[hlcoders] m_fFlags Player Specific

2005-01-05 Thread r00t 3:16
I was wondering if there is a flag for FL_RUNNING FL_WALKING If not what would be the best way to add a flag ? to the const.h ? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread Draco
I'm guessing it's done the same way as HL1. I think its in const.h, just copy one of the flags and make the number on it bigger ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list

[hlcoders] Struggling with pointers

2005-01-05 Thread Crusty Jacks
-- [ Picked text/plain from multipart/alternative ] I've got a pretty decent programming background, but my math skills are lacking. This has not really been a problem for me until digging into the 3d math used by hl2. I'm having trouble with the vectors, matrixes, Qangles, etc. Can anyone

Re: [hlcoders] Struggling with pointers

2005-01-05 Thread Jeffrey \botman\ Broome
Crusty Jacks wrote: -- [ Picked text/plain from multipart/alternative ] I've got a pretty decent programming background, but my math skills are lacking. This has not really been a problem for me until digging into the 3d math used by hl2. I'm having trouble with the vectors, matrixes, Qangles,

Re: [hlcoders] Shaders...

2005-01-05 Thread Chris518281
-- [ Picked text/plain from multipart/alternative ] would you mind taking me off your list.thankyou -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Shaders...

2005-01-05 Thread Jeffrey \botman\ Broome
[EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] would you mind taking me off your list.thankyou Read the bottom line of every email sent from this list... v-- That stuff down there ---v ___ To

Re[2]: [hlcoders] Shaders...

2005-01-05 Thread Yarin Kaul
Hallo Chris518281, Du schriebst: -- [ Picked text/plain from multipart/alternative ] would you mind taking me off your list.thankyou -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

[hlcoders] Problems for a first timer, please read

2005-01-05 Thread Jeffrey Moss
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm using gentoo linux, I had a few problems with the build process for a server mod. I am not an expert with C++, but I know a thing or two, so after jumping over a few hurdles I'm stuck in a ditch.

Re: [hlcoders] Problems for a first timer, please read

2005-01-05 Thread Jeffrey \botman\ Broome
Jeffrey Moss wrote: When the actual mod is compiling, what seems to be the very last step, I get this final error (scroll down to the bottom): I don't know if this is any help, but... All of these failed with the same error message about unresolved symbols in std::[EMAIL PROTECTED] After some

Re: [hlcoders] Problems for a first timer, please read

2005-01-05 Thread Jeffrey Moss
Yes I found that too. It's compiling right now. -Jeff - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 05, 2005 12:12 PM Subject: Re: [hlcoders] Problems for a first timer, please read Jeffrey Moss wrote: When

[hlcoders] Problems building with Visual Studio 6 SP6

2005-01-05 Thread Gregg Reno
Has anyone been able to do a build with Visual Studio 6 Standard Edition with SP6? I've converted the .sln files to .dsw using prjconverter, and have everything cleaned up except one error I can't get past: C:\PD\src\cl_dll\game_controls\spectatorgui.h(122) : fatal error C1600: unsupported data

[hlcoders] Vector rotation

2005-01-05 Thread Trauts
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] how can I rotate a 3D vector along a plane? for example... I have a vector that points straight up a wall, and one that points to the right along the wall, and I want to rotate it to the left, so

Re: [hlcoders] OT: Ignore date / time differences in Beyond Compare

2005-01-05 Thread jeff broome
On Wed, 5 Jan 2005 20:20:12 -, Mark Ingram [EMAIL PROTECTED] wrote: Hi, know this is slightly off topic, but how do i ignore date and time differences in beyond compare? Just tried todo a diff between old HL2 source code and updated source code and its flagging every file as different

[hlcoders] OT: Ignore date / time differences in Beyond Compare

2005-01-05 Thread Mark Ingram
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, know this is slightly off topic, but how do i ignore date and time differences in beyond compare? Just tried todo a diff between old HL2 source code and updated source code and its flagging every

RE: [hlcoders] Problems building with Visual Studio 6 SP6

2005-01-05 Thread Tony \omega\ Sergi
You need to downgrade to SP5 and get the processor pack from MS's site. -Original Message- From: Gregg Reno [mailto:[EMAIL PROTECTED] Sent: January 5, 2005 3:15 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Problems building with Visual Studio 6 SP6 Has anyone been able to

Re: [hlcoders] Problems building with Visual Studio 6 SP6

2005-01-05 Thread Christian Berger
There is no processor pack for sp6. You have to use service pack 5 and the sp5 pp. Christian Yahn Bernier wrote: I think you still need the VC processor pack. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gregg Reno Sent: Wednesday, January 05, 2005

Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread r00t 3:16
Not sure how it was done in HL1 ... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Draco [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 05, 2005 4:23 AM Subject: Re: [hlcoders] m_fFlags Player Specific I'm guessing it's done the same way

RE: [hlcoders] OT: Ignore date / time differences in Beyond Compare

2005-01-05 Thread Mark Ingram
Yeah that's where I though it was, in older versions it is. Now its listed under File | File Comparisons... Cheers :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of jeff broome Sent: 05 January 2005 20:25 To: hlcoders@list.valvesoftware.com Subject: Re:

RE: [hlcoders] Problems building with Visual Studio 6 SP6

2005-01-05 Thread Yahn Bernier
Right, you'll have to revert to sp5. (Not sure what they fixed between 5 and 6 anyway, but I know we do some alignment stuff in core headers (Vector class I think in particular) which requires the VC Processor pack). Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

[hlcoders] Problems Building in VS 2005

2005-01-05 Thread Bug
Has anyone been able to hack the server plugin part of the SDK so it will compile in the 2005 beta? LIBCMTD.lib(dbgrptt.obj) : error LNK2005: __crtAssertBusy already defined in memoverride.obj LIBCMTD.lib(dbgrptt.obj) : error LNK2005: __CrtSetReportMode already defined in memoverride.obj

Re: [hlcoders] Problems for a first timer, please read

2005-01-05 Thread Luke Graham
Ive seen similar problems with other symbols in gcc, where the maintainers made a mistake and the static and dynamic versions of the lib are different. Cant remember the exact symbol (it was before the holidays), but theyd put versioning on just that one so the name was mangled differently. Nice

RE: [hlcoders] Problems Building in VS 2005

2005-01-05 Thread Yahn Bernier
Have you tried exluding LIBCMTD from the linker? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bug Sent: Wednesday, January 05, 2005 4:43 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Problems Building in VS 2005 Has anyone been able to

Re: [hlcoders] Problems Building in VS 2005

2005-01-05 Thread Tim Nagel
There was a few tuts around that fixed this one. I _think_ it has something to do with adding /FORCE:MULTIPLE to the compiler command line. I cant remember where, but i got the same errors and managed to fix them. There is a thread somewhere with a guy who fixed all errors. Bug wrote: Has anyone

Re: [hlcoders] Vector rotation

2005-01-05 Thread Jarrett Hawrylak
If you didn't understand Botman's link, this link has some information on it and a handy C-function which you can use for your mod http://astronomy.swin.edu.au/~pbourke/geometry/rotate/ On Wed, 5 Jan 2005 14:26:26 -0600, jeff broome [EMAIL PROTECTED] wrote: On Wed, 5 Jan 2005 12:16:36 -0800,

Re: [hlcoders] Winter-een-mas

2005-01-05 Thread Jarrett Hawrylak
Which is probably the reason that the original poster gave a link to more information On Wed, 5 Jan 2005 12:41:50 +1000, Draco [EMAIL PROTECTED] wrote: Me neither, but I have heard of December-ween (www.homestarrunner.com) ** Draco Coder for Perfect Dark

Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread Draco
search the code for the existing flags specifically, where they are #define 'd ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread r00t 3:16
... #define FL_FAKECLIENT (18) // Fake client, simulated server side; don't send network messages to them // NOTE if you move things up, make sure to change this value #define PLAYER_FLAG_BITS 9 // NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be

Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread Ian Tyrrell
Do those bits exist in a 32-bit integer? (I'm assuming the flags are an integer) I'm assuming that shifting 32 bits in a 32 bit integer won't leave many bits to represent your values... r00t 3:16 wrote: ... #define FL_FAKECLIENT (18) // Fake client, simulated server side; don't send network

Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread Draco
Also, you can reuse values. In my MOD FL_RADARBLIP is the same as FL_IMMUNEWATER, they arenm't used at the same time so it doesn't effect each other. ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To

Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread r00t 3:16
I was just getting ready to ask this and you had replied already... Would the engine handle the below so I do not use something that is already #defined? #define FL_RUNNING (20) #define FL_WALKING (21) r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Draco [EMAIL

RE: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread Matt Boone
A 32 bit integer would be limited to the values (10) through (131). (20) is not really a useful value, its the same as (11). What you're doing here is taking the value 2 ( 0010 in binary ) and shifting it 0 bits to the left. (20) == 0010 in binary == (11) (21) == 0100 in binary == (12) If you

Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread Draco
I'm pretty sure it will. Remeber that these flags can be any value that fits into the flag variable(its a bit i think). check what can be used as a bit ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To

[hlcoders] Rotating the view angles (roll?)

2005-01-05 Thread Trauts
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Basically, I coded a wall run movetype. However, I'd like to rotate the camera so that it appears the wall they are running on is actually the floor for them. I have a normal vector to the wall, and

Re: [hlcoders] Problems Building in VS 2005

2005-01-05 Thread Nick Roth
Look on the verc forums. In the Source coding section there is a whole thread dedicated to using 2005. On Thu, 06 Jan 2005 12:06:24 +1100, Tim Nagel [EMAIL PROTECTED] wrote: There was a few tuts around that fixed this one. I _think_ it has something to do with adding /FORCE:MULTIPLE to the