RE: [hlcoders] CS:S as SDK mod base

2004-12-29 Thread Napier, Kevin
amen.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Oskar
Lindgren
Sent: Tuesday, December 28, 2004 8:51 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] CS:S as SDK mod base


I don´t care about gmail, and after weeks of gmail SPAM on this list I
am pretty sure most of us are kind of  tired of it.


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RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Napier, Kevin
Josh,
Give it time, seems like the current release(s) are still quite a work in 
progress.
Remember the hl1 sdk didn't exactly appear in it's near final form for quite 
some time after the game was released. We all had dreams..and expectations of 
getting a really good sdk release prior to launch ( a year ago for that matter) 
but things just didn't work out that way.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Josh
Sent: Thursday, December 09, 2004 7:57 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Using c_baseplayer in a server plugin


Everything that botman just said is needed A LOT

Also, being able to send messages to clients that create effects, such as
messages that were in the const.h in HL1.  I see these exist in the te_*.cpp
files, but it's not possible for us to use.

It just seems like our capabilities are SEVERLY limited in the HL2SDK vs.
HL1SDK.  A lot of functionality has been removed.  Yes I realize they are
different, but I just assumed the same functionality that was given with
metamod would have been included in HL2, if not more.  My dreams of creating
a war3 MOD for CSS seem to be shattered b/c I cannot do much of anything
w/changing entities, creating effects, etc.. etc..

Also a function that would be GREAT

Is a function that is called BEFORE the engine processes the damage, so we
can modify the damage w/o having to change the user's health directly.  So
lets say I shoot someone with an M4 and it does 30 damage, I want to change
it to 40 before it is processed and the client's health is changed.

Thanks,
Josh


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RE: [hlcoders] Off topic a little

2004-12-09 Thread Napier, Kevin
Tools\Options
text editor
Select C/C++ (or others) right hand click check box line numbers


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of r00t 3:16
Sent: Thursday, December 09, 2004 11:35 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Off topic a little


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I know this is a little bit off the topic but I figured someone here would 
know..

In visual studio .NET 2003 the editor doesn't show line numbers.
Is this possible to turn on?

For example

1  // some comments
2 code
3
4 more code
5 some interesting code

Is this possible to turn on? If so where?
I have been looking at the options and in visual studio and can't find it 
anywhere.

(I been editing files with a text editor then using vs to compile lol )

--


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RE: [hlcoders] VS .NET Professional - Academic Version

2004-12-01 Thread Napier, Kevin
Well the source sdk problably has a similar clause...so it's probably not a big 
loss.
Afaik though the content is the same.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of covert
Sent: Wednesday, December 01, 2004 8:41 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] VS .NET Professional - Academic Version


[ Converted text/html to text/plain ]

afaik it is the licence terms of the Academic that prevents you from selling
or gaining profit from any code you compile on it.



On Wed, 1 Dec 2004 10:50:29 -, Mike Blowers wrote:
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SPAN Are there any differences between Visual Studio .NET Professional
SPAN (Academic License) and (normal license) ?  except about £700.00
SPAN --
SPAN
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RE: [hlcoders] VS .NET Professional - Academic Version

2004-12-01 Thread Napier, Kevin
Actually as far as I can tell based on ms's current education and acedemic 
sites, and there are no restriction on the academic version.  Certainly not in 
the eula, and nothing I found on thier site mentions a word about it.  Google 
only turns up issues with the MSDNAA version which is a seperate program.

Now the whole issue of if you actually qualify for the academic pricing is a 
whole other issue, but if you buy the academic package say for instance in your 
school bookstore your golden full comercial rights and all.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Bruce
Bahamut Andrews
Sent: Wednesday, December 01, 2004 9:17 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] VS .NET Professional - Academic Version


Does it prevent you from distributing the code?  I know the beta version
of the next visual studio does... :/

- Bruce Bahamut Andrews



Napier, Kevin wrote:

Well the source sdk problably has a similar clause...so it's probably not a 
big loss.
Afaik though the content is the same.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of covert
Sent: Wednesday, December 01, 2004 8:41 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] VS .NET Professional - Academic Version


[ Converted text/html to text/plain ]

afaik it is the licence terms of the Academic that prevents you from selling
or gaining profit from any code you compile on it.



On Wed, 1 Dec 2004 10:50:29 -, Mike Blowers wrote:


SPAN This is a multi-part message in MIME format.
SPAN --
SPAN [ Picked text/plain from multipart/alternative ]
SPAN Are there any differences between Visual Studio .NET Professional
SPAN (Academic License) and (normal license) ?  except about 700.00
SPAN --
SPAN
SPAN
SPAN ___
SPAN To unsubscribe, edit your list preferences, or view the list
SPAN archives, please visit:
SPAN http://list.valvesoftware.com/mailman/listinfo/hlcoders[1]
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RE: [hlcoders] Debugging multiplayer mods

2004-11-22 Thread Napier, Kevin
That's not exactly the way to encourage people to spend thier free time 
developing mods for your engine, however I'm sure it exactly the response wants 
your to have.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Jorge
Rodriguez
Sent: Monday, November 22, 2004 7:55 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Debugging multiplayer mods


OR, we can all just stop being so cheap and buy a few extra copies of the game 
:P After all, it was a good game.
--
Jorge Vino Rodriguez

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RE: [hlcoders] Re: Parsing Player Information

2004-10-14 Thread Napier, Kevin

Some old vb6 code I have laying around, might help you; if so great, if
not.. don't know been a long time since I screwed around with it.


Private Function GetTime(bytearray() As Byte, lstart As Long) As String
On Error Resume Next
 Dim value As Single
 Dim min As Long, hr As Long, sec As Long
 CopyMemory value, bytearray(lstart), 4

 hr = Int(value / 3600)
 min = Int((value / 60) Mod 60)  '(mod always truncates, so we can be upto
30sec off)
 sec = Int(value Mod 60)'same issue
 GetTime = (hr   hrs.   min   min.   sec   sec.)
End Function


-Original Message-
From: Alex Wasserman [mailto:[EMAIL PROTECTED]
Sent: Thursday, October 14, 2004 6:44 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Re: Parsing Player Information


Hmm, it seems that in C#, br.ReadSingle() does all the work that I
need to know how to do. :) I'm not sure if each byte is added
together, or concatenated, and whatever; I just need to know how these
bytes are read and interpreted. As of now, I am Getting the ascii
value of each symbol, concatenating them together, and converting it
to a Single (Which I'm pretty sure is VB's equivalent to a float).
When I do this, I get huge numbers, such as 5.343266E+6, and when I
add them instead of concatenate, I get values that are just plain
wrong and not logical. For instance, it will say a player is connected
for 5:01, and 5 seconds later when I refresh, it might say 4:26...what
am I doing wrong? :(

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RE: [hlcoders] Re: Parsing Player Information

2004-10-14 Thread Napier, Kevin
Yes lstart would be 0; that line copys the 4 bytes 0-3 into value starting
at byte 0, then mod'ing that value appropriately will give you the connected
time +\- some minor rounding differences as I recall.


-Original Message-
From: Alex Wasserman [mailto:[EMAIL PROTECTED]
Sent: Thursday, October 14, 2004 10:17 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Re: Parsing Player Information


Your code might be it, I just have one question: What is lstart, and
what value would you put in it? Is it just denoting where in the array
it starts counting? So if I put lstart = 0, and the next parameter to
4, it would do 4 bytes starting at 0? For example, byte(0), byte(1),
byte(2), byte(3)? Thanks for your help.

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RE: [hlcoders] The account

2004-03-01 Thread Napier, Kevin
oh please..


-Original Message-
From: Tony omega Sergi [mailto:[EMAIL PROTECTED]
Sent: Monday, March 01, 2004 12:39 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] The account


That was completely and utterly distasteful.

-omega

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