are making up
   for loss on the
   56K's end.  The rest of the logistics to the netcode im not
   sure of, but
   thats from what knowledge I have gathered.  The netcode must
   be good if id
   is getting valves netcode for the q3a engine.
  
   -Theiggsta
   -Rats! Mod Team
  
   - Original Message -
   From: Tim Holt [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Monday, February 11, 2002 12:01 PM
   Subject: [hlcoders] Valve - confirm/shatter a myth for me
  
  
Do 56K dial up people REALLY lag servers?
   
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Re: [hlcoders] Info on a client command

2002-02-07 Thread [DRP]Avatar-X

Personally I like to figure things out for myself. It's more fun that way.

I learned to code without the use of books, tutorials, or anything else. All I had for
reference was other people's code.

Many other programmers I know can't learn from code... they look at the HL SDK, and 
then
ask me something like how do i make the funnel effect rather than digging up
env_funnel and figuring out its TE_LARGEFUNNEL

I think it's sad that people are so lazy and so dependant on others for the most basic
information.

Just my two cents

-av

Neale Roberts wrote:

 Damn! And I spent all day inventing this wheel too...

 - Original Message -
 From: Yacketta, Ronald [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Thursday, February 07, 2002 5:14 PM
 Subject: RE: [hlcoders] Info on a client command

  I think it is along the lines of why reinvent the wheel
  if someone knows, why not spill the beans so we all can learn a little
  something..
 
   -Original Message-
   From: Nicolai Haehnle [mailto:[EMAIL PROTECTED]]
   Sent: Thursday, February 07, 2002 11:19
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] Info on a client command
  
  
   Am Donnerstag, 7. Februar 2002 16:52 schrieb _Phantom_:
How does this work when there are two keys bound to one action then?
eg
   
bind [ invprev
bind ] invnext
bind MWHEELDOWN invnext
bind MWHEELUP invprev
   
or does it not include mouse/joystick button as they are
   buttons and not
keys?
  
   Well, why don't you try and find out?
  
   cu,
   Prefect
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Re: [hlcoders] (no subject)

2002-01-25 Thread [DRP]Avatar-X



Since all you did was add animations, most likely the new animations are
referring to bones that your model doesn't have.
There is a difference between old model bone names, some use "Arm" and
others "Clavicle"
So you should open the files and make sure the bones are all named
properly and stuff.
If it doesnt work, email me all the files and i'll check it out for
you
-av
Nathan Taylor wrote:
This is what it shows: ERROR 
cannot find bone Bip01 L Leg for bbox

- Original Message -

From:
[DRP]Avatar-X

Sent: Thursday, January 24, 2002 9:49
PM

To: [EMAIL PROTECTED]

Subject: Re: [hlcoders] (no subject)
What is the error you get?
Nathan Taylor wrote:
I know HLCoders is not the place to ask but
thus has been bothering me for months. I made a model (player) and exported
and all that using the valve skeleton of Gordon deathmatch. After
exporting I edited the .qc file and added animations as needed. However,
whenever I try to run the .qc through studiomdl it goes fine until it gets
to the bone: Bip01 L Leg. I have not edited the skeleton, at all,
all I have done is apply the vertices as needed. Can somebody help me please
(externally of HLCoders if need be)? -Thanks

Lakario
ModDev.net
ICQ:


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Re: [hlcoders] View models

2002-01-14 Thread [DRP]Avatar-X

of course... note TFC's view models.

-av

Dave R. Meyers wrote:

 Does anyone know if viewmodels are affected by the topcolor/bottom color
 command if palated correctly?

 What I am hopeing for is being able to make 1 viewmodel, that I can use in a
 team play style game, that will change colors to math the team color.

 Just makes life a bit easier I think.

 Dave

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Re: [hlcoders] it's quiet...too quiet

2002-01-12 Thread [DRP]Avatar-X



When we get a server that can handle more than 5 people without lagging
(in about 2 weeks) :P
Nathan Taylor wrote:
Avatar, wrong place to ask but you wanted action
so, when's the next SillyZone light show, I really want to see one (and
yes I have the files)?-Lakario

- Original Message -

From:
[DRP]Avatar-X

Sent: Saturday, January 12, 2002 7:14
PM

To: [EMAIL PROTECTED]

Subject: Re: [hlcoders] it's quiet...too
quiet
Yes, its too quiet. I have nothing to read when checking my email
on my phone :(
So, let's start a nice hot discussion...
UNREAL IS BETTER THAN HALF-LIFE
(not my personal opinion, i personally think that HL > ALL, but that
wont get any
conflicting views here ;-)
well, whatever :P
Florian Zschocke wrote:
> botman wrote:
> >
> > art composed of
> > small pieces or paper, cloth or wood?
>
> I'll take paper and wood, please. :)
>
> Florian.
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Re: [hlcoders] ogc required to play??

2002-01-04 Thread [DRP]Avatar-X

Wallhack cheats wouldn't be possible if stuff on the other side of the wall isnt sent 
to
the client :P

-av

Reedbeta wrote:

 Perhaps we should just make the clients dumb terminals.  The server does the
 rendering, streams the video to the client, and the client's input commands get
 sent back to the server.  This would eliminate all known forms of
 cheating./sarcasm

 Seriously, as long as there is game logic of any kind operating on the client
 side, it is vulnerable to cheats and hacks.  Even if the only thing to be done
 client-side was rendering and input collection, wallhack type cheats would
 still be possible.

 --- leming [EMAIL PROTECTED] wrote:
  The idea is out there.. if anything is to be done, the main part of it has
  to be done server side. Anyone can break their client side software, but to
  break something server-side, the admin of the server (or account) is the
  one responsible, and if he isnt responsible, well, there are laws (in the
  US atleast) that will put those people off of computers for a good duration
  of time. But as far as any implimentation goes towards any methods used to
  stop things like ogc, it is my personal belief that Valve themselves are
  going to have to take a serious approach to stopping cheating. PunkBuster
  guys had a good idea, but there again was external client side software.
  Any decent programmer can not only program, but rip apart programs. Its all
  a big vicious loop of making a program work the way you want it to. And if
  the anti-cheat is all server side, the players cant do a whole lot in the
  way of breaking it, unless there are flaws in the server-side patch.
  --
  leming
 
  At 23:04 1/3/2002 +, you wrote:
  reply below..
  
  - Original Message -
  From: Nicolai Haehnle [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Thursday, January 03, 2002 3:31 PM
  Subject: Re: [hlcoders] ogc required to play??
  
  
Am Mittwoch, 2. Januar 2002 22:56 schrieben Sie:
 Then the hook only need to listen on the network and it will get the
 key...

 It won't do any good to get hold of the public key. That's the beauty
  of
 the public key system. You need both the private key and the public key
  to
 decrypt the message. The private key is never sent over the network.
   
Actually, that's no problem. Remember you're man in the middle? There's a
tool (ettercap) that can automatically log all SSH sessions on a switched
  (!)
networked from an intruding PC.
   
All that's required is that you're listening in the initial phase, so
  that
you can replace the keys used. This is obviously the case for a cheater
  proxy.
   
Now you're all forgetting another problem with the HL protocol. Protocols
like ssh, https, etc... are stream-oriented which is crucial for the
  common
advanced encryption algorithms. Because the internal state of the
  algorithm
changes with the data, it cannot be applied to a packet-oriented protocol
like HL's - packets can be dropped or delivered out of order, which would
obviously mess up the algorithm.
  
  Game Programming Gems has a nice little section on network protocols and
  gives a few ideas of how to deal with the out of order problem, as well as
  getting around all but the most hardcore of packet sniffers by adding some
  random data to the end of your network packets tomake it a varible lenght
  and other handy stuff.
  
  
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Re: [hlcoders] Weapon slots

2002-01-03 Thread [DRP]Avatar-X


Weapons in half life are arranged into 5 (or 10) "buckets"
Each bucket can hold up to 4 weapons.
The bucket is the little number you see in the hud, and each bucket
corresponds to one keyboard numeral
Buckets are ordered starting with 0, so pressing "slot1" on your keyboard
opens bucket 0
Now, each bucket can hold 4 weapons (max), and they are also 0-based.
So the first weapon in the bucket is 0, the second is 1, etc.
The crowbar is in bucket 0, slot 0
The MP5 is in bucket 2, slot 0
I hope this helps!
-av
"Yacketta, Ronald" wrote:

Could
you kindly explain this a little better.. bucket? never heard of or seenthat
term related to weapons before-Ron

-Original
Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Gareth
Llewellyn
Sent: Friday, January 04,
2002 1:59 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Weapon
slots

Each bucket and its respective slot start
at 0Therefore the crowbar
is:Bucket 0Slot
0The sprites are governed
by the weaponname.txt in the sprites folder. Sorry I can't be of more help
I aint at my HL editing PC.Gareth
Llewellyn
InNeedOfTherepy
-Project Leader
-Lead Coder
-Lead Mapper
Half-Life The Beginning
www.HLTB.co.uk


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Re: [hlcoders] what a bloody n00b

2001-12-28 Thread [DRP]Avatar-X

What sucks about fileplanet is that sure, they use the money to support the service, 
but
ONLY PEOPLE WHO PAY CAN DOWNLOAD THE FILES.

People who do not want to pay, or CAN'T pay, (underage, no credit card, no money,
whatever) simply can't get the files.

Oh, sure, you say they have mirrors in places where the server has a max of 20 
people...

But their main servers are always full, and often you have to wait hours and hours for
one stupid tiny file that could have been put anywhere else much easier.

I say: If fileplanet makes money off of OUR files, they should give a portion of that 
to
the author.

If you create a game that thousands of people download because its so popular, you
should get 10% of what fileplanet makes on it.

If stupid annoying fileplanet (which i hate with a passion) doesn't do that, then
someone else should.

-av

Dave R. Meyers wrote:

 About the fileplanet thing.

 Well let me see, I hoave my own webpage, that I pay for myself.  With about
 500mb storage.  Cost a little bit.  Then I also have the OZ website
 supported by fileplanet.  I have not received anything about a storage
 limit( but I only put OZ stuff there), and I get all kinda of support from
 FP, and PHL.  All free.  If they wanna change the people who what to d/l my
 stuff and don't want to wait, more power to them, but than me forking over
 yet another website few.

 Dave

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Re: [hlcoders] what a bloody n00b [THREAD CLOSED]

2001-12-28 Thread [DRP]Avatar-X

No close! This is the first good discussion we've had here in a while! :-)

Tim Holt wrote:

 [THREAD CLOSED]

 By the powers vested in me by my keyboard and nothing else, I hereby
 declare this thread closed.  It's slashdot fodder.

 Andrew Foss wrote:

 You've still got to click it for them to get money, as it's VERY unlikey
 they have a display and pay system giving them cash.
 
  Actually, they do get pay per seen. it's called the impression system. if a
  user downloads the image the site gets about 0.0001 cents. multiply this by
  about 3,000,000 (the amount of people on one given page at a time) and
  multiply again by $bignum, for the amount of pages you have to see to get a
  file, and the results add up fast.
 
  if you're really anal about banners, get admuncher, it can kill off annoying
  javascript, and filter off certain images and pop unders...
 
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Re: [hlcoders] VALVe: GMAX?

2001-12-17 Thread [DRP]Avatar-X



Confused... what is GMAX?
-av
Kevin Navia wrote:
now
this is the news that i've wanted to hear! :D--- --
--- -- --- -- --- -- --- -- ---
Kevin"runab0ut"Navia
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Eric
Smith
Sent: Tuesday, December 18, 2001 8:56 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] VALVe: GMAX?

We're
looking into it.-Eric
-Original
Message-
From: Nathan Taylor [mailto:[EMAIL PROTECTED]]
Sent: Monday, December 17, 2001 4:48 PM
To: HLCoders
Subject: [hlcoders] VALVe: GMAX?

VALVe,Are there any plans to release gmax support for half-life.
I know many people would love you if you did. I'm also aware of the
evident cost issue so it is your call.- Thanks

Regards,
Lakario
ModDev.net
ICQ:

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Re: [hlcoders] [OT] question to valve, curious

2001-12-05 Thread [DRP]Avatar-X



LOL, that kind of makes it clear :)
Too bad, but understandable.
Can anyone link me to that bloopers sound?
Oh, and one thing I want to know: who did that creepy VOX voice? or
is it text-to-speech.
-av
Ken Birdwell wrote:

"no"
sounds kind of nasty, like we're refusing and keeping it to ourselves.
The answer is "we can't". The bsp's won't load with your version
of the engine. A lot of the demo map files are either lost, changed
beyond recognition, never checked in, reference textures that don't exist
anymore, or are interim .rmf versions that WC can't read anymore.
The monsters either were never finished, were done with out of date versions
of Max, only work in the demo area, only work on privates builds of the
engine, or got cut and AI code for them is long gone and nasty to try to
dig back out. Our content database also has limits, so when the level
designers are checking in their 1.5MB bsp's once every few days, it doesn't
take long with 115+ files to fill up the database (most maps went through
30-50 iterations) and things need to get flushed. With older content,
typically versions only work with very specific builds of the engine, so
we'd have to hunt through and recover everything in a hopes that just maybe
_all_ the different files still exist somewhere for that date. You
have everything we still have, I spent quiet a while hunting it down to
put in the SDK.Okay,
I suspect some of us have CD's buried somewhere at home that have really
early builds of the engine. But, looking at it critically is really
embarrassing. You know those school pictures your mom has of you
in 2nd grade wearing that purple and brown velour shirt with you just after
losing your front teeth and you had that really bad haircut your dad gave
you? Remember those pictures? Well, without being very very
careful with getting just the right shot, early versions of half-life look
like that, except that it's also just about to sneeze. Hmm.
Okay, maybe "no" is the correct answer.-Original
Message-
From: Biggs [mailto:[EMAIL PROTECTED]]
Sent: Monday, December 03,
2001 10:22 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] [OT]
question to valve, curious

I
asked this question years ago right after HL was released. The whole reason
i wanted HL was because of most of what i saw in the demos that never made
it in the game. I asked if they would concider releasing the old maps,
monsters and other various stuff as kinda like an SDK addon. The answer
i got was no.~Biggs

- Original Message -

From:
Andrew Foss

To: [EMAIL PROTECTED]

Sent: Tuesday, December 04, 2001 12:59
AM

Subject: [hlcoders] [OT] question
to valve, curious
I was digging around in my old CD's
box, when I came upon a diamond viper driver disc. it contained a Half-life
trailer.upon watching
it, I noticed some cool bits. almost all the monsters in the demo are not
seen in the game. (the models still exist) there are also a bunch of maps
that didn't make the cut. Datacore is an example, it was originally a singleplayer
map.My question is
this:Since HL is actually
HL2, because a lot of code, maps, textures, and models were cut/not in
the final game, do you still have any of the old stuff laying around, and
B: would you consider releasing any of it? I would love to see the original
maps, because they look pretty cool. also, does the smelling gibs code
work? can the mosters smell out the stinky bodies? :)--cannibal



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Re: [hlcoders] [OT] question to valve, curious

2001-12-04 Thread [DRP]Avatar-X



Yeah, and it's several years later now, and the SDK has gone from a sign-up-and-have-it-mailed
CD to a anyone-can-download package.
Maybe Valve will change their minds, I'd love to see the old maps in
use somewhere.
-av
Biggs wrote:

I
asked this question years ago right after HL was released. The whole reason
i wanted HL was because of most of what i saw in the demos that never made
it in the game. I asked if they would concider releasing the old maps,
monsters and other various stuff as kinda like an SDK addon. The answer
i got was no.~Biggs

- Original Message -

From:
Andrew Foss

To: [EMAIL PROTECTED]

Sent: Tuesday, December 04, 2001 12:59
AM

Subject: [hlcoders] [OT] question
to valve, curious
I was digging around in my old CD's
box, when I came upon a diamond viper driver disc. it contained a Half-life
trailer.upon watching
it, I noticed some cool bits. almost all the monsters in the demo are not
seen in the game. (the models still exist) there are also a bunch of maps
that didn't make the cut. Datacore is an example, it was originally a singleplayer
map.My question is
this:Since HL is actually
HL2, because a lot of code, maps, textures, and models were cut/not in
the final game, do you still have any of the old stuff laying around, and
B: would you consider releasing any of it? I would love to see the original
maps, because they look pretty cool. also, does the smelling gibs code
work? can the mosters smell out the stinky bodies? :)--cannibal


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My Homepage: www.cyberwyre.com





Re: [hlcoders] pushable objects

2001-12-03 Thread [DRP]Avatar-X

I've never seen pushables in unreal, but that sounds a lot like func_pushable...
-av

botman wrote:

  Has anybody seen documentation on pushable objects in
  HL ala Unreal Tournament?
 
  I figure that it could work by making a new item that
  when used it tries to move away from your forward
  vector but not having to 'use' it would be preferred.

 You could create a Touch function (i.e. PushTouch()) that would cause the
 pushable object to move when it is touched.  You could get the entity that
 is doing the touching (i.e. the player) and use it's velocity to determine
 which way to push the object without having to USE it.

 Jeffrey botman Broome

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Re: [hlcoders] Virus on the list ?

2001-11-25 Thread [BD]Avatar-X

lol... i got a file called docs.doc.pif

But since i'm not stupid enough to use Outlook, i didn't even see the attachment.
-av

Leon Hartwig wrote:

 Is this one of those 'one hand clapping' type of questions?

  -Original Message-
  From: Oskar 'Zoot' Lindgren [mailto:[EMAIL PROTECTED]]
  Sent: Sunday, November 25, 2001 8:14 AM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] Virus on the list ?
 
 
  why can´t i send to this list any longer?
 
  - Original Message -
  From: Benjamin 'RirA' Rosenberger mailto:[EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  mailto:[EMAIL PROTECTED]
  Sent: Sunday, November 25, 2001 5:06 PM
  Subject: [hlcoders] Virus on the list ?
 
  yes, there is a virus on this list! BUT THEY DID NOT SEND IT TO THE
  LIST, just to everyone single!
 
  SUCKER WHO DID THAT, just delete the mail you got, DO NOT OPEN!
  --
  --
  --
  Benjamin 'RirA' Rosenberger
  [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]  | [EMAIL PROTECTED]
  mailto:[EMAIL PROTECTED]
  www.rossispage.de http://www.rossispage.de
  ICQ# 76679953
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