RE: [hlcoders] Client-side BSP models

2004-03-02 Thread jc
off the top of my head and probably wrong anything created in
HUD_CreateEntities has to be created every frame... HUD_CreateEntities is
basically how you add something to the render list :s

jc

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Philip Searle
Sent: 02 March 2004 20:03
To: [EMAIL PROTECTED]
Subject: [hlcoders] Client-side BSP models


I've been looking through the code in entity.cpp (client dll), and
playing around with HUD_CreateEntities() and CL_TentEntAllocCustom().
I've been able to create client-side models and sprites, but is there
any way to use these functions to make a client-side BSP model?
Something like func_illusionary, but without a server entity.  It seems
to me that this would be a very useful thing for entity-heavy mods like
Natural-Selection.

I tried setting the client-entities model to *51 (which I know exists
- it's a func_door), but it doesn't seem to work.  I inserted trace
statements to ensure the entity was being created, and it seems that it
is deleted after a single frame.  Has anyone else managed to get
client-side BSP models working, or are they not possible?


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RE: [hlcoders] Crazy Ideas for Crazy Modding!

2004-02-17 Thread jc
i dont think that would be a good idea, it might lead SCO to find HL.. and
if SCO found out about Half-Life they would claim that they invented 3d
gaming and declare valve, id and co anti-american. they would then claim
that because of some obscure license clause they own half-life. *shakes
fist*

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Oskar
Lindgren
Sent: 17 February 2004 19:35
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Crazy Ideas for Crazy Modding!


)Linux(

A port of Linux that runs under HL, this would make
cheating easier and enable the user to broswse, check
thier mail and a lot more while playing.

- Original Message -
From: tei [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, February 17, 2004 7:56 PM
Subject: [hlcoders] Crazy Ideas for Crazy Modding!


 Hi modders!


 I have some ideas for /crazy/ mods. I am slighty bored of normal mods
 people write, so I have this examples of crazyness to break boredoom.


 )The Crazy Monkey Mod.(

 Thats a tiny one, a generator of random messages to stress the half-life
 client to death. Thats may expose some undocumented bugs or reveal
 powerfull features.


 )GPL SDK(

 Thats other crazy idea. Write from scrach a SDK for Half-Life to able
 GPL mods. Maybe to use GPL code (like png loaders, ODE, whatever...)
(note1)


 )Quake For HalfLife(

 Thats a quakeC vm for HalfLife that can load and run progs.dat files, so
 you can reuse old mods and old bots for Half-Life. Lets Reaper bots
 alive again or Teamfortres Quakeworld run on Half-Life! ( qw netcode
 functions can be faked with dummies to avoid breakind the hl netcode ).


 We have not spare time, but we have ideas! rogh :D

 --Tei

 (note1)
 Some code to load Quake3 QVM is available has GPL out here. Maybe some
 complete fool can make Wolfestein: Enemy Unknom mod run with the
 half-life engine and new medias :D

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FW: [hlcoders] any1 had steam probs?

2004-01-03 Thread jc
when it does it i get an entire copy of steam in c:\ (with errorlogs, bin,
config etc). next time it happens i will post a more detailed list (but i
cleared up before i got this email :X). its happened twice now using my
quick launch shortcut - steam says its updating and seems to update to c:\,
then it prompts for login details and then fails to load. after clearing out
the new copy of steam the old one works as normal and connects straight
away.

Target: C:\Program Files\STEAM\Steam.exe
Start In: C:\Program Files\STEAM
Shortcut Key: None
Run: Normal Window
Comment: None

Im running on Windows XP (Service Pack 1).

John jc Carr


-Original Message-
From: Taylor Sherman [mailto:[EMAIL PROTECTED]
Sent: 03 January 2004 01:43
To: jc
Subject: RE: [hlcoders] any1 had steam probs?


 Are you launching Steam via a shortcut? Which OS are you running?
Thanks,

Taylor

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of jc
Sent: Wednesday, December 31, 2003 11:48 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] any1 had steam probs?

i've just noticed it seems to be updating to C:\ rather than the folder
in C:\Program Files\STEAM. this causes it to fail to load properly
(platform library?). i keep deleting the files, but they keep coming
back. is this just a config error? i know this is not a steam support
list but its affecting my ability my mod!

thx
jc


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[hlcoders] any1 had steam probs?

2003-12-31 Thread jc
i've just noticed it seems to be updating to C:\ rather than the folder in
C:\Program Files\STEAM. this causes it to fail to load properly (platform
library?). i keep deleting the files, but they keep coming back. is this
just a config error? i know this is not a steam support list but its
affecting my ability my mod!

thx
jc


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RE: [hlcoders] Huh?

2003-12-25 Thread jc
It might be easier if you had a goal, for example if you want to create
something mappers use to put a static model in the world we could point u to
a specific example. Have you visited www.thewavelength.net ? that has some
tuts and also hosts the hl tut directory thingie.

jc

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of K. Mike
Bradley
Sent: 25 December 2003 20:05
To: [EMAIL PROTECTED]
Subject: [hlcoders] Huh?


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I am looking thru the MP.dll source and I am trying ti find the functions or
entry points.


I see in game.cpp the func ... GameDLLInit

I guess this is called once by the engine?

what are the func (and in what files) are the engine call backs?

How does this thing work?
--


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RE: [hlcoders] Is there anyawy to get steam on the lan and not have to connect each time?

2003-12-13 Thread jc
lol i didnt even realise i had a copy of steam.dll in the hl folder :p
thanks again ^_^

jc

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Tony omega
Sergi
Sent: 12 December 2003 20:32
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Is there anyawy to get steam on the lan and not
have to connect each time?


;)

every update (every wednesday) CHANGES steam.dll
so every time you update you have to remember to replace steam.dll

also, since this last wednesday, we no longer need to have duplicate
steam.dll, which is valve +10 points.

-omega
--
Blackened Interactive - http://www.blackened-interactive.com
FLF:Defiance - http://www.frontline2.com
Wavelength - http://www.thewavelength.net



John Carr wrote:

:O! i want to bear your children ^_^ thankies ^_^ its purfect now ^_^

jc

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Tony omega
Sergi
Sent: 12 December 2003 19:47
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Is there anyawy to get steam on the lan and not
have to connect each time?


did you guys forget to delete steam.dll from the half-life folder for
debugging? ;p

-omega
--
Blackened Interactive - http://www.blackened-interactive.com
FLF:Defiance - http://www.frontline2.com
Wavelength - http://www.thewavelength.net



John Carr wrote:



My steam is messed up at the moment. I tried fiddling about with it... I


can


connect to steam but I cant start any hl mods. Anyone got any advice? I
really dont want to have to do a reinstall because Im on 56k (I got lucky
with the 3mb steam file - i cant seem to see it anymore :X). Its a real
problem because I have yet to get steam/hl working (on my windows 98se box


i


could get into hl but it would hanging on starting a listenserver or
connect, on xp the hl menu wont even come up).

Ta for anything u can think of,
jc

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Kyle
Sent: 12 November 2003 07:09
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Is there anyawy to get steam on the lan and not
have to connect each time?


Well I fixed it but...
I'm trying really hard to be optimistic here, but this is 4th time, I have
took a week or so off from coding, I did not use steam during the duration
and when I returned steam did not work. I tried restoring, even deleting


the


blob file, rebooting, nada. Only way to fix it is to uninstall, then
REMOVE
the steam dir and reinstall. 4th time valve, maybe I'm doing something
really weird to my computer each time, I don't know hot to explain it
because it makes no since. Its almost like steam is mad is because I


ignored


it for week. Yes I know that's stupid to say, but its just my metaphor for
how it has behaved on my pc. I'll do more testing because I would like to
help you guys as much as possible make this a sold app as I see It has
potential beyond any game network ever created.

BTW I read the patch chances, can I remove the second copy of steam.dll to
debug? I'm glad its no longer necessary because I was really confused the
first time steam.dll was modified in an update, my program behaved very
strange and it took me a few hours to realize I had to copy over the new
dll. Anyway im glad that's fixed



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kyle
Sent: Tuesday, November 11, 2003 9:30 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Is there anyawy to get steam on the lan and not have
to
connect each time?

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Think it's a simple problem with my end, steam hangs up when it says
connecting to server Any advice?  I have not used steam in about a week,
so I think its being a few gigabytes of patches already *tongue in cheek*.
Anyway, it updated fine, but I just can't start or join any server. I need
to get back to coding, I have been wasting my time this week with final
exams.





--


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Re: [hlcoders] Re: Re: Re: HL2 Source

2003-10-06 Thread jc
I dont have the code, my point is that nows its in the open it is gonna
get used by cheaters. So if the main obstacle to valve releasing the HL1
code was the threat of cheating the main reason for not releasing HL1
code just went bye bye. So they could let us have the HL1 code now.
And also if modders arent selling their mod and the use of HL1 source
fragments helps them to make a CS busting mod within the terms of the
SDK (ie it is running on valve software) surely that cant be a bad
thing? Surely valve wouldnt mind the source been used for good (as its
out there anyway now)... lets face it, its gonna get use for evil no
matter how many users u threaten with that ISP letter unfortunately. The
ones to be afraid of arent stupid enough to come here and go har har i
have the hl2 src, bow before me you stupid f**tards.
jc

Brian A. Stumm wrote:

On Sun, 5 Oct 2003, jc wrote:



http://www.justinrossetti.com/albums/HalfLife2/dllsource.jpg

ROFLMAO! The best I've felt all day.

Oh one question tho: as the dload apparently includes hl1 source is it
accpetable to use the code to push mods further? Im talking about things
like grabbing access to the DirectX wrapper stuff and accessing other
internals for pushing the renderer and any custom effects that bit
harder. I think this is a genuine question now as they were gonna
release HL1 source anyway - now that cheaters are no longer a problem
(they already have it o_o) the HL1 source could be legalised maybe?

Possessing this code is breaking many laws. Just because you weren't the
one that hacked valves network doesn't make it ok to download and possess
this code. I suggest you delete and destroy and copies of this code you
have ASAP.




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Re: [hlcoders] Re: Re: Re: HL2 Source

2003-10-05 Thread jc
http://www.justinrossetti.com/albums/HalfLife2/dllsource.jpg

ROFLMAO! The best I've felt all day.

Oh one question tho: as the dload apparently includes hl1 source is it
accpetable to use the code to push mods further? Im talking about things
like grabbing access to the DirectX wrapper stuff and accessing other
internals for pushing the renderer and any custom effects that bit
harder. I think this is a genuine question now as they were gonna
release HL1 source anyway - now that cheaters are no longer a problem
(they already have it o_o) the HL1 source could be legalised maybe?
jc

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[hlcoders] my stupid ?'s

2003-09-17 Thread jc
hi

valve: good job with steam. when the bugs are sorted out it will be a
great little prog.
one problem: once i have steam all setup and installed can i back
everything up? at the minute its downloading a few hours worth of
updates (bloody 56k for ya) and when its done i dont want to have to
redload the same files again (when windows inevitably borks up and needs
reinstalling). i was just thinking about copying my steam to a cd/rw
once a week so when everything does go in the shape of a pear i have a
recent start point for steam... is this possible?
jc

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Re: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder

2003-08-16 Thread jc
The point is you have the *choice*. With mircro$haft you have freedoms
taken away. oh how much does it cost to set up a legal ASP box? And how
much for a legal PHP/Apache box :o?? I personally dont trust anything
from a company that large. Having read about how ms manipulated and held
back netscape i am convinced they should be kicked squarely in the nuts.
Of course if you like expensive software from the bloat king who am I to
try an change your mind. Myself, well I will be returning to my Linux
box to play with my backend PHP library code. Which was so easy to write
its untrue. If you can figure out C++ then I challenge you not to find
PHP the most easy language on the planet.
jc

Daniel Koppes wrote:

True... but PHP can run on IIS too :)

At 17:46 16/08/03, you wrote:

ASP only runs on Micro$haft IIS -- the most remotely hacked web
server on
earth.
Flexible in terms of the number of ways you can be 0wn3ed, maybe.

At 09:18 PM 8/15/2003 -0400, you wrote:

You are obviously biased.  ;)

With 14 years of professional development experience I can say hands
down I
find ASP (and more so .net) far more flexible and capable the PHP
any day.
However, it, like Perl, awk, sed, etc all have their place in the
scheme of
development ;)


Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 649-0792
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Re: [hlcoders] (no subject)

2003-07-26 Thread jc
and the same empty message goes to hlcoders, hlds and hlds_linux O_o

Tony omega Sergi wrote:

There appears to be a lot of use error lately =)

-omega
Blackened Interactive - http://www.blackened-interactive.com
Omega Wing - http://owing.blackened-interactive.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of botman
Sent: July 26, 2003 8:57 AM
To: [EMAIL PROTECTED]




Is it just me or is there no message body?
Problem with the listserver parsing the message?
-Phil


More than likely it's user error sending the message.  :)

Jeffrey botman Broome
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Re: [hlcoders] (no subject)

2003-07-26 Thread jc
O_o weird... your reply got here before the message you were replying to O_o

jc

Daniel Koppes wrote:

It's the FBI watching us.

At 01:40 27/07/03, you wrote:

and the same empty message goes to hlcoders, hlds and hlds_linux O_o

Tony omega Sergi wrote:

There appears to be a lot of use error lately =)

-omega
Blackened Interactive - http://www.blackened-interactive.com
Omega Wing - http://owing.blackened-interactive.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of botman
Sent: July 26, 2003 8:57 AM
To: [EMAIL PROTECTED]




Is it just me or is there no message body?
Problem with the listserver parsing the message?
-Phil

More than likely it's user error sending the message.  :)

Jeffrey botman Broome
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Re: AW: [hlcoders] (no subject)

2003-07-26 Thread jc
holy cow now! tell me its not true... someone was just about to send me
the latest version of ms office and a leak of hl2. flipping FBI :(
;-)

jc

Punisher wrote:

Now we have to stop sharing our warez here ?

-Ursprungliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Auftrag von Daniel
Koppes
Gesendet: Samstag, 26. Juli 2003 16:35
An: [EMAIL PROTECTED]; [EMAIL PROTECTED]
Betreff: Re: [hlcoders] (no subject)
See? More proof.

At 02:25 27/07/03, jc wrote:


O_o weird... your reply got here before the message you were replying to


O_o


jc

Daniel Koppes wrote:



It's the FBI watching us.

At 01:40 27/07/03, you wrote:



and the same empty message goes to hlcoders, hlds and hlds_linux O_o

Tony omega Sergi wrote:



There appears to be a lot of use error lately =)

-omega
Blackened Interactive - http://www.blackened-interactive.com
Omega Wing - http://owing.blackened-interactive.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of botman
Sent: July 26, 2003 8:57 AM
To: [EMAIL PROTECTED]






Is it just me or is there no message body?
Problem with the listserver parsing the message?
-Phil


More than likely it's user error sending the message.  :)

Jeffrey botman Broome
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Re: [hlcoders] stencil buffer

2003-07-25 Thread jc
i think i *might* have it. but it wont work, dont know if its me :/ ::
hook the SetPixelFormat function =D Trying to make a modified
cl_metamod... Will eventually strip out the plugin management bit so
it just hooks me the SetPixelFormat stuff...
if (!InterceptDllCall( GetModuleHandle(NULL), Gdi32.dll,
SetPixelFormat,(PVOID)newSetPixelFormat,
(PVOID*)oldSetPixelFormat,NULL))
 ::MessageBox(NULL, its not worked!, :|, MB_OK);
and well wot do you now O_O it tells me the opp failed :(
InterceptDllCall works for GetProcAddress in cl_metamod :/, wot am doing
wrong...
This is my replacement code:

typedef int (WINAPI *SetPixelFormatFunc)(HDC,int,PIXELFORMATDESCRIPTOR*);
SetPixelFormatFunc oldSetPixelFormat;
int newSetPixelFormat(HDC hdc, int ipix, PIXELFORMATDESCRIPTOR *pfd)
{
   pfd-cDepthBits = 32;
   pfd-cStencilBits = 1;
   ::MessageBox(NULL,testing!, test!, MB_OK);

   return oldSetPixelFormat(hdc,ipix,pfd);
}
Obviously this will probably get detected by VAC or woteva so Im gonna
have to label it heavily or something :/
jc wrote:
Pretty pretty please? Something like:

stencil = Cvar_Get( r_stencilbits, 0, 0 );
pfd.cStencilBits = (int)max(0, stencil-value);
If you dont I'll end up killing myself trying to do something with
WGL_ARB_pbuffer or another render-to-memory hdc _. You dont want
me to end up killing myself do you O_o death by code thats how I
want to go
jc



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[hlcoders] stencil buffer lives!

2003-07-25 Thread jc
well it does :)

hooked GetProcAddress from cl_metamod type setup, then used that to
intercept the ChoosePixelFormat call and set the stencil buffer bit. result!
worried about VAC stuff though :/

qconsole.log:
!--snip--
Probing OpenGL Hardware...

Vendor:   ATI Technologies Inc.
Renderer: Radeon 9100 DDR x86/MMX/3DNow!/SSE
Version:  1.3.3604 Win9x Release

Stencil Bits  8
Depth Bits24
Color Bits:   16

ATI_vertex_array_object:(found)
ATI_element_array:  (found)
ARB_vertex_buffer_object:   (absent)
GL_ARB_multitexture:(found)
GL_ARB_vertex_program:  (found)
GL_EXT_fog_coord:   (found)
GL_EXT_point_parameters:(found)
GL_EXT_texture_env_combine: (found)
GL_EXT_texture_filter_anisotropic:  (found)
GL_NV_point_sprite: (absent)

!--snip--
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Re: [hlcoders] stencil buffer

2003-07-24 Thread jc
Well then how about a favor :)? There is gonna be another engine and sdk
update so...
(1) how about an r_stencilbits cvar :O?
(2) a client.dll callback which lets us alter the pixelformatdescriptor
(3) refresh the engines hdc after the client's Initialize function using
wglGetCurrentDC
pretty please??

jc

Alfred wrote:

Read the MSDN documentation on SetPixelFormat, you can only call it once
per HDC (so you calling it a second time has no effect). You can't
destroy the HDC as HL is using that to render into.
- Alfred

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Re: [hlcoders] stencil buffer

2003-07-24 Thread jc
Pretty pretty please? Something like:

stencil = Cvar_Get( r_stencilbits, 0, 0 );
pfd.cStencilBits = (int)max(0, stencil-value);
If you dont I'll end up killing myself trying to do something with
WGL_ARB_pbuffer or another render-to-memory hdc _. You dont want
me to end up killing myself do you O_o death by code thats how I
want to go
jc

Alfred Reynolds wrote:

sorry, can't do. The dynamic destruction and recreation of the game engines
hdc would require major changes that we don't want to do at this time. Wait
for HL2 (its not long now).


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[hlcoders] stencil buffer

2003-07-23 Thread jc
Phantom wrote:

iirc you cant have a stenscil buffer with a 16bit z-buffer, you have to use
a 32bit z-buffer, 24bits being for z-buffer data and the remaining 8bits are
used for stencil infomation
I was sure the nehe stencil tuts had a 16bit z-buffer :/ and I still
cant get it to work. There is no change in any of the values when i get
windows to describe the current pixel format. Its a though its going
back to the old settings _ Anyone got this to work? Shimms you
said it could be done O_o... how the hell Do I have to destroy the
DC as well O_o?
   g_hDC = wglGetCurrentDC();
   g_hRC = wglGetCurrentContext();
   if (!g_hDC || !g_hRC)
   {
   ::MessageBox(NULL, OpenGL Could Not Be Located O_O, ERROR,
MB_OK);
   exit(1);
   }
   PIXELFORMATDESCRIPTOR  pfd;

   // we use hl's original pix format as a base...
   int iPixelFormat = GetPixelFormat(g_hDC);
   DescribePixelFormat(g_hDC, iPixelFormat,
sizeof(PIXELFORMATDESCRIPTOR), pfd);
   wglMakeCurrent( g_hDC, NULL );
   wglDeleteContext( g_hRC );
   g_hRC = NULL;
   pfd.cStencilBits = 1;
   pfd.cDepthBits = 32;
   iPixelFormat = ChoosePixelFormat( g_hDC, pfd );
   SetPixelFormat( g_hDC, iPixelFormat, pfd);
   g_hRC = wglCreateContext( g_hDC );
   wglMakeCurrent( g_hDC, g_hRC );
jc

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Re: [hlcoders] hl1 requests, hl2 hopes

2003-07-22 Thread jc
Is that safe O_O?

[ Converted text/html to text/plain ]

You can enable your own stencil buffer by removing the default GL context and
creating your own in dllmain.  Not sure how to do it in D3D, but you get hte
idea.
Shimms



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Re: [hlcoders] hl1 requests, hl2 hopes

2003-07-22 Thread jc
I tried this is the Initialisise function and in a dll entry point:

void GL_Spawn()
{
   PIXELFORMATDESCRIPTOR  pfd;
   g_hRC = wglGetCurrentContext();
   g_hDC = wglGetCurrentDC();
   // get the current pixel format index
   int iPixelFormat = GetPixelFormat(g_hDC);
   DescribePixelFormat(g_hDC, iPixelFormat,
sizeof(PIXELFORMATDESCRIPTOR), pfd);
   wglMakeCurrent( g_hDC, NULL );

   // sort out the old, evil render context...
   if( g_hRC != NULL )
   {
   wglDeleteContext( g_hRC );
   g_hRC = NULL;
   }
   // modify our pixel format O_O
   pfd.cStencilBits = 1;
   // set our modified pixel format
   iPixelFormat = ChoosePixelFormat( g_hDC, pfd );
   SetPixelFormat( g_hDC, iPixelFormat, pfd);
   // create a new render context!
   g_hRC = wglCreateContext( g_hDC );
   wglMakeCurrent( g_hDC, g_hRC );
}
because i didnt have any stencil buffer code to try out I made a client
command to use the DescribePixFormat again and tell me some details
about the setup...
void GL_ConDump()
{
   PIXELFORMATDESCRIPTOR  pfd;
   DescribePixelFormat(g_hDC, GetPixelFormat(g_hDC),
sizeof(PIXELFORMATDESCRIPTOR), pfd);
   // useless facts to dump to console :)
   char *vendor = (char*)glGetString(GL_VENDOR);
   char *renderer = (char*)glGetString(GL_RENDERER);
   char *version = (char*)glGetString(GL_VERSION);
   // dump to console a list detailing requested extensions...
   gEngfuncs.Con_Printf(Dumping OpenGL Data...\n);
gEngfuncs.Con_Printf(\n);
   // snip out version/vendor printout...
gEngfuncs.Con_Printf(\n);
   gEngfuncs.Con_Printf(Stencil Bits  %d\n, pfd.cStencilBits);
   gEngfuncs.Con_Printf(Depth Bits%d\n, pfd.cDepthBits);
   gEngfuncs.Con_Printf(Color Bits:   %d\n, pfd.cColorBits);
gEngfuncs.Con_Printf(\n);
   // snip out extension checks...
gEngfuncs.Con_Printf(\n\n);

}

Depth and Color are reported as 16 but the stencil bit is still 0 O_O...
If I call the GL_Spawn from the huds init or vidinit then i get a white
screen or a white console so the context is getting messed around
with... any ideas?
Marco Leise wrote:

And anyway, it is teh stencil buffer!!! Imagine all the things you can do
with it. Even if it seems to be unsafe ther MUST be a way. Looking
forward
to some freaking realtime shadows. What's the mod?
Is that safe O_O?




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Re: [hlcoders] hl1 requests, hl2 hopes

2003-07-22 Thread jc
The only difference is i get the pixel descriptor thing from the
existing context then make my own based on it, but enabling the stencil
buffer O_o
Marco Leise wrote:

hmm, there are a few demo programs for OpenGL on the net - some use
stencil
buffers. I would suggest you download one of them and compare your
code to
it. Maybe also try this 'debug message spam' about the config in one of
these demo programs to go sure stencil buffer is reported correctly. Does
it work with 16-bit at all?
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[hlcoders] hl1 requests, hl2 hopes

2003-07-19 Thread jc
couple of requests for valve:

(1) i dont know is the stencil buffer is enabled in HL1 but in the next
sdk could it be? Maybe a callback in the client to ask it if it wants
anything... If the function isnt in the dll then defaults are used.
(2) read only cvars. i'd like to be able to store values in cvars and be
able to use them direct in code and allow users to see if they are set
from code. i could have little query client commands to simulate this
but a FCVAR_READONLY seems neater...
onto hl2 questions how much physics code is exposed in hl2 to the
mods? and is it predicted? oh my main question is: do 56k players have
any chance with hl2 multiplayer ?
*gets saving for cable or ADSL _*

jc

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[hlcoders] new hl1 sdk??

2003-07-02 Thread jc
anyone any idea when? and will we get vgui2? and any other valvey stuff?

jc

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

2003-06-22 Thread jc
i have the exact same problem. its like my game menu but screwed up. it only
happened when i upgraded to a radeon 9100 (with my screwy old S3 virge it
was fine). running in a window gets rid of this problem but if i run full
screen i have to esc/resume. also it affects the windowed mode if u start in
full screen and switch to windowed.

it does it in every mod i tried :/

jc

- Original Message -
From: MoD [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, June 22, 2003 1:32 PM
Subject: Re: [hlcoders] black screen when I start a server with my 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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   --
   Programmer and Modeller for http://pokemod.fragoff.net/The
   http://pokemod.fragoff.net/Pokemod
  
   --
  
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Re: [hlcoders] origin problem

2003-06-17 Thread jc
and i got my joypad working in owing :) was the joyyawthreshold (or one of
other thresholds _) set to 0.25 and all others were 0.15.

jc

- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, June 16, 2003 11:53 PM
Subject: RE: [hlcoders] origin problem


 Oh yeah, and if anybody cares, I got it fixed =)
 It was soo stupid. It magically stopped working whenever  the player is
a
 movetype that the engine uses. *boggle*
 Ie: movetype_walk or movetype_fly meant no updates.

 *boggled*
 oh well, fixed now.


 omega
 Blackened Interactive - http://www.blackened-interactive.com
 Wavelength - http://www.thewavelength.net

  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlcoders-
  [EMAIL PROTECTED] On Behalf Of Tony omega Sergi
  Sent: June 15, 2003 3:45 PM
  To: [EMAIL PROTECTED]
  Subject: RE: [hlcoders] origin problem
 
  I made a post about that, it seems to spin if you have a gamepad, and
not
  an
  actual joystick, or, a joystick + gamepad driver. If I have my gravis
  gamepad active in game controllers, it seems to randomly spit input in
and
  cause it to spin around like mad :/
  But if I disable it, it doesn't do it.
 
  As for the origin thing. Grr! It makes no sense.
  However, I think I may be onto something.
  It seems to update whenever the player is dead, but if they're alive..
  inside hud_addentity all of the stuff (except curstate/prevstate) is
  invalid!
 
 
  omega
  Blackened Interactive - http://www.blackened-interactive.com
  Wavelength - http://www.thewavelength.net
 
   -Original Message-
   From: [EMAIL PROTECTED] [mailto:hlcoders-
   [EMAIL PROTECTED] On Behalf Of jc
   Sent: June 15, 2003 1:49 PM
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] origin problem
  
   i know that coding over a weird bug is never a good thing but couldnt
  you
   just set ent-origin = ent-curstate.origin?
  
   oh nice demo btw :) bit hard to control :blinks: i gave up on my
   playstation
   pad after 30 secs and went to kb and still couldnt control it... seems
  to
   spin on its own _
  
   jc
  
   - Original Message -
   From: Tony omega Sergi [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Sunday, June 15, 2003 5:09 PM
   Subject: RE: [hlcoders] origin problem
  
  
I know that.
This is while they ARE in pvs.
I said, the origin isn't what its SUPPOSED TO BE. Only when they
die/respawn.
Even more mystery..
When I print out in hud_addentity, I added another little bit to
it..
   
gEngfuncs.Con_Printf(player: %i, x: %f, y: %f, z: %f\ncso: x: %f y:
  %f
   z:
%f\n, ent-index, ent-origin.x, ent-origin.y, ent-origin.z,
ent-curstate.origin.x, ent-curstate.origin.y,
ent-curstate.origin.z
   );
   
guess what happens?
ent-curstate.origin is correct, all the time! But ent-origin is
only
whatever it was when it last respawned or died!
I don't get it at all. Nothings being filtered on the server side,
its
   all
correct in processplayerstate (which means its obviously already in
  pvs,
since its sending to the client, but in hud_addentity where it does
  the
magic of allowing it to render or not (from my understanding) its
  wrong
   at
this point!
   
   
omega
Blackened Interactive - http://www.blackened-interactive.com
Wavelength - http://www.thewavelength.net
   
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED] On Behalf Of matthew lewis
 Sent: June 15, 2003 11:41 AM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] origin problem

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Individual player origins are only sent to clients when the player
  is
   in
 the client's PVS.
 --

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Re: [hlcoders] origin problem

2003-06-17 Thread jc
huh i meant i had to set joyyawthreshold to 1.0 then it worked.

jc

 and i got my joypad working in owing :) was the joyyawthreshold (or one of
 other thresholds _) set to 0.25 and all others were 0.15.

 jc


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Re: [hlcoders] origin problem

2003-06-15 Thread jc
i know that coding over a weird bug is never a good thing but couldnt you
just set ent-origin = ent-curstate.origin?

oh nice demo btw :) bit hard to control :blinks: i gave up on my playstation
pad after 30 secs and went to kb and still couldnt control it... seems to
spin on its own _

jc

- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, June 15, 2003 5:09 PM
Subject: RE: [hlcoders] origin problem


 I know that.
 This is while they ARE in pvs.
 I said, the origin isn't what its SUPPOSED TO BE. Only when they
 die/respawn.
 Even more mystery..
 When I print out in hud_addentity, I added another little bit to it..

 gEngfuncs.Con_Printf(player: %i, x: %f, y: %f, z: %f\ncso: x: %f y: %f z:
 %f\n, ent-index, ent-origin.x, ent-origin.y, ent-origin.z,
 ent-curstate.origin.x, ent-curstate.origin.y, ent-curstate.origin.z );

 guess what happens?
 ent-curstate.origin is correct, all the time! But ent-origin is only
 whatever it was when it last respawned or died!
 I don't get it at all. Nothings being filtered on the server side, its all
 correct in processplayerstate (which means its obviously already in pvs,
 since its sending to the client, but in hud_addentity where it does the
 magic of allowing it to render or not (from my understanding) its wrong at
 this point!


 omega
 Blackened Interactive - http://www.blackened-interactive.com
 Wavelength - http://www.thewavelength.net

  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlcoders-
  [EMAIL PROTECTED] On Behalf Of matthew lewis
  Sent: June 15, 2003 11:41 AM
  To: [EMAIL PROTECTED]
  Subject: [hlcoders] origin problem
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  Individual player origins are only sent to clients when the player is in
  the client's PVS.
  --
 
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[hlcoders] 9wb problems

2003-03-29 Thread jc
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
hey. im trying to get the 9-way-blending code to work. i got the files shimms posted 
compiled in and working. there are few problems tho (third person mod):

all my models seem to look to the right (depends on animation - eg swim works :S)

jump and some other anims dont play properly.

i understand there is some related server side code, has anyone here got it? also, did 
anyone have the above problems?

(oh, the m_bLocal thing is set to false so its)

jc
--

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Re: [hlcoders] 9wb problems

2003-03-29 Thread jc
so if the models have controllers they screw up? my models are not 9wb yet,
just putting code in place so that mod can slowly transfer to new sys.

and all full body anims are hard coded somehow on client :S

man i am a dumb ass :S

jc

- Original Message -
From: Adrian Finol [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, March 29, 2003 8:34 PM
Subject: RE: [hlcoders] 9wb problems


 If they are always looking to the right maybe you still have controllers
in
 your model? I've seen that behavior before and it was caused by that.

  About the animations that don't play properly, what happens? There is
 hardcoded numbers for animations that are full body (no gait sequence).
You
 might want to look at these numbers:

 #define ANIM_WALK_SEQUENCE 2
 #define ANIM_JUMP_SEQUENCE 28
 #define ANIM_LAST_NONGAIT_SEQUENCE 27 //Marks the latest non gaited
 sequence

  About the server side code, I don't remember if we ever released this,
I'll
 get it together and post it here if we didn't.

 -Original Message-
 From: jc [mailto:[EMAIL PROTECTED]
 Sent: Saturday, March 29, 2003 4:50 AM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] 9wb problems


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 hey. im trying to get the 9-way-blending code to work. i got the files
 shimms posted compiled in and working. there are few problems tho (third
 person mod):

 all my models seem to look to the right (depends on animation - eg swim
 works :S)

 jump and some other anims dont play properly.

 i understand there is some related server side code, has anyone here got
it?
 also, did anyone have the above problems?

 (oh, the m_bLocal thing is set to false so its)

 jc
 --

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[hlcoders] stretching an image in vgui

2003-03-23 Thread jc
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
how can i stretch a CImageLabel so that the tga fills the whole area... like... say

m_ClassImage = new CImageLabel(someimage, XRES(10), YRES(0), XRES(40), YRES(40));

if im right that makes an image label 40x40.. but the image doesnt stretch... so only 
looks right at oen resolution...

 i tried m_ClassImage-m_pTGA-setSize but that is protected :S

its giving me a headache - how do i make it so that my vgui image is the size i pass 
to the constructor or the size i pass in a setSize ?

jc
--

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Re: [hlcoders] Yet another svc_bad error message... this one is weird

2003-03-10 Thread jc
let us dream

they treat us well, but i doubt that will happen... well i live in hope..
cos my mod is gonna need a lot of models 


- Original Message -
From: omega [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, March 10, 2003 8:04 PM
Subject: RE: [hlcoders] Yet another svc_bad error message... this one is
weird


 Or better yet, make the model limit dynamic, like edict's are in quake2.
 (hell, make edicts dynamic too)


 -omega
 Frontline Force - http://www.frontlineforce.com


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Sniper
 Sent: March 10, 2003 2:38 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Yet another svc_bad error message... this one is
 weird

 Well, Half-Life Single Player and Multiplayer / Counter-Strike is
 obviously
 within the model count limit. Otherwise, it wouldn't be able to run! So
 the
 system requirements still hold up with what's on the box, for what the
 person [purchased].

 However, if the model limit increases, it will therefore only apply to
 modifications. If the end-user has a problem, it's not Valve's fault.
 They
 would have to contact the mod team.

 So I see no reason not to increase the model precache limit. Hmm?

 Sniper

 - Original Message -
 From: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, March 10, 2003 6:11 AM
 Subject: Re: [hlcoders] Yet another svc_bad error message... this one is
 weird


   I just checked the install EULA:
  
   7. Limited Warranty. SIERRA, ID SOFTWARE AND SIERRAS LICENSORS
   EXPRESSLY DISCLAIM ANY WARRANTY FOR THE PROGRAM, EDITOR, AND
   MANUAL(S). THE PROGRAM, EDITOR, AND MANUAL(S) ARE PROVIDED AS
   IS WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESS OR IMPLIED,
   INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF
   MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND/OR
   NONINFRINGEMENT.
  
   Now, I might read this wrong, but the way I read the
   sharkspeak, you make no guarantees that the software will even
   run. (Fitness for a particular purpose in this case,
   displaying graphics.)
 
  Of course they can't guarantee that. There are bound to be freaky
  combinations of hardware which stop it running.
 
   Which means you _don't_ have to commit to the specs. You might
   want to chat with your friendly lawyer and see if this might
   hold water in court, if you take my proposal seriously...
 
  There is such a thing as customer good faith, you know...
 
  --
  Laurie Cheers
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 please visit:
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Re: [hlcoders] Rescaling clipping problems (again!)

2003-02-21 Thread jc
i tried the compensation thing and it didnt work that well. a weapon/attack
that used UTIL_TraceHull suddenly f*cked up. it worked before the GetHull...
fix, with the GetHull fix and the zhlt hack the players get stuck in the
walls. so i've just stopped with the pre-GetHull fix code for now.

maybe valve could resolve this issue - ie wtf is wrong with our code or a
fix to engine in the next release?

jc


- Original Message -
From: Entropy a href=/faq.html#spam[EMAIL PROTECTED]/a
To: a href=/faq.html#spam[EMAIL PROTECTED]/a
Sent: Friday, February 21, 2003 6:23 PM
Subject: [hlcoders] Rescaling clipping problems (again!)


 I believe I have found the source of the clipping errors after rescaling.
 If you look at pmove-visents[x].model-hulls for the world and BSP
 models, you'll see that the clip_mins and clip_maxs for the hulls are the
 original hull sizes.  If that part of the engine hasn't changed from the
 Quake I source, this would cause the offset returned from SV_HullForEntity
 to be wrong by the difference of the player's mins - clip_mins, which is
 consistent with what I had previously seen and tried to compensate for by
 modifying ZHLT. (see
 http://www.mail-archive.com/a href=/faq.html#spam[EMAIL 
 PROTECTED]/a/msg04565.html
 and
 http://www.mail-archive.com/a href=/faq.html#spam[EMAIL 
 PROTECTED]/a/msg04622.html)
  It looks like the clip_mins and clip_maxs are set in the engine (in the
 Quake I source, it's hardcoded in Mod_LoadClipnodes).  At any rate,
 setting BSP models' clip_mins and clip_maxs to the correct hull sizes
 resulted in correct collisions.

 Jim


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Re: [hlcoders] Rescaling clipping problems (again!)

2003-02-21 Thread jc
where abouts did you set the values (remembering that im not much more than
a dumb ass n00b)

jc

- Original Message -
From: Entropy a href=/faq.html#spam[EMAIL PROTECTED]/a
To: a href=/faq.html#spam[EMAIL PROTECTED]/a
Sent: Friday, February 21, 2003 8:40 PM
Subject: Re: [hlcoders] Rescaling clipping problems (again!)


 jc wrote:
  i tried the compensation thing and it didnt work that well. a
  weapon/attack that used UTIL_TraceHull suddenly f*cked up. it worked
  before the GetHull... fix, with the GetHull fix and the zhlt hack the
  players get stuck in the walls. so i've just stopped with the
  pre-GetHull fix code for now.

 If you change the clip_mins / clip_maxs, you don't need the modifications
 to ZHLT, you just need a hullfile.  I haven't noticed any problems with
 getting stuck since changing this, so if you decide to try it I'd be
 interested in hearing if you have any problems.

 Jim


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Re: [hlcoders] Rescale clipping problems solution

2003-01-22 Thread jc
i am having the same troubles - the world collisions worked and entity
collisions didnt until i fixed the GetHull functions. im gonna go try this
hack, see how well it works :)

how succesful did this hack work for you Jim?

omega, are jims findings ringing any bells??

jc

- Original Message -
From: Jim Hunter [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, January 21, 2003 5:01 AM
Subject: [hlcoders] Rescale clipping problems solution


 This is a followup to my previous posts on the clipping problems
 introduced by rescaling.  I apologize for not replying to that
 thread, but I've deleted the original message.  I wanted to post
 this to share the solution (more of a hack) that I found in case
 anyone else is interested.

 It appears that the problems occur because of changing the mins
 in GetHullBounds and HUD_GetHullBounds.  When the mins are changed,
 it causes an offset in any hull traces equal to the difference
 of the new mins minus the original (-16, -16, -36) mins.  My guess
 is that the engine adds the original mins as a constant to the
 start and end positions of the trace at some point (I would
 appreciate it if someone from Valve could confirm this).  My
 solution was to change hlcsg so that the brush expansion for
 making the clipping trees (if that's the correct term) compensates
 for this.  I changed the following code in Zoner's Half Life Tools'
 hlcsg project, in hullfile.cpp, in the function LoadHullfile:

 Original code:
 g_hull_size[i][0][0] = -x;
 g_hull_size[i][0][1] = -y;
 g_hull_size[i][0][2] = -z;

 g_hull_size[i][1][0] = x;
 g_hull_size[i][1][1] = y;
 g_hull_size[i][1][2] = z;

 Changed to:
  // Hack to compensate for HL engine having problems with
  // hull mins other than (-16, -16, -36)
  // Yes, I know the math could be simplified, but it seemed
  // clearer to me what the change was doing by leaving
  // it like this.
  g_hull_size[i][0][0] = -x - x - g_hull_size[i][0][0];
  g_hull_size[i][0][1] = -y - y - g_hull_size[i][0][1];
  g_hull_size[i][0][2] = -z - z - g_hull_size[i][0][2];

  g_hull_size[i][1][0] = x + x + g_hull_size[i][0][0];
  g_hull_size[i][1][1] = y + y + g_hull_size[i][0][1];
  g_hull_size[i][1][2] = z + z + g_hull_size[i][0][2];

 This change should still allow the program to work properly if
 the original hull sizes are used, but will also allow the use of
 a modified hull with correct clipping.

 Jim


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Re: [hlcoders] Creating a persistant statistic database?

2003-01-10 Thread jc
i really hope they are still working on it; i just added the test version to
my mod Valve if u r listening... plz finsih VPP... please!

jc

- Original Message -
From: JR [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, January 10, 2003 2:31 AM
Subject: Re: [hlcoders] Creating a persistant statistic database?


 Is Valve still working on this? Has the backend been written?

 - Original Message -
 
  Check out  the Valve Player Persistence API , which shows you how to do
 this type
  of DB stuff. I can't remember the URL, but there is a mirror of the d/l
 here
  http://www.edgefiles.com/index.php/file?id=590
 
  Jeff Codiac Fearn
  -
  Lead Coder, Web Master, Server Administrator for SWARM
  http://swarm.edgegaming.com
  -
 
 
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Re: [hlcoders] Additional Weapon Functions

2002-12-04 Thread jc
so the multi fire mode tut thing works?

i tried it and couldnt get it going (prolly need to mod the delta.lst?? ah
who cares, i've worked around that anyway)

anyway, my point is i saw some post saying that the stuff in the tut was not
possible (over @ thewavelength.net) whos' right?

jc

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Re: [hlcoders] water gone screwy :(

2002-11-21 Thread jc
i just made a hull file like this

11 11 18
16 16 16
11 11 11

so duck hull is off by 1 unit on z-axis (but i doubt that would cause water
to go nuts)

the water used to work just fine. then all of a sudden the problem appeared
like this:

---
   WATER
---

   GAP BELOW WATER
---

the only change in the map is that is is compiled with the hull file above
and with a different version of ZHLT. The water used to work. and
according to one of my mod's mappers it still does when tested with another
mod so *shrug* i dunno i only noticed problem after rescale. it
could be anything really.

jc

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[hlcoders] water gone screwy :(

2002-11-20 Thread jc
all of a sudden the water in my mod has stopped working properly (in doesnt
extend down fully any more - there is space under the water !!). the water
was working before and im clueless as to what could be causing this.

i first noticed the problem after rescaling using this tut:
http://www.nofadz.com/blackened/hltuts/rescale.html

the maps are compiled with a modified hull file using ZHLT

has anyone had any problems like this before and can anyone suggest how i
can fix this? i look at func_water in the sdk and its linked to a door so im
even more clueless..

jc

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