[hlcoders] Re: ShouldCollide() for players NPCs

2006-09-09 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Maybe I shouldn't code when tired... Anyway, a better message here. The function ShouldCollide() checks which entities should collide and which should not. The ShouldCollide() in the gamerules and other classes is called by

Re[2]: [hlcoders] Half-Life: Source source code

2006-09-09 Thread Vyacheslav Dzhura
Hello Tony, Saturday, September 9, 2006, 4:13:50 AM, you wrote: ToS Here's my convo a year ago I left it alone after this, I'm just going to ToS assume the same thing stands: Thanks! :) though it's still stupid, especially THIS- Lots of reasons, one big one being that HL1:S is a product we are

Re: Re[2]: [hlcoders] Half-Life: Source source code

2006-09-09 Thread Garry Newman
-- [ Picked text/plain from multipart/alternative ] I'm sure it'd make a lot of modder's lives easier if they gave out the source code to CS:S too - but I don't think that's going to happen.. so I guess we're going to have to do at least some of the work ourselves. On 9/9/06, Vyacheslav Dzhura

Re: [hlcoders] damage indicator

2006-09-09 Thread Niclas
-- [ Picked text/plain from multipart/alternative ] I checked those things out, but they already look like this, it must be codwise my problem lies. HudDamageIndicator { fieldName HudDamageIndicator visible 1 enabled 1 DmgColorLeft 255 0 0 0 DmgColorRight 255

[hlcoders] Re: ShouldCollide() for players NPCs

2006-09-09 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Anyway, in short: I want to have a combine forcefield that only lets NPC/Players through based on team. SourceForts also has something like this. On 9/9/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: Maybe I shouldn't code when tired...

Re[4]: [hlcoders] Half-Life: Source source code

2006-09-09 Thread Vyacheslav Dzhura
Hello Garry, Saturday, September 9, 2006, 1:39:08 PM, you wrote: GN I'm sure it'd make a lot of modder's lives easier if they gave out the GN source code to CS:S too - but I don't think that's going to happen.. but hey! They didn't release code of original - not Source Counter-Strike, but they

Re: Re[4]: [hlcoders] Half-Life: Source source code

2006-09-09 Thread Andrew (Bromfitsen)
-- [ Picked text/plain from multipart/alternative ] Probably because it's not different enough to the general HL2 Source code to warrent the effort of maintaining an entirely new SDK -- ___ To unsubscribe, edit your list preferences, or view the list

Re: Re[4]: [hlcoders] Half-Life: Source source code

2006-09-09 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] They really only have to include the hlsource cpp's and headers. Not have them included in the project files. On 9/9/06, Andrew (Bromfitsen) [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Probably because it's

RE: Re[4]: [hlcoders] Half-Life: Source source code

2006-09-09 Thread Tony \omega\ Sergi
Only reason I wanted it, was to make a mod of hl1 source, not port one over. I just wanted to modify it and potentially hl1source:deathmatch, just for fun. Honestly, I don't need that source for anything im doing in hl2, I just wanted to play with it and improve hl1 source a bit. --

RE: [hlcoders] Interesting Hierarchy Bug

2006-09-09 Thread bloodykenny
Not sure I understand what's bad about all of this. Do you have a concrete repro scenario from HL2DM, or does this only occur in mod code? At 2006/09/08 12:30 AM, Ben Everett wrote: Good catch! Add it to the bugzilla, as you have a better idea of what is going on than I do (busy bug fixing my

Re: [hlcoders] Interesting Hierarchy Bug

2006-09-09 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Maybe you could provide us with an example. An entity that has the flag FL_EDICT_ALWAYS and a child of that entity with a PVS check. Anyway, can't you just prevent that the entity goes dormant on the client? (C_BaseEntity::NotifyShouldTransmit)

[hlcoders] Srcds startup problems

2006-09-09 Thread Stefan Bermig
Hi, this is Stefan from the Resistance And Liberation team. I was told to post this here again, because it's more likely to get a helpful answer, as it's more programming related than css or dods server related. Here we go: A few days ago were offered a pub dedicated linux server so i started

[hlcoders] HL1 CBasePlayer - wierd things happening

2006-09-09 Thread Vyacheslav Dzhura
Hello, In my game rules entity I have array which holds all players which do join game (through ClientConnected event of my game rules entity)... I have added int m_iPlayerId to CBasePlayer class and when I gather all connected players I assign them some id to check it in triggers. The

Re: [hlcoders] Srcds startup problems

2006-09-09 Thread Scott Loyd
Intro to Linux Debugging... a)browse to your hlds directory (where srcds_amd is, etc..) b) export LD_LIBRARY_PATH=.:bin:$LD_LIBRARY_PATH c) gdb d) file srcds_amd - you should know if your system is amd, you can look at the srcds_run script to see how it checks and uses each diff binary... e) set