Re: [hlcoders] What is C#

2002-02-27 Thread ReDucTor

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

2002-02-20 Thread ReDucTor

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



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Re: [hlcoders] Map entities client-side

2002-02-13 Thread ReDucTor

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
   
   
   
   
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