Re: [hlcoders] v_weaponmodels skin changing
in other words since the player skin is changing the weapon one should as well... but there is something wrong with the weapon models qc file or something? Is that what your saying... if its not could please explain better i find the last bit hard to follow... do you mean if the players skin and model groups are changing then the weapon should or what? - Original Message - From: Ken Birdwell [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 14, 2002 12:36 PM Subject: RE: [hlcoders] v_weaponmodels skin changing The viewmodel inherits the skin setting (and everything else except model, frame, and sequence) of the client's viewent, which is typically the player. If you can locally - on the client - change the players skin (and body, etc.) then the weapon should work how you want. -Original Message- From: Christopher Long [mailto:[EMAIL PROTECTED]] Sent: Saturday, April 13, 2002 6:44 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] v_weaponmodels skin changing bump does anyone know the answer to this i'd like to clear it up for myself. - Original Message - From: Christopher Long [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, April 13, 2002 5:59 PM Subject: [hlcoders] v_weaponmodels skin changing I've noticed that the python weapon model has submodel groups in it but what i really want to do is change the v_models skins on demand. you can set a players skin by playerPointer-pev-skin but it doesn't seem to work on v_weaponmodels... i tried adding it to the deploy function (pev-skin = 2) but it doesn't do anything the model stays its first skin. I have a compiled model with multiple skins already set up and i have done skin changes with player models before but it doesn't seem to work with the weapons for me. desert crisis did multiple submodels for each skin change. Am i not able to change the skin colour of a v_weaponmodel without making each skin colour change a submodel of the v_weaponmodel? Anyone got any ideas about this as to whether you can do it? maybe i am doing it wrong but i dunno. All that changes in the v_weaponmodel is the hands skins the weapon itself stays untouched but since the hands are compiled into the weapons its really part of the weapon so it should change :/ i dunno.. help anyone??? it'd be appreciated. ___ 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] v_weaponmodels skin changing
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've noticed that the python weapon model has submodel groups in it but what i really want to do is change the v_models skins on demand. you can set a players skin by playerPointer-pev-skin but it doesn't seem to work on v_weaponmodels... i tried adding it to the deploy function (pev-skin = 2) but it doesn't do anything the model stays its first skin. I have a compiled model with multiple skins already set up and i have done skin changes with player models before but it doesn't seem to work with the weapons for me. desert crisis did multiple submodels for each skin change. Am i not able to change the skin colour of a v_weaponmodel without making each skin colour change a submodel of the v_weaponmodel? Anyone got any ideas about this as to whether you can do it? maybe i am doing it wrong but i dunno. All that changes in the v_weaponmodel is the hands skins the weapon itself stays untouched but since the hands are compiled into the weapons its really part of the weapon so it should change :/ i dunno.. help anyone??? it'd be appreciated. thanks in advance Christopher Long. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] v_weaponmodels skin changing
bump does anyone know the answer to this i'd like to clear it up for myself. - Original Message - From: Christopher Long [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, April 13, 2002 5:59 PM Subject: [hlcoders] v_weaponmodels skin changing This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've noticed that the python weapon model has submodel groups in it but what i really want to do is change the v_models skins on demand. you can set a players skin by playerPointer-pev-skin but it doesn't seem to work on v_weaponmodels... i tried adding it to the deploy function (pev-skin = 2) but it doesn't do anything the model stays its first skin. I have a compiled model with multiple skins already set up and i have done skin changes with player models before but it doesn't seem to work with the weapons for me. desert crisis did multiple submodels for each skin change. Am i not able to change the skin colour of a v_weaponmodel without making each skin colour change a submodel of the v_weaponmodel? Anyone got any ideas about this as to whether you can do it? maybe i am doing it wrong but i dunno. All that changes in the v_weaponmodel is the hands skins the weapon itself stays untouched but since the hands are compiled into the weapons its really part of the weapon so it should change :/ i dunno.. help anyone??? it'd be appreciated. thanks in advance Christopher Long. -- ___ 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 with GiveNamedItem need help.
yes but prepending it makes it what is in my LINK_ENTITY_TO_CLASS knife is called weapon_knife so why can't i go char temp[20]; sprintf(temp, weapon_%s, SpeciesWeapons[0].CloseCombatWeaponName[pPlayer-m_iCloseCombatWeapon]); pPlayer-GiveNamedItem(temp); i've done it and on an alert it does indeed contain weapon_knife. And if it wasn't working then why would it give me the knife and yet make it unselectable on the hud.. well i can select but clicking won't draw it out. this also fails char temp[30]; strcpy(temp, weapon_knife); pPlayer-GiveNamedItem(temp); it gives and i can see it in the list select it but clicking won't draw it yet pPlayer-GiveNamedItem(weapon_knife); works fine lets me select and pull out etc. If i am missing something you said could you explain to me a little better... but i think something is either not quite right with my compiler, machine OR my sdk version. - Original Message - From: Cruise [EMAIL PROTECTED] To: Christopher Long [EMAIL PROTECTED] Sent: Tuesday, March 26, 2002 8:30 PM Subject: Re: [hlcoders] problem with GiveNamedItem need help. -BEGIN PGP SIGNED MESSAGE- Hash: MD5 [snip] then again in the multiplay game rules when i set them up i do this instead // 0 = no change in vgui.. 99 = nothing if(pPlayer-m_iPrimaryWeapon != 0 pPlayer-m_iPrimaryWeapon != 99) { pPlayer-GiveNamedItem(SpeciesWeapons[0].PrimaryWeaponName[pPlayer-m_iPrim aryWeapon]); } if(pPlayer-m_iSecondaryWeapon != 0 pPlayer-m_iSecondaryWeapon != 99) { pPlayer-GiveNamedItem(SpeciesWeapons[0].SecondaryWeaponName[pPlayer-m_iSe condaryWeapon]); } if(pPlayer-m_iCloseCombatWeapon != 0 pPlayer-m_iCloseCombatWeapon != 99) { pPlayer-GiveNamedItem(SpeciesWeapons[0].CloseCombatWeaponName[pPlayer-m_i CloseCombatWeapon]); } it works 100% fine. Now i don't see how compacting into 1 string with using sprintf and prefixing weapon_ should hurt it or make it work any different Because pre-pending weapon_ makes it a completely different string? The name you pass to GiveNamedItem should match exactly what you pass into your LINK_ENTITY_TO_CLASS macro for the respective weapon. If you've declared your weapon names to be just mp5, or knife, then that's what you'll have to pass to GiveNamedItem. UPDATE I tryed some other things after talking to randomnine on it with him suggesting i should print the contents of the string character by character after doing so i get something like this sprintf(fullWeapName, weapon_%s, SpeciesWeapons[0].CloseCombatWeaponName[pPlayer-m_iCloseCombatWeapon]); for(i= 0; i 30; i++) { ALERT(at_console, %c, fullWeapName[i]); if(i == 29) ALERT(at_console, \n); } to the console it prints weapon_mp5Bj! and the close combat weapon contains weapon_knifej! i dunno what the j! is :/ or the Bj! and how it got there either. What's wrong with ALERT(at_console, %s, fullWeapName[i]); ? If you print it out character by character like this then you'll go straight past the end of the string into the undefined regions, which naturally will have all sorts of random crap in them... [ Cruise / www.casual-tempest.net ] -BEGIN PGP SIGNATURE- Version: 2.6 iQCVAwUAPKBNy/di0Z5STRufAQHkIgQAvbLmmYAF7Us62gqk4kQZ3PLyjqJl/97Z boZMIkOvfPtNNgKKsfFqq+blhc5HCJgfRpvkmsx8N2jviQ1mE5Zbd+1Pe7Nh9cck BGmOWcjsPz3zAtdz9lyzqW8HBWI73B1bjRrnEz4qy2cN4eyQ0edYpXlCx4rpIWMt YIhpbcrg0Lo= =0heP -END PGP SIGNATURE- ___ 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 with GiveNamedItem need help.
o sorry when i said this // 0 = no change in vgui.. 99 = nothing if(pPlayer-m_iPrimaryWeapon != 0 pPlayer-m_iPrimaryWeapon != 99) { pPlayer-GiveNamedItem(SpeciesWeapons[0].PrimaryWeaponName[pPlayer-m_iPrima ryWeapon]); } if(pPlayer-m_iSecondaryWeapon != 0 pPlayer-m_iSecondaryWeapon != 99) { pPlayer-GiveNamedItem(SpeciesWeapons[0].SecondaryWeaponName[pPlayer-m_iSec ondaryWeapon]); } if(pPlayer-m_iCloseCombatWeapon != 0 pPlayer-m_iCloseCombatWeapon != 99) { pPlayer-GiveNamedItem(SpeciesWeapons[0].CloseCombatWeaponName[pPlayer-m_iC loseCombatWeapon]); } i was applying that to when i change the struct instantiations for the weapons to weapon_knife instead of knife and prepending the weapon_ part but if i had the weapon name wrong then why would i get the weapon see it in the hud but not be able to draw it by clicking? if i type drop in the console to drop all weapons i have i do indeed finally get to it through the weightings but i just can't draw it on my own :(... tis a weid problem and no i'm not having anyone on. - Original Message - From: Cruise [EMAIL PROTECTED] To: Christopher Long [EMAIL PROTECTED] Sent: Tuesday, March 26, 2002 8:30 PM Subject: Re: [hlcoders] problem with GiveNamedItem need help. -BEGIN PGP SIGNED MESSAGE- Hash: MD5 [snip] then again in the multiplay game rules when i set them up i do this instead // 0 = no change in vgui.. 99 = nothing if(pPlayer-m_iPrimaryWeapon != 0 pPlayer-m_iPrimaryWeapon != 99) { pPlayer-GiveNamedItem(SpeciesWeapons[0].PrimaryWeaponName[pPlayer-m_iPrim aryWeapon]); } if(pPlayer-m_iSecondaryWeapon != 0 pPlayer-m_iSecondaryWeapon != 99) { pPlayer-GiveNamedItem(SpeciesWeapons[0].SecondaryWeaponName[pPlayer-m_iSe condaryWeapon]); } if(pPlayer-m_iCloseCombatWeapon != 0 pPlayer-m_iCloseCombatWeapon != 99) { pPlayer-GiveNamedItem(SpeciesWeapons[0].CloseCombatWeaponName[pPlayer-m_i CloseCombatWeapon]); } it works 100% fine. Now i don't see how compacting into 1 string with using sprintf and prefixing weapon_ should hurt it or make it work any different Because pre-pending weapon_ makes it a completely different string? The name you pass to GiveNamedItem should match exactly what you pass into your LINK_ENTITY_TO_CLASS macro for the respective weapon. If you've declared your weapon names to be just mp5, or knife, then that's what you'll have to pass to GiveNamedItem. UPDATE I tryed some other things after talking to randomnine on it with him suggesting i should print the contents of the string character by character after doing so i get something like this sprintf(fullWeapName, weapon_%s, SpeciesWeapons[0].CloseCombatWeaponName[pPlayer-m_iCloseCombatWeapon]); for(i= 0; i 30; i++) { ALERT(at_console, %c, fullWeapName[i]); if(i == 29) ALERT(at_console, \n); } to the console it prints weapon_mp5Bj! and the close combat weapon contains weapon_knifej! i dunno what the j! is :/ or the Bj! and how it got there either. What's wrong with ALERT(at_console, %s, fullWeapName[i]); ? If you print it out character by character like this then you'll go straight past the end of the string into the undefined regions, which naturally will have all sorts of random crap in them... [ Cruise / www.casual-tempest.net ] -BEGIN PGP SIGNATURE- Version: 2.6 iQCVAwUAPKBNy/di0Z5STRufAQHkIgQAvbLmmYAF7Us62gqk4kQZ3PLyjqJl/97Z boZMIkOvfPtNNgKKsfFqq+blhc5HCJgfRpvkmsx8N2jviQ1mE5Zbd+1Pe7Nh9cck BGmOWcjsPz3zAtdz9lyzqW8HBWI73B1bjRrnEz4qy2cN4eyQ0edYpXlCx4rpIWMt YIhpbcrg0Lo= =0heP -END PGP SIGNATURE- ___ 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: Re[2]: [hlcoders] problem with GiveNamedItem need help.
being sent as a command??? no no the file is just a header with a complete listing of all weapons in a made struct :/ its not actually send from the client and picked up in the ClientCommand function. all i pass from the client once vgui picks things is 4 ints which just contain the weapon index that i reference to that struct object to get what the weapons name is. The alert works fine and displays what the complete givenameditem string is I appreciate your help none the less... any attemp at a solution is better then nothing :). i doubt though that char *temp = new char[20]; would fix the problem... its the same as going char temp[20]; string copying into it the full weapon name then doing a GiveNamedItem on it its memory has been set aside so it shouldn't have an issue... o well maybe my problem is unfixable :/. - Original Message - From: Cruise [EMAIL PROTECTED] To: Christopher Long [EMAIL PROTECTED] Sent: Tuesday, March 26, 2002 9:03 PM Subject: Re[2]: [hlcoders] problem with GiveNamedItem need help. -BEGIN PGP SIGNED MESSAGE- Hash: MD5 so why can't i go char temp[20]; sprintf(temp, weapon_%s, SpeciesWeapons[0].CloseCombatWeaponName[pPlayer-m_iCloseCombatWeapon]); pPlayer-GiveNamedItem(temp); i've done it and on an alert it does indeed contain weapon_knife. And if it wasn't working then why would it give me the knife and yet make it unselectable on the hud.. well i can select but clicking won't draw it out. this also fails char temp[30]; strcpy(temp, weapon_knife); pPlayer-GiveNamedItem(temp); it gives and i can see it in the list select it but clicking won't draw it yet pPlayer-GiveNamedItem(weapon_knife); works fine lets me select and pull out etc. The difference between the one that works and the two that don't is that the first two use a temporary /local/ variable, which is free to go out of scope and be reallocated at the end of the function...it could be that that is causing the problem... Try: char *temp = new char[20]; sprintf(temp, weapon_%s,SpeciesWeapons[0].CloseCombatWeaponName[pPlayer-m_iCloseCombatW eapon]); pPlayer-GiveNamedItem(temp); That way the memory is allocated and won't be used by anything else...see if that makes a difference. The not selectable problem suggests the string passed back from the client is incorrect...in the ClientCommand function, where it handles weapon_ commands, print that out and check it's being sent correctly... [ Cruise / www.casual-tempest.net ] -BEGIN PGP SIGNATURE- Version: 2.6 iQCVAwUAPKBVfvdi0Z5STRufAQGeLwQAuQHC+2Q3oLTcA3cM3m9V/nfUGM8s+jP6 jctWhm2WU5ADXIEI2DZ2aBD5faYLU2IgDI14ptm8+VhmaOblW+0z1Ue7il9HDNDz P9JFSRuelKQAUtx3bXlQqMtzD6Ap4HGoVMPp0pbSeLStltnk1yi6gU39JRF4xbAw Nnnt60p0scg= =+/vI -END PGP SIGNATURE- ___ 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: Re[4]: [hlcoders] problem with GiveNamedItem need help.
ok new updated information it does work but i wanna know why it does this way and why it doesn't the other way. there is no use me just getting it to work if i haven't learnt why it wouldn't work... if i can't learn that then its just as good as never doing it. Ok here we go i added to the cbaseplayer class 3 new vars char string1[30]; char string2[30]; char string3[30]; now in the multiplaygamerules my new function void CHalfLifeMultiplay::SetUpCharacter(CBasePlayer *pPlayer) { // 0 = no change in vgui.. 99 = nothing if(pPlayer-m_iPrimaryWeapon != 0 pPlayer-m_iPrimaryWeapon != 99) { sprintf(pPlayer-string1,weapon_%s,SpeciesWeapons[0].PrimaryWeaponName[pPl ayer-m_iPrimaryWeapon]); pPlayer-GiveNamedItem(pPlayer-string1); } if(pPlayer-m_iSecondaryWeapon != 0 pPlayer-m_iSecondaryWeapon != 99) { sprintf(pPlayer-string2, weapon_%s,SpeciesWeapons[0].SecondaryWeaponName[pPlayer-m_iSecondaryWeapo n]); pPlayer-GiveNamedItem(pPlayer-string2); } if(pPlayer-m_iCloseCombatWeapon != 0 pPlayer-m_iCloseCombatWeapon != 99) { sprintf(pPlayer-string3, weapon_%s,SpeciesWeapons[0].CloseCombatWeaponName[pPlayer-m_iCloseCombatW eapon]); pPlayer-GiveNamedItem(pPlayer-string3); } } now its funny cause if i only use just one of them say string1 to do them all so replace in the above code all occurences of string2 and string3 and put string1 in its place. Now i get back to my original problem and yet IF i use 3 seperate strings instead of the same one for all then its ok. Using what you said cruise say if i did char *temp = new char[30]; then do the sprintf's for each and give the named items then it works fine but ONLY if i don't delete the char at the end of the function... if i put delete temp; at the end of the function it goes screwy. But if i don't delete it then the memory is gone is it not till the program halts... or is it till the machine is reset? anyways i am now thinking the giveNamedItem function receives a const char pointer to the string right so does this mean that if for some reason the string lost its scope and was removed that the pointer to it can no longer validly give the weapon but thats kinda crap isn't it cause it passes through the givenameditem function gives the weapon... then returns to its place back in the code which is after the pPlayer-GiveNamedItem call? Its getting to the stage where this has gone a bit beyond me i'm not sure if its either a bug in my source that is doing something strange or if just what i am trying to do is not doing it how i think it is ie something with variables falling out of scope etc. Cruise you got any info on this and why its doing it? I'm starting to think your onto something here and its kinda swaying my views Any others got input... Botman? Valve Guys? Mom :( ? - Original Message - From: Cruise [EMAIL PROTECTED] To: Christopher Long [EMAIL PROTECTED] Sent: Tuesday, March 26, 2002 9:47 PM Subject: Re[4]: [hlcoders] problem with GiveNamedItem need help. -BEGIN PGP SIGNED MESSAGE- Hash: MD5 being sent as a command??? no no the file is just a header with a complete listing of all weapons in a made struct :/ its not actually send from the client and picked up in the ClientCommand function. all i pass from the client once vgui picks things is 4 ints which just contain the weapon index that i reference to that struct object to get what the weapons name is. The alert works fine and displays what the complete givenameditem string is No, I meant when the client picks a certain weapon. You said that they were in the list, but not selectable...unless you've completely changed that part of the code also, switching between weapons sends the name of the weapon from the client to the server. Make sure that value is being sent correctly. I appreciate your help none the less... any attemp at a solution is better then nothing :). i doubt though that char *temp = new char[20]; would fix the problem... its the same as going char temp[20]; string copying into it the full weapon name then doing a GiveNamedItem on it its memory has been set aside so it shouldn't have an issue... o well maybe my problem is unfixable :/. But it has only been set aside within the confines of the function. temp is a /local/ variable. Calling new allocates the memory permanently, so it won't get written over. I agree it shouldn't make much difference, but something is screwing you over, and that's the only difference between the working and non-working versions as far as I can see. [ Cruise / www.casual-tempest.net ] -BEGIN PGP SIGNATURE- Version: 2.6 iQCVAwUAPKBf3fdi0Z5STRufAQHoSQP6AiURhdMubWn6JvGZoAhvxoyZOxKYCFn8 zejSOpMHpALOzBFeq+kSl7CabwSQUkFW4jlwq8ElYPOoQGU7Fvp/m/Y8Rn7Wsfvj 5T2RfJxwUYZMGnGVfV6haI7mFO/H6mpFUMYk4sMexkoKpxPj7bmOpHIFMcODVeNq SeuDUFg0kAo= =92hf -END PGP SIGNATURE- ___ To unsubscribe, edit your list preferences, or view the list
[hlcoders] problem with GiveNamedItem need help.
in the vgui and not have to bother stripping the weapon_ part off it. UPDATE I tryed some other things after talking to randomnine on it with him suggesting i should print the contents of the string character by character after doing so i get something like this sprintf(fullWeapName, weapon_%s, SpeciesWeapons[0].CloseCombatWeaponName[pPlayer-m_iCloseCombatWeapon]); for(i= 0; i 30; i++) { ALERT(at_console, %c, fullWeapName[i]); if(i == 29) ALERT(at_console, \n); } to the console it prints weapon_mp5Bj! and the close combat weapon contains weapon_knifej! i dunno what the j! is :/ or the Bj! and how it got there either. / I think it has something to do with the following because one method works yet the other won't and i dunno why, maybe my compiler is on LSD or something. char *fullWeapName = weapon_claws; // this works gives weapon and selectable char fullWeapName[30];// these two lines result in getting the weapon strcpy(fullWeapName, weapon_claws); // amd seeing in hud but i can't select it :/ pPlayer-GiveNamedItem(fullWeapName); So has anyone got an idea as to why its not working as it should valve? anyone? I really need to fix this :/ its driving me crazy and i just can't put it down till it works so if anybody could save my soul it'd be great. thanks in advance Christopher Long. ps - sorry for the long post of which i'm sure your eyes are bleeding from but well i thought it better to post information on the entire problem so those that wish to read it can analyze it further. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] pEnt != NULL and don't worry about it
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I got to the stage of not caring so i ported to sdk2.2 and it removed the problem... i'm guessing i was a n00b a year ago and i removed something somewhere i shouldn't have touched... the problems are gone and it all runs smoothly. Thanks to those that tried to help especially cruise that put up with me :) Well i'm pretty sure all the problems are gone cause i get no more ALERT pEnt != NULL. But it took me a fair while to port :/ and i didn't use beyond compare etc. i commented the whole thing well enough to be able to put it in chunk by chunk. Maybe next time i should use beyond compare though or something heh :/ Anyhow before this gets to long thanks to all anyways :). later. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[2]: [hlcoders] pEnt != NULL and driving me nuts
hehe but i suck too much with using breakpoints and actually i can't get my mod to run with the debugger either i set it up crappy or my computer just doesn't like it. I followed what pink listed out but when i try and run my mod through it it starts fine but as soon as i click a few things ie lan game create etc it just takes me back to the debugger and leaves me there to dry. I dunno i should get some experience with this thing but i didn't wanna bother others about this so i do all my error checking with my eyes and follow the code function by function. Its gotten me this far but i am aware sooner or later i'll need the debuger to save me. I should really learn to use it. I know what break points etc do i just can't get it running under the debugger with half life. thanks anyway. Christopher Long - Original Message - From: Cruise [EMAIL PROTECTED] To: Cortex [EMAIL PROTECTED] Sent: Wednesday, March 13, 2002 11:45 PM Subject: Re[2]: [hlcoders] pEnt != NULL and driving me nuts -BEGIN PGP SIGNED MESSAGE- Hash: MD5 Breakpoints anyone? If you know the line the ALERT is coming from, simply put a breakpoint on it, then when you hit the breakpoint go back through the call stack to see where it was called from and what the code was doing. I had a similar problem whenI used SDK 2.0. I had the console spammed with ALERT pEnt != NULL @ cbase.cpp l.159 (or something similar). I didn't find the cause of this but I hadn't modify the gamerules... So, perhaps the messages you become don't come from the GameRules class but from an other function. Just a possibility... - Cortex : mapper coder www.hlalbator.fr.st - Original Message - From: Christopher Long To: [EMAIL PROTECTED] Sent: Wednesday, March 13, 2002 2:42 AM Subject: Re: [hlcoders] pEnt != NULL and driving me nuts Well thanks goes to you all but the solution cruise posted worked for me. I am not doing anything bot related. Even after using the solution posted by cruise everytime i try to call UTIL_PlayerByIndex() or the changed one UTIL_CBasePlayerByIndex() i still get the annoying ALERT pEnt != NULL. I find this very disturbing and although the original problem is solved these statements still are flowing around. All other calls to UTIL_PlayerByIndex() through the sdk work without fail giving no ALERTS spewing into the console. But anytime i try to do it from my modified gamerules it gives one for every player not connected so if i have a 8 player game it'll throw 7 at me each time a player is killed, i connect or some other function gets called that invokes the RecountTeams() function. I'm starting to think maybe i did something a long time ago that was naughty and never bothered with these alerts before. As a last question could someone maybe please explain to me why for(int i = 1; i gpGlobals-maxClients; i++) { CBasePlayer *plr = UTIL_PlayerByIndex(i); if( plr plr-IsPlayer() plr-IsAlive() ) { } } would generate an ALERT pEnt!=NULL console statement. the alert comes from cbase.h or .cpp can't remember but its in a debug statement. What actually does pEnt != NULL mean anyway? thanks again Christopher Long - Original Message - From: Leon Hartwig [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, March 13, 2002 3:41 AM Subject: RE: [hlcoders] pEnt != NULL and driving me nuts This is a multi-part message in MIME format. -- If you are dealing with bots, there are some special considerations (you'll probably want to do some stuff in the disconnect callback), but for reasons other than what this thread is concerned with. For your problem, you shouldn't need to touch any of that. Here is an example function that I use in Phineas Bot that counts all the valid, connected clients: int UTIL_ClientsInGame( void ) { int iCount = 0; for ( int iIndex = 1; iIndex = gpGlobals-maxClients; iIndex++ ) { CBaseEntity * pPlayer = UTIL_PlayerByIndex( iIndex ); if ( pPlayer == NULL ) continue; if ( FNullEnt( pPlayer-pev ) ) continue; if ( FStrEq( STRING( pPlayer-pev-netname ), ) ) continue; iCount++; } return iCount; } -- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman
[hlcoders] pEnt != NULL and driving me nuts
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Well i've kinda given up on my silly gamerules that atm seem to be counting disconnected players even after they have disconnected but o well i have something which has been bugging me for ages but never hurt anything. I keep getting my console flooded with junk messages of ALERT pEnt != NULL and the like. After watch the mod run and running through how the code progresses in my mind i noticed that every time recount teams was called it would do this or whenever this following code was executed it would always spit 1 at me for every player that wasn't connected. for(int i = 1; i = gpGlobals-maxClients; i++) { CBasePlayer *plr = UTIL_PlayerByIndex(i); if(plr plr-IsPlayer() plr-isAlive() ) { ALERT(at_console, Connected player found at index %i \n, i); } } now is it natural for it to do that :/ cause i don't think it is... well if it was it'd happen the other million places code like that is used in the sdk. I don't know if this is linked with my gamerules playing up but i find it very disturbing that i am getting these messages. I am still living in the past with sdk 2.1 or 2.0 can't remember which i have but like it matters. Anyone here able to offer some insight as to why i am getting this :/ Valve others help? help appreciated Christopher Long -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] pEnt != NULL and driving me nuts
well i'm desperate enough to spend that time... you got an archive link? - Original Message - From: Cruise [EMAIL PROTECTED] To: Christopher Long [EMAIL PROTECTED] Sent: Tuesday, March 12, 2002 8:44 PM Subject: Re: [hlcoders] pEnt != NULL and driving me nuts -BEGIN PGP SIGNED MESSAGE- Hash: MD5 As I mentioned before, I recall a thread a while ago about the player structure. Apparently they aren't fully cleared when a player disconnects, to save on the overhead of re-creating the structure when another player joins or some such... There was a simple fix posted by someone that cleared it properly, I believe...I really don't remember much more about it, unfortunately, so I'm hoping other people on the list will have better memories... Or if you have lots of time to burn, you could take a stroll through the archives... Well i've kinda given up on my silly gamerules that atm seem to be counting disconnected players even after they have disconnected but o well i have something which has been bugging me for ages but never hurt anything. I keep getting my console flooded with junk messages of ALERT pEnt != NULL and the like. After watch the mod run and running through how the code progresses in my mind i noticed that every time recount teams was called it would do this or whenever this following code was executed it would always spit 1 at me for every player that wasn't connected. for(int i = 1; i = gpGlobals-maxClients; i++) { CBasePlayer *plr = UTIL_PlayerByIndex(i); if(plr plr-IsPlayer() plr-isAlive() ) { ALERT(at_console, Connected player found at index %i \n, i); } } now is it natural for it to do that :/ cause i don't think it is... well if it was it'd happen the other million places code like that is used in the sdk. I don't know if this is linked with my gamerules playing up but i find it very disturbing that i am getting these messages. I am still living in the past with sdk 2.1 or 2.0 can't remember which i have but like it matters. Anyone here able to offer some insight as to why i am getting this :/ Valve others help? help appreciated Christopher Long -- [ Cruise / www.casual-tempest.net ] -BEGIN PGP SIGNATURE- Version: 2.6 iQCVAwUAPI3b8vdi0Z5STRufAQHSMwQAiU2m8csixMKto8QynU8NGxKQi1AD32+m UBj24wk/AXf/D/+FFgWObGkHiLDhnNpaPT7TzSIp/kWFSrpBjXJRB2Uk9NH10wsI Ho1lHPu2iItwS9zkQgA+JGJjRH79jFLiHuS8sCf3EZfRv+GHl0mzl8hVVSQapoLL 8ydhxd2BTfs= =9kUO -END PGP SIGNATURE- ___ 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] pEnt != NULL and driving me nuts
Well thanks goes to you all but the solution cruise posted worked for me. I am not doing anything bot related. Even after using the solution posted by cruise everytime i try to call UTIL_PlayerByIndex() or the changed one UTIL_CBasePlayerByIndex() i still get the annoying ALERT pEnt != NULL. I find this very disturbing and although the original problem is solved these statements still are flowing around. All other calls to UTIL_PlayerByIndex() through the sdk work without fail giving no ALERTS spewing into the console. But anytime i try to do it from my modified gamerules it gives one for every player not connected so if i have a 8 player game it'll throw 7 at me each time a player is killed, i connect or some other function gets called that invokes the RecountTeams() function. I'm starting to think maybe i did something a long time ago that was naughty and never bothered with these alerts before. As a last question could someone maybe please explain to me why for(int i = 1; i gpGlobals-maxClients; i++) { CBasePlayer *plr = UTIL_PlayerByIndex(i); if( plr plr-IsPlayer() plr-IsAlive() ) { } } would generate an ALERT pEnt!=NULL console statement. the alert comes from cbase.h or .cpp can't remember but its in a debug statement. What actually does pEnt != NULL mean anyway? thanks again Christopher Long - Original Message - From: Leon Hartwig [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, March 13, 2002 3:41 AM Subject: RE: [hlcoders] pEnt != NULL and driving me nuts This is a multi-part message in MIME format. -- If you are dealing with bots, there are some special considerations (you'll probably want to do some stuff in the disconnect callback), but for reasons other than what this thread is concerned with. For your problem, you shouldn't need to touch any of that. Here is an example function that I use in Phineas Bot that counts all the valid, connected clients: int UTIL_ClientsInGame( void ) { int iCount = 0; for ( int iIndex = 1; iIndex = gpGlobals-maxClients; iIndex++ ) { CBaseEntity * pPlayer = UTIL_PlayerByIndex( iIndex ); if ( pPlayer == NULL ) continue; if ( FNullEnt( pPlayer-pev ) ) continue; if ( FStrEq( STRING( pPlayer-pev-netname ), ) ) continue; iCount++; } return iCount; } -- [ 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] RGB colors
well lets take a look at it the values were 5, 5, 25.5 now the colour index goes from 0 to 255 so the largets range is 255. now if 25.5 is the largest found value they used one can assume that 25.5 * 10 = 255 which is the largest index from 0-255 in the colour index. - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, March 11, 2002 11:30 AM Subject: RE: [hlcoders] RGB colors And where in pray tell is this in the code ? How would one know it is such? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Paul Samways Sent: Sunday, March 10, 2002 7:31 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] RGB colors Multiply by 10 50,50,255 - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, March 10, 2002 11:36 PM Subject: [hlcoders] RGB colors Folks, Can someone shed some light on my ignorance here, looking at the client.dll I notice that 5, 5, 25.5 is being supplied to the R_BeamEntPoint() function. What is the conversion for the above RGB? And how is that conversion done? -Ron ___ 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: Re[2]: [hlcoders] NULL player problem
actually now that you mention it i may have a problem with not removing them from spectator mode correctly hmm with what your saying and how they are getting locked in it if it can indeed happen then i think you may have solved my problem. That or you reckon a isNull check on the player in the gamerules check eh? Anyways i'll give it a belt and get back to you :) thanks for taking the time to reply. - Original Message - From: Cruise [EMAIL PROTECTED] To: Christopher Long [EMAIL PROTECTED] Sent: Monday, March 11, 2002 11:10 PM Subject: Re[2]: [hlcoders] NULL player problem -BEGIN PGP SIGNED MESSAGE- Hash: MD5 Now there are a few other things i have thought of and taken into consideration and i dunno if these may affect it in anyway but i better mention it. I changed the default spawn behavior and made an extra variable called b_canrespawn this way while players were rechoosing equipment etc they remained dead to the world and spectators etc had this set too. In the player::prethink i then changed the line that was something like if(deadflag = dead_no) or something to if(b_canrespawn deadflag = dead_no) although i am sure that doesn't effect it in any way. [snip] But the next thing i am going to mention makes it appear real funny. Once i reset the round in the gamerules function all players that disconnected don't then effect it at all :/ it only seems to effect the current round and i have looked at it many times and can't see the problem so i'll post some stuff here. in the round restart it just does [snip] cbaseplayer *plr = NULL; for(int i = 1; i = gpglobals-maxclients; i++) { remove from spectator mode; put player in observer mode; show plr vgui equipment menu; } First impressions here is that the disconnected could be getting stuck in spectator mode, or some kind of mishmash of alive/spectator... However, we had a similar problem with The Opera in our rounds where ClientDisconnect wasn't actually called for all disconnects. Also, wasn't there a thread on here a while back about player structures being cached on a disconnect? And so a simple IsNull check wouldn't return false even tho' the player had left the game. Hope one of those are of use... [ Cruise / www.casual-tempest.net ] -BEGIN PGP SIGNATURE- Version: 2.6 iQCVAwUAPIysvvdi0Z5STRufAQGmZgP/d2CuvtyOZf+uCx/2HkyfF2nmXLuKPwAP 11ZiiLMlqcgwWasGSIQIGJtAsxMOA+aFPA1oHle1TA02/b1vmt9/ul+JzOpCL9LD lL24QS++V8E5vAM+ahiDgDFkz64eS18sxoan6dNv/JMtwKKW2Ifc357diT6tHmFQ re39w5r91dI= =AHVt -END PGP SIGNATURE- ___ 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] NULL player problem
already ahead of you botman. I checked it out and many other things before i chose to bother this list. the client.cpp clientdisconnect has // since the edict doesn't get deleted, fix it so it doesn't interfere. pEntity-v.takedamage = DAMAGE_NO;// don't attract autoaim pEntity-v.solid = SOLID_NOT;// nonsolid UTIL_SetOrigin ( pEntity-v, pEntity-v.origin ); g_pGameRules-ClientDisconnected( pEntity ); Now there are a few other things i have thought of and taken into consideration and i dunno if these may affect it in anyway but i better mention it. I changed the default spawn behavior and made an extra variable called b_canrespawn this way while players were rechoosing equipment etc they remained dead to the world and spectators etc had this set too. In the player::prethink i then changed the line that was something like if(deadflag = dead_no) or something to if(b_canrespawn deadflag = dead_no) although i am sure that doesn't effect it in any way. But the next thing i am going to mention makes it appear real funny. Once i reset the round in the gamerules function all players that disconnected don't then effect it at all :/ it only seems to effect the current round and i have looked at it many times and can't see the problem so i'll post some stuff here. basically in the main function i perform a think every 10 seconds that checks the rounds state. // the below functions returns alive people in the requesting team name int CheckTeamStatus(char *TeamName) { int alive = 0; cbaseplayer *plr = NULL; for(int i = 1; i = gpglobals-maxclients; i++) { plr = UTIL_PlayerByIndex(i); if(plr != NULL plr-isPlayer() ) { if(!strcmp(TeamName, plr-m_szTeamName) ) alive++; } return alive; } i have a check that detects if the round should be restarted in the main think first up next i have a check that runs every 10 seconds and passes the teams names to check. if all teams bar 1 are eliminated completely with no players in them then it sets the round restart var to true and the round gets restarted next 10 second check. in the round restart it just does cbaseplayer *plr = NULL; for(int i = 1; i = gpglobals-maxclients; i++) { remove from spectator mode; put player in observer mode; show plr vgui equipment menu; } after the player does equipment selection the resulting button action signal causes the players state to be set to dead_respawnable and b_can respawn set to true, and thus they respawn and are ready to rock. I dunno if this extra info helps at all botman but it'd be great if i could knock this problem over as it is most annoying. I've searched it over and over but i'll keep going till i get it. As usual any extra help would be greatly appreciated. soz to all that read the huge post :) are your eyes bleeding yet. - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, March 09, 2002 10:16 PM Subject: Re: [hlcoders] NULL player problem I have set a gamerules up that checks if all players are dead on the current team testing if they are a player and if they are alive or not and i check if it is a nullent so that after all players on one team are eliminated it respawns all players to go at it again BUT it's not working correctly. Here is the problem. It sounds like you aren't properly removing the player that left the game. Look at the ClientDisconnect() function. The default behaviour is to set pev-takedamage to DAMAGE_NO and set the pev-solid to SOLID_NOT. 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] NULL player problem
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I have set a gamerules up that checks if all players are dead on the current team testing if they are a player and if they are alive or not and i check if it is a nullent so that after all players on one team are eliminated it respawns all players to go at it again BUT it's not working correctly. Here is the problem. start an 8 player server and 3 people join players 1(server) and 2 join join team 1 and player 3 joins team 2. player 2 hits escape and disconnects from the game. player 1 is killed by player 2 and enters spectator mode(kudos to robin walker for this) BUT the spectator mode follows player 3 and can also lock onto player 2 which is listed as NULL in the name field and sits at a spawn location, invisible. Due to the disconnected player still being there for some reason it still includes them in the count but doesn't see them as dead I remember seeing something like this is past versions of counter-strike around 6.0-6.5 i think i remember, where disconnected players were seen as NULL and inivisible. Has anyone encountered this problem before and is there a fix? Thanks in advance to any that try to help. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 9 way blending?
amen to that. I have emailed them before as well and they respond quiet fast and give information to solve your problem as botman said. A real friendly bunch of fellows actually and thats what makes doing this that little bit better. - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, February 18, 2002 10:23 PM Subject: Re: [hlcoders] 9 way blending? lol... I liked the combination of these two sentences: i found out that it is from counter-strike You should contact the person that wrote the source code Many CS fans wish it were that easy, neh? Persuter I didn't say ask Valve for the source code to Counter-Strike. I said contact the person that wrote the source code. I've always found that I can send an e-mail to one of the Valve folks about SDK issues that no one on any coders list or forum would be able to answer and they will usually respond with a descriptive enough answer to handle my question. They won't give you the source to Counter-Strike or TFC, but they will tell you enough information to help you figure out how to do something on your own. 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] THE DREADED NOOB POST
i'll have to agree with mr botman. Thats the way i went through it. I'm still not 100% great with the sdk, as i haven't touched triapi, monster ai, player movement prediction OR the model rendering stuff... But i get to each one as i require to make a new change. When first looking at the sdk its daunting. Its bloody big and scary and you don't know what half the crap does(and yes at first it looks like crap) Trial and error to begin with is what lets you learn the sdk. You get crashes here and there then realize that your trying to access hud elements no initialized etc and you learn the tricks of the trade. If you have a fairly good c++ background knowing pointers and OOP stuff you should be good to go. If you know nothing then i pity you plunging into it but since you stated you have c++ knowledge then your right :) just hang in there... it took me the 1 year i have spent with it to get where i am... others have spent longer. Make sure you enjoy it all the time too or learning becomes a major bitch :/ just my 2 cents. - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, February 14, 2002 9:30 AM Subject: Re: [hlcoders] THE DREADED NOOB POST I found the easiest way was to create a mod (not like release it, just plan out some ideas), because then if you know what your aiming for, you know what you have to do! - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, February 13, 2002 8:39 PM Subject: Re: [hlcoders] THE DREADED NOOB POST Hello to all the respected established coders of this list. My names Richard and I'm yet another one of those annoying newbie coders who has 100 questions but I'll them brake down to one. snip There isn't any kind of overall reference or API reference to the Half-Life SDK. Fully understanding the SDK requires a medium to advanced level of knowledge in C++. The only way you will learn how things work is by looking at and playing with the SDK source code. You will run into MANY, MANY times when something doesn't work (the game crashes, goes into an infinite loop, or doesn't do some effect that you are trying to do). In fact, you will find that there are more times when something doesn't work than you have when something does work. You will learn by trial and error. Some of these errors you will repeat over and over and will eventually learn not to do those things (via negative reinforcement). The best way to become completely frustrated with the SDK is to start out by ripping out 70% or 80% of what's there and completely replacing it with all your own code. You will find that you get dozens/hundreds of compiler errors and when you finally do get rid of all the compiler errors, the game crashed deep inside the Half-Life engine (where you can't determine what caused the crash). The best way to NOT get frustrated with the SDK is making very tiny small changes one by one to the SDK source code and testing things out after each small change. Once you begin to understand how the variables, classes and functions are used, you will find yourself making much larger changes at a time and will find that you have fewer and fewer problems with new code. The time span for this learning curve can be anywhere from 2 or 3 months up to 6 months or more, depending on your skill level in programming and your experience with programming in C++. Also, ALWAYS save backup copies of stuff that you are about to change so that you can easily roll back to a working version when you completely screw something up (which you will do more than once). When browsing through the SDK source code, it's useful to have several editor windows open at once to view the .cpp and .h files in the dlls folder and also to be able to view the .h files in the engine and common folders as well. Start with the thing that the engine deals with, the edict_t structure. This can be found in the engine\progdefs.h file. Every entity created in the game has one of these structures. It contains things like origin (3D world coordinates), health, velocity, angles and so on. This edict_t structure is pointed to by a class member variable called pev. Wherever you see pev used, just think edict_t. For example you'll see pev-health, or pev-angles or pev-velocity used all over the place. Every entity in the SDK source code is based on the CBaseEntity class and every other class inherits directly or indirectly from this CBaseEntity class. Look in the cbase.h and cbase.cpp files for the member variables and functions for this base class. Everything else is just inheritance of the CBaseEntity class with stuff throw in for that specific type of entity (for example, weapons contain ammo, players have weapons, etc.). Pretty much all basic C++ type stuff. If you can resist the urge to try
Re: [hlcoders] Message Problems
D00d you forgot DECLARE_MESSAGE(blah, blah); in that cp file. and maybe you didn't make an instance of the hud variable and call its init func. - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, February 10, 2002 7:30 AM Subject: [hlcoders] Message Problems Im having some problems sending over a message, it seems to not like anything. Ive spent now about 3 hours trying to get it to work!! this is my code: player.cpp: ... int gmsgTeams = 0; int gmsgZone = 0; ... gmsgVGUIMenu = REG_USER_MSG(VGUIMenu, 1); gmsgZone = REG_USER_MSG(zones, -1); in zone.cpp: extern int gmsgZone; MESSAGE_BEGIN( MSG_ALL, gmsgZone); WRITE_BYTE( no ); WRITE_COORD( pev-mins.x ); WRITE_COORD( pev-mins.y ); WRITE_COORD( pev-mins.z ); WRITE_COORD( pev-maxs.x ); WRITE_COORD( pev-maxs.y ); WRITE_COORD( pev-maxs.z ); MESSAGE_END(); in hud.cpp on client: int __MsgFunc_zones(const char *pszName, int iSize, void *pbuf) { return gHUD.m_Zone.MsgFunc_Zone( pszName, iSize, pbuf ); } HOOK_MESSAGE( zones ); in zone.cpp clientside int CHudZone::MsgFunc_Zone(const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); zones[zno].no = (int)READ_BYTE(); for (int i=0 ; i3 ; i++) zones[zno].min[i] = READ_COORD(); for (i=0 ; i3 ; i++) zones[zno].max[i] = READ_COORD(); zno++; return 1; } but when I run it I always just get PF_MessageEnd_I: Unknown User Msg 100 Any ideas? I even tried making gmsgZone = REG_USER_MSG(zones, -1); into gmsgZone = REG_USER_MSG(VGUIMenu, -1); but then I still got the error! Thanks in advance --tom ___ 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] Message Problems
yah they do health.cpp DECLARE_MESSAGE(m_Health, Health ) DECLARE_MESSAGE(m_Health, Damage ) ammo.cpp DECLARE_MESSAGE(m_Ammo, CurWeapon ); // Current weapon and clip DECLARE_MESSAGE(m_Ammo, WeaponList); // new weapon type DECLARE_MESSAGE(m_Ammo, AmmoX); // update known ammo type's count DECLARE_MESSAGE(m_Ammo, AmmoPickup); // flashes an ammo pickup record DECLARE_MESSAGE(m_Ammo, WeapPickup);// flashes a weapon pickup record DECLARE_MESSAGE(m_Ammo, HideWeapon); // hides the weapon, ammo, and crosshair displays temporarily DECLARE_MESSAGE(m_Ammo, ItemPickup); i could go on all day. Thats your problem d00d trust me. - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, February 10, 2002 8:07 AM Subject: Re: [hlcoders] Message Problems on the client? None of the rest seem to do it - Original Message - From: Christopher Long [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, February 09, 2002 10:02 PM Subject: Re: [hlcoders] Message Problems D00d you forgot DECLARE_MESSAGE(blah, blah); in that cp file. and maybe you didn't make an instance of the hud variable and call its init func. - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, February 10, 2002 7:30 AM Subject: [hlcoders] Message Problems Im having some problems sending over a message, it seems to not like anything. Ive spent now about 3 hours trying to get it to work!! this is my code: player.cpp: ... int gmsgTeams = 0; int gmsgZone = 0; ... gmsgVGUIMenu = REG_USER_MSG(VGUIMenu, 1); gmsgZone = REG_USER_MSG(zones, -1); in zone.cpp: extern int gmsgZone; MESSAGE_BEGIN( MSG_ALL, gmsgZone); WRITE_BYTE( no ); WRITE_COORD( pev-mins.x ); WRITE_COORD( pev-mins.y ); WRITE_COORD( pev-mins.z ); WRITE_COORD( pev-maxs.x ); WRITE_COORD( pev-maxs.y ); WRITE_COORD( pev-maxs.z ); MESSAGE_END(); in hud.cpp on client: int __MsgFunc_zones(const char *pszName, int iSize, void *pbuf) { return gHUD.m_Zone.MsgFunc_Zone( pszName, iSize, pbuf ); } HOOK_MESSAGE( zones ); in zone.cpp clientside int CHudZone::MsgFunc_Zone(const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); zones[zno].no = (int)READ_BYTE(); for (int i=0 ; i3 ; i++) zones[zno].min[i] = READ_COORD(); for (i=0 ; i3 ; i++) zones[zno].max[i] = READ_COORD(); zno++; return 1; } but when I run it I always just get PF_MessageEnd_I: Unknown User Msg 100 Any ideas? I even tried making gmsgZone = REG_USER_MSG(zones, -1); into gmsgZone = REG_USER_MSG(VGUIMenu, -1); but then I still got the error! Thanks in advance --tom ___ 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] Message Problems
don't forget to hook the command in its init function AND hud.h around line 758 make an instance of your hud objects class then lower down at line 303 in hud.cpp call that class instances init with the rest of the inits. then go lower down if you have vidinit stuff (sprites etc) that you wish to do. Its the problem i am telling you now. - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, February 10, 2002 8:12 AM Subject: Re: [hlcoders] Message Problems just tried it, still got the error message - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, February 09, 2002 10:07 PM Subject: Re: [hlcoders] Message Problems on the client? None of the rest seem to do it - Original Message - From: Christopher Long [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, February 09, 2002 10:02 PM Subject: Re: [hlcoders] Message Problems D00d you forgot DECLARE_MESSAGE(blah, blah); in that cp file. and maybe you didn't make an instance of the hud variable and call its init func. - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, February 10, 2002 7:30 AM Subject: [hlcoders] Message Problems Im having some problems sending over a message, it seems to not like anything. Ive spent now about 3 hours trying to get it to work!! this is my code: player.cpp: ... int gmsgTeams = 0; int gmsgZone = 0; ... gmsgVGUIMenu = REG_USER_MSG(VGUIMenu, 1); gmsgZone = REG_USER_MSG(zones, -1); in zone.cpp: extern int gmsgZone; MESSAGE_BEGIN( MSG_ALL, gmsgZone); WRITE_BYTE( no ); WRITE_COORD( pev-mins.x ); WRITE_COORD( pev-mins.y ); WRITE_COORD( pev-mins.z ); WRITE_COORD( pev-maxs.x ); WRITE_COORD( pev-maxs.y ); WRITE_COORD( pev-maxs.z ); MESSAGE_END(); in hud.cpp on client: int __MsgFunc_zones(const char *pszName, int iSize, void *pbuf) { return gHUD.m_Zone.MsgFunc_Zone( pszName, iSize, pbuf ); } HOOK_MESSAGE( zones ); in zone.cpp clientside int CHudZone::MsgFunc_Zone(const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); zones[zno].no = (int)READ_BYTE(); for (int i=0 ; i3 ; i++) zones[zno].min[i] = READ_COORD(); for (i=0 ; i3 ; i++) zones[zno].max[i] = READ_COORD(); zno++; return 1; } but when I run it I always just get PF_MessageEnd_I: Unknown User Msg 100 Any ideas? I even tried making gmsgZone = REG_USER_MSG(zones, -1); into gmsgZone = REG_USER_MSG(VGUIMenu, -1); but then I still got the error! Thanks in advance --tom ___ 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] Weapon selection and mouse wheel
isn't it in ammo.cpp around line 1110 :) cause i have messed with it and i'm pretty sure thats what your after. it draws all the buckets and the weapons that drop down when that bucket is selected. - Original Message - From: _Phantom_ [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, February 06, 2002 9:20 AM Subject: [hlcoders] Weapon selection and mouse wheel ello all I've been hunting about the client.dll for sometime now looking for the code which controls the weapon selection 'buckets' at the top of the screen, and I cant for the life of me find it, so would I be correct in thinking it's handled in the engine somewhere? Also, the mouse wheel, having had alook at the Client Side Input artical on the coding collective it reads to me that if I wanted to trap the mouse wheel I would just add a structure for 'key' to be pressed (mouse wheel) and then add gEngfuncs.pfnAddCommand (MWHEELUP,IN_MWheelUp); gEngfuncs.pfnAddCommand (MWHEELDOWN,IN_MWheelDown); to InitInput(...) to process the mouse wheel up and down functions... or is the mousewheel untrapable (as it's currently not done in the code) Cheers, Rob cause I dont wanna be a hero and I dont wanna be a zero - Feeder, Turn Jon Henry Lee, Your memory will live on in your fans and your music, Rest In Peace ___ 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] advanced options question relating to settings.scr i think it is
asus geforce 2mx 32Mb. Nvidia chipset. it may be due to myself running windows 2k server edition? i dunno it just seems weird that it happens :/ - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, February 01, 2002 12:09 AM Subject: Re: [hlcoders] advanced options question relating to settings.scr i think it is settings.scr is the advanced options under create game. And i notice as you add more the pages increase... is there anyway to make it so certain options are on one page and others on another without filling one page up first? I think you would have to force items to another page by filling the rest of the current page with blank entries. You can't specifically say put this item on page 1, put this item on page 2. also i notice that when you put a text area box in and above it put a drop list box when clicking the droplist box it goes all bizarre where it hangs over the text box this a known issue or am i doing something not so right :/ Perhaps this is a quirk of your video driver. Does it happen on other machines with different video cards? 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] new model skeletons
I haven't actually looked into this yet so i can't really say i have had a go but i was just wondering what is involved when changing a players skeleton to one that doesn't use the standard default valve skeleton. Is any coding involved at all or should it all be handled already properly, providing animation lists are adhered to. This is the first time i have actually thought about it so i have absolutely no clue about it. Can someone clear it up and limitations on new skeletons and whats involved in them? thanks peoples.
Re: [hlcoders] U better then HL
if we are going graphics wise and pleasing to the eye q3 UT HL doom but if we were to go for playability and fun factor taking mods into mind HL q3 UT doom i feel sorry for doom :( but it was good in its time. It was the first ever multiplayer game i played on a computer system. back with peer to peer and 2 player fun. ahh the good old doom1 shareware version. - Original Message - From: Oskar 'Zoot' Lindgren To: [EMAIL PROTECTED] Sent: Sunday, January 13, 2002 9:17 PM Subject: Re: [hlcoders] U better then HL SSUHL - Original Message - From: Nathan Taylor To: HLCoders Sent: Sunday, January 13, 2002 12:04 PM Subject: Re: [hlcoders] U better then HL HL=UT UT is great for head poppin, HL is great for the massive community simply said. -Lak - Original Message - From: Heckler Sent: Sunday, January 13, 2002 6:00 AM To: [EMAIL PROTECTED] Subject: [hlcoders] U better then HL You've gotta post this question on some Unreal Coders list :-)___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
[hlcoders] sub models related question...
I am currently adding support for player character submodels and have come to a little question that i can't figure the answer out to and no its not coding related just more of a what would happen if this was done. Ok question time. Say i have created a model for a certain class and it has 2 subgroups - body - head and each of this models subgroups has 3 different values Now i also have another model that can replace this model(call it a downloaded model) and it has the same sub groups but 4 different values for each. Now in game if i use a vgui menu to allow manipulation of the model piece what happens if there is a 2 player game and 1 person has the first model and the other person has the second model i stated. Lets say that the player then changes his model to parts body - 4 head - 4 how does the first player view the model? Will it be acceptable for the player with the more sub group model to see it while the first player won't or will this cause some kind of confussion with what the server has and what the players don't have??? Cause what i am trying to think if i can do and i can do it if it will work is have it so say you download different models for the mod and models you download may have different amounts of subgroups and differing amounts of values for each of these sub groups. Now if it will work but say if another player in the server doesn't have these extended models will the model they see be just the model with the first value of each sub group in the list?? This might be a question for valve if any watch over us hereunless others have thought the same and KNOW the answer. Also other questions i had in mind. I haven't looked at this yet but in model viewer each group and is named and each value for that group is numbered. Is there someway via coding that i can extract the name from the model ie extract its sub group name so i can list it under the vgui menu Soz for the bloody long post but at least i got it all out. If there is confussion i will try to clarify with a better example NOTE - i am not after code as i have that part sorted out i know how to approach anddo it. I am just asking if it will work else there is no point adding the code now is there :). Cheers all and thanks to whoever responds.
Re: [hlcoders] file reading from...
when using c++ file streams to detect end of file you can do something like ifstream if; if.open("filename", flags); while(!in.eof() ) { read lots of stuff in } in.close(); i am not fluent with c's file openings and such but i have managed to open files read from it etc but what i now require is how to check using c style syntax whether its at end of file or not? So basically what is the c style end of file check i can use in my while and if loops??? botman anyman :) ??? thanks peoples. - Original Message - From: Varlock To: [EMAIL PROTECTED] Sent: Sunday, January 06, 2002 8:15 PM Subject: Re: [hlcoders] file reading from... [CODE] #include stdio.h // not sure which one or both of these two includes you need #include stdlib.h FILE *pFile = NULL; void MyFunction( void ) { pFile = fopen( "filename.txt", "r" ); // "r" means read-mode if( !pFile ) // error char line[1024]; fgets( line, 1024, pFile ); fclose( pFile ); } [/CODE] This code will open "filename.txt" in read-mode. You should do something if it doesn't load properly (where there's the // error comment). Then it reads the FIRST 1024 CHARACTERSor UNTIL A NEWLINE IS REACHED. The fgets function automatically reads up to the number of characters you pass it (in this case 1024) or until a newline character is reached. Now you can use line as you wish. Finally, the code closes the file. - Varlock - Original Message - From: Christopher Long To: [EMAIL PROTECTED] Sent: Saturday, January 05, 2002 7:39 PM Subject: [hlcoders] file reading from... gEngfuncs.COM_ParseFile takes tokens from the file and with it i can keep grabbing tokens but each token is delimited by white space. char* pFile = gEngfuncs.COM_LoadFile("commandmenu.txt", 5, NULL); pFile points to commandmenus contents so i have a pointer to whats in the commandmenu.txt but thats all of it :/. What i was after was if there is a way to grab from a file one line at a time until it hits the newline character '\n'. i have done it so far with grabbing chunks one at a time checking each character to see if its a new line then setting back the location read... it works but i don't like the way i have done it :(. All i was after is if there is a better way to read one line at a time till the end line char is reached. or do i have to start including fstream.h to start doing this type of stuff? also another thing is i was after what each of the variables COM_LoadFile takes is? ("commandmenu.txt", 5, NULL); i realise the first string is the file to draw it from dunno what the 5 is??? someone enlighten me and from looking i am guess where NULL is you can send a length variable to have returned the length of the file or something?? but i am not sure only NULL seems to be used everywhere. thanks to anyone that can help.
Re: [hlcoders] file reading from...
gEngfuncs.COM_ParseFile -- this grabs tokens out of the file. you must COM_LoadFile first though i think actually i'm sure.. then from the file you just keep using ParseFile and it'll start drawing tokens out of the file. A token is basically anything till the white space happens ie hello this is a file doing it the first time would drag out "hello" and the second time would drag out "this" etc. Well i fiddled with it and thats what i more or less thought.. seems to be right to me but i may be wrong. - Original Message - From: Cortex To: [EMAIL PROTECTED] Sent: Sunday, January 06, 2002 8:33 PM Subject: Re: [hlcoders] file reading from... I have a question... What does gEngfuncs.COM_ParseFile function do ?? I don't know how to use it ! Actually, I parse a file character per character with gEngfuncs.COM_LoadFile... Thx CortexHL Albator coder mapperwww.hlalbator.fr.stICQ : 71548738 - Original Message - From: Christopher Long To: [EMAIL PROTECTED] Sent: Sunday, January 06, 2002 4:39 AM Subject: [hlcoders] file reading from... gEngfuncs.COM_ParseFile takes tokens from the file and with it i can keep grabbing tokens but each token is delimited by white space. char* pFile = gEngfuncs.COM_LoadFile("commandmenu.txt", 5, NULL); pFile points to commandmenus contents so i have a pointer to whats in the commandmenu.txt but thats all of it :/. What i was after was if there is a way to grab from a file one line at a time until it hits the newline character '\n'. i have done it so far with grabbing chunks one at a time checking each character to see if its a new line then setting back the location read... it works but i don't like the way i have done it :(. All i was after is if there is a better way to read one line at a time till the end line char is reached. or do i have to start including fstream.h to start doing this type of stuff? also another thing is i was after what each of the variables COM_LoadFile takes is? ("commandmenu.txt", 5, NULL); i realise the first string is the file to draw it from dunno what the 5 is??? someone enlighten me and from looking i am guess where NULL is you can send a length variable to have returned the length of the file or something?? but i am not sure only NULL seems to be used everywhere. thanks to anyone that can help.
Re: [hlcoders] file reading from...
Yes varlock that was one of the ways i thought :) what i was wondering though was if there was any engFuncs ones they had already done instead of including more header files that may chunk the file size up more. also which brings me to my next question then if i am not mistaken fopen and fclose are old c syntax? then why not use fstream.h and use the file stream stuff? Is it the same or is one more reliable, safe and/or speeder then the other? - Original Message - From: Varlock To: [EMAIL PROTECTED] Sent: Sunday, January 06, 2002 8:15 PM Subject: Re: [hlcoders] file reading from... [CODE] #include stdio.h // not sure which one or both of these two includes you need #include stdlib.h FILE *pFile = NULL; void MyFunction( void ) { pFile = fopen( "filename.txt", "r" ); // "r" means read-mode if( !pFile ) // error char line[1024]; fgets( line, 1024, pFile ); fclose( pFile ); } [/CODE] This code will open "filename.txt" in read-mode. You should do something if it doesn't load properly (where there's the // error comment). Then it reads the FIRST 1024 CHARACTERSor UNTIL A NEWLINE IS REACHED. The fgets function automatically reads up to the number of characters you pass it (in this case 1024) or until a newline character is reached. Now you can use line as you wish. Finally, the code closes the file. - Varlock - Original Message - From: Christopher Long To: [EMAIL PROTECTED] Sent: Saturday, January 05, 2002 7:39 PM Subject: [hlcoders] file reading from... gEngfuncs.COM_ParseFile takes tokens from the file and with it i can keep grabbing tokens but each token is delimited by white space. char* pFile = gEngfuncs.COM_LoadFile("commandmenu.txt", 5, NULL); pFile points to commandmenus contents so i have a pointer to whats in the commandmenu.txt but thats all of it :/. What i was after was if there is a way to grab from a file one line at a time until it hits the newline character '\n'. i have done it so far with grabbing chunks one at a time checking each character to see if its a new line then setting back the location read... it works but i don't like the way i have done it :(. All i was after is if there is a better way to read one line at a time till the end line char is reached. or do i have to start including fstream.h to start doing this type of stuff? also another thing is i was after what each of the variables COM_LoadFile takes is? ("commandmenu.txt", 5, NULL); i realise the first string is the file to draw it from dunno what the 5 is??? someone enlighten me and from looking i am guess where NULL is you can send a length variable to have returned the length of the file or something?? but i am not sure only NULL seems to be used everywhere. thanks to anyone that can help.
[hlcoders] what is the process for subscribing to this mailing list?
Is there an address you gotta go to. Asking for someone that needs an answer. I was transfered over from the topica list so i wouldn't have a clue. I had an email with that in it before i formated. Help would be appreciated.
[hlcoders] what a bloody n00b
http://cgi.ebay.com/aw-cgi/eBayISAPI.dll?ViewItemitem=1314287113 go check that out... i find it extremely lame. I remember a post a while back on phl on how someone was selling hacks on ebay so i thought i'd see if the trend is still there... well only one guy. What i find worse is he is selling on a cd update patches to something not owned by him. This is what he is listed as selling Counter-strike full version installation 1.1 Counter-strike updates to 1.3 (current) Half-life update to 1.1.0.7 Half-life update to 1.1.0.8(current) Maps you get(very popular): AWP_MAP, AWP_MAP2, SCOUT_MAP, HE_TENNIS Wally texture editor (edit textures in the game) Half-life logo creater (spray paint a picture on the walls in Counterstrike, w/ any picture you have on your computer) OGC CHEAT(current version) OGC PUNKBUSTER HACK(bypasses punkbuster servers even if you have OGC CHEAT!) Now is it just me or is selling valve owned programs and update patches not only wrong but illegal? i'd really like to see this dork punished. So feel free to spam him with emails detailing how big a dork he is.. and for doing the biggest injustice of it all trying to extend the already huge cheating problem in online games.
Re: [hlcoders] what a bloody n00b
hahaha thats not all after checking out his other auctions this is what i got and also note that i will put a comment beside each. dangte (2) Dec-21-01 19:29:21 PST 1310656341 S Complaint : Tried to sell pirated software...Did not complete the transaction... MY NOTE - hmmm well he didn't even respond to this regista4eva (19) Dec-21-01 16:52:49 PST 1298022634 S Complaint : Is a child and shouldnt be on ebay.Charged 5 dollars for ship. when it costed 1! Response by gr_lam - Got angry when they found out i was 16. Should have looked at shipping cost b4 MY NOTE - well considering you have to be at least 18 to use ebay he made his first mistake admitting he was 16 baby1228 (67) Dec-19-01 17:17:54 PST 1310720779 B Complaint : "BUY IT NOW' TURN AROUND SAID HIS PARENTS NOT ALLOW HIM TO BUY REFUSE TO PAY Response by gr_lam - ParentsLetMeBuyItNow, So I did but later on my parents said no. WHYisITmyFAULT? MY NOTE - its your fault mate cause you for one saying you will buy it then later decline with a lame reason. This is not on also lets not stop there. here are other things he is selling 1314286826 Dec-25-01 Jan-01-02 20:52:27 $3.50 Counterstrike w/ Cheats Hacks and More! OGC No Bids Yet 1314286976 Dec-25-01 Jan-01-02 20:53:43 $3.50 Counter-Strike plus Cheats Hacks Maps More No Bids Yet 1314287113 Dec-25-01 Dec-28-01 20:54:40 $3.50 CS counter-strike counterstrike PLUS CHEATS! No Bids Yet 1314287309 Dec-25-01 Dec-28-01 20:56:09 $3.50 Counter-strike updates + Cheats Hacks Maps ! No Bids Yet 1314296110 Dec-25-01 Jan-01-02 22:28:25 $3.50 Ti-86 Ti86 Graphing Calculator New w/ PC LINK No Bids Yet i myself am guessing the Ti-86 calculator is stolen from school :) but he is a serious lamer and all i was looking for was 40k minatures. :( just goes to show i suppose hehe lamers are everywhere. - Original Message - From: Nathan Taylor To: HLCoders Sent: Wednesday, December 26, 2001 8:42 PM Subject: Re: [hlcoders] what a bloody n00b wow, he should die... - Original Message - From: Christopher Long Sent: Wednesday, December 26, 2001 5:27 AM To: [EMAIL PROTECTED] Subject: [hlcoders] what a bloody n00b http://cgi.ebay.com/aw-cgi/eBayISAPI.dll?ViewItemitem=1314287113 go check that out... i find it extremely lame. I remember a post a while back on phl on how someone was selling hacks on ebay so i thought i'd see if the trend is still there... well only one guy. What i find worse is he is selling on a cd update patches to something not owned by him. This is what he is listed as selling Counter-strike full version installation 1.1 Counter-strike updates to 1.3 (current) Half-life update to 1.1.0.7 Half-life update to 1.1.0.8(current) Maps you get(very popular): AWP_MAP, AWP_MAP2, SCOUT_MAP, HE_TENNIS Wally texture editor (edit textures in the game) Half-life logo creater (spray paint a picture on the walls in Counterstrike, w/ any picture you have on your computer) OGC CHEAT(current version) OGC PUNKBUSTER HACK(bypasses punkbuster servers even if you have OGC CHEAT!) Now is it just me or is selling valve owned programs and update patches not only wrong but illegal? i'd really like to see this dork punished. So feel free to spam him with emails detailing how big a dork he is.. and for doing the biggest injustice of it all trying to extend the already huge cheating problem in online games. Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com stars-6.gif Description: GIF image