Re[2]: [hlcoders] Re: about VGUI TOGGLEVISABILITY
-Kuja, you said u were using the tutorial in your mod too but it worked, have you updated to the lastest sdk yet? did you try biding the toggletestmenu to a botton b and try it and work with the latest sdk? Amusingly, no. This SDK is old. Haven't merged the new stuff in yet. -Kuja mailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] about VGUI TOGGLEVISABILITY
Oliver, FWIW, I followed that tutorial, and they show/hide just fine. -Kuja mailto:[EMAIL PROTECTED] Monday, October 9, 2006, 10:57:58 PM, you wrote: -- [ Picked text/plain from multipart/alternative ] Try changing this (cuts out a level of indirection): CON_COMMAND(ToggleTestPanel,NULL) { ToggleVisibility(test-GetPanel()); } To this: CON_COMMAND(ToggleTestPanel,NULL) { test-SetVisible(!test-IsVisible()); } If that doesn't work, trace the con_command to see what test-IsVisible() returns. Let me know what happens. -- ___ 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[2]: [hlcoders] Alfred...
Scuzzy, This list is for developers of modifications, not sever admins. Kindly direct your tech support to the creators of the third party addition. -Kuja mailto:[EMAIL PROTECTED] Sunday, July 30, 2006, 6:01:50 PM, you wrote: Charles Solar: Read the discussion, you can setup your gameinfo file to get vac working I had previously read through the discussion and followed the links you provided which lead to (http://developer.valvesoftware.com/wiki/VAC_for_Mods) which ultimately led me to, spelled out, replacing SteamAppId 220 with SteamAppId 320. Is that the discussion you were referring too? Since I am hosting the game and not developing it Option #1 does not apply to me. Option #2 was my only possibility. Option #2 did not fix the problem. I still get Connecting to Steam Servers successful. Vac secure mode disabled. This is why I was asking Alfred what the official position is and why VAC stopped working for mods. If you can help me Charles I'm more then willing to listen. Are you basically saying that the mod's development team must implement option #1? And if they do implement option #1 won't that mean they'll have to make a release every time Valve makes a steam update? Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[2]: [hlcoders] players falling out of DM maps
Reading this thread struck me - Sort of a deja vu thing. We've been having this same errant behavior in Digital Paintball. Several spawn points that appear as valid in VHE appear to the engine to be partially underground. This caused some issues when spawning, as VPhysicsShadowUpdate barfed at the invalid spawns and the player ended up respawning where they had 'died'. Our current solution (more of a hack) is to move the player up a set number of units and casting a traceline down to figure out where to really spawn. Is this a coincidence or is something funky up with source? -Kuja mailto:[EMAIL PROTECTED] Thursday, March 9, 2006, 11:52:37 PM, you wrote: if this is a problem from player spawning couldn't you just check to make sure that the player ent can fit and if not try to move the player up a bit or chose a different spawn location. Doing it this way you wouldn't have to hex edit the map just a few lines of code when selecting the spawn point. From: Aaron Schiff [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] players falling out of DM maps Date: Thu, 9 Mar 2006 22:16:57 -0600 -- [ Picked text/plain from multipart/alternative ] it is possible to change entity origins without modifying their versions or anything...just be sure to open it in a hex editor or something that can save the rest exactly how it was On 3/9/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well on dm_powerhouse for instance, do you know of any particular spawn point that's broken? They're all official Valve maps so I couldn't modify them, but maybe could hack in a code workaround to not use the broken spawn points if that's the issue. At 2006/03/09 08:30 PM, you wrote: -- [ Picked text/plain from multipart/alternative ] BG2 used to crash when there was too many telefrags at once. Falling out of maps is a issue with badly placed spawn points(usually the bottom of the player sticks through the displacement and falls through). Also, HL2DM doesn't have lots of players spawning at once, as they die at least a few seconds apart and have to trigger their own spawn, so I doubt you'd have that many telefrags. -- 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 -- ts2do -- ___ 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 __ NOD32 1.1436 (20060309) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK - Fatal Error
Welcome to the list. Check out the archives for the answer to your problem. Hello Tigercubs74, Saturday, January 28, 2006, 10:49:32 AM, you wrote: -- -- [ Picked text/plain from multipart/alternative ] hi, I was advised to subscribe to Hlcoders as Valve dont supply sufficiant support with Source SDK. After editing expresions with the Face Poser tool, i can now no longer access the other SDK tools ( ie.Hammer editor ext.). I recieve the message: Fatal ERROR Extra App ID set to 211, but no SteamAppID IVe attched the screen shot of the error to this mail - if you wish to view it. I would greatly appreciate your support on this issuse Thanks Tigercubs74 -- -- [ Screen shot 01.jpg of type image/jpeg deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Best regards, Jeffmailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Creating wireless networking with half-life 2 engine
Why would you use pressure waves as packet emitters? It'd be far, far more reasonable (and easier) to use sound. Source already has the capability to have sound refract off of buildings, be blocked, etc. You'd just need to modify it. It'd work much better - especially since wireless communication *is* sound - in the 2.4ghz spectrum. -Jeff Katz Soulstrewn Studios LLC Christopher Kunz wrote: Hi, I'm new to the list, so please bear with me :) I am currently in a fairly unusual project: For a my master's studies at Hanover University, I and a partner have been given the task of evaluating MANET (Mobile AdHoc Networks) simulation possibilities using the Half-Life 2 engine. That means we're supposed to create some kind of a radio wave model, ad-hoc connections and (ideally) IP networking. The result would then be a realtime 3D simulation of a WiFi or Bluetooth ad-hoc network. Luckily, the OSI layer model allows us to break the task down into smaller subtasks, ranging from the physical to the application layer. Probably, everything above Layer 3 or 4 is not interesting for our purposes. So far, we are still thinking about how to implement the physical layer in HL². What we need is a free-space propagation model including packet travel through air and if possible re- and deflection as well as materials support. Our idea was to hook into an NPC's OnTakeDamage function and use explosions (which seem to be circular or spherical in their pressure wave) as packet emitters. The RadiusDamage stuff seems to be ideal for simulating a free-space propagation for radio signales. We would then have to put some kind of payload data into the explosion event... or something like that. Does anyone on the list have any insight if this approach is feasible at all? Do you have better ideas for us? Thanks for your input, --ck -- http://www.de-punkt.de [ [EMAIL PROTECTED] ]http://www.stormix.de PHP-Anwendungen sind gefährdet! SQL-Injection, XSS, Session-Angriffe, CSRF, Commandshells, Response Splitting,... böhmische Dörfer? Dann gleich PHP-Sicherheit direkt beim Verlag vorbestellen! http://www.php-sicherheit.de/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 1.1355 (20060106) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Happy new year
Aye, Merry New Year and Happy Hanukah *hic* Nick wrote: -- [ Picked text/plain from multipart/alternative ] HAPPY NEW YEAR! -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Extra App ID set to 211, but no SteamAppId
After the recent sdk update, I noticed that neither Hammer, nor Model Viewer or Face Poser work. Hammer runs, but cannot find any textures, all three yield the error message in the subject. I have confirmed this with the rest of my team. What's up? I realize that this isn't technically hlcoders-material, so I'll pose a relevant question in addition to my uncouth bug report. Are there going to be project files for VS2005 and VS2003 for the 64bit source base? -Jeff Katz Digital Paintball ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Attn Valve, Minor Lost Coast Bug.
And this has exactly what to do with HLCODERS? Jeremy Swigart wrote: -- [ Picked text/plain from multipart/alternative ] You guys probably know about this, but I figured I'd post this just in case. The rope doesn't seem to be attached to the large chandelier in the church, although it swings as expected. The rope/cable just stays still. Here's a screen to demonstrate. http://img496.imageshack.us/my.php?image=d2lostcoast00028eh.jpg Jeremy -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 1.1267 (20051028) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] collision boxes latency
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking Might make a good read. Jean-René Bédard wrote: [ Converted text/html to text/plain ] Hi, We started our mod with the option (Start a mod from scratch) and we notice that in a multiplayer game, there is latency between the actual player model and the collision boxes. So a traceline fired directly on the moving entities such as a character doesnt really inflict damange to him since the hitbox is lagging behind. I noticed that it is not the case in HL2MP nor as in CS:S. How can we fix this? Thanks, Deslock ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 1.1241 (20051004) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: [hlds_linux] Engine update
This was covered in the last discussion. In case you missed it: Valve does not want to have to field support issues related to third party addons that change the game experience unexpectedly. Instead of having a 'pure server' option, like quake et al, they've decided to nix addon support. I can only see benefits for both valve and the community to include such options ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Odd Half-life 1 HLDS crash - help
kenny wrote: Having somewhat of a funny time with a crash bug. This one is odd, it only crashes HLDS (linux or windows), but not listen servers. It occurs directly after a changelevel. After the text Spawn Server MAPNAME is printed to the server console, it simply segfaults with a jump to a location which contains only zeros. Again, this only affects hlds, not listen servers. It's proving quite hard to track down. most crashes are result of missing wad files. check serverlogs please ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders This is not a missing wadfile issue. tailing 10 lines of the server log: L 06/19/2005 - 16:05:16: Server cvar sv_proxies = 1 L 06/19/2005 - 16:05:16: Server cvar sv_region = 255 L 06/19/2005 - 16:05:16: Server cvar sv_stepsize = 18 L 06/19/2005 - 16:05:16: Server cvar sv_stopspeed = 100 L 06/19/2005 - 16:05:16: Server cvar sv_voiceenable = 1 L 06/19/2005 - 16:05:16: Server cvar sv_wateraccelerate = 10 L 06/19/2005 - 16:05:16: Server cvar sv_waterfriction = 1 L 06/19/2005 - 16:05:16: Server cvars end Spawn Server dpb_alien Segmentation fault What it does specifically is jump to a location in ram which is not writeable, and null. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Odd Half-life 1 HLDS crash - help
Hello, list. Having somewhat of a funny time with a crash bug. This one is odd, it only crashes HLDS (linux or windows), but not listen servers. It occurs directly after a changelevel. After the text Spawn Server MAPNAME is printed to the server console, it simply segfaults with a jump to a location which contains only zeros. Again, this only affects hlds, not listen servers. It's proving quite hard to track down. Has anyone encountered this issue before, and know what might be causing it? Diving through the gpl quake source hasn't given me anything to go on. If you need to grab the game, it's available at http://digitalpaintball.net/dpb22.exe (or dpb.tar.bz2). Thanks in advance for any insight you can provide. -Jeff 'Kuja' Katz Digital Paintball ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK - Creating Map Entities - missing function?
Not to burst your bubble, guys, but I think someone should remind you that this is a Valve run and supported development list, not a harrangue valve list. Whether I agree or not with your standpoint, surely you can find a better forum - there's been a lot of 'let's get mad at valve' and 'lets dogpile on the same opinion' on this list, and not as much dev help. The only thing you are doing is turning down the signal to noise ratio, which is going to get us that much more distant from valve. /rant - Jeff 'Kuja' Katz Digital Paintball ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Help debugging half-life 1 mod
Hey, all. Normally I wouldn't bother the list with this question, but I've exhausted every other resource in trying to figure out my problem. I am completely and totally unable to debug my mod in steam half-life, or even won half-life. I am unable to do it when attaching, when launched from the ide, or even using a different debugger (debuggy). I always get the same call stack: a bunch of ntdll.dll and kernel32.dll (sometimes winmm.dll, dsound.dll etc). It loads my module, and it finds the debug symbols. It just sticks me in ntdll, which is absolutely useless. Am I doing something wrong? This is .net 2k3 on XP SP2. Help. -Jeff 'Kuja' Katz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] To Valve: Developer Forewarning
Ray, Danny: I think it's absolutely wonderful that you're coming down on VALVe 'not supporting developers' on a list hosted by VALVe with the expressed purpose of aiding third parties... Everyone Else: When you come down off the irony of that, Developer Forewarning is one of the big issues many people had (and have) with steam. While I doubt that any major legacy-breaking patches would be released without any notice, it is concievable that certain games could be broken by pushing updates down the line. In these cases, you have to ask yourself: Why did they break this?. The answer is never Because they hate you and your mod, it's almost always stability or bloat pruning or whathaveyou. I would not be against valve prepublishing patches to developers (as they used to do with the sdks before new versions of half-life), but I don't think there is the appropriate methods to do so in Steam at the moment. -Kuja Digital Paintball ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player Leaning
Michael Kramer wrote: I am trying to do player leaning...I have gotten everything except the command...I am using ViewPunch(); for right now but it doesn't stay...Does anyone know if there is a way I can rotate the FOV or make it so that ViewPunch can stay? Thanx :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Simply rolling the view won't exactly be leaning, it'd be more like tilting your head. To do leaning properly, you need to offset the view and rotate it ;) -Kuja Digital Paintball ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL1 problem - glitchy v_models
Hey again, Thanks for the help, but, I double checked and that's certainly not the case. What else could be wrong? -Jeff 'Kuja' Katz Deadman Standing wrote: Sounds like server side code is making changes to the weapon animations instead of only client side making changes. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL1 problem - glitchy v_models
A HL1 Problem you say? People are still modding that!? ;) Well, we're just one nasty bug away from a release. For some reason, the v_models 'glitch' around the screen when in an internet game. This doesn't occur when you host your own game, but does occur if you're the host of a listen server with other people. By glitch, I mean they randomly twitch around (position) or disappear (probably position). We've been unable to find the source of this bug, and any help (even where to start looking) would be much appreciated. Thanks in advance - Jeff 'Kuja' Katz Digital Paintball ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] sourcesdk.gcf question
Ever tried debugging steam? Ever had a mod break when a minor update was slipstreamed? I don't like to bite the hand that feeds, but steam is *not* modder friendly. Yeah. -Kuja Teddy wrote: I, on the other-hand disagree. Steam has been lovely for me, and it offers lots to modders... maybe more in the future. Who could possibly be against the worlds first online game distribution system? It could be a boon to garage games makers. Or living room, in my case. Anywhoo, i think it worked pretty well, all things considered :-) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Anyone had such a problem?
That's a video card memory issue. Looks like it's been overclocked (or the memory is just bad) -Kuja Vyacheslav Djura wrote: Hello hlcoders, I know this isn't a place to ask some questions, but I think it's the fastest way to tell Source programmers about the problem and interesting if someone here experienced such problems. Look here (Alt+PrintScreen): http://www.hl2source.com/hoaxer/background01.jpg http://www.hl2source.com/hoaxer/hl2menu.JPG (F5): http://www.hl2source.com/hoaxer/d1_trainstation_02.jpg Game loads normallyvery seldom. In most cases main menu is normal, but when game loads or I try to enter options menu everything goes wrong - screen flickers, menu is in red colors, game slows down. If after that I launch any other OpenGL\Direct3d application it affects these games. What can be wrong? I have ASUS GeForceFX5200 and using nVIDIA drivers 6.1.7.7. I've tried older drivers but effect is the same. I haven't tried new drivers because they include changes only for GeForce6xxx series. I also tried HL2 in DX7 mode - effect is the same. -- Best regards, Vyacheslav 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] Compile SDK under VS .NET 2002
I had to pay money for them to install the software on my laptop. -Kuja Bob Aman wrote: It's actually quite easy to get VS for free if you're a comp sci/soft eng student. Many colleges will give away any software required to complete your courses. It's not hard to convince people that you need VS to complete a course if you're a students with programming-related courses. :-P -- Bob Aman http://www.rapidcanvas.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
[hlcoders] Browse Games
Who administers the browse games (third party section) in steam? I'd like to get some of my mod's information changed. -Jeff 'Kuja' Katz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
Thunderbird is better than the included mozilla email client. Andrew Foss wrote: I don't see any of the three changing soon, so our best bet is people switching to Mozilla and it's E-mail client. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Planet Half Life ftp site change
This was sent on [HOSTED-ALL] A few days ago :) -Jeff -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dave Meyers Sent: Wednesday, April 14, 2004 1:32 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Planet Half Life ftp site change Just figured I would post this, as it has been way to quite in here( that or I am not getting any mail again). The ftp address has changed for fileplanet sites, and I am not sure everyone got this info, I missed it. the old http one will still work, but the rest has changed. Hosted FTP changes: Hosted site users should point their FTP program to hosting.gamespy.com port 21 Users will use \planetsite\userdir for their remote directory for WWW Site directors can use the \planetsite remote directory to view the entire site. Users will use \cdrom\planetsite\userdir for their remote directory for Fileplanet/CDROM http://hostedftp.gamespy.com can still be used to upload to their CDROM directory Dave ___ 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] CS:CZ Metamod
Would you consider adding entities for Digital Paintball 2.1? :) -Jeff Katz Digital Paintball *** You Said *** Will Day may not get to adding them anywhere soon and I'd really like to have a working metamod for my mod. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] CS:CZ Metamod
This is a multi-part message in MIME format. -- Here you go, you want everything after trigger_teleport and before worldspawn :). I think you can use the same method on mp.dll :) -Jeff Katz Digital Paintball -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Tuesday, March 23, 2004 7:54 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] CS:CZ Metamod About Paintball 2.1: Sure, just tell me what they are =) To peter[]holcroft: I got the same list using a hex editor, but it didn't work for me... I'll make sure I am compiling against the latest SDK patches. Would you consider adding entities for Digital Paintball 2.1? :) -Jeff Katz Digital Paintball ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I:\Documents and Settings\Masterful Onedumpbin /exports e:\half-life\dpb\dlls\pb.dll | cut -d? -f2 Microsoft (R) COFF Binary File Dumper Version 6.00.8168 Copyright (C) Microsoft Corp 1992-1998. All rights reserved. Dump of file e:\half-life\dpb\dlls\pb.dll File Type: DLL Section contains the following exports for mp.dll 0 characteristics 3EF9227E time date stamp Wed Jun 25 00:18:06 2003 0.00 version 1 ordinal base 207 number of functions 207 number of names ordinal hint RVA name [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@@Z [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@@Z [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@@Z [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@0W4USE_TYPE@@[EMAIL PROTECTED] [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@@Z [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@@Z [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@0W4USE_TYPE@@[EMAIL PROTECTED] [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@@Z [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@0W4USE_TYPE@@[EMAIL PROTECTED] [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@UAEXXZ [EMAIL PROTECTED]@@UAEXXZ [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@@Z [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@@Z [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@@Z [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@0W4USE_TYPE@@[EMAIL PROTECTED] [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@@Z [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@0W4USE_TYPE@@[EMAIL PROTECTED] [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@0W4USE_TYPE@@[EMAIL PROTECTED] [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@@Z [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@0W4USE_TYPE@@[EMAIL PROTECTED] [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@0W4USE_TYPE@@[EMAIL PROTECTED] [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@0W4USE_TYPE@@[EMAIL PROTECTED] [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@@Z [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@0W4USE_TYPE@@[EMAIL PROTECTED] [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@@Z [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@0W4USE_TYPE@@[EMAIL PROTECTED] [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@0W4USE_TYPE@@[EMAIL PROTECTED] [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@0W4USE_TYPE@@[EMAIL PROTECTED] [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@0W4USE_TYPE@@[EMAIL PROTECTED] [EMAIL PROTECTED]@@UAEXPAVCBaseEntity@@@Z [EMAIL PROTECTED]@@UAEXPAVCBaseEntity@@@Z [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@0W4USE_TYPE@@[EMAIL PROTECTED] [EMAIL PROTECTED]@@QAEXPAVCBaseEntity@@@Z [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ [EMAIL PROTECTED]@@QAEXXZ 95 5D 00029AA0 DelayedUse 96 5E 6D80 GetEntityAPI 97 5F 6DB0 GetEntityAPI2 35 60 00018490 GiveFnptrsToDll 98 61 1CE0
RE: [hlcoders] pwd?
I use outlook. The main issues with outlook are using IE to preview HTML mail, and the use of VBScripting, both of which I have disabled. Stupid programs are not the issue, its their stupid users. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Possible Steam Bug
While toying around with my mod in steam, I noticed that while steam is downloading maps, the menu is still clickable. This causes various strange things to happen, including the disruption of the download. Also, buttons that are supposed to be hidden are clickable (they make the sound but do nothing?). Is anyone else seeing this? _ __ __ _ _ __ _ _ _ __ _ _ | |___ / _|/ _| ( ) |/ / _ (_)__ _( ) | |/ /__ _| |_ ___ | || / -_) _| _| |/| ' || || / _` |/ | ' / _` | _|_ / \__/\___|_| |_| |_|\_\_,_|/ \__,_| |_|\_\__,_|\__/__| Jeff 'Kuja' Katz |__/ Leader, Digital Paintball http://www.digitalpaintball.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Weapon tracers
Do you mean, like motion blurs? You need to be a bit more specific on what a tracer is :) -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Daniel Johansson Sent: Saturday, October 19, 2002 5:18 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Weapon tracers This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey! I was wondering if there is some way I could add tracers to my swords, daggers, knifes etc, so that when you press the attack button you see this tracer thingie from the blade. Anyone know if this is possible and how? Thanks! // Json -- ___ 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] Rope attached to NPC?
You need a better 2d artist, those chain sprites are atrocious -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Georges Giroux Sent: Saturday, October 12, 2002 8:43 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Rope attached to NPC? It's possible, I've done it for Gladiator: http://gladiator.lan-gaming.com/tmp/gl_pit0001.jpg http://gladiator.lan-gaming.com/tmp/gl_pit0002.jpg http://gladiator.lan-gaming.com/tmp/gl_pit0003.jpg Basically, look up cloth simulation on the web, and you use TriAPI...I don't do any collision checks, that's just too much for Half-Life. It does handle the whole taut and loose state you talked about..it's all physics written with a particle engine. Each particle is attached to another particle to form a rope. Good luck, it's possible, just a lot of research to do it:) cyberbum -- Project Lead/Coder Gladiator mod [EMAIL PROTECTED] ICQ: 11425443 MSN: [EMAIL PROTECTED] http://gladiator.lan-gaming.com -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com]On Behalf Of Persuter Sent: Saturday, October 12, 2002 5:28 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Rope attached to NPC? /me blinks. I'd call Eidos Interactive and see if you can buy the rights to their Glacier engine. Basically, I think most of the stuff will have to be hand-done, and I think it will be very difficult. You can detect collisions between the rope and the objects in a map with a simple traceline, but I don't think you'll be able to bend it properly around anything, without some major performance hits. You can definitely create and draw the rope entity in both taut and loose states with a little physics simulation and some TriAPI work. On the HUD side, I wouldn't even really bother doing the hand gripping the rope, I'd simply have it coming out. If you must do it like that, use V_CalcGunAngle in view.cpp, I believe, to control the angle at which your model is positioned, that way you can accurately simulate the rope going back and forth. However, in general, it would probably be a better idea to do it with a less static method, i.e., something more like a tractor beam rather than a rope. That would be far simpler with the same effect on gameplay. Sorry to be a pessimist, but I just doubt that the rope thing will work out that well. Actually, thinking about it a little more, if you treat the rope as a bunch of short segments, kinda like those hard plastic jumpropes, and then hard-lock the beginning of each segment to the end of the last one, and use TraceHull to prevent the rope from going through anything, you might be able to do it the way you're talking about, but that's some serious tracing, and it will probably take up a lot of CPU cycles. Persuter At 03:45 PM 10/12/2002 -0400, you wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Let's say in my game I want the player to be able to lasso an NPC, and have the attachment be persistent. That is, once roped, the NPC cannot get free of the rope until the player let's go. For argument's sake imagine the rope is around the NPC's waist, once attached. I know that: - I'll need a HUD animation to show the player's hand gripping the rope. - When the NPC tries to run away or move closer to the player, I'll have to change the rope entity to make it look loose or drawn taut. In addition, I assume that in the NPC think code I'll have to check for the rope being attached, and, if as the NPC I'm at the end of the rope, to halt my movement, to simulate the rope preventing my walking or running away. My main questions are: How do I create and draw the rope entity? Is there a convenient way to show the rope in a taut and loose state? Also is there any way I could detect collisions between the rope and objects in the map, so I could bend it properly around an intervening tree for example, or will that be too huge a headache to bother with? Lastly, how will I position or draw each end of the rope so it that the NPC-end looks like its realistically wrapped around the waist of the NPC, and the player-end is gripped realistically by the player's hand in the HUD animation? If anyone has a good idea/strategy or sample/example on how to make this happen I'd love to hear about it. Details please. Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] WON is really down?
Gj nitwit thats why its gotten major news coverage and a site on microsoft.com? Do some research before you flame linux 'newbs'. Heres a hint: usyou -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Aaron Kalin Sent: Tuesday, October 08, 2002 12:10 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] WON is really down? Palladium is actually a hoax, quite brilliantly concocted by some linux nit-wits I guess. Microsoft doing such a project would be immediate grounds for a federal investigation as that kind of software/chip would be trampling over constitutional rights. This would ruin the company, period. I doubt they are making any such software/chip at this moment because that project is pure speculation with no real proof of its existence. Getting back to the real subject I want to know from valve if WON is really in trouble, mainly because of eric smiths post about switching the DNS over, etc etc etc. Possibly did a buyout occur? Just a guess seeing the posts on here, not sure if they are real or fictional. -iggy - Original Message - From: Philip (Fiber) [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, October 08, 2002 3:39 AM Subject: RE: [hlcoders] WON is really down? Palladium - Created to control hardware vendors and all information about you and your computer (pending) IE - Created to implement IE-Only MS-Standards of existing standards (EMCA, ISO etc.) and control the internet (successful) Windows - To start this blood bath (successful) Office - To piss people off (successful) The list goes on _ 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 Kuja Sent: Tuesday, October 08, 2002 3:25 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] WON is really down? Heard of their new DCMA compatible os? Sounds like microsoft owns the internet and all the files on your computer, while making other os's illegal to me. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of sol.greyfox Sent: Monday, October 07, 2002 6:38 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] WON is really down? And quite well deserved. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Miguel Alemán Sent: Monday, October 07, 2002 3:39 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] WON is really down? Ahh poor Microsoft... such low public image. - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, October 07, 2002 7:39 AM Subject: Re: [hlcoders] WON is really down? You don't donate to a company, you invest. Actually, if you're buying something from Microsoft, you donate. ;) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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] WON is really down?
Heard of their new DCMA compatible os? Sounds like microsoft owns the internet and all the files on your computer, while making other os's illegal to me. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of sol.greyfox Sent: Monday, October 07, 2002 6:38 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] WON is really down? And quite well deserved. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Miguel Alemán Sent: Monday, October 07, 2002 3:39 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] WON is really down? Ahh poor Microsoft... such low public image. - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, October 07, 2002 7:39 AM Subject: Re: [hlcoders] WON is really down? You don't donate to a company, you invest. Actually, if you're buying something from Microsoft, you donate. ;) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] MAP to DXF code
Does anyone know some free dxf plugins or applets? Instead of screenshots I'd love to be able to give my visitors 3d interactive maps ;) -Kuja, Digital Paintball -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Cortex Sent: Thursday, September 19, 2002 1:33 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] MAP to DXF code Great thanks Chris (and David :p ) ! - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st ) - email : [EMAIL PROTECTED]ICQ : 71548738 Chris Bokitch [EMAIL PROTECTED] nous disait : David Speyrer sent me the code for converting .map to .dxf, as used in Hammer, for public use. I know some people here wanted access to that. I've posted it at the Coding Collective, here - http://coding.valve-erc.com/?alias=map2dxf ___ 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] More Drag and Drop vgui Probs
I've had this sorta problem before, what you need to do is keep track of the mouse position, like, x / y and oldx oldy. then you move the button according to the difference between the two. Hope that helps -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Nate Lovallo Sent: Thursday, June 27, 2002 3:33 PM To: [EMAIL PROTECTED] Subject: [hlcoders] More Drag and Drop vgui Probs Ok, ive basically got it working, but theres 2 problems. 1. The button lags behind my mouse, and ofter the cursor leaves the button when you drag it. For now im just makig it stop dragging if this happens, but Id really like to make it catch upto the mouse. 2. Everytime first time cursorMoved gets called after mouePressed, it sets the buttons position to the middle of the screen here is my code: void CHandler_DragIt:: mousePressed(MouseCode code,Panel* panel) { panel-getApp()-getCursorPos(mousex,mousey); m_bDragging = true; m_pCommandButton-getPos(m_iaDragStart[0],m_iaDragStart[1]); ConsolePrint( mousedown\n ); } void CHandler_DragIt::mouseReleased(MouseCode code,Panel* panel) { ConsolePrint( mouseup\n ); m_bDragging = false; App::getInstance()-setMouseCapture(null);//??? } void CHandler_DragIt::cursorMoved(int x,int y,Panel* panel) { if(m_bDragging) { char sz[32]; panel-getApp()-getCursorPos(x,y); m_pCommandButton-setPos((x-m_iaDragStart[0]),(y-m_iaDragStart[1])); sprintf (sz, %d , %d\n, (x-m_iaDragStart[0]), (y-m_iaDragStart[1])); ConsolePrint(sz); } } Cheers Inbeastic ___ 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] Particle System
the url is now http://nehe.gamedev.net because gamedev changed their hosting layout. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Miguel Aleman Sent: Wednesday, June 26, 2002 7:20 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Particle System Check out NeHe on gamedev.net (www.gamedev.net/nehe) for a particle system tutorial. Its in OpenGL, but its easy to change to TriAPI. Get comfortable with it and then you can write your own. - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, June 26, 2002 6:03 PM Subject: RE: [hlcoders] Particle System I was just looking for a working particle system that I could use for ideas and to answer some of my own questions from, I am in no way looking to use someone else's engine. I am in the mist of my own creation and just need something to peek at -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Persuter Sent: Wednesday, June 26, 2002 5:35 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Particle System Ron: what exactly is your question? The particle system recently discussed, I believe, was mine, which is available for any mod that wants it. It is currently being used in Quest, Hostile Intent, and something by C4 Software. Persuter -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Tuesday, June 25, 2002 9:25 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Particle System Folks, I recall a recent conversation regarding the use / tutorial etc someone had of a particle system for HL. I went searching my .pst's and could not find a reference nor in the HL archives. Might someone know of a POC (Point Of Contact) for the particle system that was discussed? Regards, Ron ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Confusing bit of code in the HL AI
Half-life advanced anyone? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Yacketta, Ronald Sent: Friday, June 07, 2002 10:25 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Confusing bit of code in the HL AI Yeah go Dyn, then in a few years put the engine (stripped somewhat) on the net for 100$ :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Persuter Sent: Friday, June 07, 2002 7:40 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Confusing bit of code in the HL AI Either that or they're about to get a Dynamix pulled on them. Persuter Always look on the brighter side of life -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Tim Holt Sent: Thursday, June 06, 2002 11:19 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Confusing bit of code in the HL AI -- [ Picked text/plain from multipart/alternative ] Hmm, must be getting really close to next HL release, the Valve coders are posting responses, which means they have time to look on the forums :^) Adrian Finol wrote: And that too. -Original Message- From: Leon Hartwig [mailto:[EMAIL PROTECTED]] Sent: Thursday, June 06, 2002 6:30 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Confusing bit of code in the HL AI ASSERT() in the HL SDK will actually just print a message to the console (when your have compiled in Debug mode), such as: ASSERT FAILED: whatever -Original Message- From: Adrian Finol [mailto:[EMAIL PROTECTED]] Sent: Thursday, June 06, 2002 6:27 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Confusing bit of code in the HL AI That code sets the COND_ENEMY_OCCLUDE flag if the enemy is NOT visible. Hence the !FVisible. If it's visible, then it removes the flag. Assert is a debug function, it will break (stop) the debugger if the condition passed is not met. -Original Message- From: geoff c [mailto:[EMAIL PROTECTED]] Sent: Thursday, June 06, 2002 6:22 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Confusing bit of code in the HL AI ladies and gentlemen of the jury, please direct your attention towards monsters.cpp, line 1065: if ( !FVisible( pEnemy ) ) { ASSERT(!HasConditions(bits_COND_SEE_ENEMY)); SetConditions( bits_COND_ENEMY_OCCLUDED ); } else ClearConditions( bits_COND_ENEMY_OCCLUDED ); I looked up the definition for ASSERT, which was #define ASSERT(f) . I don't know what that does so it scares me. Am I correct in guessing that the above snippet of code checks (if the enemy is visible) if the monster currently sees the enemy, and if so, turns COND_ENEMY_OCCLUDED on? And what would that be used for, and why? AI confuses me. -geoff c ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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] 1.1.0.0 SDK Question
You know rocket arena q3? Multiple matches off one dedicated? Thats multi-serve. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Martin Webrant Sent: Thursday, May 30, 2002 11:22 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] 1.1.0.0 SDK Question What is multi-serve technology? Really liked that you updated the SDK, about time now ;) - Original Message - From: Erik Johnson [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, May 29, 2002 11:48 PM Subject: RE: [hlcoders] 1.1.0.0 SDK Question Little confusion here... There will be a new SDK release coinciding with the upcoming release. It will be out shortly after the client release and will contain updates to the current SDK code base, along with the Ricochet code. You will not have to rebuild your MOD for it to work with the new engine release. Erik -Original Message- From: Martin Webrant [mailto:[EMAIL PROTECTED]] Sent: Wednesday, May 29, 2002 2:16 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] 1.1.0.0 SDK Question What I really want is to lay my hands on is the cool spectator mode in CS and to enable the new cheat check ;) /Martin - Original Message - From: Leon Hartwig [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, May 29, 2002 8:58 PM Subject: RE: [hlcoders] 1.1.0.0 SDK Question This is a multi-part message in MIME format. -- If your stuff is compatible with 1109, it will be compatible with 1110. There won't be a new SDK release for 1110. -Original Message- From: David Dynerman [mailto:[EMAIL PROTECTED]] Sent: Wednesday, May 29, 2002 9:27 AM To: [EMAIL PROTECTED] Subject: [hlcoders] 1.1.0.0 SDK Question To the Valve guys: I saw posted on Shack or Bluesnews that there will be a new SDK for 1.1.1.0 showing animation blending, some new features (bundled with the new Ricochet mod) Will the new SDK just expose some features people have been missing out on? Or will it break compatibility with existing modifications? If it does break compatibility, could the list maybe get a preview release so we could patch up our mods before 1.1.1.0? -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/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] Half-life demo tools
I would assume that if you really wanted complete control over the contents of a demo, you could script it so as it would be the same every time, much as madonion did for 3dmark. That way you wouldnt HAVE to edit the .dem file, you would know exactly what was in it, and in fact, you probably wouldnt even need the dem file, you could just have your mod running in a demo loop. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Cortex Sent: Wednesday, May 15, 2002 8:45 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Half-life demo tools lol !! I didn't see this line on the previous mail ! I hope this is a joke ;) Else, it would have been really annoying to download 20 GB lol - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, May 15, 2002 2:14 PM Subject: Re: [hlcoders] Half-life demo tools | [Signature removed by administrator: Signature can not exceed 20GB] | | what did you try to attach? | | | | - Original Message - | From: Philip (Fiber) [EMAIL PROTECTED] | To: [EMAIL PROTECTED] | Sent: Wednesday, May 15, 2002 11:16 AM | Subject: RE: [hlcoders] Half-life demo tools | | | Hmmm, the only solution would really be to convert it to an avi and then | use a video editing program. | | [Signature removed by administrator: Signature can not exceed 20GB] | | -Original Message- | From: [EMAIL PROTECTED] | [mailto:[EMAIL PROTECTED]] On Behalf Of Cortex | Sent: Wednesday, May 15, 2002 9:06 PM | To: [EMAIL PROTECTED] | Subject: Re: [hlcoders] Half-life demo tools | | Yes, but I don't think Scott is asking for a program like GeekPlay... | GeekPlay plays the demo but it doesn't give you the possibility of | editing | the .dem files ! | | - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st ) | - email : [EMAIL PROTECTED]ICQ : 71548738 | | - Original Message - | From: Skyler York [EMAIL PROTECTED] | To: [EMAIL PROTECTED] | Sent: Wednesday, May 15, 2002 5:39 AM | Subject: Re: [hlcoders] Half-life demo tools | | | | [ Converted text/html to text/plain ] | | | | Aw, wait, it's just a viewer front end. Never mind; carry on :P | | From: Skyler York | | Reply-To: [EMAIL PROTECTED] | | To: [EMAIL PROTECTED] | | Subject: Re: [hlcoders] Half-life demo tools | | Date: Tue, 14 May 2002 20:30:27 -0700 | | | | [ Converted text/html to text/plain ] | | | | Don't any of you read PlanetHalfLife?! | | | | http://www.planethalflife.com#PQN367462[1] | | | | A utility called GeekPlay, and I quote: | | | | GeekPlay is a demo utility for Half-Life. It lets you browse and | watch | | client | | recorded (or HLTV recored) demos with ease. With a GUI you will be | able | to | | see | | the information about the demo before playing it, such as an image of | the | map | | and playernames. GeekPlay also offers customization to suit your | needs | with | | commandline options, has special features such as a mini filebrowser, | | automatic resolution changer, teamsay stripper, playback speed | changer | and | | playback support for old demos. GeekPlay works with all Half-Life | mods | that | | uses the standard demo protocol. | | | | | | -- | | | Send and receive Hotmail on your mobile device: Click Here[1] | | | | ===References:=== | | 1. http://g.msn.com/1HM305401/45 | | | | ___ | | To unsubscribe, edit your list preferences, or view the list archives, | please visit: | | http://list.valvesoftware.com/mailman/listinfo/hlcoders | | | | | | | ___ | To unsubscribe, edit your list preferences, or view the list archives, | please visit: | http://list.valvesoftware.com/mailman/listinfo/hlcoders | | ___ | To unsubscribe, edit your list preferences, or view the list archives, | please visit: | http://list.valvesoftware.com/mailman/listinfo/hlcoders | | | | ___ | To unsubscribe, edit your list preferences, or view the list archives, please visit: | http://list.valvesoftware.com/mailman/listinfo/hlcoders | ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Re: triApi speed problems
I'm running advanced server. The reason I have 4 gigabytes of ram is because I do some pretty intensive video encoding (I do video editing part time). This takes up MEGA system resources, especially ram. It just gets done that much faster. 4gb really isnt that much, I have a sun system downstairs that has something along the lines of 32gb of ram, and like 8 processors. The bragging rights *are* nice, but its really not that much, especially because 4gb is only supported in ECC mode, which does slow things down somewhat. Back to the topic at hand Why hasnt anyone posted sourcecode, or a link, or anything that HELPS? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Sebastian Steinlechner Sent: Monday, May 13, 2002 2:35 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Re: triApi speed problems Let's hope that attachments work on this list. This one is 752kb. They don't. Anyway, you wouldn't get much friends with an attachment that big. Just upload it to a site where everyone can go and grap it. Oh, and did you try what I said? Reducing the particles' sizes to something like 10 units instead of blowing them up to a huge explosion. At least that's what I noticed with my particle system. If you step really close or scale the particles up really big, your get an impact on your fps. What to do is to reduce the particle's size and instead use many of them. I use more than 2000 tiny particles on a Celeron 400 w/ TNT2, no problem there, 30 fps. ___ 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] Re: triApi speed problems
I have a nasty feeling you arnt going to like these results. I tested your mod on three machines over two operating systems and 3 types of rendering. I created a custom map for testing, you can get it here: http://www.planethalflife.com/kuja/testmap.bsp Test bed one: 1.5ghz Athlon tb Radeon 8500DV / 128 4gb Ram Win2k Advanced Server / Win98 OpenGL Results: 100fps constant, when exploded, 99.6 fps D3d Results: 48-50fps, when exploded, dropped to 46fps Software: 32-28 fps. when exploded, dropped to 6-7fps Conclusion: It didnt even hiccup, except for software mode. I like the way your explosion looks ;). Possible reasons for software slowdown include the fact that software doesnt us any video card memory or anything like that. --- Test Bed TWO: 800mhz Athlon (not tb) ATI XPert98 (based off the rage3d chipset) 96mb ram WinMe OpenGL Results: DNR (xpert98 wont run gl for some reason) D3d Results: 33-36 fps, when exploded, dropped to 27-28 fps Software: 20-22fps, when exploded, 0-1 fps (ouch) Conclusion: This computer is my sisters, and its a piece of crap. However, in 3d accellerated mode, it did quite nicely, with only about a 5-6 fps drop. - Test Bed THREE: 1.4ghz Athlon TB GeForce 3 TI200 320mb Ram Windows XP Open GL Results: 70-80 fps, when exploded, dropped to 30-40 fps D3d results: 40-48 fps, when exploded, dropped to 18-20 fps Software: 32-28 fps. when exploded, dropped to 12-15 fps Conclusion: OUCH! This thing really took a whallup. Its a nice machine, and it couldnt take your measly 5 explosions. -- Overall Conclusions: It appears that the ATI cards handle your explosions quite nicely, whereas the GF3 just totally died. I think its related to a driver issue with refresh rates or something as I mentioned earlier. BTW - Nice damn explosions ;) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] triApi again
Dont do anything to it but add more particles and give it to me! I enjoyed testing it cuz it looked so damn sexy. More Particles! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Frazee Sent: Monday, May 13, 2002 10:42 PM To: [EMAIL PROTECTED] Subject: [hlcoders] triApi again This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Ok, sorry it took me so long to get my arse over here, but I was gone all Monday (bah). Anyway, yes it does use rather large particles, but I think I fixed it now (course, I said that a hundred times). It was a combination of things, but this most recent one was as persuter suggested - the trash was never lowered. Doh! So I will send this version to tal-n soon, and see how he runs it now. If that doesn't work, I will definitely look into the smaller particles, seeing as the current ones are about as big as ur mom (hehe). As for that explosion.mdl, bah I left it in the precache code on accident. That is a past embarrassment not worth showing D. In the event this works, or at any rate, thanks a ton for the help. Looks like this thread pwned the forum for a good time, and off subject most of the time! Wewt! L8r, The Rainmaker -- ___ 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] Re: triApi speed problems
I repeat: try it on a non-nvidia system. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Chris 'Tal-N' Blane Sent: Sunday, May 12, 2002 2:46 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Re: triApi speed problems Rainmaker's system = 700mhz, ge3, 384 ram Tal-N's system = 1.1Ghz, Gf2, 512Mb Bitmap's system = 400MHz, Gf2, 128Mb. Slow down occours worse on my system although the drop is to the same point as Bimtap's machine. Two different machines hitting the exact same low fps, very odd. I'd say that Ken Birdwell might be able to give some details on the TriAPI since he was one of the people who designed it. - Original Message - From: Frazee [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, May 12, 2002 6:32 PM Subject: [hlcoders] Re: triApi speed problems This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Ok, I did try the triangles (triangles, not triangle fan or the like) and it did have quite an increase on my system (700mhz, ge3, 384 ram), so that it never ever drops below 30 no matter what I do. It is probably my gfx card. I am sure it isn't my client-server messaging, it is pretty efficient (though I probably will want to avoid that later if it is possible to do like client side weapons, which I am sure it is). I checked all of the looping, to make sure it wasn't doing anything unnecessary. As far as I can see, it is efficient. At any rate, since my slower system with a ge3 runs it faster, it makes me think it is the tri api rather than my code. So you valve peeps. got any hints on how to squeeze more juice outa this thing? -- ___ 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] Re: triApi speed problems
Send it here also, I have a really awesome computer that should be able to handle anything Specs: 1.5ghz athlon tb, 4 gigs of ram, ATI Radeon 8500. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Chris Foss Sent: Sunday, May 12, 2002 8:12 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Re: triApi speed problems From: Chris 'Tal-N' Blane [EMAIL PROTECTED] Ask Rain, i was only have old source before this was developed. I can send the testmod folder but i don't think that the list allows for attatchments no matter how small. Well, send it here, I'll test it on my box... specs: K6-2 350, voodoo3, 320mb ram I'll see if it's hardware dependant. E-Mail: [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] VALVe: Bug in the game filter screen
*slaps mazor and john, but john moreso* -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Mazor Sent: Friday, May 10, 2002 5:12 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] VALVe: Bug in the game filter screen *jumps into the convo quickly* *slaps John* *jups out of the convo just as quickly* =D -Mazor -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of John Newfield Sent: Friday, May 10, 2002 3:22 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] VALVe: Bug in the game filter screen Call me thick but I can't seem to figure out how this has anything to do with HL Coding. Thanks for the useless email though, Nathan. You never disappoint. Keep the support calls off of the mail list, guys. - Original Message - From: Nathan Taylor [EMAIL PROTECTED] To: HLCoders [EMAIL PROTECTED] Sent: Friday, May 10, 2002 6:58 AM 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 ModDev.netGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Anti-cheat code in mods
Then you have astalavista, that releases the exploits before they are widely known, to help network admins and so on to fix them themselves. Releasing the source to an exploit is a double bladed knife ( see: dagger ). It may force people to fix the bug but it may also cause more harm in allowing users to take advantage of it. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of David Flor Sent: Sunday, April 28, 2002 1:29 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Anti-cheat code in mods There's a difference in making people aware that an exploit exists and spoon-feeding the exploit to everyone. Take SecuriTeam, for example ( http://www.securiteam.com/ ). Yes, they post exploit code, but they usually do it months after the exploit has been acknowledged, and well after a patch has been made available. Providing an exploit to the public invites people to take advantage of it, irrespective of how long it takes the developer to fix. As for ...creating immense pressure on a company to fix their software immediately..., you've never been a corporate developer, have you? It's not like they can whip up a patch and distribute it to the world in an hour; it has to go through thorough investigation, go through respective Quality Assurance teams, and undergo a Beta deployment process. Now that it's been so thoughtfully released to the public, you now force the company to push this fix through the process as fast as is humanly possible. What kind of product quality can you expect from it then? If Microsoft released patches so quickly, the chaos they would cause with software not suffciently tested would be catastrophic. Not to mention that Microsoft is reportedly on a 24 hour development/testing schedule anyway (developers come in in the morning, the build takes several hours, and testing occurs later the same day, or something like that) and has twenty times the amount of programmers and testers that Valve has. Also, do keep in mind the Valve is actively working on the product. Stopping current development to fix something usually means they may have to roll back or disable new functionality so as not to cause further problems to the public. That, in and of itself, takes time as well. BTW: When you ...see all of the latest Microsoft cracks on CNN..., that's usually because Microsoft has already released a patch. If CNN posted details of an exploit that had no solution, they would get hit with multiple lawsuits the likes of which you cannot possibly imagine. I've found exploits, cheats and bugs before. I remember long ago the bug that typing a certain command would cause any Half-Life server to instantly crash. It wasn't common knowledge, and thank God for that, but Valve was made aware of the situation through private communications and the problem was subsequently fixed without any mention of it anywhere. Tnx Rgds... David Nighthawk Flor - [EMAIL PROTECTED] Lead Programmer, The Opera - http://opera.redeemedsoft.com/ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Miguel Aleman Sent: Sunday, April 28, 2002 12:30 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Anti-cheat code in mods Flor, thats usually how you get something fixed. One person finds an exploit, posts it somewhere. The community the spreads it around, creating immense pressure on a company to fix their software immediately. If we didn't see all of the latest Microsoft cracks on CNN, do you think that company would be so active in trying to fix them? -z80x86 - Original Message - From: David Flor [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, April 27, 2002 3:12 PM Subject: RE: [hlcoders] Anti-cheat code in mods And now that the cheat code references have been posted on this thread for all the world to see, I'm sure we can thank you for the wonderful gaming experiences we will now have... Christ, people; if you've found an exploit, don't post it or links to cheat sources on a PUBLIC LIST!!! Common sense is not so common... Tnx Rgds... David Nighthawk Flor - [EMAIL PROTECTED] Lead Programmer, The Opera - http://opera.redeemedsoft.com/ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Tom Sent: Saturday, April 27, 2002 4:56 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Anti-cheat code in mods lol, another one of valves great systems bites the dust within a week - Original Message - From: Jonah Sherman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, April 27, 2002 7:28 AM Subject: Re: [hlcoders] Anti-cheat code in mods The protection of client.dll is nothing more than a RC4-hybrid which is easy to find. entire loader: ... proof its not even a halfass fix: ... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
RE: [hlcoders] Anti-cheat code in mods
I never said they were mine, I was offering proof of hacking... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Jonah Sherman Sent: Sunday, April 28, 2002 5:15 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Anti-cheat code in mods dont ask how I got these? You obviously arent very bright, and you still try to take credit for other's work. I posted them on the clientbot forum before you posted them here(because they are mine) http://clientbot.counter-strike.ru/forum/showthread.php?s=threadid=1227per page=15pagenumber=1 From: Kuja [EMAIL PROTECTED] Reply-To: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Anti-cheat code in mods Date: Sun, 28 Apr 2002 14:20:12 -0400 MIME-Version: 1.0 Received: from [205.158.143.9] by hotmail.com (3.2) with ESMTP id MHotMailBE958872006040043151CD9E8F0909B60; Sun, 28 Apr 2002 11:20:35 -0700 Received: from list.valvesoftware.com (localhost [127.0.0.1])by list.valvesoftware.com (Postfix) with ESMTPid 995903152; Sun, 28 Apr 2002 10:24:09 -0700 (PDT) Received: from ntmail.gamespy.com (mail1b.gamespy.com [207.38.1.98])by list.valvesoftware.com (Postfix) with ESMTP id D84342F69for [EMAIL PROTECTED]; Sun, 28 Apr 2002 10:23:47 -0700 (PDT) Received: from [68.49.48.59] by ntmail.contaminated.net (NTMail 7.00.0022/AX0191.00.1ce0e1da) with ESMTP id gnnhsiaa for [EMAIL PROTECTED]; Sun, 28 Apr 2002 11:20:34 -0700 From [EMAIL PROTECTED] Sun, 28 Apr 2002 11:21:26 -0700 Delivered-To: [EMAIL PROTECTED] Message-ID: [EMAIL PROTECTED] X-Priority: 3 (Normal) X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook IMO, Build 9.0.2416 (9.0.2910.0) X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2600. In-Reply-To: [EMAIL PROTECTED] Importance: Normal Sender: [EMAIL PROTECTED] Errors-To: [EMAIL PROTECTED] X-BeenThere: [EMAIL PROTECTED] X-Mailman-Version: 2.0.8 Precedence: bulk List-Help: mailto:[EMAIL PROTECTED]?subject=help List-Post: mailto:[EMAIL PROTECTED] List-Subscribe: http://list.valvesoftware.com/mailman/listinfo/hlcoders,mailto:hlcoders- [EMAIL PROTECTED]?subject=subscribe List-Id: Discussion of Half-Life Programming hlcoders.list.valvesoftware.com List-Unsubscribe: http://list.valvesoftware.com/mailman/listinfo/hlcoders,mailto:hlcoders- [EMAIL PROTECTED]?subject=unsubscribe List-Archive: http://list.valvesoftware.com/pipermail/hlcoders/ X-Original-Date: Sun, 28 Apr 2002 14:20:12 -0400 www.digitalpaintball.net/~noskill/noskill.rar Dont ask how I got these, but, well, more proof its been hacked. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Dynerman David M Sent: Sunday, April 28, 2002 2:08 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Anti-cheat code in mods Perhaps, but I think that clamping down, hiding code, and hurting development as a whole isn't the solution. You don't ban freedom of speech, even when the Neo-Nazi's hold a rally in predominately Jewish Skokie, Illinois, or when the KKK marches outside an African-American mayor's house. david -Original Message- From: David Flor [mailto:[EMAIL PROTECTED]] Sent: Sunday, April 28, 2002 12:05 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Anti-cheat code in mods Exactly, but seeing as how we're programmers... That's the problem: not everyone on this list is a nice programmer. Don't you think that the cheat developers weren't the first ones to register to this list? ___ 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 _ Chat with friends online, try MSN Messenger: http://messenger.msn.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] Steam messes up Half-Life
Yeah, and I dumped it for torque, and I must say the HL sdk is pretty friendly to teh n00blets -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Steven Guy Sent: Thursday, April 25, 2002 4:20 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Steam messes up Half-Life This offends me!!! Oh, wait that's right I just dumped the HL engine for the SS engine (the SS SDK is scary I miss the HL SDK :D) -Ms From: leming [EMAIL PROTECTED] Reply-To: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Steam messes up Half-Life Date: Thu, 25 Apr 2002 00:38:27 -0600 Which might even be a better way to go, rtcw released source for mods recently (april 12), and the engine is much more powerful and flexible. Sorry if this offends those who are die-hard HL fans. At 23:24 4/24/2000 -0700, you wrote: Well, of course you do! You have the choice to stop developing anything based on the Half-Life SDK if you don't accept what Valve has planned for it. Their business isn't a democracy. - Original Message - From: klank [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, April 24, 2002 11:15 PM Subject: Re: [hlcoders] Steam messes up Half-Life Have no choice? LOL We as a people ALWAYS have a choice. -klank Only thing I can say is adapt... you have no choice. ___ 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 _ Send and receive Hotmail on your mobile device: http://mobile.msn.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] little app
you can just call rundll32.exe with the api call when you are done -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Cortex Sent: Sunday, April 14, 2002 12:00 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] little app Thx a lot Botman :) It works great now :) I've taken the code from the adress you've given (and I've added a flag : EWX_POWEROFF) :) I should take a look more often at the MSDN site ! I've published the shutdown.exe file to : http://www.hlalbator.fr.st/shutdown.exe (perhaps it could interest some of you...) Voili :) - Cortex : mapper coder www.hlalbator.fr.st - Original Message - From: botman To: [EMAIL PROTECTED] Sent: Sunday, April 14, 2002 5:09 PM Subject: Re: [hlcoders] little app I've tried your 2 solutions. The one which is the more appopriate in my case is the one from you, Commando (I like the EWX_POWEROFF flag :) ) ! The only trouble I ran into is that I don't know what should hToken be... I took a look at MSDN... Now, I declare it as PHANDLE, but it must be an other thing to do like : hToken = ...();. hToken is a HANDLE; OpenProcessToken() returns the token. Here's the complete source code example... http://msdn.microsoft.com/library/default.asp?url=/library/en-us/sysinfo/shu tdown_7z8u.asp Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] TGA Files in Menus
since tgas are turned into a texture in memory (i am assuming) and *most* video cards only accept square textures and *most* can only do up to 512x512 *or less* it causes problems sometimes. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Christopher Long Sent: Friday, April 12, 2002 10:03 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] TGA Files in Menus TGA's go up in powers of 2. 2,4,8,16,32,64,128,256,512 or so i heard.. i emailed the valve guys a real while back asking about this. Something to do with gaphics cards and limitations... aparantly you can use other sizes and they may distort. If you want a weird dimensioned tga use the alpha channel to hide the excess parts you don't need. Unless we can use any size we want now but last talking to valve i think it was ken birdwell or eric smith that told me can't remember but thats what i was told. Maybe they can restate it again for us :D what the vgui tga image size limitations are. - Original Message - From: Chris Glein [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, April 13, 2002 6:17 AM Subject: RE: [hlcoders] TGA Files in Menus Actually, I wouldn't recommend using TGAs as large as 512. Although they will work for most people, some rather popular video cards out there seem to choke on them. We had this problem of large TGA images with an earlier version of SI, and it was fixed by breaking up the image into two smaller ones. Trust me, you don't want the hoards of obscure crash reports from something like this ;) -PNB -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Michael Shimmins Sent: Friday, April 12, 2002 10:18 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] TGA Files in Menus Actually you can have at least up to 512x512 as we use them in TAE. Michael Shimmins The Absconder Effect (http://www.tae-mod.com) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] So, valve is dead?
Valve filed for chapter 11. :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] The Torque engine
If anyone wanted to turn their HL mod into a retail game, I cant think of any better way than using Garage Games's Torque engine. Its cheap, and their support is fantastic. Just another option... :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Rendering in Black and white.
Wow-- I loved that game :D -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Scott Velasquez Sent: Thursday, March 28, 2002 12:30 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Rendering in Black and white. Is this in regard to the IDGA entry Pencil Whipped? http://www.maxminn.com/chiselhead/ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Christopher McArthur Sent: Thursday, March 28, 2002 11:17 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Rendering in Black and white. Almost positive that there is no way to do this in the SDK, without changing the source art. - Original Message - From: Mike Blowers [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, March 28, 2002 9:21 AM Subject: Re: [hlcoders] Rendering in Black and white. The model textures aren't really a problem, as client side model swapping is working well It's just the world textures that I really need in BW... and please, no more mention of dual textures... this has got to work for a single client. :-) - Original Message - From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, March 28, 2002 2:59 PM Subject: Re: [hlcoders] Rendering in Black and white. -- [ Picked text/plain from multipart/alternative ] Don't forget all the model textures! ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Egon gun - Yellow beam or Blue beam?
Its always been the same yellowish color of the halflife hud for me -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Cortex Sent: Monday, March 04, 2002 3:12 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Egon gun - Yellow beam or Blue beam? I use a GeForce 3 based card too but the egon beam is blue under HL... I've built my dlls with SDK 2.2 final. This egon beam problem is very weird... - Cortex : mapper coder www.hlalbator.fr.st - Original Message - From: Yacketta, Ronald To: [EMAIL PROTECTED] Sent: Monday, March 04, 2002 3:31 PM Subject: RE: [hlcoders] Egon gun - Yellow beam or Blue beam? I noticed it to botman, it is yellow for me as well. I am usign a Gefore3 card -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of botman Sent: Monday, March 04, 2002 8:53 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Egon gun - Yellow beam or Blue beam? I've been working on patches to modify the Full and Standard SDK 2.2 to compile cleanly with Borland, MinGW and Microsoft Visual C++. I ran across what I thought was a bug with the color of the Egon beam in Half-Life deathmatch. In version 1.1.0.6 and 1.1.0.7 (before the weapon effects were moved clientside), the Egon gun beam was blue. In version 1.1.0.8, the Egon gun now shoots a yellow beam. I've checked this on 2 different machines with different graphics cards and checked it with both software and OpenGL video driver modes. I've tried rebuilding the client.dll and server DLL using the latest SDK 2.2 downloaded from the valve-erc.com website (built with Microsoft Visual C++ 6.0) and I've even tried uninstalling Half-Life, deleting the Half-Life directory, re-installing Half-Life, updating to 1.1.0.8 and in every case I get a yellow Egon gun beam. The only time the Egon gun beam is blue is when I'm running 1.1.0.6 or 1.1.0.7. I've been e-mailed by a few other people that tell me the Egon gun is yellow for them as well, so it's not just me. Is this a bug in the current HLDM release? Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Good proxy/router software to host servers over?
If you are using a hardware router, souch as the Linksys BEFSR41/BEFSR11/BEFSRU31, you can set an internal ip to be the 'DMZ' or 'DeMilitarizedZone' which allows you to host servers, it basically exposes the DMZ to the actual ip. -- Kuja -- www.digitalpaintball.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] liblist.gam and the hazard course
I have a multiplayer mod, and I decided I want a hazard course. The course is well underway, but it seems that I can t get it to show up in the menu unless I set type to single in the liblist.gam. However, I do not want people starting new games, since it is a multiplayer mod. Is there some hidden setting I am missing? Jeff 'Kuja' Katz www.digitalpaintball.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] liblist.gam and the hazard course
Is that retail cs or mod cs, anyway. I changed my liblist.gam, it now appears as such: game Digital Paintball url_info www.digitalpaintball.net url_dl version Beta 1 size 35282944 svonly 0 type multiplayer_only cldll 1 hlversion 1108 nomodels 1 nohimodel 1 mpentity info_paintball gamedll dlls\pb.dll gamedll_linux dlls/pb_i386.so trainmap harzad4 but the hazard course button is still disabled. any ideas? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Deepak Manglani Sent: Sunday, February 24, 2002 1:12 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] liblist.gam and the hazard course CS has a training course and multiplayer only, here's their liblist.gam: game Counter-Strike url_info www.counter-strike.net url_dl version 1.3 size 18400 svonly 0 type multiplayer_only cldll 1 hlversion 1108 nomodels 1 nohimodel 1 mpentity info_player_start gamedll dlls\mp.dll gamedll_linux dlls/cs_i386.so trainmap tr_1 dpac. - Original Message - From: Kuja [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, February 24, 2002 5:42 PM Subject: [hlcoders] liblist.gam and the hazard course I have a multiplayer mod, and I decided I want a hazard course. The course is well underway, but it seems that I can t get it to show up in the menu unless I set type to single in the liblist.gam. However, I do not want people starting new games, since it is a multiplayer mod. Is there some hidden setting I am missing? Jeff 'Kuja' Katz www.digitalpaintball.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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] liblist.gam and the hazard course
I'd rather not have to do that, can someone from VALVe comment? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Reedbeta Sent: Sunday, February 24, 2002 3:43 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] liblist.gam and the hazard course The details of turning on/off the new game and training map buttons are all in the engine where we can't modify them. What I would do is simply put multiplayer in for game type in the liblist.gam (not multiplayer_only which will disable new game and hazard course), then link both the new game button and the hazard course button to your training map. Modify the launcher GUI so that the new game button says something like 'training'. It's not the best solution but it should work. --- leming [EMAIL PROTECTED] wrote: The CS guys never had the training map produced and released, so that map was never there, but from my experiences (those more experienced feel free to prove me wrong) you need to do some client-side changes for that main menu if you have a multiplayer mod and want the hazard course button there. I have noticed before that the New Game and Hazard Course buttons are disable if the mod is set to multiplayer, but as you said, singleplayer mods have them available.. shouldnt be too hard to trace where its turning on/off the buttons.. sorry I cant be of more help -- Kevin At 19:15 2/24/2002 +, you wrote: mod cs and yes just noticed that the training camp button was disabled wasnt last time i looked that might have been cs1.1 tho :/ soz dpac. - Original Message - From: Kuja [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, February 24, 2002 6:38 PM Subject: RE: [hlcoders] liblist.gam and the hazard course Is that retail cs or mod cs, anyway. I changed my liblist.gam, it now appears as such: game Digital Paintball url_info www.digitalpaintball.net url_dl version Beta 1 size 35282944 svonly 0 type multiplayer_only cldll 1 hlversion 1108 nomodels 1 nohimodel 1 mpentity info_paintball gamedll dlls\pb.dll gamedll_linux dlls/pb_i386.so trainmap harzad4 but the hazard course button is still disabled. any ideas? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Deepak Manglani Sent: Sunday, February 24, 2002 1:12 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] liblist.gam and the hazard course CS has a training course and multiplayer only, here's their liblist.gam: game Counter-Strike url_info www.counter-strike.net url_dl version 1.3 size 18400 svonly 0 type multiplayer_only cldll 1 hlversion 1108 nomodels 1 nohimodel 1 mpentity info_player_start gamedll dlls\mp.dll gamedll_linux dlls/cs_i386.so trainmap tr_1 dpac. - Original Message - From: Kuja [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, February 24, 2002 5:42 PM Subject: [hlcoders] liblist.gam and the hazard course I have a multiplayer mod, and I decided I want a hazard course. The course is well underway, but it seems that I can t get it to show up in the menu unless I set type to single in the liblist.gam. However, I do not want people starting new games, since it is a multiplayer mod. Is there some hidden setting I am missing? Jeff 'Kuja' Katz www.digitalpaintball.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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Do You Yahoo!? Yahoo! Sports - Coverage of the 2002 Olympic Games http://sports.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman
RE: [hlcoders] liblist.gam and the hazard course
users can still click even if its invisible. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Benjamin 'RirA' Rosenberger Sent: Sunday, February 24, 2002 4:41 PM To: HL Coders List Subject: [hlcoders] liblist.gam and the hazard course This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] And you could make the SP buttons invisible with photoshop or paint... But maybe also (I don't know) try to change the strings.lst... -- Benjamin 'RirA' Rosenberger [EMAIL PROTECTED] | [EMAIL PROTECTED] www.rossispage.de ICQ# 76679953 -- -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] liblist.gam and the hazard course
Just while poking around with my options I happened to notice that nowhere does it say what font they used for btns_main. After some probing, I found it to be TREBUCHET MS BOLD 16 PT WITH CRISP AA ;). Just thought that might be useful. Still no word on how to get the hazard course in without allowing newgames. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Server Protocol for Half-Life
I wouldnt think you would need any special hl server query to do this... If you want to find out its ping latency just ping it. Correct me if I am wrong. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Simon Rose Sent: Saturday, February 23, 2002 9:59 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Server Protocol for Half-Life Hi, Thanks for the help so far guys, you've been a great help. I now have a class that queries the details command from a server and breaks it into its proper pieces. I would like the facility to ping a server to find out how fast (or slow!) it is currently running. Does anyone know of a technique for doing this? S -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of alfred Sent: 23 February 2002 22:29 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Server Protocol for Half-Life snip? I am now having trouble converting a hex string (such as AF79E00) into it's corresponding long value (184,000,000). Any ideas? float fTime = *(float *)buffer[offset]; That will cast the 4 bytes of the ascii chars to a float value, which won't be the float value of the hex string. Try long int strtol(const char *nptr, char **endptr, int base); :) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Alfred Reynolds [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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders