Re: [hlcoders] v_weaponmodels skin changing

2002-04-14 Thread Christopher Long

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.
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[hlcoders] v_weaponmodels skin changing

2002-04-13 Thread Christopher Long

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.
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Re: [hlcoders] v_weaponmodels skin changing

2002-04-13 Thread Christopher Long

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.
--

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Re: [hlcoders] problem with GiveNamedItem need help.

2002-03-26 Thread Christopher Long

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 ]

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Re: [hlcoders] problem with GiveNamedItem need help.

2002-03-26 Thread Christopher Long

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 ]

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Re: Re[2]: [hlcoders] problem with GiveNamedItem need help.

2002-03-26 Thread Christopher Long

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 ]

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Re: Re[4]: [hlcoders] problem with GiveNamedItem need help.

2002-03-26 Thread Christopher Long

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 ]

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[hlcoders] problem with GiveNamedItem need help.

2002-03-25 Thread Christopher Long
 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.
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[hlcoders] pEnt != NULL and don't worry about it

2002-03-16 Thread Christopher Long

This is a multi-part message in MIME format.
--
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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.
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Re: Re[2]: [hlcoders] pEnt != NULL and driving me nuts

2002-03-13 Thread Christopher Long

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 ]
  --
 
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  please visit:
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[hlcoders] pEnt != NULL and driving me nuts

2002-03-12 Thread Christopher Long

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
--

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Re: [hlcoders] pEnt != NULL and driving me nuts

2002-03-12 Thread Christopher Long

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 ]

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Re: [hlcoders] pEnt != NULL and driving me nuts

2002-03-12 Thread Christopher Long

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 ]
 --

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Re: [hlcoders] RGB colors

2002-03-11 Thread Christopher Long

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
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Re: Re[2]: [hlcoders] NULL player problem

2002-03-11 Thread Christopher Long

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 ]

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Re: [hlcoders] NULL player problem

2002-03-09 Thread Christopher Long

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

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[hlcoders] NULL player problem

2002-03-08 Thread Christopher Long

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.
--

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Re: [hlcoders] 9 way blending?

2002-02-18 Thread Christopher Long

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

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Re: [hlcoders] THE DREADED NOOB POST

2002-02-13 Thread Christopher Long

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

2002-02-09 Thread Christopher Long

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

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Re: [hlcoders] Message Problems

2002-02-09 Thread Christopher Long

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
  
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Re: [hlcoders] Message Problems

2002-02-09 Thread Christopher Long

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
   
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Re: [hlcoders] Weapon selection and mouse wheel

2002-02-05 Thread Christopher Long

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



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Re: [hlcoders] advanced options question relating to settings.scr i think it is

2002-01-31 Thread Christopher Long

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

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[hlcoders] new model skeletons

2002-01-23 Thread Christopher Long



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

2002-01-13 Thread Christopher Long



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...

2002-01-11 Thread Christopher Long



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...

2002-01-07 Thread Christopher Long



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...

2002-01-06 Thread Christopher Long



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...

2002-01-06 Thread Christopher Long



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?

2002-01-06 Thread Christopher Long



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

2001-12-26 Thread Christopher Long



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

2001-12-26 Thread Christopher Long



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
  


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