Re: [hlcoders] What is C#
Its C Sharp - Original Message - From: Tim Faehnle [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, February 28, 2002 4:53 PM Subject: Re: [hlcoders] What is C# No, it's C-pound. No, wait, it's C-cross. Wait, no, it's C-hash. Well, it's certainly not C-natural. - Original Message - From: _Phantom_ [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, February 27, 2002 7:27 PM Subject: Re: [hlcoders] What is C# yep, that's correct - Original Message - From: Reedbeta [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, February 28, 2002 1:08 AM Subject: Re: [hlcoders] What is C# BTW, how do you pronounce C#? Is it C-sharp like in music? --- Aaron Kalin [EMAIL PROTECTED] wrote: Like I said, C# is MS's version of Java...Java does everythign C# does and no its not platform independant yet, its exclusively for .NET right now. Java can do justa s much as C# but im guessing C# can do extra windows stuff. Java is still the platform-independant language, next to perl of course amongst other languages. im not much of a C# nut though and I prefer open-source alternatives that work better than MS stuff. The fastest web apps have been built by JSP/C++ though. Thats just what I have been reading on C# lately and what ive seen recently on the subject. - Original Message - From: Dynerman David M [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, February 27, 2002 12:23 PM Subject: RE: [hlcoders] What is C# (was : Argh!) C# is independent of the new .NET framework, but at the same time was designed with it in mind. .NET is a platform-independent (only the various flavors of Windows, unless MS is generous and allows development of the .NET framework for other OS's), language-independent target for writing programs. (Similar to the Java Virtual Machine, except the JVM is restricted to Java) This in and of itself is neat enough for me to learn some C# and try it out. .NET is completely language independent. You can write a C# class that inherits from a C++ class, which uses VB code for some of its methods. All of this Additionally, C# has many cool features that will let you create workable, aesthetic-looking Windows programs __FAST__. That's the keyword here, MS bills C# as a rapid application development language. You need to write a Half-Life model viewer, use C#, you need to write Half Life, use C++. As a programmer, I support platform-independent writing. Nothing's nicer then a clean bit of C code that will compile with the standard headers not only on Unix-based OS's but also Windows. However, the harsh reality is that 97% (conservative) of desktop users (for which games are targeted) are running Windows. I'll take writing a program in a day with C# and having it run for 97% of my audience then 2 weeks writing it so the 3 Linux gamers (or none in the case of HL, WINE aside) can enjoy it. david -Original Message- From: Tom [mailto:[EMAIL PROTECTED]] Sent: Wednesday, February 27, 2002 10:59 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] What is C# (was : Argh!) if its ms' version of java, does that mean u can embed it into web pages? So far all ive been able do do is html parsing (stuff like u do with php/asp). Or are you just saying that its not compiled simply run by the framework? (like java is) - Original Message - From: Nicolai Haehnle [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, February 27, 2002 2:47 PM Subject: Re: [hlcoders] What is C# (was : Argh!) Am Mittwoch, 27. Februar 2002 14:09 schrieb _Phantom_: btw, I'm not a M$ fan, however it does seam alot of C# bashing happens just because M$ made it, C# from what I've read does have a fair amout going for it, not least of which is making windows coding easier by hiding the Win32 API more. Granted it might not be of much/any use to game programmers, but it still deserves it's shot... /rant :D (note that much of this isn't actually a reply to Phantom_, but a summary of replies to various postings etc..) Experience tells me that Microsoft is _very_ bad at coming up with good APIs. Just think all the COM mess out there, DirectX is especially bad, MSHTML (which I recently had to fight against) is just plain evil. MFC isn't good either, especially compared with such beauties as Qt. I've looked at the specs of C#, and boy this is madness. C# is like C++, but with three
Re: [hlcoders] VGUI class/command button colours
You must do it in the PantBackgound function.. - Original Message - From: Iain Farrell [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, February 21, 2002 2:26 AM Subject: [hlcoders] VGUI class/command button colours is it actually possible to change the colour of these (well, I guess I could change the Primary Button Text scheme - but I want it to depend on the team). But nothing I've tried actually works... :o/ (I've attempted using setBgColor and setFgColor for example) CaptFarrell --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.323 / Virus Database: 180 - Release Date: 08/02/2002 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map entities client-side
Prasing the BSP Client side is the best way...Although if its just an entity that is used once, then just sent it serverside its easier to setup... I'm gunna lead you through using the BSP Client side... First thing add to your project bspfile.cpp cmdlib.cpp mathlib.cpp scriplib.cpp And I Include bspfile.h into the files you wish to use the bsp stuff Now, time to get the name of the map, well we know entity in index 0 is the map, so lets use the name of the model, to get the map... gEngfuncs.GetEntityByIndex(0)-model-name will give the map..now to load the BSP File.. LoadBSPFile(gEngfuncs.GetEntityByIndex(0)-model-name); Now the epairs/entities aren't prased in that they are just stored, time to prase the entities ParseEntities(); Now its time to find the entity you need.. entity_t * FindEntityByClassName(char *classname) { for(int i=0;inum_entities;i++) if(strcmp(classname, ValueForKey(entities[i],classname)) == 0) return entities[i]; return NULL; } Now how about we try and find and aim at an info_player_deathmatch entity, we would do the following.. entity_t * entity = FindEntityByClassName(info_player_deathmatch); How about an example of using that entity, lets make it aim at that point :D hehe gotta have some fun sometime vec3_t dirAim; vec3_t MyOrigin float Angles[3]; VectorCopy(MyOrigin,gEngfuncs.GetLocalPlayer()-origin) VectorMinus(entity-origin, dirAim, MyOrigin); VectorAngles(dirAim, Angles); for(int i=0;i3;i++) if(Angles[i]180) Angles-=360; gEngfuncs.SetViewAngles(Angles); Now There you are happy as can be, only one thing, you will be aiming from the center of your body if you try that, but thats just to show how to use the entity_t stuff, btw the entity_t struct is stored in bspfile.h I Recommend only loading the bsp and prasing it, probley in HUD_VidInit - Original Message - From: Roachfood - the-coming.com [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, February 13, 2002 7:38 PM Subject: Re: [hlcoders] Map entities client-side Cant you pass the keyvalues to the client in your message? I know for my mod we have animated plants and items that are on the server side only. For instance when the player touches the animated item, a message is sent to the client tellin it what it is and the inventory/hud info is updated accordingly. I dont know if that pertains to your original question... but anyway... =) If you really need the keyvalues, when the entity is created send a message to the client. Im tired... im going to bed. Roachie www.the-coming.com - Original Message - From: Persuter [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, February 13, 2002 12:27 AM Subject: RE: [hlcoders] Map entities client-side Btw, to clear things up on this, I did indeed eventually use the message to client and it works fine now (better than I expected, actually), but I just found it odd that we can't get the keyvalues from the client-side. OK, now continue the digression... :) Thanks for everyone who helped, btw... Persuter -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Pat Magnan Sent: Tuesday, February 12, 2002 3:28 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Map entities client-side Two solutions come to mind: - parse the BSP client side... - transmit the value of that keyvalue to the client in a message, just once while the HUD is initializing should do it (keyvalues don't change do they?). I chose the latter for an entity that was placed in the map, and rendered client side by TriAPI. I think some folks were working on trying to parse the BSP client side, but ran into trouble keeping things in synch... I think you've been around longer than I have and may not need it, :) but if you want to see an outline of my approach, I did up a tutorial (concept mostly) here: http://www.tourofdutymod.com/tutorials.php Is there a way to access keyvalue info in the map from the client- side? I keep on thinking you must be able to, since obviously the client side has the map, but I haven't been able to find any way to do it. Thanks, Persuter _ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders --- Eighty percent of life is showing up. -- Woody Allen ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders