Re: [hlcoders] Vector rotation
If you didn't understand Botman's link, this link has some information on it and a handy C-function which you can use for your mod http://astronomy.swin.edu.au/~pbourke/geometry/rotate/ On Wed, 5 Jan 2005 14:26:26 -0600, jeff broome [EMAIL PROTECTED] wrote: On Wed, 5 Jan 2005 12:16:36 -0800, Trauts [EMAIL PROTECTED] wrote: how can I rotate a 3D vector along a plane? Rotate the vector around the normal (vector) of the plane... http://cadd.web.cern.ch/cadd/cad_geant_int/ddt_long/node14.html Hurray for complex math! Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Winter-een-mas
Which is probably the reason that the original poster gave a link to more information On Wed, 5 Jan 2005 12:41:50 +1000, Draco [EMAIL PROTECTED] wrote: Me neither, but I have heard of December-ween (www.homestarrunner.com) ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Winter-een-mas
Happy Winter-een-mas to you, as well. It says we're supposed to wish the developers of our favorite games a Happy Winter-een-mas, too. So if any Valve guys read this, Happy Winter-een-mas On Mon, 03 Jan 2005 18:16:43 +0100, Gregor Brunmar [EMAIL PROTECTED] wrote: Happy Winter-een-mas everyone! :) /Gregor (http://www.ctrlaltdel-online.com/index.php?t=staticbd=weminfo if you don't understand) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] useful anti-cheat tool alternatives?
I only said wrong list because you wrote Hello dear readers of the hlds mailing list, dear VALVe Employees, On Sun, 2 Jan 2005 15:35:24 +0100, mercury [EMAIL PROTECTED] wrote: Hello , Actually i did post to this list because maybe .. who would you expect to code such a program? coders maybe? :) It might have happened that someone here developed something. I thaught it was worth the try. As far as i know the next CD Update is a couple of days, maybe weeks away. CD 5.0 wont arrive during the next 3 months. Pretty sad. I think this is the right list! Since engine-knowledge etc. is a must 4 AntiCheat tools (it would be strange to only catch signatures of known cheats when you have an modable engine)! In conclusion I am looking forward to an Cheating:Death Update with some of the critical parts rewritten (if possible). Greetings and so on blah :) -- Best regards, mercury mailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2Coders.com - New HL2 MOD Coding Resource Site
I went to the site saying here we go again, but I actually think this one isn't so bad. I think it's more of a pain to try remembering which site hosted which article then to have another coding site around. Lets hope you can keep it as good of an index as it is now when(if) the community gets moving On Sun, 2 Jan 2005 18:01:55 -0800, HoundDawg [EMAIL PROTECTED] wrote: It's a great looking site, but (IMHO) we already have too many wikis and forums as is. Is there any chance you could instead contribute your obvious design skills to one of the established sites? This isn't a replacement for the wikis and forums out there. It's more like a resource hub linking out to the resources available out there. I can't actually speak for any of the sites (I generally contribute to http://SourceWiki.org, but I'm not an admin or anything), but I'm guessing that design help would be greatly appreciated by any and all sites. A wiki format is probably a better approach to maintaining lists of lists such as these anyway, so that the community can make it happen rather than all the burden lying with a single editor (who may get rather bored with the task in after a year or so). The website is designed so that anyone can register and maintain the resource links there. It's also a great deal easier to use than a wiki for maintaining a list like this. Basically, once you post an article over at SourceWiki.org, add a link to it on HL2Coders.com (if it's coding related). If you look at the following link, you'll notice that there are at least 4 wiki's available for HL2 coding as it is, but HL2Coders.com provides a searchable index of the articles found: http://www.hl2coders.com/category.php?ci=7 Thanks for the input! - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Engine Curios
//= Copyright © 1996-2005, Valve Corporation, All rights reserved. // // // Purpose: Alyx, the female sidekick and love interest that's taking the world by storm! // // Try the new Alyx Brite toothpaste! // Alyx lederhosen! // // FIXME: need a better comment block // //=// npc_alyx.cpp(1) On Sat, 1 Jan 2005 23:12:22 +, Ben Davison [EMAIL PROTECTED] wrote: // Delete right away since it's fucked up C:\osp\src\game_shared\beam_shared.cpp(821): On Sun, 2 Jan 2005 00:03:12 +0100, Yarin Kaul [EMAIL PROTECTED] wrote: Hi mod coders, I've just set up a small page listing some funny or even shocking snippets ripped off of the Source SDK code. Maybe you saw a similar list yet on the web page of botman - for HL1. I thought it would be fun to replenish the idea for HL2 / Source and it might be interesting for some of you: http://www.yarin.de/sdkcurios/ As mentioned on the page, I am looking forward to your submissions. -- Greetings and a happy new year, Yarin [EMAIL PROTECTED] -BEGIN GEEK CODE BLOCK- Version: 3.12 GCS d-(++) s:+: a- c++(+++)$ UL++ P--(---) L+++(++)$ E--- W+++$ N+++ o? K? w++(---) !O M-- !V Y(+) PGP--- t+++ 5-- X R- tv++ b(+) DI@ D+ G++ e? h! r-- !y+ --END GEEK CODE BLOCK-- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Spawning info_player_team1
The team==TEAM1 was a typo in the email, but thanks for the suggestion of the switch. On Sun, 2 Jan 2005 00:42:31 +0100, Elektordi [EMAIL PROTECTED] wrote: There is a error: if ( team == TEAM2 ) Q_strcpy( teamspawn, info_player_team2 ); and not:: if ( team == TEAM1 ) But you should use a switch or else if in order to have a fall back to info_player_start... I think it's better to have one of it in a map in case of error ! And for the if ( !team ), remplace the random assign with a spectator spawn and display team selection... Elektordi - Original Message - From: Jarrett Hawrylak [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, January 01, 2005 4:37 AM Subject: Re: [hlcoders] Spawning info_player_team1 I opted to merely alter the EntSelectSpawnPoint in player.cpp like this: int team = GetTeamNumber(); if ( !team ) { team = random-RandomInt( 1, 3 ); ChangeTeam( team ); } char teamspawn[20]; if ( team == TEAM1 ) Q_strcpy( teamspawn, info_player_team1 ); if ( team == TEAM1 ) Q_strcpy( teamspawn, info_player_team2 ); if ( team == TEAM3 ) Q_strcpy( teamspawn, info_player_team3 ); And then changing everywhere where it searches for a info_player_deathmatch or info_player_start or whatever to teamspawn, excluding the last one for a safety(Couldn't find one of the above spots/Invalid team[Spectator]) On Fri, 31 Dec 2004 18:52:59 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I setup in the sdk_gamerules.cpp and shareddefs.h my teams I also changed LINK_ENTITY_TO_CLASS to match my teams. I am sort of stuck now. I see in player.cpp which is client side ? Does the spawning. sdk_player.cpp does not have EntSelectSpawnPoint() EntSelectSpawnPoint() in player.cpp seems to control where the players spawn. eg: info_player_start || info_player_deathmatch I need info_player_team1 || info_player_team2 Now should I modify the player.cpp or override the EntSelectSpawnPoint in sdk_player.cpp / .h I also have in the FGD file @PointClass base(Angles) studio(models/editor/playerstart.mdl) = info_player_team1 : This entity marks the start point for team1. @PointClass base(Angles) studio(models/editor/playerstart.mdl) = info_player_team2 : This entity marks the start point for team2 I use the sdk_vehicles map for testing btw. I change the info_player_start to info_player_team1 The part I am confused at I guess is where do I modify at? player.cpp ? or sdk_player? If I modify the player.cpp I would imagine I can find out what team was selected and then do the rest of the code. Any advice? Thanks in advance. r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Envie de discuter gratuitement avec vos amis ? Téléchargez Yahoo! Messenger http://yahoo.ifrance.com _ Envie de discuter gratuitement avec vos amis ? Téléchargez Yahoo! Messenger http://yahoo.ifrance.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Changing game title
You need to change the ClientTitleFont in resource\ClientScheme.res On Sun, 02 Jan 2005 03:49:38 +, Knifa [EMAIL PROTECTED] wrote: Okay, I've editied the title of my mod in scripts/gameinfo.txt But the text comes up as weapons and random characters. How do I get it to be normal text? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] useful anti-cheat tool alternatives?
Wrong list, this is HLCoders. And I haven't kept up with GOLDSRC, but I think you're pretty much stuck with no anti-cheat if you're going to ditch CD and VAC because they don't work. I don't think HLGuard does anything, either, and thats the only other anti-cheat that comes to mind. Maybe punkbuster? On Sun, 2 Jan 2005 04:54:40 +0100, mercury [EMAIL PROTECTED] wrote: Hello dear readers of the hlds mailing list, dear VALVe Employees, I just wanted to ask if anybody out there knows any anti-cheat tool for Counter-Strike 1.6 which is usefully working at the moment. As we all know, VAC is outdated since several months and CD has been hacked lately. At the moment, there is no way of realizing a fair competition regarding CS games. Both mainstream anti-cheat tools, VAC and CD are not worth a penny right now. Some days ago, when things regarding this CD - Crack went public we (the ESL, the biggest european online gaming league) decided to stop all our Counter-Strike Ladders. And this is not something we like to do very often. Read more here if interested: http://www.esl-europe.net/eu/news/9661/ http://www.steambans.com/news.php?id=1267 Please dont get me wrong, i am not trying to sound important here. But i have to reach as many people as i can to try to find some information about other possible, not much-known alternatives to prevent cheating. The situation regarding cheats today is even worse than it was some months ago. And it wont get any better. If you know any tool which might be useful at the moment, please report it to me. You may even contact me directly if you can help in any way. We are definately interested in any way of cooperation for anything that you might provide that can help us all. Please dont let cheating prevail. -- Best regards, mercurymailto:[EMAIL PROTECTED] ESL Master League Admin Counter-Strike Germany counter-strike.de Editor Server Administrator ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] vtex
Looking at the old thing that was posted when CS:S came out to make animated sprays ( http://empolix.kzoceana.com/ANiMATED.TEXTURE.CONVERTER_SMiDDY.rar ), startframe and endframe are to be in quotes, like: Startframe 1 endframe 5 On Fri, 31 Dec 2004 23:49:26 -0500, Tony omega Sergi [EMAIL PROTECTED] wrote: For the record, I'm no mapper, I'm a programmer. With that said.. Yes, I know this is hlcoders. How the [EMAIL PROTECTED]@ do you get vtex to make multi-framed vtf's? I've tried the following: texturename.txt with $startframe 0 and $endframe 3 and 4 tga's: texturename000.tga - texturename003; no dice, wants texturename.tga I've tried: texturename000.txt with $startframe 0 and $endframe 3 and 4 tga's: texturename000.tga - texturename003; no dice, only loads the first image I've tried: Texturename000.txt with a load of garbage.. compiles as usual, seems as though even commands such as $dxt5 don't even work, according to vtf2tga.exe ! Whats the deal?! -omega -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.296 / Virus Database: 265.6.7 - Release Date: 30/12/2004 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] attn valve - chapter backgrounds
Also, for the the ShowPanel() of the VGUI element or the Paint of a HUD element(Or possibly anywhere else you would need it), there is the engine-IsLevelMainMenuBackground() On Wed, 29 Dec 2004 17:51:27 -0500, Tony omega Sergi [EMAIL PROTECTED] wrote: That works. I just made a new material (launcher_background) and then in chapterbackgrounds.txt I make it look for launcher_background. So since the map doesn't exist, bam just loads the material. Awesomeness. There should be a variable we can set somewhere to not use it though ;p ie: in liblist.gam or something: nochapters 1 ty -Original Message- From: Alfred Reynolds [mailto:[EMAIL PROTECTED] Sent: December 29, 2004 5:04 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] attn valve - chapter backgrounds Actually, try chapters { 1 fake_mapname 2 fake_mapname2 } Also make sure sv_unlockedchapters is set to 1 for your mod (i.e your mod has a cfg/config.cfg so the base hl2 one doesn't get run). - Alfred --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.817 / Virus Database: 555 - Release Date: 15/12/2004 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2 Crash immediatly...
Will it work even if the engine isn't launched... (Crash just BEFORE the main menu items appears, so during the first loading !) Yes, that will break at the point where it crashes for further inspection of the code.(The quoted texted was from another email he sent, REP:RE:etc, but I'm going to try and keep it all in 1 email) On Mon, 27 Dec 2004 22:36:26 -0800, Don Alvarez [EMAIL PROTECTED] wrote: I can't help you, I never learnt how to use the debugger myself, can someone tell him how to do it? Check out the Compiling and Debugging a mod tutorial at http://www.SourceWiki.org -Don ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2 Crash immediatly...
To set up the debugger in Visual Studio .NET 2003: Open Game_SDK.sln Right click the client project in the Soultion Explorer and choose properties Select debugging For command, enter: C:\PROGRA~1\Steam\SteamApps\username\half-life 2\hl2.exe For command arguments, enter: -dev -sw -game c:\PROGRA~1\steam\steamapps\SourceMods\ModFolder -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 Choose apply then OK Press F5 in the code window to debug, you may have to repeat the steps for the HL project. Also note that you need to change the paths to point to where your files are On Mon, 27 Dec 2004 20:50:10 -0500, Gabe Volker [EMAIL PROTECTED] wrote: I think I know what he's saying. After the SDK update I re-created my mod from the code provided and while I haven't done thorough testing or debugging, after loading the sdk_vehicles map and getting past the motd menu, HL2 crashes, seemingly at random times. A little bit unnerving as the first iteration of the SDK didn't share this problem. I am sure it is an easy fix, I have just been spending a lot of time on Christmas and haven't cared to debug it yet. Cheers, -G - Original Message - From: Draco [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, December 27, 2004 7:30 PM Subject: Re: [hlcoders] HL2 Crash immediatly... I thnk that's what he's asking. I can't help you, I never learnt how to use the debugger myself, can someone tell him how to do it? -Draco ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] pvPrivateData Question
The Linux HLDS has a -5(Might be +5) offset for all pvPrivateData things, I belive. And there is a Money message. From: [EMAIL PROTECTED] Reply-To: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: Re: [hlcoders] pvPrivateData Question Date: Thu, 13 Nov 2003 23:15:42 -0500 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Frustrated with dial-up? Get high-speed for as low as $26.95. https://broadband.msn.com (Prices may vary by service area.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders