Re: [hlcoders] Removing an entity for real

2003-12-17 Thread Sebastian Steinlechner
Hallo,

Wednesday, December 17, 2003, 03:44,
Charlie Cleveland [EMAIL PROTECTED] wrote:

 I've tried UTIL_Remove, tried MakeDormant(), tried manually setting
 FL_KILLME and/or FL_DORMANT, and also the mysterious REMOVE_ENTITY, but
 nothing seems to work. Maybe the engine is deleting my C++ classes, but
 recycling the pevs at it's own discretion?

I believe the engine holds an internal array of pevs... probably MAX_ENTS
large. So when you delete an entity, all it really does is set a flag or
so to mark this entity slot as free (for recycling it later, as you say).
Maybe the engine doesn't check any those flags before calling into
AddToFullPack, so you get it for all entities, not just for those actually
sitting around in the world.

--
Sebastian Steinlechner [EMAIL PROTECTED]//www.resourcecode.de
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Re: [hlcoders] Removing an entity for real

2003-12-17 Thread Sebastian Steinlechner
On Wed, 17 Dec 2003 16:01:26 -0500, mike [EMAIL PROTECTED] wrote:

thats how pools work...
Of course. Still, AddToFullPack shouldn't be called for entities that
don't need adding, as they do not exist anyway. At least they do not have
a representative in the world, while their pev might still sit around.
--
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Re: [hlcoders] Visual Studio.NET Debug

2003-10-20 Thread Sebastian Steinlechner
Hallo,

Sunday, October 19, 2003, 16:57,
Jonathas Costa [EMAIL PROTECTED] wrote:

I am trying to debug HL SDK 2.3 in VisualStudio.NET, but still nothing.
I tried Pink and Mazor tutorials, but in .NET I don't find where to put
 the additional dlls.

Debugging works fine for me without explicitly setting those dlls. Just
run hl.exe from the debugger and it will load the correct debugging dlls.

--
Sebastian Steinlechner [EMAIL PROTECTED]//www.resourcecode.de
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Re: [hlcoders] m_iPrimaryAmmoType outside of weapon code possible?

2003-09-20 Thread Sebastian Steinlechner
On Sat, 2003-09-20 at 15:24, Tuomo Virtanen wrote:
 Is it even possible to use m_rgAmmo[m_iPrimaryAmmoType] outside of
 weapon code like in multiplay_gamerules.cpp the reason for this is
 because i need to use the values that it holds for something else also

That's perfectly fine if you have a pointer to the player. m_rgAmmo is
of course bound to a specific player (otherwise all players would have
the same ammo count). So make sure you get a pointer to the correct
player (quite likely you have one already), then you can use it.

Sebastian ttt Steinlechner


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Re: [hlcoders] (no subject)

2003-08-02 Thread Sebastian Steinlechner
Hallo,

Saturday, August 2, 2003, 18:06,
Marco Leise [EMAIL PROTECTED] wrote:

 btw... I am a C++ noob, is there a Delphi version? I use Delphi 7. This
 would be cool, cause i am much more familiar with Delphi than any other
 language.

I simply quote botman:

 There isn't one and it would be difficult to convert it from C++ to
 Pascal.
 I doubt anyone has the desire to do this.

That's exactly what applies here.

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Re: [hlcoders] Java and Half-Life

2003-08-01 Thread Sebastian Steinlechner
Hallo,

Friday, August 1, 2003, 18:02,
Joan M. Davis [EMAIL PROTECTED] wrote:

 Nope, not in DllMain. The code exists in a new class that I created.
 However, the class is never instantiated; thus, the JNI_CreateJavaVM() is
 never invoked. For some reason, the existence of the method causes the error
 in Half-Life. That's the confusing part.

Maybe you need some library or dll for the java stuff which windows can't
find upon loading your code. Then hl can't get a handle to your dll and
bails out with the error.

--
Sebastian Steinlechner [EMAIL PROTECTED]//www.resourcecode.de
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Re: [hlcoders] FW: Half-Life: fun with MODs

2003-07-30 Thread Sebastian Steinlechner
Hallo,

Wednesday, July 30, 2003, 11:20,
Steve Rukuts [EMAIL PROTECTED] wrote:

 Of course people can do that. It's an issue with all software you
 download, regardless of whether it's a mod for a game or a text editor
 or something. Software like that can potentially contain malicious code.

That's exactly what I was going to say, you'll always want to be sure from
where you download mods etc., just as with any other software you
download.

Of course this is a security risk, but not a risk that can be dealt with
somehow. You'll just have to believe the mod authors, just as you believe
Microsoft (uhoh, bad example?).

The liblist.gam overflow is also not something serious. Why fiddle around
with liblist.gam when you can erase the complete harddisk via a call in
the dlls?

In addition, all these security risks are local risks, i.e. you have to
actually download and run something before anything can happen to your
computer.

However, there are two more advisories that were released. And those two
are indeed serious security risks, as they are remotely exploitable:

1: http://www.pivx.com/luigi/adv/hlbof-client-adv.txt
2: http://www.pivx.com/luigi/adv/hlbof-server-adv.txt

--
Sebastian Steinlechner [EMAIL PROTECTED]//www.resourcecode.de
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Re: [hlcoders] FW: Half-Life: fun with MODs

2003-07-30 Thread Sebastian Steinlechner
Hallo,

Wednesday, July 30, 2003, 23:21,
Michael A. Hobson [EMAIL PROTECTED] wrote:

 Games that use byte-code script interpreters which run a mod's code in
 secure sandboxes in Java fashion -- with no actually machine contained
 in the mod --  cannot be used to implement trojan mods.

However, virtually any mod comes with an installer executable so that
additional files all go in the right places. No need to mess up the
computer with the mod itself, just put some evil code in the installer.

--
Sebastian Steinlechner [EMAIL PROTECTED]//www.resourcecode.de
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Re: [hlcoders] Mouth movement for voice

2003-02-26 Thread Sebastian Steinlechner
Hallo,

Wednesday, February 26, 2003, 22:52,
botman [EMAIL PROTECTED] wrote:

 I think I remember a post by Yahn on the topica.com discussion from a few
 years ago where someone asked about how to override the engine audio output
 and Yahn posted some code that showed how it might be done.

That's correct. I was unable to find the mail in the archives (I'm quite
sure it's there, though), but I found the code that belonged to that very
mail on my harddisk: http://www.resourcecode.de/files/soundsystem.cpp

--
Sebastian Steinlechner
- mailto:[EMAIL PROTECTED]
- www.resourcecode.de

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Re: [hlcoders] Bugtraq: hl exploits

2003-01-10 Thread Sebastian Steinlechner
Hallo,

Friday, January 10, 2003, 20:44,
botman [EMAIL PROTECTED] wrote:

Thanks botman, I was unsure whether it would be a good idea to post the
urls here, so you decided it for me...

 http://online.securityfocus.com/archive/1/306120/2003-01-07/2003-01-13/0

Actually, this advisory isn't researched to the end. The main problem lies
in cl_dll's text_message.cpp. Looking at CHudTextMessage::MsgFunc_TextMsg()
it's clear to see that there are MANY potential buffer overflows. e.g.,
READ_STRING is able to return a char array as long as 2048 chars, however,
MsgFunc_TextMsg() does only declare an array of 128 chars, where the string
returned by READ_STRING is copied into via strcpy without any checks.

--
Sebastian Steinlechner
- mailto:[EMAIL PROTECTED]
- www.resourcecode.de

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Re: [hlcoders] Saving and the HLSDK

2002-12-30 Thread Sebastian Steinlechner
Hallo,

Monday, December 30, 2002, 09:48,
Ryan Professional Victim Desgroseilliers [EMAIL PROTECTED] wrote:

 In any case, saving cannot realistically be implemented for some entities,
 such as the introductory camera sequence's particle systems, due to
 significant portions of the code having to be entirely client-side. If I
 could spirit the problem away with a few save/restore macros, I obviously
 wouldn't have asked the question in the first place, and would simply have
 done that.

Yes, that's a problem I ran into with Poke646. As everything happening on
the client (e.g. TriAPI) cannot be saved directly, one has to find some way
to save and restore them on the server, which often is a pain in the ass.

I did not think of intercepting the saving code, but now that you mentioned
it, I had a look at the code again. Unfortunately, the only thing happening
serverside in a save/restore is that DispatchSave() is called with the
entity that should be saved. The engine gets the address of DispatchSave()
via the function pointers that are provided within GetEntityAPI().

So, it seems to me that there is really no way of disabling saves, as it's
the engine that initiates them - once it calls DispatchSave() for each
entity, it's already too late. And I doubt that the hllauncher uses
server commands to communicate with the engine, but instead will directly
call into the save/reload functions - so no way of preventing them from
getting called.

--
Sebastian Steinlechner
- mailto:[EMAIL PROTECTED]
- www.resourcecode.de

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Re: [hlcoders] FGD's and coding

2002-11-24 Thread Sebastian Steinlechner
Hallo,

Sunday, November 24, 2002, 10:45,
Paul Bean Jr. [EMAIL PROTECTED] wrote:

 Howdy, I'm really interested in how FGD's work and such, I want to
 know the real deal, is their some design documents, or tutorials
 that are written on them [...]

Well, I wrote a tutorial about it, but unfortunately it's in German.
You might give it a try with a translator, though:
http://www.resourcecode.de/?tutorial=1id=16

I guess the file format changed a bit with later editors like Hammer.
But the basics remain the same.

--
Sebastian Steinlechner
- mailto:[EMAIL PROTECTED]
- www.resourcecode.de

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Re: [hlcoders] detecting mapchange client-side

2002-11-13 Thread Sebastian Steinlechner
Hallo,

Wednesday, November 13, 2002, 18:56,
Cortex [EMAIL PROTECTED] wrote:

 I finally got it to work !! I use the method that is used in the new (SDK
 2.3) overview code. It checks at each call of Reset if the name of the map
 has changed (using gEngfuncs.pfnGetLevelName()). If it has changed, I delete
 my rain until I get a new message from the server.

You could also use void TeamFortressViewport::Initialize( void ); in
vgui_teamfortressviewport.cpp. A comment above this function says it's
called everytime the map changes. Works fine for me.

--
Sebastian Steinlechner
- mailto:steinlechner;gmx.net
- www.resourcecode.de

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Re: [hlcoders] Particle System

2002-06-27 Thread Sebastian Steinlechner

 As long as you make sure that you're careful about allocating memory,
 you should be fine. My particle engine utilizes two lists per system,
 one for particles to be displayed and one for trash particles to be
 reused. Eventually what I might want to do is simply have an engine list
 for the trash particles, so that all the systems can dip into the same
 pool. Anyway, though, the current system is plenty fast.

That's (almost) exactly how my particle system works, two linked lists. I
thought about using arrays, too, but that's just a waste of memory I guess.
In addition, if a particle burns out, what do you do? In a linked list, you
just move the particle over to the list of particles to reuse. Then you
adjust the next-pointer of the previous particle and you're fine. Now with
an array, you would have to set this array position to NULL or so, then if
you want to create a new particle, you'd iterate through the array,
searching for a place that is NULL. Now do this if you have, say, 1
particles. I guess that'll be slow, won't it?

Just in case you're interested, here's mine:
http://www.resourcecode.de/stuff/particles_eng.html

cya,
TheTinySteini

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Re: [hlcoders] vehicles

2002-06-21 Thread Sebastian Steinlechner

I guess you have to do the following:
Do a traceline straight down to the ground at the front and at the back.
Then see whether there's any difference in trace length (forget about a few
tenths, it's only whole units that make a difference). If there is, use some
triangle maths to calculate the angle of the slope. Once you got it, use
this new angle to correct the vehicle's acceleration.

---
TheTinySteini
- www.resourcecode.de
- www.poke646.com


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Re: [hlcoders] Semi-transparent TGAs in VGUI?

2002-05-05 Thread Sebastian Steinlechner

In Photoshop, you have to create a new channel. This will then be the alpha
channel. Just paint into it in grayscale. White will be completely opaque,
black completely transparent.
Works fine for me. But it seems like HL scales the images down to 256 colors
before displaying them, just like sprites can only have 256 colors. If it
could allow for 16 bit colors, that would help a lot. Oh well...

 I don't know the name for the TGA format, but in my graphics software, I
 just create a mask using the background and save it in 24 bit format (I
 think it then becomes 32 bit because of the mask?) and it works
 properly.  I use Corel Photopaint though which isn't very popular and you
 may have to do it differently in Photoshop.  It is not like sprites though
 where the last colour in the palette is rendered transparent.

 Rob Prouse
 http://www.tourofdutymod.com


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Re: [hlcoders] Client-side prediction

2002-05-03 Thread Sebastian Steinlechner

  I haven't tried adding other
  (non-player) entities to see if hey have an entity_state_s associated
with
  them.

 Now I have.  It doesn't look like they do, or at least it's not coming
 through HUD_TxferPredictionData.  Probably the latter?

Actually, you can access an entity_state_s for other entities (that's about
the only way to get their origin, e.g. to attach a sprite to them). But
those are not predicted, afaik. So all the data stays the same until the
next update from the server arrives. That's why tossing a grenade still
looks a bit jerky in internet games, I guess.

TheTinySteini

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Re: [hlcoders] Scope Sprites

2002-05-01 Thread Sebastian Steinlechner

 You can also check if the currententity is the viewmodel on the model
 rendering code and just return when it goes to draw it.

Ah, cool, I did not think of that. Speaking of the viewmodel, is there any
information on when it is actually drawn? I played around a bit with
rendercycles some time ago and ran into serious color-shifting troubles when
I drawed some triapi in the second rendercycle. World drawing was only
enabled for the first cycle. It seemed to pick up the viewmodel's colors.
So, is there any further information on rendercycles/viewports?

Thanks,

TheTinySteini

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Re: [hlcoders] Scope Sprites

2002-04-30 Thread Sebastian Steinlechner

Actually, there IS a drawback in my code. As the weapon model is rendered
AFTER triapi (or with depthfunc disabled), it shows in front of the
polygons. I tried to get a viewmodel pointer clientside and set its
renderamount to 0, but that did not work. I got it to be halfway
transparent, but it never disappeared completely. So what you have to do is
to set the viewmodel to NULL either serverside or clientside (the first way
definitely works - I haven't tried the second yet).


 Cool :)

 good coded LOL

   - Cortex : mapper  coder www.hlalbator.fr.st

 - Original Message -
 From: Sebastian Steinlechner [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, April 29, 2002 9:30 PM
 Subject: Re: [hlcoders] Scope Sprites


  Yes, it does... here's how I did it, I'm calling this from
  HUD_DrawTransparentTriangles (well, not exactly this, it's somewhat
  different in Poke646, but the idea  maths is the same):
 
  --- snip ---
 
  #define SCOPE_DISTANCE 10
  #define M_PI   3.14159265358979323846
 
  extern vec3_t v_angles, v_origin;
 
  void CSniperScope::DrawScope( void )
  {
   if( !fActive )
return;
 
   cl_entity_t *player;
 
   // make sure the player is up and running
   player = gEngfuncs.GetLocalPlayer();
   if ( !player )
return;
 
   // load sniper scope sprite if necessary
   if ( hsprSniperScope == 0 )
   {
char sz[256];
sprintf( sz, sprites/scopeborder.spr );
hsprSniperScope = SPR_Load( sz );
   }
 
   vec3_t viewAngles, v_up, v_right, v_forward;
 
   gEngfuncs.GetViewAngles( viewAngles );
   AngleVectors( viewAngles, v_forward, v_right, v_up );
 
   // the sprite's origin
   vec3_t org = v_origin + v_forward * SCOPE_DISTANCE;
 
   // adjust size to fov (simple triangular maths)
   float fovadjust = tan( gHUD.m_iFOV / 360.0 * M_PI );
   float size = (SCOPE_DISTANCE + 1.0) * fovadjust; // little bigger than
  necessary
 
   // use this to overlap the triangles a bit
   float pixel = size / 256.0;
 
   float r, g, b, brightness;
 
   r = g = b = brightness = 1.0;
 
   vec3_t temporg;
 
   // now set up triapi code
   gEngfuncs.pTriAPI-RenderMode( kRenderTransTexture );
   gEngfuncs.pTriAPI-CullFace( TRI_NONE );
 
   for( int i = 0; i  4; i++ )
   {
if ( !gEngfuncs.pTriAPI-SpriteTexture( (struct model_s
  *)gEngfuncs.GetSpritePointer( hsprSniperScope ), i ))
{
 return;
}
 
gEngfuncs.pTriAPI-Color4f( r, g, b , brightness);
gEngfuncs.pTriAPI-Begin( TRI_QUADS );
 
gEngfuncs.pTriAPI-Brightness( 1 );
gEngfuncs.pTriAPI-TexCoord2f( 0, 1 );
switch( i )
{
 case 0: temporg = org + (v_right * -size); break;
 case 1: temporg = org; break;
 case 2: temporg = org + (v_right * -size) + (v_up * -size); break;
 case 3: temporg = org + (v_up * -size); break;
}
gEngfuncs.pTriAPI-Vertex3fv( temporg );
 
gEngfuncs.pTriAPI-Brightness( 1 );
gEngfuncs.pTriAPI-TexCoord2f( 0, 0 );
switch( i )
{
 case 0: temporg = org + (v_right * -size) + (v_up * size); break;
 case 1: temporg = org + (v_up * size); break;
 case 2: temporg = org + (v_right * -size) + (v_up * pixel); break;
 case 3: temporg = org; break;
}
gEngfuncs.pTriAPI-Vertex3fv( temporg );
 
gEngfuncs.pTriAPI-Brightness( 1 );
gEngfuncs.pTriAPI-TexCoord2f( 1, 0 );
switch( i )
{
 case 0: temporg = org + (v_up * size); break;
 case 1: temporg = org + (v_right * size) + (v_up * size); break;
 case 2: temporg = org; break;
 case 3: temporg = org + (v_right * size) + (v_up * pixel); break;
}
gEngfuncs.pTriAPI-Vertex3fv( temporg );
 
gEngfuncs.pTriAPI-Brightness( 1 );
gEngfuncs.pTriAPI-TexCoord2f( 1, 1 );
switch( i )
{
 case 0: temporg = org; break;
 case 1: temporg = org + (v_right * size); break;
 case 2: temporg = org + (v_up * -size); break;
 case 3: temporg = org + (v_right * size) + (v_up * -size); break;
}
gEngfuncs.pTriAPI-Vertex3fv( temporg );
 
gEngfuncs.pTriAPI-End();
   }
 
  }
 
  -- snap --
 
  cya,
  TheTinySteini
 
 
  - Original Message -
  From: Cortex [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Monday, April 29, 2002 7:56 PM
  Subject: Re: [hlcoders] Scope Sprites
 
 
  I don't understand how you got it to work using TriApi ! How did you get
 the
  coordinate of the polys you had to display ? It has to depend from the
 view
  angles, don't they ?
 
 
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Re: [hlcoders] 1000+ are nice?

2002-04-22 Thread Sebastian Steinlechner

 yeah i guess they are, but by the time CZ comes out Unreal2 with its
 5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be
 out too...

Actually, you can't tell me there are really 100,000 polys on the screen.
But it looks like. I guess the biggest thing why the HL engine is outdated
is the fact that it does not support LOD. Take Serious Sam as an example.
There you can define that e.g. stairs automagically reduce their poly count
when you move away from them. You don't really notice it, and it saves a lot
of polygons. Same with models. Though you can implement a simple lod for
player models in HL (just as HolyWars did, IIRC).
And HL still supports full software rendering. You can image that eats a
hell lot of cpu time. Even if you are in hardware mode.

I might be wrong with that, but that's how I see it.

cya,
TheTinySteini

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Re: [hlcoders] Playing with the view model rendering

2002-04-16 Thread Sebastian Steinlechner

 Never mind, as per usual I worked it out right after mailing the list ;P

Did you get the viewmodel to disappear? Cause I had that problem some time
ago, wanting to change the viewmodels rendermode to TransAdd or TransTexture
and then setting amount to zero, so it disappears. But it did not work the
way I expected. It was still visible...

cya,
TheTinySteini

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[hlcoders] TriAPI weirdness

2002-04-14 Thread Sebastian Steinlechner

Hello,

Now here's something I can't explain.
I messed around a bit with those triangles and came across a weird bug. I'm
displaying triangles using TRI_TRIANGLES_FAN and kRenderNormal in a second
rendercycle. The triangles do not have a texture, they are colored simply by
calling Color4f. Works fine, until...
... I pick up a weapon. Look at what happens:

http://gymnasium.sarstedt.org/rpg.jpg
http://gymnasium.sarstedt.org/satchel.jpg
http://gymnasium.sarstedt.org/egon.jpg

Simply by switching between the weapons, the color changes! Why? It should
be a greenish triangle, but it changes to orange or black!?

Would be nice if someone could clear things up.

cya,
TheTinySteini

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Re: [hlcoders] TriAPI weirdness

2002-04-14 Thread Sebastian Steinlechner

 are you drawing it in the transparent triangles or the normal triangles
 call?

 try moving it from one to the other

Normal triangles. Transparent triangles does not seem to be called in a
second rendercycle... I don't know why, but perhaps that's why overview
rendering is done from normal triangles, too.

cya,
TheTinySteini

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Re: [hlcoders] Modeling Rendering in the Customize Menu

2002-04-13 Thread Sebastian Steinlechner

 you cant directly (onto the hl shell or vgui menus) but you could do what
dc
 did which was make a map which is a black box, then create a temp model
 using the efx api, set the view to directly infront of it and then draw
the
 vgui menu onto the screen, if the view is real close then it looks like
its
 drawn onto the screen.

Actually, instead of using a black box, you could turn of rendering of the
world using pparms-onlyClientDraw. Have a look at view.cpp.

Sorry for hijacking this question, but is there a good way for drawing
triapi triangles directly on the screen? I.e. without z buffer checking so
you don't run in a wall and that hides your triangle?

cya
Sebastian Steinlechner

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Re: [hlcoders] Screenshot format

2002-04-13 Thread Sebastian Steinlechner


 Its just that i was taking some shots yesterday, and half of them ended up
as .bmp files in the halflife directory and then the other half as tga files
in the mods dir?!

 The only thing i can think of was that half way though i binded mouse3 to
screenshot and used that instead of f5.

There are two commands. screenshot saves as .tga in your mod directory, I
guess. And there's another one which I can't remember now. That one saves a
.bmp, directly into your hl root.

cya,
TheTinySteini

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Re: [hlcoders] TGA Files in Menus

2002-04-13 Thread Sebastian Steinlechner

Hi,

Getting back to the original question (TGAs showing up with only 256
colors). I tried it myself and I got only 256 colors, too. It looked ok, but
having at least 16bit would be muuuch better. So, why does HL reduce the
color depth? To me that does not make any sense, does it?

cya,
TheTinySteini

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Re: [hlcoders] TGA Files in Menus

2002-04-12 Thread Sebastian Steinlechner

A question just out of curiosity: How large may those tga images be? Are
there the same restrictions (256*256) as there are with textures or can they
be any size you want?

TheTinySteini

 You need to use a 32-bit TGA
 24bit color and 8bit alpha

 HL will change the color to 16bit and use the alpha for
transparanticy(sp?)
 -Ms


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Re: [hlcoders] Counting players

2002-04-02 Thread Sebastian Steinlechner

 Now I presume I can just set edict-free to true when a bot disconnects to
 rectify this (as UTIL_PlayerByIndex will ignore it then), but I don't want
 to just do that without knowing if that's going to have more far flung
 implications. Is this safe to do?

IIRC, when clients disconnect, the edict is left in place but pev-classname
is set to NULL. This was discussed quite some time ago, perhaps someone can
remember?

TheTinySteini

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Re: [hlcoders] HLTV overviews

2002-03-14 Thread Sebastian Steinlechner

  As i recall... you put NOCLIP on, fly _above_ the
  level look down, and set a special CVAR that
  changes how HL renders the level... so there is no
  perspective... then just take a screenshot. You'll
  have to alter it in a paint program afterwards
 
  Suitable vague explanation, but i can't remember the
  specifics :)

IIRC, you have to join a hltv server for the command to work correctly.
Otherwise you'll just get a green screen, but can't see the level.

TheTinySteini

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