Re: [hlcoders] Odd viewing problem.

2005-05-18 Thread Jeffrey \botman\ Broome
Spencer 'voogru' MacDonald wrote: Hello all, I'm having a problem that seems to be relating to the players viewing angles; basically I have a square area on a map. Are you using an FOV of 90? -- Jeffrey botman Broome ___ To unsubscribe, edit your list

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Jeffrey \botman\ Broome
. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Jeffrey \botman\ Broome
that). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Player Leaning

2005-05-17 Thread Jeffrey \botman\ Broome
the view? If so, see CBasePlayer::CalcViewRoll() -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Returned mail: Data format error

2005-05-11 Thread Jeffrey \botman\ Broome
[EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- -- [ .zip of type application/octet-stream deleted ] -- The fake alfred is back, posting viruses again! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences

Re: [hlcoders] gib?

2005-05-07 Thread Jeffrey \botman\ Broome
r00t 3:16 wrote: Ok maybe im dumb dunno but what does gib mean? It's the singular form of giblets. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman

Re: [hlcoders] UTIL_FindEntityBy problems

2005-05-03 Thread Jeffrey \botman\ Broome
)) break; DoStuffWithLightEntity(pEnt); } CBaseEntity *pEnt = NULL; for(; pEnt = UTIL_FindEntityByClassname(pEnt,light_environment); ) { if(FNullEnt(pEnt)) break; DoStuffWithLightEntity(pEnt); } -- Jeffrey botman Broome ___ To unsubscribe, edit your list

Re: [hlcoders] UTIL_FindEntityBy problems

2005-05-03 Thread Jeffrey \botman\ Broome
what you want (compares the key/value of all entities to a constant string from the trigger_powerzone class instance). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] UTIL_FindEntityBy problems

2005-05-03 Thread Jeffrey \botman\ Broome
) || (FStrEq(pEntity-classname, light_environment)) { // do light stuff here } } -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman

Re: [hlcoders] Vtex.exe source?

2005-04-30 Thread Jeffrey \botman\ Broome
Vyacheslav Dzhura wrote: So erm. Can anyone send this or this doesn't exists? Thank you very very very much! :) It doesn't exist. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] Resetting touch() on an objective

2005-04-27 Thread Jeffrey \botman\ Broome
works? Are you setting the Owner variable on the carried object to the player that carries it? If so, make sure the owner is set back to NULL when dropped otherwise the same player can't touch it again (you don't touch things that you are the Owner for). -- Jeffrey botman Broome

Re: [hlcoders] Problems w/ Latest Steam Update

2005-04-26 Thread Jeffrey \botman\ Broome
to use an older version of Forsaken with no luck, still the same issue. Any help would be greatly appreciated. Attachments aren't allowed (they get stripped out). Post your pictures in a private folder on a website somewhere and then post the URL to those images. -- Jeffrey botman Broome

Re: [hlcoders] Multiplayer NPCs

2005-04-22 Thread Jeffrey \botman\ Broome
that run on both the client and the server). Looking at the source code is the best way to understand how things should be done. Use the source Luke. - Obi-wan -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives

Re: [hlcoders] Shared-Jeep-Code Thread

2005-04-22 Thread Jeffrey \botman\ Broome
of the base classes). And again, I haven't actually played with any of this code, but I'll bet you a beer that the stuff I described here is pretty close to how things work. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] Level for mod causing assert

2005-04-13 Thread Jeffrey \botman\ Broome
r00t 3:16 wrote: Anyone else run into this problem? Yes, Imperio59 did, just 3 posts above yours. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman

Re: [hlcoders] Getting an effect to punch through a wall.

2005-04-11 Thread Jeffrey \botman\ Broome
of your beam? Why not just normalize the vector between tr.endpos and start, then scale that vector up by a BIG number, then add that to the start position to get the end position of the beam? -- Jeffrey botman Broome ___ To unsubscribe, edit your list

Re: [hlcoders] Getting an effect to punch through a wall.

2005-04-11 Thread Jeffrey \botman\ Broome
= tr.endpos - start_position; VectorNormalize(v_beam); v_beam = v_beam * 100; // scale the vector up by large amount Vector beam_end = start_position + v_beam; -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Getting an effect to punch through a wall.

2005-04-11 Thread Jeffrey \botman\ Broome
with a couple of walls in it. Create a beam that goes from (0,0,0) to some fixed point in the world. Substitute those 2 coordinates (0,0,0 and fixed point) in your calculations and see if the beam gets drawn to the proper places. -- Jeffrey botman Broome

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

2005-04-07 Thread Jeffrey \botman\ Broome
. It's a warning. You can fix it (by adding the proper return type to that function) or you can ignore it. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com

Re: [hlcoders] adding unused weapons

2005-04-06 Thread Jeffrey \botman\ Broome
botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash

2005-03-27 Thread Jeffrey \botman\ Broome
Alfred Reynolds wrote: Looks like a null pointer is trying to be de-referenced. Have you stepped the code and verified that this is not the problem? If it's 0x40, it's not NULL, but it's still borked up! ;) -- Jeffrey botman Broome ___ To unsubscribe

Re: [hlcoders] Resource File Bug?

2005-03-21 Thread Jeffrey \botman\ Broome
, then it will be the same regardless of whether the server is Linux or Win32. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Linux server crash when changing level

2005-03-21 Thread Jeffrey \botman\ Broome
memory more than once (or calling a destructor on something that has already been destroyed). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo

Re: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer

2005-03-16 Thread Jeffrey \botman\ Broome
on all of them. I tried it twice, just in case it got hosed during the copying, and had the exact same results. Are you using the latest and greatest SDK (March 9th, 2005) or some earlier SDK release? Are you using Microsoft Visual Studio .NET 2003 or some previous Visual Studio? -- Jeffrey botman

Re: [hlcoders] Question about Precaching in Source.

2005-02-28 Thread Jeffrey \botman\ Broome
Lance Vorgin wrote: Hook the filesystem's read funcs, look for it reading a .res file, and fake append your files to be sent to it. Muh :/ Heh-heh! -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] New Mod Directory on Visual C++ 2003 .NET

2005-02-25 Thread Jeffrey \botman\ Broome
/Getting_started_with_the_Source_SDK -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Trying to display MOTD message

2005-02-24 Thread Jeffrey \botman\ Broome
on the client (in the DECLARE_MESSAGE() and MOTD on the server (in the REG_USER_MSG), or vice-versa. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo

Re: [hlcoders] HL2DM Mod Bot

2005-02-24 Thread Jeffrey \botman\ Broome
that information through a plugin. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-24 Thread Jeffrey \botman\ Broome
(like func_ladder), but using TraceHull will allow you to hit those objects. Try using TraceHull instead of TraceLine. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] SDK Code update.

2005-02-18 Thread Jeffrey \botman\ Broome
(especially if you have no plan of ever using those features in your MOD). Just because it's available doesn't mean you have to use it. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-14 Thread Jeffrey \botman\ Broome
the country where the law was created. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-14 Thread Jeffrey \botman\ Broome
. You do realize that by saying this you're just BEGGING people to make all kinds of crazy plugins to screw up the gameplay in your MOD, right? :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please

[hlcoders] Bug in Mailman...

2005-02-10 Thread Jeffrey \botman\ Broome
logs. So I'm following the instructions and informing the webmaster. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] [OT] Safe way of setting weapon damages?

2005-02-09 Thread Jeffrey \botman\ Broome
British_Bomber wrote: real quick though, does anyone know who Douglas Adams is? This is a joke, right? If not... http://www.douglasadams.com/ -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] determing where bullet hit?

2005-02-06 Thread Jeffrey \botman\ Broome
. Bullets don't exist. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

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

2005-02-06 Thread Jeffrey \botman\ Broome
crashing. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Checking to see if it's a multiplayer game

2005-02-05 Thread Jeffrey \botman\ Broome
Knifa wrote: Hello. How would I check if the player is in an SP game or an MP game? Thanks. maxClients is 1 in single player, = 2 in multiplayer. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] Weapon ballastics

2005-02-02 Thread Jeffrey \botman\ Broome
velocity in Half-Life2 because bullets aren't entities (they are just hitscans). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Making Usable Ladders

2005-02-01 Thread Jeffrey \botman\ Broome
is on a ladder (physprop or world). //- inline bool CGameMovement::OnLadder( trace_t trace ) { if ( trace.contents CONTENTS_LADDER ) return true; -- Jeffrey botman Broome

Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread Jeffrey \botman\ Broome
alone, in peace, so that we can concentrate on what this list was set up for, creating code for Half-Life. I'm out. No more replies from me in this thread. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives

Re: [hlcoders] Commercially released mods??

2005-01-25 Thread Jeffrey \botman\ Broome
[EMAIL PROTECTED] wrote: Please keep it on-topic guys.. Please trim unnecessary text from your replies. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com

Re: [hlcoders] strength of weapons

2005-01-25 Thread Jeffrey \botman\ Broome
what makes the 357's bullet make the barrels fly around while the pistol just barely moves them? How do you decide this? My guess (out of the wild blue) would be... CalculateBulletDamageForce(); -- Jeffrey botman Broome ___ To unsubscribe, edit your list

Re: [hlcoders] vtf files

2005-01-22 Thread Jeffrey \botman\ Broome
David Nelson wrote: hey, how can we view sprites in the vtf format? vtf2tga.cpp in the utils\vtf2tga directory. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] message of bogus type

2005-01-19 Thread Jeffrey \botman\ Broome
this... REG_USER_MSG(PerfectDarkMessage, -1); ...to this... REG_USER_MSG(PDMsg, -1); ...and it will probably work fine (don't forget to change the client to match, and they ARE case-sensitive). -- Jeffrey botman Broome ___ To unsubscribe, edit your list

Re: [hlcoders] SDK bullet tracer fix?

2005-01-19 Thread Jeffrey \botman\ Broome
) ); } ...from CBaseEntity::FireBullets() and adding it into CSDKPlayer::FireBullet()??? -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] SDK update

2005-01-19 Thread Jeffrey \botman\ Broome
/ (we are still working on updating the SDK site, should be done soon). From the Steam News... Friday, January 19th 2005 Wow! What kind of CRAZY calendar does Valve use? No wonder the updates are never when they say they will be! :) -- Jeffrey botman Broome

Re: [hlcoders] SDK update

2005-01-19 Thread Jeffrey \botman\ Broome
. I got differences all over the place (first 2 files in cl_dll\game_control, NavProgress.cpp and NavProgress.h are new). There's LOTS of changes in sdk\nav_*.* Are you doing a Single Player MOD or Multiplayer MOD? -- Jeffrey botman Broome ___ To unsubscribe

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

2005-01-18 Thread Jeffrey \botman\ Broome
many of these issues have you posted on VERC? As for Physics, Jay Stelly responded to a post on VERC about maxspeed being handled improperly... http://www.chatbear.com/board.plm?a=viewthreadt=211,1104816723,4893id=768355b=4991v=flatold -- Jeffrey botman Broome

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

2005-01-18 Thread Jeffrey \botman\ Broome
(will?) confuse the CS:S code that internally handles fake clients. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

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

2005-01-18 Thread Jeffrey \botman\ Broome
!!! WHAT YOU SAY??? All your base are belong to us! -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] bug on laptops

2005-01-17 Thread Jeffrey \botman\ Broome
keys as numeric key pad keys 1,2,3, 4,5,6, 7,8,9. Does your laptop have a function key that converts the leftmost 9 keyboard keys to numeric keypad emulation? Perhaps when the observer panel is opening something is causing the emulation mode to be entered. -- Jeffrey botman Broome

Re: [hlcoders] Debugging a Linux server?

2005-01-15 Thread Jeffrey \botman\ Broome
the executable. When it crashes enter the command 'where' to get a stack traceback. I hope you compiled with debug symbols enabled. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] Debugging a Linux server?

2005-01-15 Thread Jeffrey \botman\ Broome
botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Player Position

2005-01-14 Thread Jeffrey \botman\ Broome
that a crouched player could not)... +-+ | | | | | | +-+ | | | | | | | |+-+ +-+ +-++-+ standing crouchedprone -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] Player Position

2005-01-13 Thread Jeffrey \botman\ Broome
colliding geometry in the level (axis aligned bounding boxes are a pain, aren't they?). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Player Position

2005-01-13 Thread Jeffrey \botman\ Broome
-axis ...since the sloped side doesn't lie along the X axis (even if the player was rotated 15 degrees clockwise). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] Player Position

2005-01-13 Thread Jeffrey \botman\ Broome
will extend outside the collision box when those animations are played, players should be able to be hit when they are leaning left or right. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit

Re: [hlcoders] Player Position

2005-01-13 Thread Jeffrey \botman\ Broome
Ian Tyrrell wrote: Hehehe, Bortman! (sorry) Yah! Bort! Bort! Bort! (hey, I can't type for shit. i've been at work 65 hours this week already and it's not even Friday yet). Crunch time sucks! Mind thinking not clearly. Sleep imminent. -- Jeffrey botman Broome

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

2005-01-12 Thread Jeffrey \botman\ Broome
pretty cool. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Problem...constantly getting Disconnected from Steam servers

2005-01-10 Thread Jeffrey \botman\ Broome
botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

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

2005-01-09 Thread Jeffrey \botman\ Broome
allow me to cheat, but would only allow me to cheat on my own server. Anybody that had installed Admin-MOD for Half-Life knows what types of things are possible through plugins, but these aren't caught by VAC. -- Jeffrey botman Broome ___ To unsubscribe

Re: [hlcoders] Dismemberment

2005-01-08 Thread Jeffrey \botman\ Broome
been disconnected and the second can be more CPU intensive). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Player command - Health control? Damage?

2005-01-08 Thread Jeffrey \botman\ Broome
a code/command to this for CS-Source? I think this stuff does the admin_slap type feature... http://www.sourcemod.net/ -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] desktop shortcuts and steam update

2005-01-07 Thread Jeffrey \botman\ Broome
(this fixes game launching problems when you have spaces in the path name). Adding those extra quotes is a good work around (for all the arguments after the applaunch parameter), we will work on a fix that doesn't need this extra quoting. - Alfred You might want to try -game MyMod -- Jeffrey botman Broome

Re: [hlcoders] desktop shortcuts and steam update

2005-01-07 Thread Jeffrey \botman\ Broome
Jeffrey botman Broome wrote: From the hlds email list... The Steam launcher now quotes each parameter (i.e +connect +ip:port ) which the HL1 engine does not correctly parse (this fixes game launching problems when you have spaces in the path name). Adding those extra quotes is a good work around

Re: [hlcoders] Difference between loading the third party game via steam first and running run_mod.bat

2005-01-07 Thread Jeffrey \botman\ Broome
(and not running it from the Steam Play Games dialog. Try it yourself. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Difference between loading the third party game via steam first and running run_mod.bat

2005-01-06 Thread Jeffrey \botman\ Broome
, then do... dir/s after.txt Then do a 'diff' on before.txt and after.txt and see what changed. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo

Re: [hlcoders] Difference between loading the third party game via steam first and running run_mod.bat

2005-01-06 Thread Jeffrey \botman\ Broome
botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Struggling with pointers

2005-01-05 Thread Jeffrey \botman\ Broome
quite a bit in skeletal animation)... http://www.gamedev.net/reference/articles/article428.asp -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman

Re: [hlcoders] Shaders...

2005-01-05 Thread Jeffrey \botman\ Broome
___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ^--- That stuff up there ^ -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view

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

2005-01-05 Thread Jeffrey \botman\ Broome
that were failing. Reproducible: Always Steps to Reproduce: 1. USE=static emerge gcc 2. emerge fam-oss or other packages that depend on libstdc++.so.5 from here... http://bugs.gentoo.org/show_bug.cgi?id=18050 (found using google.com and searching for time_put_w) -- Jeffrey botman Broome

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

2005-01-03 Thread Jeffrey \botman\ Broome
Arguments before starting the debugger, but that doesn't seem to make a difference, I still get the same behavior. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread Jeffrey \botman\ Broome
been testing things like this, if so, some input on your findings would be nice to hear. Thanks. This sounds like something like Spirit Of Half-Life2 could use (assuming anybody ever creates it). :) -- Jeffrey botman Broome ___ To unsubscribe, edit your

Re: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread Jeffrey \botman\ Broome
Developers... http://www.oreilly.com/catalog/physicsgame/ ...if you are really serious about creating realistic physics in games, you should definitely get that book (I hope your math skills are REALLY strong). :) -- Jeffrey botman Broome ___ To unsubscribe

Re: [hlcoders] Source Engine Curios

2005-01-01 Thread Jeffrey \botman\ Broome
I have noticed that there's a lot less evil in the Source SDK than in the HL1 SDK. Although this one does include some bullshit, and stuff that sucks. But the best comments are the descriptions of the npc_ entities... // Purpose: Dr. Kleiner, a suave ladies man leading the fight against the

Re: [hlcoders] map command(HL1 question)

2004-12-31 Thread Jeffrey \botman\ Broome
someone please point out where it is? thanks The map command is handled by the engine. The MOD DLL code never sees any of this. You can use ServerActivate() and ServerDeactivate() in client.cpp to know a map has been loaded and when a map is being unloaded (respectively). -- Jeffrey botman Broome

Re: [hlcoders] mailinglist archives?

2004-12-27 Thread Jeffrey \botman\ Broome
. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Jeffrey \botman\ Broome
response.) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] CS:S as SDK mod base

2004-12-27 Thread Jeffrey \botman\ Broome
Knifa wrote: PS: Can anyone tell me how to make a new thread for mailing lists? I'm sort of new to these things. Send a new message (not a reply) to: hlcoders@list.valvesoftware.com -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences

Re: [hlcoders] Updated SDK source code? - Incl list of files changed

2004-12-23 Thread Jeffrey \botman\ Broome
source code trees together. Simply extract the new SDK source code out to a temporary directory, and run the merge between your code and the latest code, pick and choose the things you want to merge in, and merge them. -- Jeffrey botman Broome

Re: [hlcoders] Updated SDK source code?

2004-12-21 Thread Jeffrey \botman\ Broome
directory, create a MOD using the latest SDK, run Beyond Compare on the two main directories and it will show you what has changed. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread Jeffrey \botman\ Broome
), make all of your vehicles flying vehicles (or very low hovering vehicles). If you're doing a Road Rally kind of MOD, or a Demolition Derby kind of MOD, best of luck to you. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread Jeffrey \botman\ Broome
ChessMess wrote: What about a Racing boat mod? Are they flying boats? ;) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread Jeffrey \botman\ Broome
). This is an oversimplication, of course, but you get the general idea. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread Jeffrey \botman\ Broome
does HydroRacers support on the BF1942 engine? -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread Jeffrey \botman\ Broome
the minimal amount of entity physics data over the network to keep the clients and servers relatively in sync with each other. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

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

2004-12-13 Thread Jeffrey \botman\ Broome
and will happily copy what someone else has done rather than trying to invent the wheel themselves (even if they could invent a much better wheel with a little bit of extra work). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] GameFrame

2004-12-13 Thread Jeffrey \botman\ Broome
Ronny Schedel wrote: Just use a thread. Eek! Are the engine functions in the listen server and dedicated server thread safe? -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] True-Type Font Resources

2004-12-11 Thread Jeffrey \botman\ Broome
links to apple.com... http://developer.apple.com/fonts/Tools/index.html ...and this... http://doubletype.sourceforge.net/ -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-10 Thread Jeffrey \botman\ Broome
to. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] would like to post on this list

2004-12-10 Thread Jeffrey \botman\ Broome
Igor Murashkin wrote: Hi, I'd like to post on this list, my email is [EMAIL PROTECTED] Um, okay. You just did! YAY!!! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jeffrey \botman\ Broome
something which you should not be doing. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jeffrey \botman\ Broome
Ronny Schedel wrote: These are bad news :\ So, how can I change the velocity of a player without class access? You can't. This isn't the Half-Life engine! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jeffrey \botman\ Broome
Jay Stelly wrote: You should let us know what data you are trying to access in your plugins so we can add it to an interface and implement it in HL2DM CS:S. That's easy. EVERYTHING! Every member variable of every class should have an interface function to Get and Set it! :) -- Jeffrey botman

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jeffrey \botman\ Broome
Jeffrey botman Broome wrote: Jay Stelly wrote: You should let us know what data you are trying to access in your plugins so we can add it to an interface and implement it in HL2DM CS:S. That's easy. EVERYTHING! Every member variable of every class should have an interface function to Get

Re: [hlcoders] Plugin supported Interface Factories...

2004-12-07 Thread Jeffrey \botman\ Broome
() and GetAbsAngles() from the CBaseEntity class. Resolving the member variables and functions with CBaseEntity class at compile time in a plugin also seems to be a small pain right now. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list

Re: [hlcoders] Using UTIL_ and te_ functions

2004-12-07 Thread Jeffrey \botman\ Broome
the 'direction' vector before creating the effect and see if that helps make things better. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] loading times

2004-12-07 Thread Jeffrey \botman\ Broome
enabled that you should not... http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vsdebug/html/vxgrfchanginghowdebuggerhandlesexceptions.asp -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives

Re: [hlcoders] Plugin supported Interface Factories...

2004-12-07 Thread Jeffrey \botman\ Broome
Ronny Schedel wrote: Hmm, I get valid results (non zero) for CPlayerState::v_angle. You can get the origin from ICollideable::GetCollisionOrigin(). Ah! Okay, I was grepping for angles not angle. I notice that 'kills' and 'deaths' is in there too! -- Jeffrey botman Broome

Re: [hlcoders] Plugin supported Interface Factories...

2004-12-06 Thread Jeffrey \botman\ Broome
Ronny Schedel wrote: Try to load the nonworking interfaces with gameServerFactory instead of interfaceFactory. Especially IServerGameDLL needs gameServerFactory. Ah, cool. I didn't even think about that. Muchas gracias. -- Jeffrey botman Broome

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