Re: [hlcoders] Re: Parsing Player Information

2004-10-13 Thread Daniel Koppes
They're a float I think.
You want to convert the actual 4 bytes into a float and use that.
At 23:36 13/10/2004, you wrote:
I already had the documentation; that is not what I was looking for.
As I understand, the last four bytes of each player information set is
the time connected to the game. Do I concatenate the four bytes
together in reverse after converting each one to its ascii number,
like I did for the frags? (Asc(byte4)  Asc(byte3)  Asc(byte2) 
Asc(byte1)) Or is there something else that I have to do? When I use
the same method as used on the frags, I get huge numbers, such as
8.723432E+10, so I doubt this method is correct...all my values are
similar to this. However, when I use this method for the frags, I get
returned correct results...any suggestions?
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Re: [hlcoders] Mod Idea.

2004-07-22 Thread Daniel Koppes
I can't help but shake the feeling that we're all just killing time with
random things until Half-Life 2  the SDK comes out
At 02:55 23/07/2004, you wrote:

Dragons of Pern:
 You fly with your dragoon trough valleys of death rescueing villagers
from the invasion of ogrosk a dangeroush villag-eater creature.
Your dragon may become exaust, and can be need to eat cows, wait over
wizard turrets, save pricess.. etc..
You may also fight againts others Dragon Knights.. (corrupted ones that
end has mercenary for the ogrosk and that use vile dragoons)
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RE: [hlcoders] Weird missing dll error

2004-06-07 Thread Daniel Koppes
Have a look at the call stack..?
At 07:39 8/06/2004, you wrote:
Well I managed to eliminate that dll problem somehow. I think it was
related to
other errors in my code. You can never do enough testing, this is something I
learned this week. Anyway, I think I got all the bugs out of my code
expect one
expect.  When it crashes (it’s a rare one and can’t be replicated easy), the
debugger dumps me to a compare statement in assembly. It’s comparing some part
in memory to be 0 and I get an access violation 0xc0005 or something
rather. Anyway, I'm having a hard time figuring out where this is in my
code. I
guess its crashing in the hl engine so is there some sort of tool I can use to
check what the last line of my code that got executed was? Because right
now, I
set up a dumpfile.txt and put some statements in a few potential suspect
functions. That’s the best I can do. I'm using VS 6.0 currently.
Thanks

Quoting K. Mike Bradley [EMAIL PROTECTED]:
 Function calls are more complicated than that.
 Its not just an Inst pointer. Calling almost any win32 API will result
 in a
 ring transition from user mode to kernel mode all the way down to an
 NTdll.dll call.


 I am not qualified to help you but I am curious.

 What compiler and IDE are u using?
 VS Net?
 Are u using that usermode debugger?




 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Sunday, June 06, 2004 7:59 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Weird missing dll error


 Well This problem never really went away. If I put the dll in I would
 get a
 deadlock, if I took it out I would get a missing dll file every time
 stepped
 thu this one function line by line.  The function was in the server's
 dll
 file so I don't understand why I wanted another dll file that I never
 linked
 to. I thought a function call was just moving the instruction pointer
 to
 somewhere else in your code in memory.  Anyway I started to do some
 memory
 leak checks because I ran out of ideas and I found a pretty big block
 of
 memory not being freed. I traced it and found it out it was from
 world.cpp
 at this ine:
 WorldGraph.AllocNodes ();

 I compiled the stock 2.3 sdk and checked it and there was no leak there.
 So
 I was wondering why mine was leaking?  Well apparently when I switched
 from
 2.X to 2.3(big pain in the ass) I forgot the remove the nodes.cpp file
 and
 add the mpstubb.cpp file into my project. I'm not sure if that was an
 actually memory leak, but I guess its worth asking if that could have
 been a
 problem but I'm almost sure that memory was not being deleted. and the
 block# kept changing every time I would restart the level.

 Anyway, thx for the help valve.


 Quoting [EMAIL PROTECTED]:

 
  Almost at random times during a game this pops up and the server
  crashes. But its fairly rare.
 
  The dynamic link library MSVCR70.dll could not be found in the
  specified path
 
  then it goes on to point to a number of locations including my
 steam/...
  half-
  life/ dir
 
  What the heck is that all about? I'm using VS 6.0 with standard
  compile options that came with the sdk.
 
 
 
 
 
 
 
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RE: [hlcoders] Clipnode collision detection

2004-06-07 Thread Daniel Koppes
Who says he's doing it in a Half-Life mod.
At 13:29 8/06/2004, you wrote:
Why not use a camera entity?
I think mod coders try to do too much on code. I would like to see a mode
where game play could be coded in the map entities so to speak.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Skyler York
Sent: Monday, June 07, 2004 12:07 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Clipnode collision detection
[ Converted text/html to text/plain ]
I figured this would be the best place to ask this since my question relates
specifically to Half-Life BSP data structures and algorithms.
I'm trying to do collision detection with the clipnodes in a BSP file,
however I'm having some troubling figuring out exactly how to go about doing
this.  I tried looking at the source to botman's BSP viewer, but his
collision detection doesn't use the clipnodes, that sly dog ;)  My issue is
that each clipnode only stores a single planenum, and leaf clipnodes are
really just contents information.
If I have point A, and I want to see if the camera can be moved to point B,
I just check to see if point B is in a solid.  If it is, I want to be able
to determine the exact boundary, so I can do a line intersection and get the
exact point on the wall where we must stop.  However, the planes are setup
hierarchically in the clipnode structure in such a way that it isn't easy to
determine the exact boundary plane.  Clipnodes don't store face information
like render nodes.  I was thinking I could find the plane furthest down in
the clipnode tree that still intersects line AB, but I don't know if that's
deterministic enough.  It needs to find the correct boundary perfectly every
time.
Maybe I'm simply missing something.  Or maybe I should follow in botman's
footsteps and just do spherical collision detection with the render faces, I
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Re: [hlcoders] server protocol

2004-05-02 Thread Daniel Koppes
They're not a string, they're the actual binary data.

something like

clientCount = (byte)szRecieveBuffer;

I'm assuming szRecieveBuffer is a char *, given the name...

At 12:07 3/05/2004, you wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I am playing around with an old proggy I wrote a couple years ago that
connected to a server and did rcon commands (good thing I comment my
code).  I modified it to connect to a server and issue an info
command.  Here is the packet the server sends back:
Server responds with the following packet:
(int32)   -1
(byte)   ASCII 'C' (info response, S2A_INFO)
(string)  net address of server
(string)  name of the host / server
(string)  name of the map
(string)  game directory (i.e. valve/)
(string)  Game description (e.g. half-life
multiplay)
(byte)   active client count
(byte)   maximum clients allowed
(byte)   protocol version
I am able to parse the packet and get the netaddress, name, directory,
and description.  I can't seem to figure out how to get the client
count, maxplayers, or protocol version.  In the serverprotocol.txt, it
only says that they are bytes.
Here's a snippet of my code:

strcpy(netAddress, szRecvBuffer+c);
c = c + strlen(netAddress) + 1;
strcpy(hostName, szRecvBuffer+c);
c = c + strlen(hostName) + 1;
strcpy(mapName, szRecvBuffer+c);
c = c + strlen(mapName) + 1;
strcpy(gameDir, szRecvBuffer+c);
c = c + strlen(gameDir) + 1;
strcpy(gameDesc, szRecvBuffer+c);
c = c + strlen(gameDesc) + 1;
strcpy(clientCount, szRecvBuffer+c);
c = c + strlen(clientCount) + 1;
The part where I parse the clientCount does not work.

I want to make this program ping all of my half life servers (100+),
outputting some brief info, and issuing an alert when one goes down.  Of
course, I will share when complete.
Dave

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Re: SV: [this is spam] Re: [hlcoders] ^_^ meay-meay!

2004-03-22 Thread Daniel Koppes
Yeah, just tap that out in morse code on the lock, should work.

At 06:35 23/03/2004, you wrote:
the password was in the email.

-omega
--
Blackened Interactive - http://www.blackened-interactive.com
FLF:Defiance - http://www.frontline2.com
Wavelength - http://www.thewavelength.net


Jonny Bergström wrote:

I got my Porsche today, but there are no keys to the glove compartment.
Don't tell me I've been tricked??


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Re: [hlcoders] [Fwd: [quark] Off Topic : i found an LEGAL Half-Life 2 model importer for 3ds max r6 !!]

2004-01-17 Thread Daniel Koppes
Exactly, there is NO legal way he could have created this - short of
guessing, and that isn't exactly possible without a few thousand people on
the case...
At 00:28 18/01/2004, you wrote:
Hi,

I normally try to stay out of these flame wars, but having done a Law degree
and having people rip off the code to our mod (HLRally), I can't stand it
anymore.
1. As soon as you create something it is copyrighted. Therefore, Valve owns
the copyright to all the models they have produced.
2. As far as I can tell, the coder must have used the illegally obtained
models (and maybe code) to produce the code. Whilst I'm not sure whether the
actual code that he produced is legal, the means by which he created it are
clearly illegal.
3. Hasn't Valve had enough problems without people producing junk like this?

Hopefully most people on this list are intelligent enough to realise all
that for themselves.
SaRcaZm

HLRally Programmer
www.hlrally.net
 Does VALVe copyrighted those models? If they did not, the first to
 copyright them is legal and the others not-legal and that includes VALVe
 too. Just a bad dream but still possible.

 - Original Message -
 From: Kevin Gerry [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Thursday, January 15, 2004 9:51 PM
 Subject: RE: [hlcoders] [Fwd: [quark] Off Topic : i found an LEGAL
Half-Life
 2 model importer for 3ds max r6 !!]


  Mike- What I THINK Sniper was talking about is... That he downloaded an
  illegal copy of a program to reverse engineer its models. (As far as I
  know... Valve hasn't released any stock models for HL2 as of yet... And
 any
  models he would have downloaded to test/code on would be stolen
 property...)
 
  Does that sound legal and good to you?
 
  Please answer that and then bash Snipe again.
 
  ~
 
   On Thursday 15 January 2004 12:58, Sniper wrote:
This doesn't look LEGAL to me. Unless he had support from Valve,
he
downloaded the illegal version of Half-Life 2 to do this. Why does
he
   have
the Half-Life 2 models in pictures all over the place?
  
   i dunno, unless you can prove where/how he obtained the files it's
 pretty
   legal ;)
  
Pathetic.
  
   lets see you code it before smearing other people
   -mike
 
 
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Re: [hlcoders] SDK

2004-01-09 Thread Daniel Koppes
Fill out an application form.

It'll be mailed to you the same time Duke Nukem Forever comes out.

At 23:40 9/01/2004, you wrote:
How do I get on the SDK list?

--

Jeff Codiac Fearn
-
Lead Coder, Web Master, Server Administrator for SWARM
http://swarm.hlgaming.com
Coder for Wizard Wars
http://www.planethalflife.com/wizardwars/
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Re: [hlcoders] not a HL coding question

2004-01-07 Thread Daniel Koppes
Keep pointers to all the images when you load them in, then use OpenGL to
render the materials preview window, using these textures :)
At 22:41 7/01/2004, you wrote:
Hello coders! :),

I can't find answer on this question anywhere, so I thought that
someone of you might help :)
Do you know how can I access image data, loaded into OpenGl.
I am working on 3d editor - it loads all textures when loads scene,
and then I have materials browser (like Hammer does) and user needs to
select materials from here (materials in browse window have preview
pictures - thumbnails). Can I somehow access image data from OpenGl to
draw thumbnails, without loading bitmaps again? Hope someone knows the
answer :)
Best regards,
 Vyacheslav Hoaxer Djura
 http://www.hl2source.com
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Re: [hlcoders] Adding a new skill level and Steam

2004-01-05 Thread Daniel Koppes
The Pokemod has a scripting engine (sort of... at the moment you have to
write it in a language that looks disturbingly similar to ASM), but it's
not hooked into Half-Life in any way (it has been, to test that it works)...
At 10:33 6/01/2004, you wrote:
Something like Natural-Selection's trigger_script entity.  It doesn't do
anything at the moment, but this:
http://homepage.ntlworld.com/pr.searle/nsfaq/#11
suggests that the script engine is there... it just needs tieing to
the entity.  I really hope it gets implemented soon.
K. Mike Bradley wrote:
Well Of course the AI could always use improvement.
It was ground breaking in 1999 ... But now?
I would like to see a feature to add compilable script ent's in the Game Def
file.
What about a mod with a script compiler.
A mod to end all mods so to speak.
Then a new map Script entity could be added.
I'd love to see more power put in the hands of mappers w/o having to make a
new mod.
Then the Map is the mod.
Kuel!


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Re: [hlcoders] Tei Suggestions Attacks!

2003-12-27 Thread Daniel Koppes
I think if you could use DirectInput, I see no reason why two
mice/keyboards couldn't be used...
At 10:49 28/12/2003, you wrote:
Tony omega Sergi wrote:

 - Split Screen Support.
  * Ability to split the screen 2 and 4
  * Ability to attach a viewport to a entity
  * Support to attach a input device to a viewport controler
  * Server ability to receive random viewport controler.
  * Ability to play demos has splitscreen, with following players options
 
 How To:
 - Change write area for viewports, a new render pass for every viewport.
 - New netcode to control the viewport and receive his personal controler
  data.
 - New server functions to read these input. ( XOR fake clients? )
you can do all of that now except the splitscreen _demo_ part with the
half-life engine.
-omega
--
Thanks Omega!

We need more help/ideas:

How 2/3 players can share a keyboard and a mouse to play splitscreen?
I guess 2 players may use the same keyboard (except a few very crappy
ones) but... Any ideas to make this cooler? Maybe support 2 mouses?
I know some old hardcore players use two mouses, but cant remenber the
config (secret?). Will HL conflict with 2 mouses?
?

Any idea?.

I know most console people are interested at splitscreen, Its exactly
what most console games have and a only few PC games provide.
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Re: [hlcoders] Bayonet Kill Sprite Logging

2003-12-19 Thread Daniel Koppes
Look at the type of damage perhaps (DMG_CRUSH etc).

At 18:59 20/12/2003, you wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Firearms has a bayonet attached to the AK47 as some of you might know.
I'm trying to get the correct kill sprite to appear when killed via the
bayonet. When you kill someone currently, it just uses the AK47 edict.
is there a way to tell the PlayerKilled functions that the player was
killed with a bayonet? I tried adding a new entity with the classname
weapon_bayonet so the kill sprite appears, but it crashes. I know why
it crashes, but I'm sure there's a better way to do it than creating a
whole new entity. any ideas?
Cale 'Mazor' Dunlap
Programmer
Firearms Half-Life
http://www.firearmsmod.com/
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Re: [hlcoders] pvPrivateData Question

2003-11-14 Thread Daniel Koppes
Never worked with Metamod before, but I assume you can listen for, and
catch, the gmsgxx variables when they're registered by the engine
find the one that looks right (gmsgMoney or something like that).
At 17:15 14/11/2003, you wrote:
Thank you _very_ much, botman, after very many runs I was able to figure
out what I needed.
I was looking for where Counter-Strike stores its money and came up with
this code that worked:
 money = (short *)(pPlayer-edict()-pvPrivateData);
 money+=230;
 *money = (short)amount;
The only problem I have now is updating the HUD to display the new
money... I know I need to use:
   MESSAGE_BEGIN(MSG_ONE, TYPE, NULL, pPlayer-pEntity);
   WRITE_LONG(amount);
   WRITE_BYTE(true);
   MESSAGE_END();
I don't know anything about working with the HUD... the problem is I don't
know what TYPE to use.  Any insight?
Thanks!
 -David BAILOPAN Anderson


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RE: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

2003-11-11 Thread Daniel Koppes
What on earth do these new functions do?

Tutorial Messages?

Are these for CS:CZ?

At 16:40 11/11/2003, you wrote:
This change is not needed for mods, I didn't want to confuse people with
what was required. It will be okay to add this to your mod however as
long as you release it after our update.
Yes, there will be a steam update that contains an updated client (and
engine) that will occur when this change is made live.
- Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Jeffrey botman Broome
 Sent: Monday, November 10, 2003 7:12 PM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

 Any reason this wasn't sent to hlcoders?

 Alfred, will this only effect dedicated servers or will there be a
 client update coming in the near future?



  Original Message 
 Subject: [hlds_apps] Engine interface changes
 Date: Mon, 10 Nov 2003 13:49:44 -0800
 From: Alfred Reynolds [EMAIL PROTECTED]
 Reply-To: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED], [EMAIL PROTECTED]

 We will be releasing a new engine soon (within the next couple of days
 we expect), we have added some new functions to the engine function
 structure (from eiface.h). If you are responsible for a third party
 program such as MetaMod you will need to update this engine structure
 and recompile your program. Not updating will cause a crash when your
 users try to use the new engine with the old engine interface
 structure.

 - Alfred



 // Engine hands this to DLLs for functionality callbacks
 typedef struct enginefuncs_s
 {
   int (*pfnPrecacheModel)
 (char* s);
   int (*pfnPrecacheSound)
 (char* s);
   void(*pfnSetModel)  (edict_t
 *e, const char *m);
   int (*pfnModelIndex)
 (const char *m);
   int (*pfnModelFrames)
 (int modelIndex);
   void(*pfnSetSize)   (edict_t
 *e, const float *rgflMin, const float *rgflMax);
   void(*pfnChangeLevel)   (char*
 s1, char* s2);
   void(*pfnGetSpawnParms) (edict_t
 *ent);
   void(*pfnSaveSpawnParms)(edict_t *ent);
   float   (*pfnVecToYaw)  (const
 float *rgflVector);
   void(*pfnVecToAngles)   (const
 float *rgflVectorIn, float *rgflVectorOut);
   void(*pfnMoveToOrigin)  (edict_t
 *ent, const float *pflGoal, float dist, int iMoveType);
   void(*pfnChangeYaw)
 (edict_t* ent);
   void(*pfnChangePitch)
 (edict_t* ent);
   edict_t*(*pfnFindEntityByString)(edict_t
 *pEdictStartSearchAfter, const char *pszField, const char *pszValue);
   int (*pfnGetEntityIllum)
 (edict_t* pEnt);
   edict_t*(*pfnFindEntityInSphere)(edict_t
 *pEdictStartSearchAfter, const float *org, float rad);
   edict_t*(*pfnFindClientInPVS)   (edict_t
 *pEdict);
   edict_t* (*pfnEntitiesInPVS)(edict_t
 *pplayer);
   void(*pfnMakeVectors)   (const
 float *rgflVector);
   void(*pfnAngleVectors)  (const
 float *rgflVector, float *forward, float *right, float *up);
   edict_t*(*pfnCreateEntity)  (void);
   void(*pfnRemoveEntity)
 (edict_t* e);
   edict_t*(*pfnCreateNamedEntity) (int className);
   void(*pfnMakeStatic)(edict_t
 *ent);
   int (*pfnEntIsOnFloor)
 (edict_t *e);
   int (*pfnDropToFloor)
 (edict_t* e);
   int (*pfnWalkMove)
 (edict_t *ent, float yaw, float dist, int iMode);
   void(*pfnSetOrigin) (edict_t
 *e, const float *rgflOrigin);
   void(*pfnEmitSound) (edict_t
 *entity, int channel, const char *sample, /*int*/float volume, float
 attenuation, int fFlags, int pitch);
   void(*pfnEmitAmbientSound)  (edict_t
 *entity, float *pos, const char *samp, float vol, float
 attenuation, int
 fFlags, int pitch);
   void(*pfnTraceLine) (const
 float *v1, const float *v2, int fNoMonsters, edict_t *pentToSkip,
 TraceResult *ptr);
   void(*pfnTraceToss)
 (edict_t* pent, edict_t* pentToIgnore, TraceResult *ptr);
   int (*pfnTraceMonsterHull)  (edict_t
 *pEdict, const float *v1, const float *v2, int fNoMonsters, edict_t
 *pentToSkip, TraceResult *ptr);
   void(*pfnTraceHull) (const
 float *v1, const float *v2, int fNoMonsters, int hullNumber, edict_t
 *pentToSkip, 

Re: [hlcoders] HL1 / HL 2 / Steam suggestion.

2003-10-29 Thread Daniel Koppes
Valve doesn't host any of the content servers. neither do they own
them, or run them.
At 09:00 30/10/2003, you wrote:

 2. Valve is in the game development business, not the Internet file
 storage business.
Pre-Steam, I would believe it.  As far as the user is concerned, they
are waiting 15 hours to download a gig of data from Valve when they
install Steam.  That puts them in the file storage business.
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RE: [hlcoders] kb_act.lst changed?

2003-10-16 Thread Daniel Koppes
Apparently blank is more blank than leaving it blank :P

At 20:29 16/10/2003, you wrote:
I found and fixed this in AHL.

In my keyboard list when I was putting a space I was doing this

   
  * WEAPON USAGE *
Steam doesn't like that. Instead I had to do this

blank  
blank * WEAPON USAGE *
This may be the same problem for others.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kyle
Sent: 13 October 2003 09:46
To: [EMAIL PROTECTED]
Subject: [hlcoders] kb_act.lst changed?
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I was wondering why I could not move and my config did not work.
I would type exec config.cfg and all my binds would set  but none would
work,. Then I went into steam and checked the keyboard config and the
entire menu was blank, OHHH KAY!!!


Anyone else noticed that?



God damn.





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Re: [hlcoders] Firewall blocked UDP packet from Valve Software Machine

2003-10-06 Thread Daniel Koppes
I've been noticing a few UDP packets from 'friendsX' (X being a 1 digit
number), all coming from friendsX.valvesoftware.com
Ports 1614, 27001, 1387, 1199 , 1369, 1048, 1248 were all hit (probably
random).
All from port 1200 as well.





At 18:58 6/10/2003, you wrote:
[cc'd to HLCODERS list]

Gabe,

First of all, let me say that I am and was deeply sorry to
hear of the attacks upon your company's machines and
the theft of your highly valuable source code.
I don't wish to add to your woes, but something bizarre
 just happened that I think you need to be made aware of:
My firewall just blocked an attempt to send a UDP packet
from port 1200 at friends3.valvesoftware.com to port 1072
on this machine.
I think you may still have a compromised machine or two
on the LAN over there.
Attempt was logged 10/05/2003 22:34:40 my time (GMT-7).

HLCODERS members:

Check your firewall logs for traffic from 207.173.177.43 or any
other machine on Valve's network and report it.
Michael A. Hobson
The Dolphin Speech Project
[No, I don't work with dolphins. See my web site for info.]
web:http://www.dolphin-speech.org
email:  [EMAIL PROTECTED]
icq:#2186709
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RE: [hlcoders] Firewall blocked UDP packet from Valve Software Machine

2003-10-06 Thread Daniel Koppes
Firewall = router.

At 20:03 6/10/2003, you wrote:
I'd agree if it wasn't just coming into random ports

How it got past my firewall in the first place I have no idea.

At 19:45 6/10/2003, Bulk wrote:
They are the steam friends servers... probably sending you a packet to make
sure you still alive or something :/
Regards,

-- Bulk
Site Manager
http://www.thewavelength.net
-Original Message-
From: Daniel Koppes [mailto:[EMAIL PROTECTED]
Sent: 06 October 2003 07:21
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Firewall blocked UDP packet from Valve Software
Machine
I've been noticing a few UDP packets from 'friendsX' (X being a 1 digit
number), all coming from friendsX.valvesoftware.com
Ports 1614, 27001, 1387, 1199 , 1369, 1048, 1248 were all hit (probably
random).
All from port 1200 as well.





At 18:58 6/10/2003, you wrote:
[cc'd to HLCODERS list]

Gabe,

First of all, let me say that I am and was deeply sorry to
hear of the attacks upon your company's machines and
the theft of your highly valuable source code.

I don't wish to add to your woes, but something bizarre
  just happened that I think you need to be made aware of:

My firewall just blocked an attempt to send a UDP packet
from port 1200 at friends3.valvesoftware.com to port 1072
on this machine.

I think you may still have a compromised machine or two
on the LAN over there.

Attempt was logged 10/05/2003 22:34:40 my time (GMT-7).

HLCODERS members:

Check your firewall logs for traffic from 207.173.177.43 or any
other machine on Valve's network and report it.


Michael A. Hobson
The Dolphin Speech Project
[No, I don't work with dolphins. See my web site for info.]
web:http://www.dolphin-speech.org
email:  [EMAIL PROTECTED]
icq:#2186709


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Re: [hlcoders] Re: Re: RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?

2003-10-05 Thread Daniel Koppes
'Use' not 'Distribute'

At 23:12 5/10/2003, you wrote:

But maybe I can isolate hl content at one zip, and quake1 content
other zip:
zip1:
 - engine
 - gameprogsdat
 - extramdls
 - extrasounds
zip2:
 - counter-strike maps
 - wads
auto installer (download zip1 and zip2 and install)

Or this is gray area? or illegal?

Hehehe... what a mine field is modding!

DK I wouldn't be sure about that, I suspect the EULA only allows you to use
DK the content from HL/CS/TFC etc with HL itself, not another engine.
Cool.

I can make a Quake1 mod, with all wad files, and bsp files. As my
engine load Half-Life maps, can make a perfect clone of Counter-Strike
mod, or maybe a singleplayer mod about terrorist :D



ToS Bad example, the license says we're allowed to do that.


ToS -omega

ToS example:
ToS You distribute a CS map with textures from the original CD... soo this
ToS map is illegal, but no one care.


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Re: [hlcoders] Re: Re: Re: RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?

2003-10-05 Thread Daniel Koppes
Possibly not illegal to distribute (unless it is with the expicit purpose
of using them with your q1 cs clone), but illegal to use them with ANYTHING
that isn't HL (so you can probably use CS textures in Op4 for example).
At 23:36 5/10/2003, you wrote:
Hello Daniel,

Soo.. its illegal or gray area to *distribute* a zip file with all cs
maps with the wad needed?
Or... Its legal to distribute and is illegal to use these files?

DK 'Use' not 'Distribute'

But maybe I can isolate hl content at one zip, and quake1 content
other zip:

zip1:
  - engine
  - gameprogsdat
  - extramdls
  - extrasounds

zip2:
  - counter-strike maps
  - wads

auto installer (download zip1 and zip2 and install)

Or this is gray area? or illegal?

Hehehe... what a mine field is modding!

DK I wouldn't be sure about that, I suspect the EULA only allows you
to use
DK the content from HL/CS/TFC etc with HL itself, not another engine.

 Cool.
 
 I can make a Quake1 mod, with all wad files, and bsp files. As my
 engine load Half-Life maps, can make a perfect clone of Counter-Strike
 mod, or maybe a singleplayer mod about terrorist :D
 
 
 
 ToS Bad example, the license says we're allowed to do that.
 
 
 ToS -omega
 
 ToS example:
 ToS You distribute a CS map with textures from the original CD...
soo this
 ToS map is illegal, but no one care.
 
 


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Re: [hlcoders] Steam SDK?

2003-09-29 Thread Daniel Koppes
He doesn't mean steam, he means the Steam SDK - So we can build new things
that work in/with Steam.
At 17:24 29/09/2003, you wrote:
uh, yeah... steam is already out its been out for a while.. but there is
two versions.. the first version is just steam and steam only.. which is not
more than 2mb.. and then theres the FULL version, which is called cs
1.6/steam which is 379mb!! yes 379mb... here is the link for the
download which will take about 1hr 2 min on a Broadband/cable connection or
about 3hr on DSL connection but if you go to www.downloads.com and
download the download manager that helps it alotit will only take about
30 min.. but i wouldnt recommend the download manager... heres the link for
the FULL Steam download which is 379mb...
http://games.softnews.ro/public/cat/1/1-5.shtml, I hope this helps!!

From: illogic [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlcoders] Steam SDK?
Date: Sun, 28 Sep 2003 23:10:35 -0500
I have sent emails and tried to get something out of valve on this, but
cannot. does anyone know anything about it? Im looking forward to taking
advantage of the new steam features, but wonder about the release date. i
would like to wait, but cannot afford to long, especially without a some
kind of idea of whats going on.
illOgic
www.ghostopsmod.com


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Re: [hlcoders] Install path reg key

2003-09-28 Thread Daniel Koppes
Do you actually have HL installed via Steam?

I assume Steam allows multiple Steam accounts on one machine.

At 20:03 28/09/2003, you wrote:
Daniel Koppes wrote:

 HKEY_CURRENT_USER\Software\Valve\Steam\ModInstallPath
Okay, the value for that key in my registry is:
j:[EMAIL PROTECTED]
Hmmm, I don't have a directory half-life in that path. I only have
dedicated-server. So, Valve, can you tell me again what use that key
shall be of? I don't know how to put this to any use other than having
to go parse the path that we really need from it:
j:\steam\valvesteamapps. I was hoping to avoid that. Note that the Steam
user [EMAIL PROTECTED] is not necessarily the same as the user for
HKEY_CURRENT_USER.
Florian.

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RE: [hlcoders] Problem testing HLDS Linux (yes it's mod coding re lated)

2003-09-28 Thread Daniel Koppes
Does that include 127.0.0.1 ?

At 11:37 29/09/2003, you wrote:
Right now if you host a server behind a NAT device and you connect with a
client from behind the SAME NAT device you MUST connect via its internal IP.
We will be making it possible to connect to either IPs in the near future.
- Alfred

Pat Magnan wrote:
 This is something I've been having difficulties with testing our
 Linux dedicated server.

 Anyway, I found this post on the STEAM forums:
 http://steampowered.com/forums/showthread.php?s=9ba59de2554893
 f6d30c4bdbb783353cthreadid=19577

 And it is the sort of problem I am having. I am wondering if this is
 something we all see?

 I have been constantly told that my USER ID ticket is invalid when I
 connect to my HLDS/Linux server, yet the HLDS/Win32 servers I have in
 the UK are working fine (sadly my host switched to Win32 only a while
 back).

 I've connected with the released version of the mod to other steam
 servers, that works fine, including one I know on Linux, but if we
 can't run a Linux box on our local networks, that's going to make
 testing for third party mod developers rather painful.

 I believe the problem is that the client connects with a 192.168.x.x
 IP address to the server, but it connected to the STEAM network with
 the external IP..

 Is there a solution for this? I haven't seen anything on hlds_linux
 that states whether there is a solution for this yet.

 Pat 'sluggo' Magnan
 Tour of Duty mod
 http://www.tourofdutymod.com



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Re: [hlcoders] Install path reg key

2003-09-27 Thread Daniel Koppes
HKEY_CURRENT_USER\Software\Valve\Steam\ModInstallPath

Thats where it's at.

At 00:54 28/09/2003, you wrote:
The news about the Steam update says:

# Added install path registry key so that MODs know where to install

Are we going to be informed about that extra key or do we have to find
it ourselves or am I simply on the wrong list in order to get such
infos? Will it only be created on a new Steam installations or will
existing Steam installations add it to the registry after the update?
Florian.

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Re: [hlcoders] To Valve: Suggestion for the new steam console

2003-09-26 Thread Daniel Koppes
Try the
'maps' command
eg
'maps cs_m' for all maps beginning in cs_m, or
'maps *' for all maps
At 01:22 26/09/03, you wrote:

 So can we all agree then need to change the auto-text convention in the
console
 so its less annoying?
We have a suggestion (has usual)

map TAB

the engine will provide with firt map

map cs_miTAB

the engine will provide with maps that begin with cs_mi, like cs_militia

This is because I have very bad memory about mapnams.

A command to list all available maps can be also cool.

-Tei


 Quoting [EMAIL PROTECTED]:

  +1, got a few commands that is quite annoying to type atm :)
 
  - Original Message -
  From: Cale 'Mazor' Dunlap [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Wednesday, September 24, 2003 3:08 PM
  Subject: RE: [hlcoders] To Valve: Suggestion for the new steam console
 
 
   I second that... I spent a good like 10 seconds trying to change my
  name
   but it ended up like 'name eMazor' in the console, friggin annoying,
  I
   couldn't figure out what was goin on, then I realized it was
   autocomplete, so I had to slow my typing down, lol.
  
   -Cale
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Tony
  omega
   Sergi
   Sent: Wednesday, September 24, 2003 2:19 AM
   To: [EMAIL PROTECTED]
   Subject: RE: [hlcoders] To Valve: Suggestion for the new steam
  console
  
   TAB completes stuff, which is fine, but space shouldn't do it too.
  
   -omega
   http://www.frontline2.com
  
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Marco
  Leise
   Sent: September 24, 2003 3:05 AM
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] To Valve: Suggestion for the new steam
  console
  
  
   What about the tabulator or right-arrow?
  
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Re: [hlcoders] Steam and pak files

2003-09-13 Thread Daniel Koppes
It should offer to convert your old install. It did for me.

At 05:28 14/09/03, you wrote:
I'm on day 2 of trying to convert my linux server to Steam. I have been
plagued with numerous freeze-ups and connection reset errors as many of
you probably have experienced. There has to be a better way.
But my question is why is Steam downloading the contents of the pak
files when they already exist on the server? This doesn't make sense.
Why  download the entire contents of the pak files when it's likely that
99% of the files haven't undergone any changes under Steam? Can the old
pak files be deleted since Steam has seen fit to unpack them?
BTW: Some of you may find a petition circulating on PlanetHalflife to do
away with Steam amusing.
http://www.petitiononline.com/nosteam/petition.html

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RE: Re[2]: [hlcoders] sobig @ valve

2003-09-10 Thread Daniel Koppes
Odd. I haven't gotten a single one from anyone. Although I think my ISP
filters virii
At 15:02 10/09/03, you wrote:
And what does the rest of your email have to do with sobig?

As the webmaster for my mod, I get so much sobig crap that I would
probably be screwed if I didn't have broadband... I get as much from the
oktagone mail servers as from anyone else...
Ugh viruses.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of tei
Sent: Tuesday, September 09, 2003 5:59 PM
To: Marco Leise
Subject: Re[2]: [hlcoders] sobig @ valve
Hello Marco,

ML These virii annoy me quite a bit, I just erased three on my sisters
ML PC, two of them were sobig variants. And I constantly keep getting
ML these 'Use this patch immediatly' mails.
Half-Life, has a side effect, work has a antivirus scanner, has if the
exe or some data is changed, will croak.
I have run a Half-Life Counter-Strike game with a damaged RAM chip, and
the engine has report me that a file is changed bla bla bla. = HL
also help to debug a computer with hardware failures :D
[Historic Note:
1# time that Tei give thanks to Valve coders]
I think XP is crap and actually the better OS is Windows2000, but is sad
that W2K fresh installation is actually a danger as is vulnerable to all
RPC malware :(
Its very cool that XP have (U)DMA deactivated and vsync activated.
People transfer data from HD to ram at 16 MB/s and the FPS is cap to 60.
And is HD suppor 100 MB/s and is 3d card will run HL at 90/100/200 FPS
: /
I think NVidia or other card provide a extension to manage Vsync or
something similar, but I have forget the name. New cards have cool
extensions :]
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Re: [hlcoders] player pitch

2003-09-01 Thread Daniel Koppes
pev-fixangle = 1;
pev-angles = someCrazyAngleVector;
At 09:20 01/09/03, you wrote:
Hi,
Is it possible to vary the player models pitch (pev-angles.x) (for
aligning to slope, say). Reason I ask is everytime I try and change it, it's
back to '-10' by the time it gets to the next frame and I can't see why.
Thanks,
Mark.
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Re: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder

2003-08-15 Thread Daniel Koppes
True... but PHP can run on IIS too :)

At 17:46 16/08/03, you wrote:
ASP only runs on Micro$haft IIS -- the most remotely hacked web server on
earth.
Flexible in terms of the number of ways you can be 0wn3ed, maybe.

At 09:18 PM 8/15/2003 -0400, you wrote:
You are obviously biased.  ;)

With 14 years of professional development experience I can say hands down I
find ASP (and more so .net) far more flexible and capable the PHP any day.
However, it, like Perl, awk, sed, etc all have their place in the scheme of
development ;)
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 649-0792
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Re[2]: [hlcoders] (no subject)

2003-08-14 Thread Daniel Koppes
I suppose speedwise they're pretty much equal... the main things would be
compatibility (i.e libraries), and extendability (i.e would the game be
moddable, and if so, would it be in Pascal, C++, or some kind of scripting
language), and of course which one you prefer / are best at :)
There are DirectX and OpenGL libraries for Delphi, and I imagine someone
has ported SDL to it as well, so that shouldn't be a problem.
At 18:07 05/08/03, you wrote:
Hello Daniel,

Same about me. But still I dream to see SDK project loaded into Delphi
with the most uber-super code completion. It works much more faster
and more stable then code completion in MS Visual C++ :) The same
thing about debugger, (and of source, the whole IDE interface) but
that's only my IMHO :)
I've started to writing my own engine and now I need to make important
choice - to write engine in a mix of C++\Delphi, or all the modules in
C++? The only thing which stops me not to writing in Delphi is that
most of SDK's (sound, graphic, etc) come in C++, not in Delphi.
Sunday, August 3, 2003, 7:58:59 AM, you wrote:
DK Yep, True, I pretty much only use Delphi for Windows apps / networking
apps
DK (until I figure [EMAIL PROTECTED](ing windows sockets out), but I use C++ for games
/ HL
DK SDK (duh) etc.
Best regards,
 Slava
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Re: [hlcoders] (no subject)

2003-08-02 Thread Daniel Koppes
I've found Delphi just as compentant as C++

Normal Pascal is no worse than C really.

At 04:20 12/07/03, you wrote:
Well but that is as nonsense as writing the SDK, and thus the whole engine,
in a very limited lang like Pascal, since Delphi as pretty much a OO'ed
Pascal...
DeaD_PixeL

- Original Message -
From: Marco Leise [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, August 02, 2003 1:06 PM
Subject: Re: [hlcoders] (no subject)
 Yes, Pascal is evil. As Java is ;)
 If you asked for a Delphi version you would get better responses I guess
:)
 btw... I am a C++ noob, is there a Delphi version? I use Delphi 7. This
 would be cool, cause i am much more familiar with Delphi than any other
 language.

  hi everybody
 
  does somebody knows about or has a pascal version of the halflife sdk?
 
  There isn't one and it would be difficult to convert it from C++ to
  Pascal.
  I doubt anyone has the desire to do this.
 
  It would be easier just to learn C++ than to convert the SDK.
 
  Jeffrey botman Broome
 
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Re: [hlcoders] (no subject)

2003-08-02 Thread Daniel Koppes
Yep, True, I pretty much only use Delphi for Windows apps / networking apps
(until I figure [EMAIL PROTECTED](ing windows sockets out), but I use C++ for games / 
HL
SDK (duh) etc.
At 05:50 03/08/03, you wrote:
I've said it before and I'll say it again, languages != programming. If we
can't put aside our personal preference for language x, we're like a
carpenter who only knows how to use a saw. Choose the tool that fits the
job, don't make the job fit the tool... ;).
At 04:59 AM 8/3/2003 +1200, you wrote:
Ok... perhaps I was wrong about Pascal then (I've never used pre-Delphi
pascal), but Delphi is still good :)
At 04:33 03/08/03, you wrote:
Hallo,

Saturday, August 2, 2003, 18:27,
Daniel Koppes [EMAIL PROTECTED] wrote:
 I've found Delphi just as compentant as C++
 Normal Pascal is no worse than C really.
Then you might want to read this one:
http://www.lysator.liu.se/c/bwk-on-pascal.html
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Re: [hlcoders] Class C LAN error crap on an internet game

2003-07-19 Thread Daniel Koppes
I don't have a solution, but one thing I thought I'd mention that the HL
GUI is really bad at reporting errors. I've seen it complain about out of
date executeable when it couldn't contact the WON server, and complaining
that you can't connect from Class C address when the problem was corrupt
bsp files.
Trust only the console :)

At 02:29 20/07/03, you wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Ever since we updated the renderer dlls for FA (same dlls that DoD has),
we've been experiencing a LOT of dedicated server issues. One of which
is the common Your executable is out of date, but I figured that would
be expected, since we aren't using the DLLs that everyone else has (the
ones that COME with HL), instead we have newer ones.
We've also got this issue with internet games all of the sudden becoming
LAN games or something weird like that. For example, we've got 2
dedicated servers for our 2.8 tests, they both are running internet
games, but clients cannot connect because it says something about LAN
games are limited to class C addresses or something like that. Did
anybody else ever have an issue like this with internet games? Or is it
just FA (again). I figured since we have the new DLLs for the engines
that it might be doing something to our dedicated servers. Please
someone from Valve or the DoD team respond to this, or anybody that has
experience working with this updated rendering DLLs.
-Cale 'Mazor' Dunlap
Firearms Programmer
http://www.firearmsmod.com/
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Re: [hlcoders] pfnPEntityOfEntIndex( 1 )

2003-06-27 Thread Daniel Koppes
I think 1 is the world. (worldspawn)

At 22:24 27/06/2003, you wrote:
I've seen this in CTriggerCamera::Use. Which entity does it refer to? I
originally thought that it was the player, but this:
if ( !pActivator || !pActivator-IsPlayer() )
seems to rule that out. Which entity is it pointing at?
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Re: [hlcoders] black screen when I start a server with my mod.

2003-06-22 Thread Daniel Koppes
Try pressing escape (after it's done loading) then click 'Resume Game'

Happens with other mods too.

At 20:03 22/06/2003, you wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I just recently got a new computer and reinstalled half-life. I copied
the valve folder and changed the name of folder to test and the
liblist.gam to
game Test Mod
type multiplayer_only
mpentity info_player_deathmatch
gamedll dlls\hl.dll
Using VisualStudios.net I compiled the original hl.dsp and cl_dll.dsp in
the SinglePlayer Source code folder and had it place the new .dlls in
the appropriate places within the test folder.
Now the original deathmatch mod works fine. But when I change the game
to Test Mod and start a server, I don't even see the console. Its just
completely black. However it doesn't freeze, as soon as I press esc it
goes back to the menu. I can't explain why it does this, can anyone
help?
-Brandon Renfrow
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Re: [hlcoders] SDK line crashing linux servers

2003-06-08 Thread Daniel Koppes

I'd say the most likely explanation is indeed shimms' and hofer's
conjecture, i.e., that it has not been initialized. There is no serious
compiler that will not follow the left-to-right rule, that's a fairly
integral part of the C++ specification, which is used a lot (it's used
throughout the HL SDK, for example), and certainly they all follow the
correct precedence rules.
Persuter
--


I think it can depend on whether the compiler would use 'full' boolean
logic (where all of a statement is evaluated, even if it's something simple
like 1  0), or 'short circuit' (where the code will not evaluate further
if it's obvious what the result will be, like 0 || 0) logic... I know
Delphi (Object Pascal) can use either one, I'm sure C++ ones can too.
As for sticking to a standard, since when has MS started doing that?

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[hlcoders] VHE Angles - pev-angles

2003-04-02 Thread Daniel Koppes
Quick question, the 'angles' field (either SmartEdit or manually entered)
in Hammer/WC, is this copied directly into the pev-angles field in entities?
I can't check it myself since I think the engine does it.

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

2003-03-09 Thread Daniel Koppes
This was an idea I had a while ago - Valve could up the HL engine to latest
tech, bump mapping, pixel shaders, higher poly limits etc, then release the
upgrade as a retail product (testing for Steam perhaps?), but have it
compatible with current HL (so netcode remains same etc), thus they would
both extend the life of the HL engine AND make a bit of money :)
At 15:40 10/03/2003, you wrote:
 [ Picked text/plain from multipart/alternative ]
 Oh, I'd love to have it increased *ELBOWS VALVE IN THE RIBS*

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

who seriously uses half-life on a p100, 16mb ram, no 3d accelerator, on
win95?
my oldest system can run it, if it ran windows (p133, 24mb, voodoo3) but it
runs linux.
my current system is considered a bear by those specs (duron 900, 320mb, GF
Ti4200) but is slow to current specs (my next machine is an athlon above the
gigahertz barrier, with DDR).
Why not branch the codepath? have a -slow branch, netcode compatible with
the -current branch? mods can choose to support HL-current, HL-slow, or
both. that way, you can appease the snakes^HLawyers and the mod community,
who want more features. (IE: implement specular highlighting, or bump
mapping, or increase the limits, if you feel the need.
Just because you have to commit to the boxed specs, doesn't mean you can
create a patch which copies the HL executable, and applies itself to that
copy, renaming the resultant file to HL-current. you still have an
executable which is box speced, but you also have an executable that gives
developers and more powerful systems more bleeding edge graphics output.
of course, that might be a way of skirting the rules.

I just checked the install EULA:

7. Limited Warranty. SIERRA, ID SOFTWARE AND SIERRA'S LICENSORS
EXPRESSLY DISCLAIM ANY WARRANTY FOR THE PROGRAM, EDITOR, AND MANUAL(S).
THE PROGRAM, EDITOR, AND MANUAL(S) ARE PROVIDED AS IS WITHOUT
WARRANTY OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING, WITHOUT
LIMITATION, THE IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND/OR NONINFRINGEMENT.
Now, I might read this wrong, but the way I read the sharkspeak, you make no
guarantees that the software will even run. (Fitness for a particular
purpose in this case, displaying graphics.) Which means you _don't_ have to
commit to the specs. You might want to chat with your friendly lawyer and
see if this might hold water in court, if you take my proposal seriously...
-- Chris

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Re: [hlcoders] Weird error message

2003-01-30 Thread Daniel Koppes
Yea thanks Florian... and you too botman.

At 07:57 30/01/2003, you wrote:

Daniel Koppes wrote:

 This is using MESSAGE_BEGIN() and MESSAGE_END() with gmsgShowMenu
 
 Is there anyway I can up the 192 limit? Or is it an engine limit?

You can split it into two messages and send them in a row.

Lazy copy-n-paste following:

---8--
#define MAX_MENU_CHUNK 176
// Send menu in chunks (max. 512 chars for menu and 176 for one chunk)
void ShowMenu_Large (edict_t* pev, int bitsValidSlots, int nDisplayTime,
char pszText[]) {

  int msgShowMenu = 0;
  if ( (msgShowMenu = GET_USER_MSG_ID(PLID, ShowMenu, 0)) == 0 ) {
  msgShowMenu = REG_USER_MSG( ShowMenu, -1 );
  }  // if

  char *pMenuList = pszText;
  char *aMenuList = pszText;

  char szChunk[MAX_MENU_CHUNK+1];
  int iCharCount = 0;

  while ( pMenuList  *pMenuList )
  {
  am_strncpy( szChunk, pMenuList, MAX_MENU_CHUNK );

  iCharCount += strlen( szChunk );//Move text to next chunk

  pMenuList = aMenuList + iCharCount;

  MESSAGE_BEGIN( MSG_ONE, msgShowMenu, NULL, pev );
  WRITE_SHORT( bitsValidSlots );
  WRITE_CHAR( nDisplayTime );
  WRITE_BYTE(*pMenuList ? TRUE : FALSE); //Need more menu?
  WRITE_STRING(szChunk);
  MESSAGE_END();
  }
}

--8

Florian.

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[hlcoders] Weird error message

2003-01-29 Thread Daniel Koppes
Whilst testing my mod, I got this rather odd message, which was also a
Fatal Error, and crashed the server

Host_Error: PF_MessageEnd_I:  Refusing to send user message ShowMenu of
194 bytes to client, user message size limit is 192 bytes

The menu is sent with 'ShowMenu' it referred to was also echo'd to the
console, and appears to be 197 bytes, not including the 2 bytes and a short
sent as part of the message, so   I am wondereing where HL got the extra 30
bytes or so

This is using MESSAGE_BEGIN() and MESSAGE_END() with gmsgShowMenu

Is there anyway I can up the 192 limit? Or is it an engine limit?

I thought it a bit odd, since the ShowMenu function takes up to a char[400]
as the menu... (infact I pass a char[399] to it)

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Re: [hlcoders] Weird error message

2003-01-29 Thread Daniel Koppes
Ah crap, I got mixed up there, ignore the ' I am wondering where HL got the
extra 30
bytes or so' bit please :)

At 07:26 30/01/2003, you wrote:

Whilst testing my mod, I got this rather odd message, which was also a
Fatal Error, and crashed the server

Host_Error: PF_MessageEnd_I:  Refusing to send user message ShowMenu of
194 bytes to client, user message size limit is 192 bytes

The menu is sent with 'ShowMenu' it referred to was also echo'd to the
console, and appears to be 197 bytes, not including the 2 bytes and a short
sent as part of the message, so   I am wondereing where HL got the extra 30
bytes or so

This is using MESSAGE_BEGIN() and MESSAGE_END() with gmsgShowMenu

Is there anyway I can up the 192 limit? Or is it an engine limit?

I thought it a bit odd, since the ShowMenu function takes up to a char[400]
as the menu... (infact I pass a char[399] to it)

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Re: [hlcoders] need help on CBaseMonster

2003-01-05 Thread Daniel Koppes
http://collective.valve-erc.com/index.php?go=ai_tasks_schedules

That too.

At 22:19 5/01/2003, you wrote:

Vyacheslav Djura wrote:

S You should really use tasks and schedules to do something like this.

I've never worked with that :( Can you give me please link to some good
tutorial?


http://www.planethalflife.com/hlsdk2

Has a good _explanation_ of how they work (as well as good info on a
number of subjects).



Best regards,
 Vyacheslav Hoaxer Djura


Distinct Reality mod   (www.wrenchsoftware.com/dreal/dreal.html)

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Tour of Duty mod
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Re: [hlcoders] Adding new attributes

2003-01-04 Thread Daniel Koppes
You cannot add new things to entvars_t (pev), because it is shared between
the DLL and the engine, and i think the network code expects it to be a set
size...

I'm surprised its not crashing.

Just add it to CBasePlayer and send it in each client update instead (make
sure you update your delta.lst)

At 22:07 4/01/2003, you wrote:

Alright if i want to give players a new attribute Like mana what structure
would I modify ? Im having trouble with my
new statistic, Client side, its jumping up and down everytime i use a
command that wastes the mana but server side
it's apparently keeping track because it eventually lets me stop using it,
but in my client hud it says i got damn near max left.  I currently hopped
around peeked and proded and decided to add it to the entvars_t struct since
it contains health  to keep track that way as well as an addition to
cbaseplayer.  *I pretty much did a quick hack of all the player used health
pieces* so I send the message out with the entvars_t contained value, and
set the cbaseplayers value with that value like it does in health, and
during the communication it must get trashed.  Any Ideas ? I decrement it
like this in the code serverside

--KiAttacks.cpp--
...
if ( m_pPlayer-pev-fKi  200.0 )
{//To check to make sure the player has enough to use the attack in
primaryattack
...
m_pPlayer-pev-fKi -= 100.0; //Decrement it
...
--End of KiAttacks.cpp--

So in reality that addition to cbaseplayer is useless as far as i can tell,
because on the client side, i recieve the
message in my healthhud and save it their(like health does).. and I only
check and decrement the entvars_t structure (pev right ??) sorry it's late
and i stopped working on this for about a month now and tried to ressurrect
and look at it again and find some help.


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Re: [hlcoders] Building mdlviewer

2002-12-30 Thread Daniel Koppes
I thought those were standard libraries in MSVC...

Otherwise try ww.opengl.org?

At 23:10 30/12/2002, you wrote:

 I am trying to build util/mdlviewer from the SDK. The source references
the following header files:

#include gl/gl.h
#include gl/glu.h
#include gl/glut.h

These files do not exist anywhere on my system. Does anyone know where I
can find these files and any associated libraries?

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RE: [hlcoders] Building mdlviewer

2002-12-30 Thread Daniel Koppes
Microsoft Visual Studio\VC98\Include\GL had gl.h glaux.h and glu.h in it on
my machine... couldn't find glut.h anywhere.

At 02:09 31/12/2002, you wrote:

I did try www.opengl.org but all I found was the glut. I am using minGW
as a compiler; it would be helpful if someone could see if the gl stuff
is part of MSVC, that at least gives me a direction to go.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Daniel
Koppes
Sent: Monday, December 30, 2002 5:19 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Building mdlviewer

I thought those were standard libraries in MSVC...

Otherwise try ww.opengl.org?

At 23:10 30/12/2002, you wrote:
  I am trying to build util/mdlviewer from the SDK. The source
references
the following header files:

#include gl/gl.h
#include gl/glu.h
#include gl/glut.h

These files do not exist anywhere on my system. Does anyone know where
I
can find these files and any associated libraries?

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Re: [hlcoders] Re: External Access

2002-12-18 Thread Daniel Koppes
--
[ Picked text/plain from multipart/alternative ]
Easy - theres documentation included with the HL SDK that tells you how to
talk to servers (and you can get the map, players, mod etc) and the master
server...

At 22:37 18/12/2002, you wrote:
I'm trying to make a program that'll get the name of a server, it's IP and
what map it's on.
I was going to try using rcon, but you need to know the IP address of the
server to rcon, but i don't want people to have to type it in, what I meant
was is there a way of getting the ip address of the server from the running
instance of hl.exe, after that i could rcon to find everything else out.

Brian A. Stumm wrote

You don't even need rcon to get info like whos connected to a server  and
the server name. The question is kinda vague... Do you mean like how
Gametiger.com can search for players that are currently online? or do you
mean like scripts that query an ip/port to report info about the HL server
at that address? What exactly do you mean...

On Tue, 17 Dec 2002, Alfred wrote:

  You could use the rcon protocol to talk to the local server :)
 
  Predatory Kangaroo wrote:
 
   Hi there all,
   Does anyone know if there is a way for an external program to get
   information about whether the user is running Half-life, server name,
etc.
   without actually having access to the mod's source code?
   Thanks,
   Predatory Kangaroo


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Re: [hlcoders] GameTime-Format?

2002-12-02 Thread Daniel Koppes
--
[ Picked text/plain from multipart/alternative ]
You're right...

The scary thing is, i wrote code to parse and handle this data :P

At 03:30 3/12/2002, you wrote:
  I do believe the time is in seconds (buggered if i know why they used a
  float32 for that).
 
  So just do
 
  h = time / 3600
  time = time - (h * 3600)
  m = time / 60
  time = time - (m * 60)
  s = time

No.  It's a float, you know, a number with a decimal point in it.  Like,
3.14159, 1.41421, 1.23456789, etc.

You need to represent the number as an IEEE floating point data type.  See
this...

http://www.clipx.net/ng/msc51/ng6a66d.php

Jeffrey botman Broome


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Re: [hlcoders] GameTime-Format?

2002-12-01 Thread Daniel Koppes
--
[ Picked text/plain from multipart/alternative ]
I do believe the time is in seconds (buggered if i know why they used a
float32 for that).

So just do

h = time / 3600
time = time - (h * 3600)
m = time / 60
time = time - (m * 60)
s = time

At 07:27 2/12/2002, you wrote:
when sending players to a hl-sever u get in return a list of players...

Server responds with the following packet:
 (int32) -1
 (byte)  ASCII 'D' (players response, S2A_PLAYER)
 (byte)  active client count

 for each active client
 (byte)  client number / index
 (string)player name
 (int32) client's frag total
 (float32)   client's total time in-game

but how do i format the float32 in vb?

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Re: [hlcoders] woo

2002-11-29 Thread Daniel Koppes
--
[ Picked text/plain from multipart/alternative ]
Eh. I thought it was sending plain text emails.

Stupid thing, i'll check the settings.

The dates seem OKish...

Perhaps its doing something stupid with time zones or something...

Oh well, no big problem, I can figure out where they all line up.

At 07:27 29/11/2002 +0100, you wrote:
Daniel Koppes wrote:

--
[ Picked text/plain from multipart/alternative ]
By Date. Or whatever the 'Date' column in Eudora means.

Either Eudora dows not use the date the email was send but received or
you are referring to posts from people who have their system clock set
to incorrectly. But those should only affect very few emails. Btw, you
may want to set your Eudora to sent plaintext emails only.

Florian.


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Re: [hlcoders] woo

2002-11-29 Thread Daniel Koppes
--
[ Picked text/plain from multipart/alternative ]
Apparently I am.

Can't find the setting to change it either :(

At 05:17 30/11/2002, you wrote:
Daniel Koppes wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Eh. I thought it was sending plain text emails.

Judging from your emails being multipart MIME messages I don't
think you do.

Florian.


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Re: [hlcoders] woo

2002-11-28 Thread Daniel Koppes
--
[ Picked text/plain from multipart/alternative ]
I get mine like that, in any old random order, questions and replies all
mooshed together :(

(Eudora 5.something)

At 08:29 28/11/2002 +, you wrote:
--
[ Converted text/html to text/plain ]

My one works ok.

=Ok, so I'm not insane.. someone else I know on
=the list says he gets them
=in order.. maybe my mail server is just being a
=turd, but I have the same
=problem (getting replies before answers more
=often than not) ;).
=
=At 06:45 PM 11/26/2002 -0500, you wrote:
=This is a multi-part message in MIME format.
=--
=[ Picked text/plain from multipart/alternative ]
=I love how this list likes to send us emails in a jumbled up order, so
=stuff doesn't make sense, or is missing ;x
=
=
=
=
=
=-omega
=
=Blackened Interactive - http://blackened-interactive.com
=
=Front Line Force - http://www.flfmod.com
=
=
=
=--
=
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=please visit:
= http://list.valvesoftware.com/mailman/listinfo/hlcoders
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=view the list archives, please visit:
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=hlcoders
=
=
=

Steve Rukuts
Wrench Software
Webmaster / Co-Founder / Original Design: Operation: Messiah

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

The contents of this e-mail may be confidential.
If some annoying computer error occurs and it gets
sent to people other than the intended recipient,
do nothing, and delete it from your computer.
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Re: [hlcoders] woo

2002-11-28 Thread Daniel Koppes
--
[ Picked text/plain from multipart/alternative ]
By Date. Or whatever the 'Date' column in Eudora means.

At 15:19 28/11/2002 +0100, you wrote:
Daniel Koppes wrote:

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

What is your sort order?

Florian.


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Re: [hlcoders] FGD's and coding

2002-11-24 Thread Daniel Koppes
--
[ Picked text/plain from multipart/alternative ]
Ah, I think he knows that, but wants to now add his new entities into maps
with an FGD...

At 12:40 24/11/2002 +0200, you wrote:
Hello Paul,

Editing FGD file isn't coding. To create your own new entiity you must
edit source code. Recommend you to read How to make a
mod.doc from the SDK and to visit botman's site -
www.planethalflife.com/botman ...

--
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  Level-designer
  Deep-Shadows(http://www.deep-shadows.com)

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Re: [hlcoders] detecting mapchange client-side

2002-11-12 Thread Daniel Koppes
--
[ Picked text/plain from multipart/alternative ]
Have the server update the client as it joins the game with the status of
the rain (or whatever) and keep track of it in the server instead...

At 21:10 12/11/2002 +0100, you wrote:
Hi,

I've a problem since several months (but I didn't tried to fix it for
several months ;p). In fact, I want to detect mapchange from client-side.

Nowadays, I check it from the CHud::Redraw function :
if (!intermission)
 
else
 // It's an intermission

It works fine for intermissions. But my problem is with some brute map
change. For instance, if the user types map blabla, my code won't detect
it...

For the story, I want to detect that to disable rain at map change (else,
the rain will continue to fall in the next level !).

Any help would be greatly appreciated.

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



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Re: [hlcoders] Lots 'o precaching.

2002-10-13 Thread Daniel Koppes
I guess we just have to decide when enough is enough...

At 01:19 13/10/2002 -0400, you wrote:

*shrug*

I suppose you would piss off some of your fans, but alot of em would finally
upgrade if you moved to SS2 or UT2003 if they liked your mod that much.

The Opera mod is doing the same thing and alot of their fans are gonna
upgrade for it :)

- Original Message -
From: Daniel Koppes [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, October 12, 2002 11:26 PM
Subject: Re: [hlcoders] Lots 'o precaching.


 Yea, thanks :/

 I'd love to move engines (mmm... Serious Sam 2 engine...) but we're stuck
 with this for some odd reason. Mostly because a good portion of our fans
 don't have very good PC's

 At 23:08 12/10/2002 -0400, you wrote:
 Welcome to the HL engine.
 
 Caleb 'Ghoul' Delnay
 Project Leader: Kill Or Be Killed
 http://www.llamanade.net/kobk/
 
 
 - Original Message -
 From: Daniel Koppes [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Saturday, October 12, 2002 11:08 PM
 Subject: Re: [hlcoders] Lots 'o precaching.
 
 
   At 12:24 12/10/2002 -0700, you wrote:
   Have you considered consolidating some of them into bodygroups and
skins
 for
   a smaller number of models instead of the exorbitant 200 you
mentioned?
  
   Not unless body groups can be completely different models (ie
hitboxes,
   skins, bones, animation, controllers).
  
   I will have - at LEAST 150 models. Definitely more.
  
  
  It could potentially reduce some of the wasted space by
eliminating
duplicated
   information.  You're still never going to get all 200 of those in,
but
 you
   might be able to increase the maximum number you *can* precache
somewhat.
  
   No information to duplicate... they're all unique :/
  
   Why is it impossible to determine which models will be needed during
a
 map,
   though?  Surely you have some idea of what will be necessary for a
 specific
   map...?
  
   I can determine which ones will appear in a map (i.e pre placed, or
   guranteed to appear somewhere), or ones that are part of a set that
can
   randomly appear, however, the player can use one of any of these at
any
   time he wishes, with no warning.
  
   This is for the Pokemod ( http://pokemod.fragoff.net ), and each
pokemon
   (only R/B/Y ones for now - G/S has another 100 or so . )needs its
own
   model (duh), plus player models (these can be pre-determined), NPC
(same),
   but the player could pull  out any pokemon he had and throw it out
into
 the
   game at any time. Thus my problem.
  
   I could precache only the ones he has on his belt and in storage...
but in
   Multiplayer that could easily get to 150 :/
  
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[hlcoders] Lots 'o precaching.

2002-10-12 Thread Daniel Koppes

I have a rather big problem.

I need some way to precache ~200 models but I cannot think of anyway to
do this.

I can't guarantee that any of them won't be in a level, but loading all of
them would be a terrible waste of memory (even   500k per model thats
100mb of ram gone).

All attempts I have made were (mostly) met with that horrible 'Precaching
can only be done in Precache function'

Does anyone have any ideas?

(If this seems vague, I blame it on 4am).

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Re: [hlcoders] Lots 'o precaching.

2002-10-12 Thread Daniel Koppes
At 12:24 12/10/2002 -0700, you wrote:

Have you considered consolidating some of them into bodygroups and skins for
a smaller number of models instead of the exorbitant 200 you mentioned?


Not unless body groups can be completely different models (ie hitboxes,
skins, bones, animation, controllers).

I will have - at LEAST 150 models. Definitely more.



  It could potentially reduce some of the wasted space by eliminating
duplicated
information.  You're still never going to get all 200 of those in, but you
might be able to increase the maximum number you *can* precache somewhat.


No information to duplicate... they're all unique :/


Why is it impossible to determine which models will be needed during a map,
though?  Surely you have some idea of what will be necessary for a specific
map...?


I can determine which ones will appear in a map (i.e pre placed, or
guranteed to appear somewhere), or ones that are part of a set that can
randomly appear, however, the player can use one of any of these at any
time he wishes, with no warning.

This is for the Pokemod ( http://pokemod.fragoff.net ), and each pokemon
(only R/B/Y ones for now - G/S has another 100 or so . )needs its own
model (duh), plus player models (these can be pre-determined), NPC (same),
but the player could pull  out any pokemon he had and throw it out into the
game at any time. Thus my problem.

I could precache only the ones he has on his belt and in storage... but in
Multiplayer that could easily get to 150 :/

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Re: [hlcoders] Lots 'o precaching.

2002-10-12 Thread Daniel Koppes
Yea, thanks :/

I'd love to move engines (mmm... Serious Sam 2 engine...) but we're stuck
with this for some odd reason. Mostly because a good portion of our fans
don't have very good PC's

At 23:08 12/10/2002 -0400, you wrote:

Welcome to the HL engine.

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


- Original Message -
From: Daniel Koppes [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, October 12, 2002 11:08 PM
Subject: Re: [hlcoders] Lots 'o precaching.


 At 12:24 12/10/2002 -0700, you wrote:
 Have you considered consolidating some of them into bodygroups and skins
for
 a smaller number of models instead of the exorbitant 200 you mentioned?

 Not unless body groups can be completely different models (ie hitboxes,
 skins, bones, animation, controllers).

 I will have - at LEAST 150 models. Definitely more.


It could potentially reduce some of the wasted space by eliminating
  duplicated
 information.  You're still never going to get all 200 of those in, but
you
 might be able to increase the maximum number you *can* precache somewhat.

 No information to duplicate... they're all unique :/

 Why is it impossible to determine which models will be needed during a
map,
 though?  Surely you have some idea of what will be necessary for a
specific
 map...?

 I can determine which ones will appear in a map (i.e pre placed, or
 guranteed to appear somewhere), or ones that are part of a set that can
 randomly appear, however, the player can use one of any of these at any
 time he wishes, with no warning.

 This is for the Pokemod ( http://pokemod.fragoff.net ), and each pokemon
 (only R/B/Y ones for now - G/S has another 100 or so . )needs its own
 model (duh), plus player models (these can be pre-determined), NPC (same),
 but the player could pull  out any pokemon he had and throw it out into
the
 game at any time. Thus my problem.

 I could precache only the ones he has on his belt and in storage... but in
 Multiplayer that could easily get to 150 :/

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Re: [hlcoders] Mac VS PC

2002-10-11 Thread Daniel Koppes
Unless you're stupid enough to believe that different coloured cases cost
100% more than beige ones

At 05:54 11/10/2002 -0500, you wrote:

Your simply naive if you do not believe Apple keeps their prices inflated.
The computers themselves are not that much more expensive when mass
produced, the difference is the name.

- Original Message -
From: Avatar-X [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, October 11, 2002 5:50 AM
Subject: Re: [hlcoders] Mac VS PC


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

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

 -av

 Aaron Kalin wrote:

 Cocoa and Darwin... OSX is a great OS and I would love to see a PC port
as
 it is UNIX based, the Window system is a openGL rendering, not a GDI
 rendering (direct draw) which puts less strain on the processor for
desktop
 rendering and allows for some sleeker graphics.  Windows XP tried to do
this
 but didd'nt quite make it.
 
 Yes you CAN do things on a Mac that are normally done on a PC, the
meulators
 for windows work fine, I have been able to run HL and other games on it
just
 fine along with my other essential software.  No, Apple doesnt price
gouge,
 actually the higher prices comes from their choice of product, they went
 higher end with this such as firewire which was invented before USB
however
 the expense of it quickly made USB catch in the PC world, yet it never
was
 anywhere close to the speed of firewire and is still today the method of
 choice for all DV editors today.  Don't forget they went straight into
SCSI
 instead of the cheaper PC EIDE drives.  Also the mac's g4 processor runs
ont
 he new RISC archetecture which no Intel or AMD has been able to match
(yet,
 look @ the clawhammer)  The dual G4 pumps out a whopping 16 gigaFLOPS
 (Floating Point Operations Per Second) versus the dual AMD or Intel's 6
or
 7.  Coupled with the better flat panel monitor technology and better
sense
 on the higher end of the industry Apple suprisngly made the best choice
for
 OSX, as the Server OS is quite powerful and is able to run any UNIX
 installed software I choose so running and maintaining the server is a
 breeze, I would love to see a Windows server try to outrun it.
 
 One other thing, this was a HLCoders list, not a mac and PC pissing
contest,
 get back to HL kthx =p
 
 -iggy
 
 - Original Message -
 From: Chris Foss [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Thursday, October 10, 2002 9:29 AM
 Subject: Re: [hlcoders] Mac VS PC
 
 
 
 
 bah, I have nothing better to do.
 
 Macs are good at what they do: drool proof systems, graphics design, and
 matching the curtains.
 
 PCs are true general purpose machines. anything you can do with a mac
you
 can do with a PC, the inverse is not true.
 
 on Ooperating systems:
 Linux does what it does well (server, file recovery, being 1337, being
 stable.)
 
 Windows is good with games, but is rather buggy for a 100%, mission
 critical, 'net connected server.
 
 Mac OS is good at looking pretty, and with BSD, you can actualy do
stuff.
 
 An apple salesperson showed off a dual g4 box with osX (before it came
out
 to the masses). I was like: yeah, but does it have a command line. he
 
 
 popped
 
 
 open a term, and said: it has all of the basic *nix commands, but
they're
 
 
 in
 
 
 slightly diferent locations.
 
 macOS is promising, let's put it that way. (there have been successes in
 making an Xfree compatibility layer with osX, meaning X programs can run
 
 
 on
 
 
 aqua or cocoa or whatever it's called.)
 
 - Original Message -
 From: Daniel Koppes [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Thursday, October 10, 2002 3:58 AM
 Subject: RE: [hlcoders] Mac VS PC
 
 
 
 
 I'll stick with PC + Windows 2000... its pretty much 100% stable
 *hides from the Linux fanboys*
 
 
 
 
 For sure, lol.
 
 I love Mac design !!!
 I dream of a mix-computer mac hardware + x86 software
 
 
 
 On 10 Oct 2002 at 23:46, Daniel Koppes wrote:
 
 
 
 Um. Please tell me you're kidding. Please
 
 
 
 
 
 Okso it's a fruit ^^
 
 I often eat apple-pies, can I eat PC-pies too ?
 
 
 On 10 Oct 2002 at 22:31, Philip (Fiber) wrote:
 
 
 
 Uh oh. See www.apple.com
 
 _
 Why do ducks have webbed feet? To stamp out fires. Why do
 
 
 elephants
 
 
 have
 
 
 flat feet? To stamp out burning ducks.
 
 
 
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED]] On Behalf Of Bob le Pointu
 Sent: Thursday, October 10, 2002 10:10 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] Mac VS PC
 
 What is a mac ?
 
 
 
 
 (;)
 On 10 Oct 2002 at 19:29, Philip (Fiber) wrote:
 
 
 
 Some love them

RE: [hlcoders] Mac VS PC

2002-10-10 Thread Daniel Koppes

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


For sure, lol.

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



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

  Um. Please tell me you're kidding. Please
 
 
 
  Okso it's a fruit ^^
  
  I often eat apple-pies, can I eat PC-pies too ?
  
  
  On 10 Oct 2002 at 22:31, Philip (Fiber) wrote:
  
Uh oh. See www.apple.com
   
_
Why do ducks have webbed feet? To stamp out fires. Why do elephants
 have
flat feet? To stamp out burning ducks.
   
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED]] On Behalf Of Bob le Pointu
 Sent: Thursday, October 10, 2002 10:10 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] Mac VS PC

 What is a mac ?




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

  Some love them and some hate them. I personally have never seen a
  program crash on a mac, but everybody has seen different things so
you
  live with what you want and be happy with it and I'll do the same.
 
  _
  Why do ducks have webbed feet? To stamp out fires. Why do elephants
have
  flat feet? To stamp out burning ducks.
 
   -Original Message-
   From: [EMAIL PROTECTED] [mailto:hlcoders-
   [EMAIL PROTECTED]] On Behalf Of Avatar-X
   Sent: Thursday, October 10, 2002 5:51 PM
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] Mac VS PC
  
   --
   [ Picked text/plain from multipart/alternative ]
   Yes, it's available on mac, but it really really sucks on the
 mac.
  it's
   slow, it's buggy, it crashes a lot
  
   oh, wait, every piece of software on the mac does that :)
  
   -av
  
   Philip (Fiber) wrote:
  
   IE on mac is so horrible... i suggest you get Omniweb,
   
   
   www.omnigroup.com
   
   
   its buggy and doesnt work very well but at least it works
 better
  than
   
   
   IE
   
   
   on mac.
   
   
   
   [Phil] IE is horrible on the PC as well, so I use Mozilla which
is
  the
   best on PC and Mac (it is available on Mac right?).
   
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   --
   -
   [DRP]Avatar-X
   SillyZone Homepage: www.thesillyzone.com
   SillyZone Forums: forum.thesillyzone.com
   My Homepage: www.cyberwyre.com
  
   --
  
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Re: [hlcoders] 1.1.0.0 SDK Question

2002-06-27 Thread Daniel Koppes

Uh. I imagine if he wanted to know the relevance in the cosmic sense of time
he would have asked some nutcase philosphy mailing list.

Instead he asked a nutcase HL coding list.

- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, June 28, 2002 3:24 AM
Subject: Re: [hlcoders] 1.1.0.0 SDK Question


  I'm confused now since it it's more than a short while after the
release.
  Will the SDK be out after 1.1.1.1?

 What do you consider to be a short while?  In a cosmic sense it's only
been a
 fraction of a millisecond since the 1.1.1.0 update was released.  :)

 Jeffrey botman Broome

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Re: [hlcoders] Fwd: Half-life fake players bug

2002-06-24 Thread Daniel Koppes

Or if they're doing it to your LAN server just go and yank their power
cable/network cable (whichever is more fun :D)

- Original Message -
From: DeNiro [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, June 24, 2002 8:56 AM
Subject: Re: [hlcoders] Fwd: Half-life fake players bug


 People on those servers prolly never paid for the game to begin with, so
 why bother?

 John Newfield wrote:
  Ehh no the humor is that Valve doesn't care if cracked servers can be
  attacked.
 
  So the hackers can only attack the crackers, who are also probably
cheaters.
  Self destruction!


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Re: [hlcoders] Out of SFX_T - hmm...

2002-06-20 Thread Daniel Koppes

... and now i'm worried about the SFX_T in the Pokemod... we'll be needing a
metric f*ckton of sounds we need more than 200 or so models as it is.


- Original Message -
From: Sniper [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, June 21, 2002 3:25 AM
Subject: Re: [hlcoders] Out of SFX_T - hmm...


 Actually it's on Eric Smith's todo list, so it can be fixed hopefully.
 This is a bug rather than a limit though, because it happens too
frequently.
 The bug lies in not clearing out the old unused sounds?

 I'm pretty sure this [bug] (or plague rather) has been talked about many
 times before on the half-life coder's list.. hmm.

 - Original Message -
 From: Tom [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Thursday, June 20, 2002 11:21 AM
 Subject: Re: [hlcoders] Out of SFX_T - hmm...


  its not a bug, its a limit
 
  it cant be fixed, cant be changed, just have to live with it :)
 
  - Original Message -
  From: Sniper [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Thursday, June 20, 2002 12:37 PM
  Subject: [hlcoders] Out of SFX_T - hmm...
 
 
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
   off topic
   So hopefully, this bug will be fixed in the next patch, right? Right??
   /off topic
  
   To increase the time before the error occurs, it's necessary to keep
 down
  the number of precached sounds - as well as to not use those neat echo
  effects in your map.
  
   BUT, if there are 2 monsters on your map - both being the same type of
  monster (monster_barney for example) will the sounds the monsters use be
  precached twice?
  
   Hmm...
   --
  
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Re: [hlcoders] Zone Entities

2002-06-16 Thread Daniel Koppes

Well... does a player trigger the Touch() function every frame as long as he
is inside the entity?

You could clear the flag in the players PreThink() function, and set it in
the Touch() function.

Thusly, if they leave, the flag is no longer updated and is cleared.

Or something like that.


- Original Message -
From: Mazor [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, June 16, 2002 9:44 PM
Subject: [hlcoders] Zone Entities


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I need to figure out how to code in zone type entities into my mod. I
 can get the base entity part, but I need to figure out how to flag a
 player when he's in the entity and then how to reset the flag when he's
 exited the entity's bounds. any ideas how?

 -Mazor
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Re: [hlcoders] sending info to web sites

2002-06-08 Thread Daniel Koppes

check the documents that comes with the HL SDK, there is one detailing how
to request player info and server info from the HL server. (its called
server_protocol.txt or something)

http://coding.valve-erc.com has a tutorial for this using PHP.

- Original Message -
From: Rob z [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, June 09, 2002 2:20 PM
Subject: [hlcoders] sending info to web sites


 hi i was wondering if anyone new of and sites with info on doing or could
 give me a basic rundown of commands and things i would need to send and
 recive stats to a website from a hl server

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Re: [hlcoders] sending info to web sites

2002-06-08 Thread Daniel Koppes

Probably not.

- Original Message -
From: Rob z [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, June 09, 2002 5:00 PM
Subject: Re: [hlcoders] sending info to web sites


 ok i got that all working after spending all night finding a freeweb host
 that suports php but I really beed to add new values that send through for
 example money is this possible?

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Re: [hlcoders] Quiet List

2002-05-28 Thread Daniel Koppes

I've gotten about 15 mails in the last 2 weeks.

I guess it wasn't just me then :)


- Original Message -
From: Nathan Taylor [EMAIL PROTECTED]
To: HLCoders [EMAIL PROTECTED]
Sent: Tuesday, May 28, 2002 8:24 PM
Subject: [hlcoders] Quiet List


 --
 [ Picked text/plain from multipart/alternative ]
 Is it just that I haven't been getting mail or has the list been basically
dormant for the last several days?

 
 Lakario
 ModDev.netGet more from the Web.  FREE MSN Explorer download :
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Re: [hlcoders] No TriAPI fog in D3D?!

2002-05-14 Thread Daniel Koppes

Maybe he means Device Context? (i think thats what its called)...


- Original Message -
From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, May 15, 2002 5:23 AM
Subject: Re: [hlcoders] No TriAPI fog in D3D?!


 DC? You mean DX?

 - Original Message -
 From: Yacketta, Ronald [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Tuesday, May 14, 2002 7:21 PM
 Subject: RE: [hlcoders] No TriAPI fog in D3D?!


  I do not have source code at work etc, but was wondering does the HL SDK
  allow access to any DC? so one could do their own OpenGL/DirectX coding?
 
  -Ron
 
 
  -Original Message-
  From: Skyler York [mailto:[EMAIL PROTECTED]]
  Sent: Tuesday, May 14, 2002 13:16
  To: [EMAIL PROTECTED]
  Subject: RE: [hlcoders] No TriAPI fog in D3D?!
 
 
  [ Converted text/html to text/plain ]
 
  We need access to the D3D Device object, as well as be able to check if
 the
  user is in D3D mode.  Then we could do something like this -
 
  g_pDevice-SetRenderState(D3DRS_FOGENABLE, TRUE);
 
  And get our fog enabled.  With the device, we could also set up
different
  fog
  modes, colors, etc.  Otherwise there needs to be some sort of abstract
  interface we can use in the SDK to enable fog and let the engine handle
 the
  details.  That's something like what is in there now, but it only works
 with
  OGL.
 
  Here's a random link:
 
 

http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dx8_c/direc
 

tx_cpp/Graphics/ProgrammersGuide/UsingDirect3D/Rendering/FogAlphaDepth/Fog/V
  ertexFog.asp[1]
  From: Mazor
  Reply-To: [EMAIL PROTECTED]
  To:
  Subject: RE: [hlcoders] No TriAPI fog in D3D?!
  Date: Tue, 14 May 2002 00:20:49 -0500
  
  Do you guys not understand my Q?
  
  I'm trying to code fog, so it works with people who don't have good OGL
  support on their cards. Is there a workaround for this?
  
  Better?!
  
  -Mazor
 

 --
 --
  --
  Get your FREE download of MSN Explorer at http://explorer.msn.com[2].
 
  ===References:===
1.
 

http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dx8_c/direc
 

tx_cpp/Graphics/ProgrammersGuide/UsingDirect3D/Rendering/FogAlphaDepth/Fog/V
  ertexFog.asp
2. http://g.msn.com/1HM105401/44
 
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Re: [hlcoders] modifying usercmd_s

2002-05-13 Thread Daniel Koppes

Um. Did you ever think to just TRY it?

Would be a better answer than you'd get from here :)


- Original Message -
From: Jeff Fearn [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 13, 2002 6:32 PM
Subject: [hlcoders] modifying usercmd_s


 I was wondering if it would be possible to increase the size of buttons in
 usercmd_t, from an unsigned short to an int?

 I believe I can't do it as it is part of the engine :{

 If this is the case is there any chance of getting the SDK updated at some
 stage?

 I want to add some melee attacks, and maybe make grenades off hand, and
 using pev-button seems the obvious way to do it. Now pev-button is an
int,
 so it seems only usercmd_t sould need to be updated.

 I know I could do this with messages, but it seems to me that this would
be
 a cheaper (bandwith), and more logical, method. After all, it would keep
all
 the different buttons in the one spot :}

 Jeff

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Re: [hlcoders] VALVe: Bug in the game filter screen

2002-05-10 Thread Daniel Koppes

Mine does that occasionally - the filters clear themselves or set themselves
back to the previous filter... Exiting the Multiplayer menu (back to inital
HL menu) usually stops it from happening until you quit and restart HL.

Oh - and if an OS issue, i doubt its XP, it happens on 2K (my OS)


Lord Booga

Coder/Modeller/Semi-Mapper for the Neo Pokémod
http://pokemod.fragoff.net
- Original Message -
From: Nathan Taylor [EMAIL PROTECTED]
To: HLCoders [EMAIL PROTECTED]
Sent: Friday, May 10, 2002 10:58 PM
Subject: [hlcoders] VALVe: Bug in the game filter screen


--
[ Picked text/plain from multipart/alternative ]
I don't know if it's Windows XP's fault or something else but basically when
you select a ping filter, it always resets itself when you open the filter
screen again.  For example, I set the ping filter to 350 then I click finish
and at the bottom of the server browser it has all the filters listed
including the =350 filter, however, if I open the filter menu again the
filter is set to 100 instead of 350.

I know it is not supposed to do this because it did not start happening
until 1108.  Anyhow, look into it.


Lakario
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Re: [hlcoders] HLTV overviews

2002-03-14 Thread Daniel Koppes

 --- David Flor [EMAIL PROTECTED] wrote:  For
the life of me I can't find the document that
 describes how to
 create the 2D overview images for HLTV. Somebody out
 there have it
 handy?

 Thanks!

As i recall... you put NOCLIP on, fly _above_ the
level look down, and set a special CVAR that
changes how HL renders the level... so there is no
perspective... then just take a screenshot. You'll
have to alter it in a paint program afterwards

Suitable vague explanation, but i can't remember the
specifics :)


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Re: [hlcoders] HLTV overviews

2002-03-14 Thread Daniel Koppes

Or, for the lazy among us:

http://www.basicbee.com/booga/files/HLTV.doc

 --- Daniel Koppes [EMAIL PROTECTED] wrote: 
--- David Flor [EMAIL PROTECTED] wrote: 
 For
 the life of me I can't find the document that
  describes how to
  create the 2D overview images for HLTV. Somebody
 out
  there have it
  handy?
 
  Thanks!
 
 As i recall... you put NOCLIP on, fly _above_ the
 level look down, and set a special CVAR that
 changes how HL renders the level... so there is no
 perspective... then just take a screenshot. You'll
 have to alter it in a paint program afterwards

 Suitable vague explanation, but i can't remember the
 specifics :)


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

2002-03-07 Thread Daniel Koppes


Maybe they wrote them in Delphi


 --- Florian Zschocke [EMAIL PROTECTED] wrote: 
Simon Rose wrote:
 
  It always did my
  noodle that something could compile itself, if you
 see what I mean. Cool
  though.

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


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

 AFAIK the UIs are in VB.


 Florian.
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