[hlcoders] Pay to play response from Gabe Newell. (?)

2003-09-03 Thread mod man
Link here:

http://halflife2.homelan.com/forums/showthread.php?threadid=5867

There are suggestions that it's a fake. But the poster insists it's
real. Not sure what to think myself. It looks plausible.
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[hlcoders] Pay to play response from Gabe Newell. (?)

2003-09-03 Thread mod man
I wonder if the extras in the Collector's Edition is the SDK tools.
Hmmm, could be.
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[hlcoders] Steam to move to pay-as-play for HL2?

2003-09-01 Thread mod man
 On the other hand, I think it's just a matter of time for Valve to
 do so. Recurring revenue is king.
There are other options than pay-per-play to get recurring revenue (I'm
assuming that pay-per-play means pay by the minute). An obvious one
is a monthly fee like the one used by most MMORPGs.
---

Personally, I would place a monthly subscription fee in the same
catagory as pay-as-you-play. The only real difference is the billing method.
Regarding recuring revenue, the mod community provided recuring revenue
 to Valve through a seemingly endless variety of mods which helped keep
player interest in HL. This gave an impetus for purchasing HL long after
the its initial release. Subscription fees would be a real wet blanket
for HL2 multiplayer gaming.
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Re: [hlcoders] About outlook (NOT half-life related)

2003-08-23 Thread MoD
Yes, it might create some, god forbid, traffic!

These kinda posts help me make sure im still subscribed...

--

MoD

- Original Message -
From: Steven Van Ingelgem [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, August 23, 2003 11:03 AM
Subject: Re: [hlcoders] About outlook (NOT half-life related)


 --
 [ Picked text/plain from multipart/alternative ]
 As you might have noticed... This list is a HL coders list.
 Questions concerning operating systems (and in this case Outlook),
should
 be posted to the proper lists. NOT a HL coders list.

 At 11:52 22/08/2003 -0700, you wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 This is an Emergency!
 
 
 
 Some idiot with my email got that stupid virus going around so now he
sends
 me 500 emails a day with spoofed addresses also from his computer.
The good
 news is they all have the same subject:
 
 
 
 Re: That movie
 
 Re: Your application
 
 Re: Thank you!
 
 Re: Details
 
 Re: Re: MY details
 
 Re: Your details
 
 Re: Details
 
 Re: Wicked screensaver
 
 
 
 Etc.
 
 
 
 I think there are about 7 or 8 possible subjects that this virus
produces.
 My question is this.. how the heck do I set subject filters in
outlook? From
 what I can see is that outlook is designed for idiots and has no
advanced
 security features.. well That's not true but I don't know how to use
them. I
 saw txt file filters.txt and that looked like a config file because
it had
 Commands like
 
 
 
 Body contains for free?
 
 
 
 Or..
 
 
 
  From contains profits@
 
 
 
 These looks like nice little commands built right into a confg file
BUT NO..
 I later found out filters.txt was useless and had no point or meaning
or
 valve.. outlook doest even open or load the file. Why is it there?
Does
 anyone on this list know how the heck to filter stuff correctly? This
would
 help me a lot, I use this email account for all my hl mod stuff, its
how I
 communicate with my team
 
 
 
 
 
 
 
 
 
 --
 
 
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 G00fy, (aka KaReL, aka Steven)

 Main Webpage : http://komma.cjb.net
 CQ Database  : http://lid.fragland.net/
 ICQ #: 35217584
 MSN  : [EMAIL PROTECTED]
 --



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Re: [hlcoders] Map Overviews

2003-08-16 Thread MoD
http://www.slipgate.de/hltv/hltv_FAQ_coders.html By martin otten, the
HLTV guy.

--

MoD.


- Original Message -
From: Brian A. Stumm [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, August 16, 2003 4:04 AM
Subject: Re: [hlcoders] Map Overviews



 all I need is overviews like the ones that come with valve maps, I
want
 them the same scale too. Its for a webbased hltv type deal. I think
 someone gave me the command already, I haven't tried but assume he
knows
 more on it that I ;)

 On Sat, 16 Aug 2003, Tei wrote:

  El Fri, 15 Aug 2003 10:35:12 -0700 (PDT)
  Brian A. Stumm [EMAIL PROTECTED] dijo:
 
  my 0.01 cents (99% crap):
 
  maybe the better way can be to make a txt file with the name of all
bsp maps in your mod,
  load these maps and move player to 0 0 4096, send a screnshots to
client console and move
  to next map. This can be a mod feature, or a minimod. Will not be
perfectly 2D. Hee... maybe you
  can tweak the OpenGL driver to force a isometric matrix, or have fov
0 or something... (fov 0 == isometric?)
 
  other option, maybe much better, is to do this by hand from a good
map editor. A interesting issue
  from some maps editor (Quark) is that can add some fog that can
enhance the 3d look of your 2d maps,..
  ...I dont remeber if HL itself support fog, but any screenshot with
some light fog will look deeper.
 

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Re: [hlcoders] new in the list

2003-08-15 Thread MoD
Welcome!

It should not be too hard, considering half-life is quake code :

GL, hope you come up with something cool.

--

MoD.


- Original Message -
From: Tei [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, August 15, 2003 6:06 PM
Subject: [hlcoders] new in the list



 Hi!

 I am new in the list.

 I am actually a Quake1 coder and I am interested to port some HL
features to Quake1.
 I am in this list to learn something about Half-Life.

 Thanks!

 1 saludo
 Tei
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Re: [Fwd: [hlcoders] DOD hw/sw.dll redistribution?]

2003-07-03 Thread MoD
Does the pending update also introduce the same features that arrived
with dod1.0, such as console not closing on server join, inabillity to
say the charachter ;, and removing of the viewdemo command?

--

MoD,

Often @ your service.

- Original Message -
From: Chris Bokitch [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, July 03, 2003 10:49 PM
Subject: RE: [Fwd: [hlcoders] DOD hw/sw.dll redistribution?]


 The hw.dll and sw.dll are going to be updated pretty soon so there
isn't
 really a need to redistribute them.  It would probably be best if you
wait
 for the update.

 Chris.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
 Sent: Tuesday, July 01, 2003 11:09 AM
 To: '[EMAIL PROTECTED]'
 Subject: RE: [Fwd: [hlcoders] DOD hw/sw.dll redistribution?]


 I'm sure everyone already knows this, but once we do our next client
update
 you won't want to include the old hw.dll and sw.dll anymore.  You'll
need to
 update your mod installer so it doesn't include those files after
we've
 updated, or your clients will have problems.

 -Eric

 -Original Message-
 From: Eric Smith
 Sent: Tuesday, July 01, 2003 11:02 AM
 To: '[EMAIL PROTECTED]'
 Subject: RE: [Fwd: [hlcoders] DOD hw/sw.dll redistribution?]


 It's okay to include the hw.dll/sw.dll files that come with DoD 1.0
(mod)
 with your mod.  Thanks for checking with us first.

 -Eric

  Original Message 
 Subject: [hlcoders] DOD hw/sw.dll redistribution?
 Date: Mon, 30 Jun 2003 20:09:09 -0400
 From: Jonah Sherman [EMAIL PROTECTED]
 Reply-To: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]

 DOD 1.0 replaces the engine hw.dll and sw.dll with new ones that
support
 transparent models.  This would be a very cool feature for other mods
too.
 Obviously valve is allowed to redistribute their own engine dlls
however
 they want, but can a non-valve mod include the DOD hw/sw.dll's so
 transparent models can be used?  I would really appreciate it if
someone
 from valve would answer this so we know if we can include them or
not...

 -Jonah
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Re: [hlcoders] black screen when I start a server with my mod.

2003-06-22 Thread MoD
I get a leftover 640X480 picture of the game menu after starting a
listen server, esc resume and its ok.

Brandon, try running at different resolutions and report what gives.
Also, make sure you used a vanilla SDK, I like to mess with a line of
code here and tehre and I sometime forget about it...

--

MoD.

- Original Message -
From: Phil [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, June 22, 2003 11:37 AM
Subject: RE: [hlcoders] black screen when I start a server with my mod.


 At some resolutions, you will see a large square in the top-left
corner
 instead of it covering the whole screen.

 Is there any known cause of this?

 --
  Windows [n.]
 A thirty-two bit extension and GUI shell to a sixteen bit patch to an
eight
 bit operating system originally coded for a four bit microprocessor
and sold
 by a two-bit company that can't stand one bit of competition.
 (Anonymous USEnet post)
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlcoders-
  [EMAIL PROTECTED] On Behalf Of Daniel Koppes
  Sent: Sunday, June 22, 2003 8:21 PM
  To: [EMAIL PROTECTED]
 
  Try pressing escape (after it's done loading) then click 'Resume
Game'
 
  Happens with other mods too.
 
 
  At 20:03 22/06/2003, you wrote:
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  I just recently got a new computer and reinstalled half-life. I
copied
  the valve folder and changed the name of folder to test and the
  liblist.gam to
  
  game Test Mod
  type multiplayer_only
  mpentity info_player_deathmatch
  gamedll dlls\hl.dll
  
  Using VisualStudios.net I compiled the original hl.dsp and
cl_dll.dsp in
  the SinglePlayer Source code folder and had it place the new .dlls
in
  the appropriate places within the test folder.
  
  Now the original deathmatch mod works fine. But when I change the
game
  to Test Mod and start a server, I don't even see the console. Its
just
  completely black. However it doesn't freeze, as soon as I press esc
it
  goes back to the menu. I can't explain why it does this, can anyone
  help?
  
  -Brandon Renfrow
  --
  
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archives,
  please visit:
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  --
  Programmer and Modeller for http://pokemod.fragoff.net/The
  http://pokemod.fragoff.net/Pokemod
 
  --
 
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Re: Re[2]: [hlcoders] hl2 and coop

2003-06-19 Thread MoD


 Hello Tim,

 Yes, I know :) I just called it trick because officially there is no
 coop support in Half-Life and launcher interface is also not
 customizable (I hope HL2 will have customizable launcher interface? :O
 For example HLPS2 interface is 100% written in scripts and it is nice
 :)) So erm... Valve, will be there support for coop? :)


I've been burned once, but i'll do it again.

Valve people said in some interview (which I can't track down and find)
that co-op mode will not be along side the game, but they alredy got mod
teams working on it.

Feel free to e-mail somebody up there, they have a e-mail answering
policy.

--

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Re: Re[2]: [hlcoders] hl2 and coop

2003-06-19 Thread MoD

 I think it was more 'we invite mod teams to add coop' instead of 'we
have
 mod teams working on it'
 -Beef


Until I manage to find the interview take evrything I say with a ton of
salt.

--

MoD

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Re: [hlcoders] Valve MOD Expo 2003?

2003-06-11 Thread MoD
 So how about it Valve, are there any plans for a MOD Expo in 2003 (or
are
 you guys just too busy working on Half-Life2)?

 Jeffrey botman Broome

Now you got a job you don't keep up with the news botman?

It was stated that HL2 modding information will be given at the annual
mod expo, which will be held at august.

I won't grab them by the ba**s about the date, but it has been stated
that yes, there will be an expo, and HL2 modding information will be
given.

Singing G-man winamp plugin, anyone? :

--

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Re: [hlcoders] Valve MOD Expo 2003?

2003-06-11 Thread MoD

 Where did you see something about a Valve MOD Expo for 2003?

 Jeffrey botman Broome

I'm still digging up proof for my former statement, but while looking fo
rit i bumped into the news post you quoted, allow me to quote teh full
thing:

Erik Johnson on HL2 Rumors
5/20/2003 14:30 PST | Half-Life 2 | by Fragmaster |
We asked Valve's Erik Johnson to clear up a few Half-Life 2 rumors that
have been spreading around:

Rumor: A Half-Life 2 SDK (Software Development Kit, what mod makers use
to help make mods) will be released before the game is released.

Erik says: Yes, we will be releasing an SDK for the Source engine for
MOD developers before the game is shipped.

Considering the SDK for the original Half-Life wasn't ready until months
after the game's release, this is great news!

Rumor: The Day of Defeat team is already working with Source.

Erik says: The Day of Defeat team is currently working on the follow up
release to Day of Defeat 1.0, which will be version 1.1. They are not
yet working with the Source engine.

Erik also confirmed that there will be a Half-Life 2 Mod Expo, and more
information on that event will be released soon.

Read the last line... carefully

I'll be right up with proof for my former statement...

--

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Re: [hlcoders] Valve MOD Expo 2003?

2003-06-11 Thread MoD
Ah, homelan to the rescue!

HomeLAN - Speaking of mod makers, how much renewed support will Valve
give for Half-Life 2 mods and are there plans for a Half-Life 2 mod
event to teach mod makers the tools, like Epic has done for Unreal
Tournament 2003?

Gabe Newell - This year's MOD expo will be more about introducing the
MOD makers to the technology rather than our traditional introduce the
MOD teams to the press event. We've learned a lot about MODs through our
experiences with Team Fortress Classic, Counter-Strike, Day of Defeat,
and so on. Half-Life 2 will be a dramatically better MOD platform than
Half-Life 1. We will be working with select MOD teams prior to the
release of the product.

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Forever @ your service.

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Re: [hlcoders] Valve MOD Expo 2003?

2003-06-11 Thread MoD

 Thanks for the info, MoD.

 Jeffrey botman Broome

You're welcome.

I won't be a prick and say all I posted came from links you posted O_o

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Re: [hlcoders] SDK line crashing linux servers

2003-06-08 Thread MoD


 No, the C++ specification is such that it always evaluates conditions
in a
 lazy manner from left to right.

 Persuter


How about, try it his way, and if it works, curse the specification?

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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread MoD
that gives me

a) relief, no more silly discussion.
b) confusion, how will they makej it easier for modders, documentation,
perhaps? :
c) hope, valve ppl still read our mumblings :

--

MoD,

Always @ your service.

- Original Message -
From: Erik Johnson [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, May 27, 2003 11:41 PM
Subject: RE: [hlcoders] Half-Life 2: Programming, Hmm?


 The Source SDK will be similar to the existing Half-Life SDK in that it
will
 be C++ based, not a using a proprietary scripting language.

 Erik Johnson

 -Original Message-
 From: Sniper [mailto:[EMAIL PROTECTED]
 Sent: Saturday, May 24, 2003 7:56 PM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] Half-Life 2: Programming, Hmm?


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Just a quick thought/question.

 Half-Life 2 and it's modifications will be done with C/C++, as it was in
 Half-Life, correct? There's a handful of discussions blooming up on
various
 Half-Life 2 forums talking about this. Scripting languages can be very
 limiting... so it's a bit scary what Gabe Newell's quote from a PC Gamer
 article said:


 While the old system required its fair share of technical know-how,
amateur
 modders are now promised the chance to focus on content and gameplay flow
 rather than the nuts and bolts of programming.


 This could imply a scripting language, don't you agree? (Emphasis on
could)
 Hopefully this is not the case, of course.

 A scripting language might be neat for people new to creating
modifications,
 but it'd be nice to have C/C++ in addition. I don't think Valve would step
 away from the power C/C++ offers to modders, but nothing has really been
 confirmed.

 Can anyone from Valve confirm if C/C++ will still be used for Half-Life 2?


 Sniper
 --


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Re: [hlcoders] Mods on CD?

2003-05-27 Thread MoD
 Now, therefore, in consideration of the mutual promises made herein, the
parties agree as follows:

1. License.

 1.1 License Grant.  Valve hereby grants Licensee a nonexclusive,
royalty-free, terminable, worldwide, nontransferable license to:

(a) use, reproduce and modify the SDK in source code form, solely to develop
a Mod; and

(b) reproduce, distribute and license the Mod in object code form, solely to
licensed end users of Half-Life, _without_charge_.

Apparently not.

--

MoD,

Often @ your service.

- Original Message -
From: Jeff Katz [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, May 27, 2003 10:14 PM
Subject: [hlcoders] Mods on CD?


 Lo, list ;)

 Some of my forum gnomes have been clamouring for me to sell cds
 with my mod on it. I wasn't exactly sure if this was legal as per the
 EULA. We wouldn't actually be making any profit from the sales of the cd
 - just whatever cafepress charges.

 Thanks for any (informed) responses...

 Jeff 'Kuja' Katz
 http://www.digitalpaintball.net


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Re: [hlcoders] HLTV Scoreboard

2003-03-17 Thread MoD
I think that might have something to do with the way HLTV P. registers
itself as a player.

If you find a solution though, make sure VALVe gets it into 1.1.1.1. :

--
MoD

Always  your service

- Original Message -
From: Mazor [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, March 17, 2003 6:40 AM
Subject: [hlcoders] HLTV Scoreboard


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Any idea why the ScoreInfo messages and TeamInfo messages won't go to
 the HLTV proxy until a map change? I tried automatically sending them to
 the HLTV spectator right away when they join the game (in the
 ClientConnect() function ) but that hasn't seemed to do any good. Its
 like the ones in the InitHUD() functions of the gamerules don't do a
 thing either. help!

 -Cale Dunlap
 Firearms Programmer
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Re: [hlcoders] Trigger on level start

2003-02-05 Thread MoD
- Original Message -
From: Jon 'DesPlesda' Manning [EMAIL PROTECTED]

 I'm trying to make a trigger that will fire upon level start, but not at
 level spawn, like trigger_auto. There is a delay between the level spawn
and
 when the level is visible. How can I trigger an entity at the moment the
 player has interaction with the map?

 Thanks
 Jon 'DesPlesda' Manning

Maybe you can hook it on the info_player_start or whatever entity you are
using to give the player an initial view?

I hope your initial pov isnt in 0 0 0 :

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Often @ your service.



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Re: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread MoD

- Original Message -
From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, January 03, 2003 4:12 PM
Subject: [hlcoders] Engine enhacements been added in next HL patch?


 One of my dev team somehow got word that the next HL patch might include
 some if not all of the engine enhancements from CS:CZ, mainly the added
 model capabilities like alpha maps.


No need to get word, it was posted by a @valvesoftware.com :

Quote follows:




From: Adrian Finol [EMAIL PROTECTED]
To: '[EMAIL PROTECTED]' [EMAIL PROTECTED]
Subject: RE: [hlcoders] Transparent color on model?
X-Original-Date: Mon, 23 Dec 2002 12:22:34 -0800
Date: Mon, 23 Dec 2002 12:22:34 -0800

 There will be after we release the next patch. You can assign rendermodes
to textures, like additive. You can also mask out colors in a texture.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]
Sent: Monday, December 23, 2002 10:57 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Transparent color on model?


All:

Is there a way to make a single color on a model transparent, like the
alphatest color on a sprite?

Thanks,
Scott


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Re: [hlcoders] Re: External Access

2002-12-19 Thread MoD
Thought of making it a server launcher?

Or hooking it through ASE/GSA/GS3D?

Would be easier :|

--
  MoD,

Always @ your service.

- Original Message -
From: Predatory Kangaroo [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, December 19, 2002 4:52 AM
Subject: [hlcoders] Re: External Access


 Yes, but first i need to actually grab that information, bear in mind that
 this is a whole seperate program, not a DLL in half-life.  As far as i can
 see there are two options, to build in a memory-process prober and find
the
 address that corresponds to the server's IP address, which is no good
 because the memory sector will change from computer to computer or make a
 dll like metamod to dump the information to a file on certain events (eg:
 CBasePlayer::Spawn or mapchange) and get the other program to read it in
and
 handle the information.

 Rob Wrote:
 have you looked at server_protocol.txt? You can get the IP, map and
 hostname
 without using RCON.
 
 - Rob.

 _
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Re: [hlcoders] External Access

2002-12-18 Thread MoD
 What exactly do you mean...

I think he means checking client computers' connectivity, as in lets say,
computer one is running TFC, connect to IGL - TFC SERVER, etc. etc.

I don't think it'll be easy information to get from the outside...

--
  MoD,

Always @ your service.



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[hlcoders] Jump-hacking ricochet

2002-12-07 Thread MoD
Hi all.

I learned myself a little basics of c++, and got me MSVC++ and the hlsdk,
for learning purposes, to prepare for possible army coding job.

At first I made me some simple hacks (changing the color for the quad damage
rune in dmc), and now I felt like making the mosts significant change i ever
needed, enabling jump in ricochet.

I thought my problems were over when i found this :

 // DISCWAR: No Jumping or Ducking
*/
 if (pev-button  IN_JUMP)
 {
  // If on a ladder, jump off the ladder
  // else Jump
  Jump();
 }
 // If trying to duck, already ducked, or in the process of ducking
 if ((pev-button  IN_DUCK) || FBitSet(pev-flags,FL_DUCKING) ||
(m_afPhysicsFlags  PFLAG_DUCKING) )
  Duck();
/*


And I simply removed the commenters, compiled the mp.dll and started up the
game.

I checked ahead, and +jump is declared as usual, everything is kept intact
from vanilla HL, except the longjump module in jump().

It's not working, and i can't figure out why. The client has space bound to
+jump, has all the code for jumping intact, etc. etc.

Help me out with this guys, and try not to laugh at me *too* hard :)

--
  MoD,

Always @ your service.


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Re: [hlcoders] Jump-hacking ricochet

2002-12-07 Thread MoD
ROFL, I mixed up the */ and /*...

That's not it guys, I added them over the uncommented part.

--
  MoD,

Always @ your service.
 */
  if (pev-button  IN_JUMP)
  {
   // If on a ladder, jump off the ladder
   // else Jump
   Jump();
  }
  // If trying to duck, already ducked, or in the process of ducking
  if ((pev-button  IN_DUCK) || FBitSet(pev-flags,FL_DUCKING) ||
 (m_afPhysicsFlags  PFLAG_DUCKING) )
   Duck();
 /*


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Re: [hlcoders] Jump-hacking ricochet

2002-12-07 Thread MoD
Oh, ok :\

This means I cant have me a Jump-Ricochet server side mod, eh?

no big deal.

Thanks for the help, I appreciate it.

--
  MoD,

Always @ your service.

- Original Message -
From: Starbreaker [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, December 07, 2002 7:19 PM
Subject: Re: [hlcoders] Jump-hacking ricochet


 Just woke up, and did not bother to open teh code up yet, but if I
remember
 right, all jump psysics are handled in shared code in pm_shared (or
 ssoomething like that).  What this means, that is in order for your change
 to work, you need to compile both the mp.dll and cl_dll after you make
 changes, and replace both.

 This was a small problem I had had at one time, with trying to change jump
 height.

 I will look again later today, but this might be a quick heelp.

 Dave

 - Original Message -
 From: MoD [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Saturday, 07 December, 2002 02:59
 Subject: Re: [hlcoders] Jump-hacking ricochet


  ROFL, I mixed up the */ and /*...
 
  That's not it guys, I added them over the uncommented part.
 
  --
MoD,
 
  Always @ your service.
   */
if (pev-button  IN_JUMP)
{
 // If on a ladder, jump off the ladder
 // else Jump
 Jump();
}
// If trying to duck, already ducked, or in the process of ducking
if ((pev-button  IN_DUCK) || FBitSet(pev-flags,FL_DUCKING) ||
   (m_afPhysicsFlags  PFLAG_DUCKING) )
 Duck();
   /*
 
 
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Re: [hlcoders] Question about decreasing clipping rectangle

2002-10-24 Thread MoD
 Halflife has no sprites for either health OR armor. They used numbers for
both.

 You may be however, thinking of the flashlight perhaps? Because that is
 precisely what was done for the flashlight's battery status.


There is a suit icon, filling and unfilling as health (maybe only armor?)
goes up and down...

It's also in TFC, and in TFC its not coded as percentage of total armor, but
as parts of 100...
As in, if you're a hwguy (total 300 armor) and have 100 armor, the hud icon
will be fully 'charged', and only then start drop.

Maybe it will be fixed in the 1.1.1.1. release? *hint*

--
  MoD,

Always  your service.



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