Re[2]: [hlcoders] Re: about VGUI TOGGLEVISABILITY

2006-10-12 Thread Jeff 'Kuja' Katz
 -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]




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Re: [hlcoders] about VGUI TOGGLEVISABILITY

2006-10-10 Thread Jeff 'Kuja' Katz
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.
 --

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Re[2]: [hlcoders] Alfred...

2006-08-01 Thread Jeff 'Kuja' Katz
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



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Re[2]: [hlcoders] players falling out of DM maps

2006-03-09 Thread Jeff 'Kuja' Katz
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
  --
  
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Re: [hlcoders] SDK - Fatal Error

2006-01-28 Thread Jeff 'Kuja' Katz
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 ]
 --

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--
Best regards,
 Jeffmailto:[EMAIL PROTECTED]


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Re: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-07 Thread Kuja

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/

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Re: [hlcoders] Happy new year

2005-12-31 Thread Kuja

Aye, Merry New Year and Happy Hanukah *hic*

Nick wrote:


--
[ Picked text/plain from multipart/alternative ]
HAPPY NEW YEAR!
--

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[hlcoders] Extra App ID set to 211, but no SteamAppId

2005-12-23 Thread Kuja

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

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Re: [hlcoders] Attn Valve, Minor Lost Coast Bug.

2005-10-29 Thread Kuja

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
--

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Re: [hlcoders] collision boxes latency

2005-10-04 Thread Kuja

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
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Re: [hlcoders] RE: [hlds_linux] Engine update

2005-09-23 Thread Kuja

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


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Re: [hlcoders] Odd Half-life 1 HLDS crash - help

2005-06-23 Thread Kuja
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

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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.

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[hlcoders] Odd Half-life 1 HLDS crash - help

2005-06-21 Thread Kuja
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

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Re: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-17 Thread Kuja
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

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[hlcoders] Help debugging half-life 1 mod

2005-06-15 Thread Kuja
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

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Re: [hlcoders] To Valve: Developer Forewarning

2005-05-22 Thread Kuja
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

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Re: [hlcoders] Player Leaning

2005-05-18 Thread Kuja
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
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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
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Re: [hlcoders] HL1 problem - glitchy v_models

2005-03-24 Thread Jeff 'Kuja' Katz
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.

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[hlcoders] HL1 problem - glitchy v_models

2005-03-19 Thread Jeff 'Kuja' Katz
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

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Re: [hlcoders] sourcesdk.gcf question

2004-12-07 Thread Jeff 'Kuja' Katz
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 :-)
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Re: [hlcoders] Anyone had such a problem?

2004-12-05 Thread Jeff 'Kuja' Katz
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]
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Re: [hlcoders] Compile SDK under VS .NET 2002

2004-12-02 Thread Jeff 'Kuja' Katz
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
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[hlcoders] Browse Games

2004-08-05 Thread Jeff 'Kuja' Katz
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
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Re: [hlcoders] (no subject)

2004-07-31 Thread Jeff 'Kuja' Katz
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.


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RE: [hlcoders] Planet Half Life ftp site change

2004-04-14 Thread Jeff 'Kuja' Katz
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



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RE: [hlcoders] CS:CZ Metamod

2004-03-23 Thread Jeff 'Kuja' Katz
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.


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RE: [hlcoders] CS:CZ Metamod

2004-03-23 Thread Jeff 'Kuja' Katz
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



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--
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
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 95   5D 00029AA0 DelayedUse
 96   5E 6D80 GetEntityAPI
 97   5F 6DB0 GetEntityAPI2
 35   60 00018490 GiveFnptrsToDll
 98   61 1CE0 

RE: [hlcoders] pwd?

2004-03-13 Thread Jeff 'Kuja' Katz
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.


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[hlcoders] Possible Steam Bug

2003-09-25 Thread kuja

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



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RE: [hlcoders] Weapon tracers

2002-10-19 Thread Kuja
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

--


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RE: [hlcoders] Rope attached to NPC?

2002-10-12 Thread Kuja
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.

--

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RE: [hlcoders] WON is really down?

2002-10-08 Thread Kuja

Gj nitwit that’s 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
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RE: [hlcoders] WON is really down?

2002-10-07 Thread Kuja

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
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RE: [hlcoders] MAP to DXF code

2002-09-19 Thread Kuja

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

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RE: [hlcoders] More Drag and Drop vgui Probs

2002-06-27 Thread Kuja

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


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RE: [hlcoders] Particle System

2002-06-26 Thread Kuja

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
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RE: [hlcoders] Confusing bit of code in the HL AI

2002-06-07 Thread Kuja

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
 
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 --
 I think...I think it's in my basement. Let me go upstairs and check.
-M.C.
 Escher


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RE: [hlcoders] 1.1.0.0 SDK Question

2002-05-30 Thread Kuja

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 ]
  --
 
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RE: [hlcoders] Half-life demo tools

2002-05-15 Thread Kuja

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
|  |
|  | ___
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|  please visit:
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|  |
|  |
| 
| 
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| 
|
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|


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RE: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Kuja

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.

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RE: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Kuja

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 ;)

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RE: [hlcoders] triApi again

2002-05-13 Thread Kuja

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
--

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RE: [hlcoders] Re: triApi speed problems

2002-05-12 Thread Kuja

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?
 --

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RE: [hlcoders] Re: triApi speed problems

2002-05-12 Thread Kuja

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]

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

2002-05-10 Thread Kuja

*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 :
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RE: [hlcoders] Anti-cheat code in mods

2002-04-28 Thread Kuja

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:
  ...


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RE: [hlcoders] Anti-cheat code in mods

2002-04-28 Thread Kuja

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]
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Subject: RE: [hlcoders] Anti-cheat code in mods
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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?

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RE: [hlcoders] Steam messes up Half-Life

2002-04-25 Thread Kuja

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.
 
 
 
 
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RE: [hlcoders] little app

2002-04-14 Thread Kuja

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

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RE: [hlcoders] TGA Files in Menus

2002-04-12 Thread Kuja

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)

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[hlcoders] So, valve is dead?

2002-04-03 Thread Kuja

Valve filed for chapter 11. :D
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[hlcoders] The Torque engine

2002-04-03 Thread Kuja

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

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RE: [hlcoders] Rendering in Black and white.

2002-03-29 Thread Kuja

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...
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RE: [hlcoders] Egon gun - Yellow beam or Blue beam?

2002-03-04 Thread Kuja

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

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RE: [hlcoders] Good proxy/router software to host servers over?

2002-03-01 Thread Kuja

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

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[hlcoders] liblist.gam and the hazard course

2002-02-24 Thread Kuja

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

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RE: [hlcoders] liblist.gam and the hazard course

2002-02-24 Thread Kuja

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

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RE: [hlcoders] liblist.gam and the hazard course

2002-02-24 Thread Kuja

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
   
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RE: [hlcoders] liblist.gam and the hazard course

2002-02-24 Thread Kuja

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
--
--

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RE: [hlcoders] liblist.gam and the hazard course

2002-02-24 Thread Kuja

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.

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RE: [hlcoders] Server Protocol for Half-Life

2002-02-23 Thread Kuja

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
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--
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[EMAIL PROTECTED]

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