[hlcoders] Player HULL vs HIT BOXES

2007-01-10 Thread Niclas
-- [ Picked text/plain from multipart/alternative ] I changed the player hull and view to very low and now it seems like I cant hit the model over that hull (projectiles go right through) even though that the hitboxes cover the whole model (custom model). - Nic2 --

[hlcoders] Code File Structure

2007-01-10 Thread Kenneth Arcieri
Greetings, I apologize in advance for this newbie question, but I cannot seem to find this information anywhere. With all of these files provided for the source engine where can one find an explanation for each of the files and the functions provided in the files? Does one not need this to

Re: [hlcoders] Code File Structure

2007-01-10 Thread Tony \omega\ Sergi
-- [ Picked text/plain from multipart/alternative ] which files are you referring to specifically? On 1/10/07, Kenneth Arcieri [EMAIL PROTECTED] wrote: Greetings, I apologize in advance for this newbie question, but I cannot seem to find this information anywhere. With all of these files

Re: [hlcoders] Code File Structure

2007-01-10 Thread Nate Nichols
In general, there isn't a magic webpage or manual that says things like If you want to mod the crossbow, its source files are x.cpp, y.cpp, and z.h As you spend time with the code, though, you'll eventually develop some kind of intuition about where files/functionality are probably located.

Re: [hlcoders] Code File Structure

2007-01-10 Thread Oliver
-- [ Picked text/plain from multipart/alternative ] You've probably already done this, but be sure to check the wiki: http://developer.valvesoftware.com/wiki/SDK_Docs Sometimes specific functions are explained (i.e. http://developer.valvesoftware.com/wiki/ShellExecute). Also search forums, these

Re: [hlcoders] Code File Structure

2007-01-10 Thread John Sheu
On Wednesday 10 January 2007 10:39 am, Nate Nichols wrote: In general, there isn't a magic webpage or manual that says things like If you want to mod the crossbow, its source files are x.cpp, y.cpp, and z.h As you spend time with the code, though, you'll eventually develop some kind of

Re: [hlcoders] Code File Structure

2007-01-10 Thread Kenneth Arcieri
On 1/10/07, John Sheu [EMAIL PROTECTED] wrote: On Wednesday 10 January 2007 10:39 am, Nate Nichols wrote: In general, there isn't a magic webpage or manual that says things like If you want to mod the crossbow, its source files are x.cpp, y.cpp, and z.h As you spend time with the code,

Re: [hlcoders] Player HULL vs HIT BOXES

2007-01-10 Thread Minh
I believe any hitbox that lies outside of the player's hull cannot be hit. I am pretty sure you must keep your hitboxes inside of the hull. So you cannot make your hull too small or else the traceline will not detect the hitbox. - Original Message - From: Niclas [EMAIL PROTECTED] To:

RE: [hlcoders] Player HULL vs HIT BOXES

2007-01-10 Thread Jay Stelly
Hitboxes are only tested when the ray/box trace intersects the surrounding bounds of the entity. For players the surrounding bounds are simply the collision hull in world space. In your case that won't work so you'll need to modify the surrounding bounds. I just wrote a page on the wiki that

Re: [hlcoders] Code File Structure

2007-01-10 Thread Nick
Hard work and determination beats experience hands down. On 1/10/07, John Sheu [EMAIL PROTECTED] wrote: On Wednesday 10 January 2007 10:39 am, Nate Nichols wrote: In general, there isn't a magic webpage or manual that says things like If you want to mod the crossbow, its source files are

Re: [hlcoders] Code File Structure

2007-01-10 Thread John Sheu
On Wednesday 10 January 2007 1:57 pm, Nick wrote: Hard work and determination beats experience hands down. Well, generally, hard work and determination lead to experience... -John Sheu ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Compiling Source SDK with MinGW

2007-01-10 Thread James Smith
-- [ Picked text/plain from multipart/alternative ] Not the ideal alternative, but I guess I might have to use it. Can I still build the sdk from the command line with this Express version? I really detest the IDE itself. Thanks, Sunblaze On 1/9/07, Jed [EMAIL PROTECTED] wrote: Use the free

RE: [hlcoders] Linux DS Build problem

2007-01-10 Thread Ben Everett
Just tacking onto this thread... compiling my mod on linux and attempting to run it causes a seg fault. When attaching GDB and doing a stack trace I get the following: #0 0x in ?? () #1 0x02bf94b3 in CModAppSystemGroup::Create () from bin/engine_i686.so #2 0x02cfaeaf in

Re[2]: [hlcoders] Networking Entity, Client = Server Communication

2007-01-10 Thread Freddy
-- [ Picked text/plain from multipart/alternative ] Thx for you answer Jonathan is was help full :-) I only have a last question. Is there a way to check if the client-side entity belongs to the server-side entity, because there are more, than one of this entity in a game. Is there something

RE: [hlcoders] Linux DS Build problem

2007-01-10 Thread Ben Everett
://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 1971 (20070110) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: Re[2]: [hlcoders] Networking Entity, Client = Server Communication

2007-01-10 Thread Jonathan Murphy
-- [ Picked text/plain from multipart/alternative ] Yes, the entity index which you can retrieve by entindex() in CBaseEntity. On 1/11/07, Freddy [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thx for you answer Jonathan is was help full :-) I only have a last