Re: [hlcoders] MOD question!

2005-09-10 Thread Hasan Aljudy
I haven't looked much into the buggy code (infact I haven't looked at the SDK for a while now ..) Maybe I'm a little late here, but what I would do is create a horse entity, code and animate the way it walks and runs, etc, then when the player rides the horse, I would simply attach the player to

Re: [hlcoders] First warning for VS .Net! Yay!

2005-04-07 Thread Hasan Aljudy
Well, you better refresh your mind or you're gonna have a hard time with the SDK On Apr 7, 2005 8:58 AM, Tan Theodore [EMAIL PROTECTED] wrote: Thank you! Both botman and Josh! :D :D I haven't touch programming for quite sometime now so I've lost a few touches. Thanks for the refreshment. :D

Re: [hlcoders] Any problems with VB .Net?

2005-04-06 Thread Hasan Aljudy
There shouldn't be anything wrong. Actually, the Sorue Code is meant to be compiled with Visual C++ .Net 2003 On Apr 6, 2005 11:23 PM, Tan Theodore [EMAIL PROTECTED] wrote: Er... Guys. Thanks for the names and all but I just want to know if there is anything wrong with compiling the HL SDK 2.3

Re: [hlcoders] Error While Compiling?

2005-03-11 Thread Hasan Aljudy
you need to #include cbase.h in any newly created .cpp file On Fri, 11 Mar 2005 21:42:33 -0700, Michael Kramer [EMAIL PROTECTED] wrote: I get error when Compiling the SDK It asks about a precompiled headerdoes anyone know what it is talking about?

Re: [hlcoders] Making sparks with g_pEffects

2005-02-25 Thread Hasan Aljudy
I don't really know, but one thing I would think if is: are you sure that ( tr.endpos ) is where you think it is? try to use the debug overlays or something like that to make sure of it... On Fri, 25 Feb 2005 22:21:09 +, Knifa [EMAIL PROTECTED] wrote: Server-side and Client-Side shared

Re: [hlcoders] Bizzare/Random/Frightening crash

2005-02-21 Thread Hasan Aljudy
hmm .. not that I know much but, sometimes builds get messed up for some reasons (I don't think it's a bug in the compiler itself .. but what do I know) but you can fix this kind of stuff by rebuilding a clean build. On Mon, 21 Feb 2005 23:38:10 -0500, Maurino Berry [EMAIL PROTECTED] wrote:

Re: [hlcoders] RE: Because forks are fun!

2005-02-19 Thread Hasan Aljudy
zt! I'm sorry, but that's the wrong answer. Next contestant please! BZZZT The source engine was build from the ground up by valve. On Fri, 18 Feb 2005 22:00:10 -0800, Michael Hobson [EMAIL PROTECTED] wrote: At 09:28 PM 2/18/2005,

Re: [hlcoders] AI structure

2005-02-09 Thread Hasan Aljudy
Try this: http://www.hl2coding.com/forums/viewtopic.php?t=69 On Wed, 9 Feb 2005 17:39:53 -0700, Mark Ettinger [EMAIL PROTECTED] wrote: Has anyone been successful at dissecting the structure of the AI, specifically the class ai_basenpc? When bot support was released I thought it would be fun

Re: [hlcoders] Ported AI server recreation crash? cleanups?

2005-02-06 Thread Hasan Aljudy
a bit OT the debugger should at least give you the call stack to help track down the error... wow, awosome! Thanks! I always wondered how track down problem where you just have something wrong with memory and you can't really see where exactly that happened. I recently saw a call stack thing

Re: [hlcoders] Ducking movement speed

2005-02-05 Thread Hasan Aljudy
the is a method in the CGameMovement called DuckSpeedCrop or something like that. On Sat, 5 Feb 2005 10:16:47 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I am not not sure what hl you are running or trying to mod. However I have added peeking / prone movements to source sdk. gamemovement.cpp

Re: [hlcoders] launch string changed?

2005-02-05 Thread Hasan Aljudy
This version work: a href='steam:-applaunch 30 +connect 216.255.199.157:27016'Launch/a and I testify to that :) Brian A. Stumm wrote: I dont get it, nothing seems to work. This was working fine before and my client is up to date. If steam is closed this link opens steam. If steam is

Re: [hlcoders] Adding other languages .. (localization)

2005-02-04 Thread Hasan Aljudy
2005 16:55:46 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote: I know this is old :) two monthes old, but anyway. I've added some simple contextual shaping for arabic letters. here's a screenshot (although I think nobody will understand it) http://img103.exs.cx/img103/5889/sdkvehicles00023bi.jpg I

Re: [hlcoders] Check if a file or folder exists at Client

2005-02-02 Thread Hasan Aljudy
I updated a lot, but it just checks for files on the SERVER. How come? I want to check for a file on the client. whre are you writing your code? in the server or the client?! If you are on the server then it's only natural that your code only checks the server. On Wed, 2 Feb 2005 11:21:26 +0100,

Re: [hlcoders] Weapon ballastics

2005-02-02 Thread Hasan Aljudy
Iwas thinking .. why don't you just pre-calculate the spot where the bullet will land if it were to fall acording to gravity .. do a traceline and see how far your target is, then figure out how much it would fall ... etc, you get the idea. On Wed, 2 Feb 2005 16:12:54 -0700, Dave R. Meyers

Re: [hlcoders] Weapon ballastics

2005-02-02 Thread Hasan Aljudy
but bullets in HL2 and HL1 already are tracelines .. like everyone have been saying, they are instantaneous, and if you think that's bad, then this is why people want to make it more bullet-like. r00t: Husan, I was thinking about doing this actually. Not sure of the performace hit doing a

Re: [hlcoders] Adding other languages .. (localization)

2005-02-01 Thread Hasan Aljudy
Layout) help docs to the SDK at some point soon. Yahn Valve -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Saturday, December 04, 2004 12:46 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Adding other languages

Re: [hlcoders] sk_plr_dmg_pistol

2005-01-23 Thread Hasan Aljudy
um, cvars are set through the console ... you can also set them in a cfg file. On Sat, 22 Jan 2005 23:22:51 -0500, David Nelson [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] thanks for the info.. but how and where in the script can I do this? I've looked at

Re: [hlcoders] Valve's Zoom Function

2005-01-22 Thread Hasan Aljudy
if we were looking in the server code, start looking in the client code. On Sat, 22 Jan 2005 18:00:33 -0500, David Nelson [EMAIL PROTECTED] wrote: Ok when you press Z it invokes +zoom function. It has a fuzzy circular blackout around the outside of the screen as it zooms in. How do they do

Re: [hlcoders] Modeling Made Easy.

2005-01-21 Thread Hasan Aljudy
it! And its JAVA! w00t! Tei, you find the best stuff, and tell us about it, keep it up! --- Hasan Aljudy [EMAIL PROTECTED] wrote: wow .. this is awesome! On Thu, 20 Jan 2005 19:02:15 +0100, tei [EMAIL PROTECTED] wrote: Hi!. I think this modeling app its interesting even

Re: [hlcoders] Modeling Made Easy.

2005-01-20 Thread Hasan Aljudy
wow .. this is awesome! On Thu, 20 Jan 2005 19:02:15 +0100, tei [EMAIL PROTECTED] wrote: Hi!. I think this modeling app its interesting even for coders. Its a new system impresive because its easy and powerfull. Dont really need a interface, Its like drawing 2d, but cooler. A good

Re: [hlcoders] Peeking - Left / Right

2005-01-18 Thread Hasan Aljudy
thing just rolling the player views right or left. Kind of like how when you flipped the jeep you got stuck in that weird angle lol.. Ill keep playing r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Hasan Aljudy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com

Re: [hlcoders] Particle System Not Working??

2005-01-18 Thread Hasan Aljudy
could you psot your code? if you don't set the alpha values or sie values or color values it might not render. also if alpha is 0 well obciously it won't render :P I presonally have used the simple particle emitter and it worked for me, and I'm deriving my own emitter from it. On Tue, 18 Jan

Re: [hlcoders] Peeking - Left / Right

2005-01-17 Thread Hasan Aljudy
to pass to this however. I want to lean left / right about 15 - 20 degrees... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Hasan Aljudy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, January 16, 2005 10:02 PM Subject: Re: [hlcoders

Re: [hlcoders] HL2DM SDK in January or February?

2005-01-17 Thread Hasan Aljudy
This E-Mail is intended only for the addressee. Its use is limited to that intended by the author at the time and it is not to be distributed without the author's consent. Unless otherwise stated, the State of Queensland accepts no liability for the contents of this E-Mail except where

Re: [hlcoders] Peeking - Left / Right

2005-01-17 Thread Hasan Aljudy
- From: Hasan Aljudy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, January 17, 2005 8:39 AM Subject: Re: [hlcoders] Peeking - Left / Right There was a player method to get forward, right and up directions .. not sure exactly what is it .. something like EyeVectors(forward

Re: [hlcoders] CON_COMMAND Not being recognised.

2005-01-16 Thread Hasan Aljudy
shouldn't it be a ConVar? On Sun, 16 Jan 2005 18:09:04 +, Ben Davison [EMAIL PROTECTED] wrote: I have been implementing a round timer, I have set a break point at my CON_COMMAND inside sdk_gamerules.cpp But when I type timeset 20 it does not fire off the console command thus not

Re: [hlcoders] No emails all day from list

2005-01-14 Thread Hasan Aljudy
well I got this mail, so it must be working On Sat, 15 Jan 2005 00:44:12 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is the list not working ? -- ___

Re: [hlcoders] filesystem_steam.dll

2005-01-13 Thread Hasan Aljudy
try to run the game once from the steam menu before debugging it. On Thu, 13 Jan 2005 18:42:51 +1000, Scott McNaught [EMAIL PROTECTED] wrote: Hi guys, I started a full time job at the start of this week, so I havent been doing anything since the last steam update... I went to do some

Re: [hlcoders] Player Position

2005-01-13 Thread Hasan Aljudy
ent_absbox player On Thu, 13 Jan 2005 20:26:46 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Is there a console command to be able to see this bounding box? So you can see exactly where it is located on the player, as well as other objects? r00t 3:16 CQC Gaming www.cqc-gaming.com -

Re: [hlcoders] Singleplayer port to Multiplayer

2005-01-12 Thread Hasan Aljudy
I got that once when I tried to add classes to the vgui library .. got an error SDKGameRuels not registered on the client or something like that. I thought that's becuase I messed with the vgui (i.e. it's not in synch with the engine's vgui). but I'm not so sure .. On Wed, 12 Jan 2005 09:45:40

Re: [hlcoders] Prone View

2005-01-12 Thread Hasan Aljudy
you need not to mess with that other stuff .. you can just call player-SetViewOffset( Vector(0,0,12) ); On Wed, 12 Jan 2005 22:41:12 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I figured this out, Had something screwed up in another place :P r00t 3:16 CQC Gaming www.cqc-gaming.com -

Re: [hlcoders] Debug info ?

2005-01-11 Thread Hasan Aljudy
(x, y, z) as in view angles or spot on the wall/ground you are looking at? either way, you can easily get these values (eyeangles or traceline .. go figure) and DevMsg( %i %i %i \n, x, y, z) or %f if they are floats. On Tue, 11 Jan 2005 23:54:56 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: When

Re: [hlcoders] Debug info ?

2005-01-11 Thread Hasan Aljudy
rate I have made a toggle for players to go prone. eg: lay on ground The question I guess is how or what should I be looking at to set the view / position of player to lay on the ground ? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Hasan Aljudy [EMAIL PROTECTED

Re: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread Hasan Aljudy
mod authors should *not* be limited or restricted by plug-in authors. plug-in authors *should* be limited and restricted by mod authors :) On Mon, 10 Jan 2005 11:38:00 +0100, S. Hendriks [EMAIL PROTECTED] wrote: So in short, as long as everybody does not touch the cBaseEntity and cBasePlayer

Re: [hlcoders] Rotating a player, physically. Along with their view. And hitboxes

2005-01-10 Thread Hasan Aljudy
with regards to changing the hitbox .. if you're working with the single player, it's not automatic. On Mon, 10 Jan 2005 12:37:23 -0800, David Byttow [EMAIL PROTECTED] wrote: 1. I don't have the code in front of me. Doesn't CBasePlayer have a pointer or some way to access its own anim state?

Re: [hlcoders] Keybind / prone

2005-01-08 Thread Hasan Aljudy
I think you don't need to do all this .. simply put it in a ConCommand static ConCommand prone(prone, CC_Player_Prone); right above it declare void CC_Player_Prone( void ) { [...] } I'm not sure if this will work in multiplayer but by looking at some code, I *think* it will. On Sat, 8 Jan

Re: [hlcoders] Keybind / prone

2005-01-08 Thread Hasan Aljudy
it unprones. Funny part though DOD has a prone from the looks of the code :P r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Hasan Aljudy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, January 09, 2005 1:06 AM Subject: Re: [hlcoders] Keybind

Re: [hlcoders] Keybind / prone

2005-01-08 Thread Hasan Aljudy
Yahn or someone at valve can shed some light on this. Maybe because this movement type I shouldn't add it this way. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Hasan Aljudy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, January 09, 2005 2:02

Re: [hlcoders] Movetypes and CollisionTypes

2005-01-07 Thread Hasan Aljudy
I don't know what's the deal with collision groups, but it seems when you put COLLISION_GROUP_NONE in a traceline it hits everything :/ On Fri, 07 Jan 2005 18:09:35 -0800, SuicideCommando [EMAIL PROTECTED] wrote: I'm trying to model bullets as projectiles. I based my bullet class off of

Re: [hlcoders] Rotating the view angles (roll?)

2005-01-06 Thread Hasan Aljudy
For manipulating the camera try looking at in_camera.cpp, ultimatly you would change m_vecCameraOffset which happens to be a vector but apparently (according to my humble understanding) it's used as an angle. I'll assume at this point the eye-angle is set as if the player is walking normally

[hlcoders] exception spam fixed

2005-01-06 Thread Hasan Aljudy
Thanks!! loading times are now SIGNIFICANTLY smaller. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Blame Yahn for this one?

2005-01-06 Thread Hasan Aljudy
lol, yeah I saw that. not sure what it's about though On Thu, 6 Jan 2005 22:29:05 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: gamemovement.cpp around line 677 //!!HACK HACK: Adrian - slow down all player movement by this factor. //!!Blame Yahn for this one. Thought that was kind of funny :P

Re: [hlcoders] First-chance exception spam in Visual Studio Output window...

2005-01-03 Thread Hasan Aljudy
cool. To answer botman, I get thousands of them, dependign on the map. If the map is just a small empty room, I get about 18,000+ if it's a bit more complex, (still small) I get about 32,000+ spam ratio is about 1000 line per second. so maps take about 3-5 minutes to load. On Mon, 3 Jan 2005

Re: [hlcoders] vprojtomake vcpm.exe

2005-01-01 Thread Hasan Aljudy
-0700, Hasan Aljudy [EMAIL PROTECTED] wrote: hmm, but the files are not pre-made like the ones under /linux_sdk , they were converted from a vcproj. and the jcproj is for windows. Also, the file names .. Makefile.hl_ReleaseHL2**Win32** Can someone from valve please confirm

Re: [hlcoders] vprojtomake vcpm.exe

2004-12-31 Thread Hasan Aljudy
PROTECTED] wrote: they are meant for GNU Make and for the Linux build of your mod. On Thu, 30 Dec 2004 01:51:16 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote: I tried to run this on the hl_sdk.vcproj and it produced a bunch of make files. files.vdf Makefile.hl_DebugHL2Win32

[hlcoders] vprojtomake vcpm.exe

2004-12-30 Thread Hasan Aljudy
I tried to run this on the hl_sdk.vcproj and it produced a bunch of make files. files.vdf Makefile.hl_DebugHL2Win32 Makefile.hl_ReleaseHL2Win32 are those make files usable with the free microsoft compiler (Visual C++ Toolkit)? sorry, n00b question, but I have zero experience with makefiles. What

Re: [hlcoders] Haven't recieved any emails from this list

2004-12-22 Thread Hasan Aljudy
I recieved atleast four emails today .. I think On Wed, 22 Dec 2004 20:17:20 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I haven't recieved any emails from this list today, just want to see if spamassassin is tagging this group. r00t 3:16 CQC Gaming www.cqc-gaming.com

Re: [hlcoders] Half-Life 2 has hosed itself!

2004-12-21 Thread Hasan Aljudy
That's probably because you have steam.dll and steamapp.cfg in there .. which shouldn't be needed now. On Tue, 21 Dec 2004 09:09:25 -0800, Roy Laurie [EMAIL PROTECTED] wrote: Steam puts it there durring a non-attached debug. Not sure about attached. On 21 Dec 2004 at 12:25, Maarten van der

Re: [hlcoders] Gmail Mailing Lists

2004-12-20 Thread Hasan Aljudy
I got 10 gmail invites yesterday .. anybody needs one? On Sun, 12 Dec 2004 12:45:50 -0600, Igor Murashkin [EMAIL PROTECTED] wrote: The whole point of Gmail is that you only use Gmail, and nothing else. They've been way too nice by adding forwarding support and POP3 support when other free

Re: [hlcoders] Today's Steam DLL update

2004-12-20 Thread Hasan Aljudy
I don't have anything in the working directory field, it's left blank :P I restarted steam again just now and it's working. On Mon, 20 Dec 2004 20:29:23 -0500, Daniel Menard [EMAIL PROTECTED] wrote: Im very happy with the way you valve guys are listening to the community. All these changes are

Re: [hlcoders] Half-Life 2 has hosed itself!

2004-12-20 Thread Hasan Aljudy
I had a similar problem with a previous update. To fix it, go to your half-life 2 directory where hl2.exe resides user\half-life 2\ and delete all the exe and dll files in that directory and in all subdirectories. run half-life 2 (from steam menu) and it should recreate those files. If it still

Re: [hlcoders] Half-Life 2 has hosed itself!

2004-12-20 Thread Hasan Aljudy
you could have tried to validate the cache before redownloading :/ On Mon, 20 Dec 2004 22:14:29 -0500, Skyler York [EMAIL PROTECTED] wrote: I didn't check because I've never touched a Steam.dll in my life, but it appears one managed to sneak it's way into half-life 2/bin :) Sneaky bastard

Re: [hlcoders] QAngle arithmetics

2004-12-18 Thread Hasan Aljudy
to make it easy to generate from AI code). The X, Y, Z axes are forward, left, up in an entity's local frame or east, north, up in world space. This is a right handed coordinate system. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan

Re: [hlcoders] QAngle arithmetics

2004-12-18 Thread Hasan Aljudy
ah .. Thanks!! On Sat, 18 Dec 2004 17:22:46 -0800, David Byttow [EMAIL PROTECTED] wrote: I don't have the code in front of me, but, I'd think you would want to convert them into quaternions and then do a simple slerp of 0.5. On Sat, 18 Dec 2004 17:51:23 -0700, Hasan Aljudy [EMAIL PROTECTED

[hlcoders] QAngle arithmetics

2004-12-17 Thread Hasan Aljudy
What mathematical object does QAgnle represent? Is there a good on-line source for the math of these angles? I tried google, but I don't know exactly what I should be looking for .. and searching qangle doesn't return much. ___ To unsubscribe, edit

Re: [hlcoders] Player Animations

2004-12-16 Thread Hasan Aljudy
AFAIK, The player in single-player mode has no model. On Thu, 16 Dec 2004 10:39:12 -0600, Matthew Lewis [EMAIL PROTECTED] wrote: I tried switching the view mode to thirdperson and discovered that the player animations are stuck in the 'scarcrow' reference pose. Also, I noticed that the third

Re: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-15 Thread Hasan Aljudy
Indeed, I don't like copy-paste tuts. I don't see the point of writing a open this file, find this line, and add this chunk of code that I've written for you!!!11 happy coding! tutorial. On Wed, 15 Dec 2004 11:13:46 +, Andrew 45yrf [EMAIL PROTECTED] wrote: lol but even if you are a

Re: [hlcoders] Unable to debug

2004-12-15 Thread Hasan Aljudy
I get the Connection to servers steam lost. Could not acquire necessary game files message while playing HL2 I don't remember this happening before the 14/12 update. On Sat, 11 Dec 2004 23:55:35 +0100, Xas [EMAIL PROTECTED] wrote: Nothings helps me about the message box I can run Visual

Re: [hlcoders] Unable to debug

2004-12-15 Thread Hasan Aljudy
to play Half-Life 2. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Wednesday, December 15, 2004 9:59 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Unable to debug I get the Connection to servers steam lost. Could

Re: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-12 Thread Hasan Aljudy
If you choose the modify half-lief 2 option, this stuff would show up. On Sun, 12 Dec 2004 12:14:32 -0500, wheaty [EMAIL PROTECTED] wrote: Just wait for Valve to release the HL2DM source. No point in reinventing the wheel. On Sat, 11 Dec 2004 17:02:12 -0500, David Nelson [EMAIL PROTECTED]

Re: [hlcoders] manipulating hull / bbox

2004-12-11 Thread Hasan Aljudy
to see the player box in thirdperson mode. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Friday, December 10, 2004 1:59 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] manipulating hull / bbox ok, I thought so

[hlcoders] manipulating hull / bbox

2004-12-10 Thread Hasan Aljudy
is it possible to change the size/dimensions of the player's bounding box through code? Also, does the Single Player have a model for the player? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] manipulating hull / bbox

2004-12-10 Thread Hasan Aljudy
ok, I thought so. for the bbox, I'm not sure, but after several hours of searching I found this CBaseEntity::SetSize but I'm not sure it works the way I think it does. is there a coonsole command or someway to display the box around my player (assuming I'm in thirdperson mode) On Fri, 10 Dec

Re: [hlcoders] use of undefined type CSDKPlayer

2004-12-10 Thread Hasan Aljudy
just type: class CSDKPlayer; without anything .. it's a forward declaration, basically lets the code knows that this class exists. afaik, you can only declare _pointers_ to this class after the forward declaration, otherwise you will have to #include the header file containing the definition of

Re: [hlcoders] use of undefined type CSDKPlayer

2004-12-10 Thread Hasan Aljudy
I needed to include sdk_gamerules.h in the CLIENT_DLL section would not work otherwise. #ifdef CLIENT_DLL #else #include voice_gamemgr.h #include team.h #include sdk_player.h // added. #endif r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Hasan Aljudy

Re: [hlcoders] Default mod Start New Game does nothing

2004-12-09 Thread Hasan Aljudy
Yes it is. If my info is correct, whenever your mod tries to load any resource (map/model/texture/anything) it looks first in the mod folders, if it doesn't find it it looks for it in the hl2 gcf files, if it doesn't it looks in the hl2 folders. I'm not sure if you can make your mod use its own

Re: [hlcoders] localization() question

2004-12-09 Thread Hasan Aljudy
This was posted by Alfred from valve in another thread .. -- Alfred Reynolds [EMAIL PROTECTED] to hlcoders Dec 7 (...) Note that hl2_english.txt will NOT be loaded by your mod by default (we may change this behavior). If you need it to be loaded you can simply add this to your client.dll:

Re: [hlcoders] Default mod Start New Game does nothing

2004-12-09 Thread Hasan Aljudy
I tried taht .. but they were already there .. :/ On Thu, 9 Dec 2004 21:03:19 -0500, Tony omega Sergi [EMAIL PROTECTED] wrote: Get GCFScape -Original Message- From: Don Alvarez [mailto:[EMAIL PROTECTED] Sent: December 9, 2004 8:53 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders]

Re: [hlcoders] Off topic a little

2004-12-09 Thread Hasan Aljudy
these people don't have gmail so they probably didn't see each other's posts in the same place ... On Fri, 10 Dec 2004 00:25:27 -0500, Skyler York [EMAIL PROTECTED] wrote: You have no idea how tempting it is to say: tools-options-text editor-C/C++-line numbers Right now... On Fri, 10

Re: [hlcoders] Understanding the SDK's Format

2004-12-09 Thread Hasan Aljudy
somebody already did it .. http://www.hl2coding.com/forums/viewtopic.php?t=15 On Fri, 10 Dec 2004 00:23:06 -0500, Skyler York [EMAIL PROTECTED] wrote: 1) The SDK files are excluded from the single-player solution, so you pretty much just deal with files in HL2 DLL and the rest of the

Re: [hlcoders] Resquest for Source

2004-12-08 Thread Hasan Aljudy
MSVC's edit and continue can do that .. Debug-Apply Changes to Code On Thu, 09 Dec 2004 00:03:24 +0100, tei [EMAIL PROTECTED] wrote: Hello. This is a request for two console commands: - condump, something similar to the hl1 version, very usefull. I miss that feature. - flush_serverdll,

Re: [hlcoders] Vampire Bloodlines and HL2

2004-12-08 Thread Hasan Aljudy
hmm .. I would think they changed alot of stuff to prevent such a thing from being possible On Wed, 8 Dec 2004 16:06:11 -0700, Dave R. Meyers [EMAIL PROTECTED] wrote: Has any one checked the ability to get Bloodlines resources(Maps, models, textures...) into HL2? Just wondering as they are

Re: [hlcoders] vgui_controls

2004-12-06 Thread Hasan Aljudy
-gaming.com oh cool, I didn't know that. Thanks. Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Sunday, December 05, 2004 4:29 AM To: hlcoders Subject: [hlcoders] vgui_controls there are a bunch of .cpp files in src\vgui2

[hlcoders] loading times

2004-12-06 Thread Hasan Aljudy
When one is coding, he's probably gonna test alot, but I noticed that loading takes a long time .. and that makes testing harder .. often I just want to test a small little thing, then after expereminting with it a little, I'd want to change it and test again .. and so on. What can we do to

Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread Hasan Aljudy
works fine for me .. I don't own that site or anything, I'm just a visitor, but I posted it here because I haven't seen any other wiki around. On Sun, 05 Dec 2004 10:54:51 +0100, tei [EMAIL PROTECTED] wrote: not work Fatal error: Call to a member function on a non-object in

Re: [hlcoders] adding maps to a mod?

2004-12-05 Thread Hasan Aljudy
are you talking about making maps, or copyingmaps over from a different location? anyway, for making maps, just use the Source SDK think in steam's gmaes menu, from the drop down list select your mod, double click hammer, it should be now automatically configured to save and compile maps in your

[hlcoders] vgui_controls

2004-12-05 Thread Hasan Aljudy
there are a bunch of .cpp files in src\vgui2\controls but they are not included in the project, instead there is a vgui_controls.lib, although the .h files are in the project. I tried adding the files to the project but I got 51 errors and I immediatly removed them from the project :P did these

Re: [hlcoders] setting up debugger for hl2 (can someone make a simple tutorial?)

2004-12-05 Thread Hasan Aljudy
It has been answered :) quote: - Taylor Sherman [EMAIL PROTECTED] to hlcoders Debugging Source games should work the same way - copy steam.dll to the app directory - put steamapp.cfg file down in the app dir w/ the proper parameters - run hl2.exe -steam

Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread Hasan Aljudy
their forums have been full of tutorials on hammer and stuff long before the release of the SDK or even of the game. just go thier and look at the dates of the posts .. the sticky ones. (if they sticky it, they approve it ..) for example: http://www.hl2world.com/bbs/viewtopic.php?t=4108 Posted:

Re: [hlcoders] Adding other languages .. (localization)

2004-12-04 Thread Hasan Aljudy
Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Friday, December 03, 2004 9:44 PM To: hlcoders Subject: [hlcoders] Adding other languages .. (localization) I really have no idea if this is possible or not, but is it possible to add

Re: [hlcoders] Gmail Mailing Lists

2004-12-04 Thread Hasan Aljudy
Yup, gmail makes it just like a forum .. the only thing is you can't edit your posts :P but it still fails sometimes .. like the SV: some people/clients put in the subject and stuff like that. On Sat, 4 Dec 2004 13:54:07 -0600, john smith [EMAIL PROTECTED] wrote: I agree also. On Sat, 4

[hlcoders] setting multiplayer mode

2004-12-04 Thread Hasan Aljudy
I don't know if this is a n00b question or not .. I made my mod with the modify half-life 2 option, and as I was having a look at some of the VGUI stuff, I found some classes that control text input and chatting .. so I thought cool, I wanna play with it. I tried to put some break points and stuff

[hlcoders] Finally a coding wiki!

2004-12-04 Thread Hasan Aljudy
http://www.hl2coding.com/wiki/ well, someone finally made it! It's kinda empty now .. so go post stuff there! (btw, plz don't tell me there is already hl2world, as they support the stolen build and I wouldn't consider them a good part of the community, their contribution is negative)

Re: [hlcoders] can't debug!

2004-12-03 Thread Hasan Aljudy
, I'm having this problem too.. I can't debug through steam.exe and can't seem to figure out a way to debug otherwise (in HL1, you had to use a steamapp.cfg file and run hl.exe). Any help would be appreciated. --JD On Dec 3, 2004, at 1:09 AM, Hasan Aljudy wrote: VS .NET 2003 doesn't want

Re: [hlcoders] HL2 Modding Resource @ HLFallout

2004-12-02 Thread Hasan Aljudy
is that wiki ready yet? I think it's time now for a coding wiki .. On Thu, 4 Nov 2004 02:04:49 +1000, Mr Bond [EMAIL PROTECTED] wrote: Hi guys, I'm the webmaster of www.hlfallout.net (a HL2 fansite). Bahamut e-mailed me about possibly starting up a wiki-type site for Half-Life 2/Source

Re: [hlcoders] HL2 SDK Steam Install

2004-12-02 Thread Hasan Aljudy
check your game list .. run the SDK, it should look a little different. There is a Create a Mod option in the list .. etc. On Thu, 2 Dec 2004 12:55:05 -0500, Peter Immarco [EMAIL PROTECTED] wrote: When I booted my computer today, Steam put up a message with a link to install the HL 2 SDK. I

[hlcoders] debugging .. steam.exe does not contain debug information

2004-12-02 Thread Hasan Aljudy
VS .NET 2003 doesn't want to debug because steam.exe doesn't contain debug information .. I tell it to gnore and proceed .. and it does proceed, but not in debug mode. (like .. I can't go through step by step .. break points don't work .. etc) What do I have to do?

Re: [hlcoders] compiling the sdk

2004-12-01 Thread Hasan Aljudy
http://www.codeproject.com/tools/prjconverter.asp try this, I got the proj working in VC++ 6 .. didn't try compiling yet. On Wed, 1 Dec 2004 09:28:23 -0500, Jorge Rodriguez [EMAIL PROTECTED] wrote: I feel you man, I'm all tied up here too or I'd be hacking right now. On Wed, Dec 01, 2004

[hlcoders] VC++ 6

2004-12-01 Thread Hasan Aljudy
I converted the project files using http://www.codeproject.com/tools/prjconverter.asp now, I'm trying to compile the game_sdk but I get an error Error: Could not delete file C:\Hasan\Mods\src\dlls\$(IntDir)\$(InputName)1.obj : Access is denied. I also get tens of could not find some header

Re: [hlcoders] The Surprise is out

2004-11-30 Thread Hasan Aljudy
soon http://www.steampowered.com/index.php?area=newsid=358 On Tue, 30 Nov 2004 18:06:30 -0600, Juan Fernando Mora Muñoz [EMAIL PROTECTED] wrote: Small preview?? that sounds like we have to wait a little longer... -JF- - Original Message - From: Dustin [EMAIL PROTECTED] To:

Re: [hlcoders] sdk release and a surprise ideas..

2004-11-30 Thread Hasan Aljudy
well, I think it means the whole ocmmunity. and I think it's HL2DM as it has already been announced on the steam website On Tue, 30 Nov 2004 21:10:17 -0500, K. Mike Bradley [EMAIL PROTECTED] wrote: Valve said A surprise for the Community Which I interpret as the Development Community. So no

Re: Re[2]: [hlcoders] So, what do you think of Half-Life2?

2004-11-27 Thread Hasan Aljudy
I think it's the best game I've ever played .. except that I don't play many games :P Game play wise .. I only hated the route canal level .. (seems like repetition of HL1 style of play, which I honestly don't like). Best part is the street fights in City-17 .. With regard to the story line and

Re: [hlcoders] H /\ L F - L I F E - 2

2004-11-16 Thread Hasan Aljudy
no, it's a number too big for you to comprehend On Tue, 16 Nov 2004 13:17:06 -0500, Napier, Kevin [EMAIL PROTECTED] wrote: nope.. 69 dude.. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Christopher McArthur Sent: Tuesday, November 16, 2004 11:36

Re: [hlcoders] A Half-life wiki?

2004-11-15 Thread Hasan Aljudy
hl2world provide support the stolen build .. so um. they're not really a good citizen :P in the comunity On Mon, 15 Nov 2004 02:09:48 -0800, Stephen Micheals [EMAIL PROTECTED] wrote: Here is a good wiki some here might like: http://www.hl2world.com/wiki/index.php

Re: [hlcoders] Installing Valve games not within from Steam

2004-11-11 Thread Hasan Aljudy
there are only about .. 30 exe's running in your box0r background right now :D On Fri, 12 Nov 2004 00:23:16 +0100, tei [EMAIL PROTECTED] wrote: Jeffrey botman Broome wrote: tei wrote: Its what you get if you share .EXE files. Say no to share .EXE files. You must not install

Re: [hlcoders] Possible release of the SDK today.

2004-11-05 Thread Hasan Aljudy
O_O wow how did you find it? kool. can't wait. On Fri, 5 Nov 2004 16:43:27 -, Ben Davison [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] http://www.steampowered.com/platform/update_history/Source%20SDK.html

Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts

2004-10-29 Thread Hasan Aljudy
:o It's not ture? O_O /sarcasm On Fri, 29 Oct 2004 11:10:10 -0700, Michael Hobson [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] At 10:29 AM 10/29/2004, you wrote: I thought Valve did the whole Source engine from scratch. You shouldn't believe every rumor you

Re: [hlcoders] What MSVC version do you use/have?

2004-10-28 Thread Hasan Aljudy
it's not about compilation, just the project files. no? On Thu, 28 Oct 2004 23:32:54 +0200, tei [EMAIL PROTECTED] wrote: Here is a post with a nice hint to use VC6 to compile with the free Vc2003 compiler. http://dynamic.gamespy.com/~assim2/wwwview.cgi?board=qdevelsmessage=15679 John

Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts

2004-10-27 Thread Hasan Aljudy
yes, but gmail fails when people change one letter in the 'topic', I mean, email subject. On Wed, 27 Oct 2004 06:44:25 +0200, Florian Zschocke [EMAIL PROTECTED] wrote: Childe Roland wrote: He really needs GMail. Who's with me? I'm not. I'm with him. Totally. Florian

Re: [hlcoders] What MSVC version do you use/have?

2004-10-22 Thread Hasan Aljudy
VC 6 here .. On Wed, 20 Oct 2004 19:34:26 -0700, Alfred Reynolds [EMAIL PROTECTED] wrote: I just want to do a quick straw poll of how many people on this list DON'T have access to MSVC.NET or above for their MOD development (we hope to only release MSVC.NET project files with the SDK)? -

  1   2   >