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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Yet another svc_bad error message... this one is weird
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Problem porting to SDK 2.3
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] sounds, pitch, looping, and loop points
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Triggering a door from the client
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 ___ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Accessing Time on Server per player
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Saving and the HLSDK
-- [ 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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] testing hlcoders
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.. = ___ = To unsubscribe, edit your list preferences, or view the list archives, =please visit: = http://list.valvesoftware.com/mailman/listinfo/hlcoders = = = = =___ =To unsubscribe, edit your list preferences, or =view the list archives, please visit: = http://list.valvesoftware.com/mailman/listinfo =hlcoders = = = Steve Rukuts Wrench Software Webmaster / Co-Founder / Original Design: Operation: Messiah e-mail: [EMAIL PROTECTED] MSN: [EMAIL PROTECTED] ICQ: 98613165 The contents of this e-mail may be confidential. If some annoying computer error occurs and it gets sent to people other than the intended recipient, do nothing, and delete it from your computer. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] testing hlcoders
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.. == ___ == To unsubscribe, edit your list preferences, or view the list archives, ==please visit: == http://list.valvesoftware.com/mailman/listinfo/hlcoders == == == == ==___ ==To unsubscribe, edit your list preferences, or ==view the list archives, please visit: == http://list.valvesoftware.com/mailman/listinfo ==hlcoders == == == = =Steve Rukuts =Wrench Software =Webmaster / Co-Founder / Original Design: Operation: Messiah = =e-mail: [EMAIL PROTECTED] =MSN: [EMAIL PROTECTED] =ICQ: 98613165 = =The contents of this e-mail may be confidential. =If some annoying computer error occurs and it gets =sent to people other than the intended recipient, =do nothing, and delete it from your computer. =___ =To unsubscribe, edit your list preferences, or view the list archives, please visit: = http://list.valvesoftware.com/mailman/listinfo/hlcoders = = = = = = =___ =To unsubscribe, edit your list preferences, or =view the list archives, please visit: = http://list.valvesoftware.com/mailman/listinfo =hlcoders = = = Steve Rukuts Wrench Software Webmaster / Co-Founder / Original Design: Operation: Messiah e-mail: [EMAIL PROTECTED] MSN: [EMAIL PROTECTED] ICQ: 98613165 The contents of this e-mail may be confidential. If some annoying computer error occurs and it gets sent to people other than the intended recipient, do nothing, and delete it from your computer. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] testing hlcoders
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.. == ___ == To unsubscribe, edit your list preferences, or view the list archives, ==please visit: == http://list.valvesoftware.com/mailman/listinfo/hlcoders == == == == ==___ ==To unsubscribe, edit your list preferences, or ==view the list archives, please visit: == http://list.valvesoftware.com/mailman/listinfo ==hlcoders == == == = =Steve Rukuts =Wrench Software =Webmaster / Co-Founder / Original Design: Operation: Messiah = =e-mail: [EMAIL PROTECTED] =MSN: [EMAIL PROTECTED] =ICQ: 98613165 = =The contents of this e-mail may be confidential. =If some annoying computer error occurs and it gets =sent to people other than the intended recipient, =do nothing, and delete it from your computer. =___ =To unsubscribe, edit your list preferences, or view the list archives, please visit: = http://list.valvesoftware.com/mailman/listinfo/hlcoders = = = = = = =___ =To unsubscribe, edit your list preferences, or =view the list archives, please visit: = http://list.valvesoftware.com/mailman/listinfo =hlcoders = = = Steve Rukuts Wrench Software Webmaster / Co-Founder / Original Design: Operation: Messiah e-mail: [EMAIL PROTECTED] MSN: [EMAIL PROTECTED] ICQ: 98613165 The contents of this e-mail may be confidential. If some annoying computer error occurs and it gets sent to people other than the intended recipient, do nothing, and delete it from your computer. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] testing hlcoders
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.. == ___ == To unsubscribe, edit your list preferences, or view the list archives, ==please visit: == http://list.valvesoftware.com/mailman/listinfo/hlcoders == == == == ==___ ==To unsubscribe, edit your list preferences, or ==view the list archives, please visit: == http://list.valvesoftware.com/mailman/listinfo ==hlcoders == == == = =Steve Rukuts =Wrench Software =Webmaster / Co-Founder / Original Design: Operation: Messiah = =e-mail: [EMAIL PROTECTED] =MSN: [EMAIL PROTECTED] =ICQ: 98613165 = =The contents of this e-mail may be confidential. =If some annoying computer error occurs and it gets =sent to people other than the intended recipient, =do nothing, and delete it from your computer. =___ =To unsubscribe, edit your list preferences, or view the list archives, please visit: = http://list.valvesoftware.com/mailman/listinfo/hlcoders = = = = = = =___ =To unsubscribe, edit your list preferences, or =view the list archives, please visit: = http://list.valvesoftware.com/mailman/listinfo =hlcoders = = = Steve Rukuts Wrench Software Webmaster / Co-Founder / Original Design: Operation: Messiah e-mail: [EMAIL PROTECTED] MSN: [EMAIL PROTECTED] ICQ: 98613165 The contents of this e-mail may be confidential. If some annoying computer error occurs and it gets sent to people other than the intended recipient, do nothing, and delete it from your computer. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] say and say_team
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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- [ winmail.dat of type application/ms-tnef deleted ] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Jump-hacking ricochet
-- [ 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(); /* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hook
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] woo
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] engine bug found! 99% sure
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] More hud difficulties
-- [ 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dual usage of a bone controller
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rope attached to NPC?
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mac VS PC
-- [ 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?
-- [ 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
-- [ 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 ;( ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mac VS PC
-- [ 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 :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mac VS PC
-- [ 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?). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Light entities
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 :( _ Join the worlds largest e-mail service with MSN Hotmail. http://www.hotmail.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server-side GetAttachment/GetBonePosition bug
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Chat with friends online, try MSN Messenger: Click Here[1] ===References:=== 1. http://g.msn.com/1HM305401/43 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Anti-cheat code in mods
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: ... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Steam messes up Half-Life
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] cvar/console message access from an external program.
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD saytext.cpp question
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 - ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OT: what do langauge microsoft use for their apps?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What is C#
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Do You Yahoo!? Yahoo! Greetings - Send FREE e-cards for every occasion! http://greetings.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] liblist.gam and the hazard course
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Argh!
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OT - Pertains to coding in a way :\
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OT - Pertains to coding in a way :\
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Creating brush based ents in the code
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Brainstorming: simulating entity behaviour in a laboratory environment
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Valve - confirm/shatter a myth for me
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Info on a client command
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
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: Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com -- ----- [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com -- ----- [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com
Re: [hlcoders] View models
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] it's quiet...too quiet
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. > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com
Re: [hlcoders] ogc required to play??
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Do You Yahoo!? Send your FREE holiday greetings online! http://greetings.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapon slots
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 -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com
Re: [hlcoders] what a bloody n00b
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] what a bloody n00b [THREAD CLOSED]
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... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VALVe: GMAX?
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: Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com
Re: [hlcoders] [OT] question to valve, curious
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 -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com
Re: [hlcoders] [OT] question to valve, curious
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 -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com
Re: [hlcoders] pushable objects
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Virus on the list ?
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 -- -- -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders