[hlcoders] Compiling under Linux with the new SDK

2006-10-01 Thread Matt Judge
compiles. I have looked for documentation, but can't find anything remotely useful. Can someone give me pointers on what I need to do to get my plugin to compile under the new SDK, please. Many thanks, Matt. ___ To unsubscribe, edit your list

Re: [hlcoders] Source SDK Update - 9/14/2006

2006-09-14 Thread Matt Stafford
://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http

Re: [hlcoders] SDK Bug Tracking Web Page

2006-09-06 Thread Matt Stafford
://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit

Re: [hlcoders] Phong + Custom Characters

2006-08-27 Thread Matt Stafford
-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http

Re: [hlcoders] .vmf/.bsp importer for 3ds Max

2006-08-17 Thread Matt Stafford
, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list

Re: [hlcoders] Decompile Models

2006-08-17 Thread Matt Stafford
-- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com

[hlcoders] Metrocop Shotgun Anims

2006-08-11 Thread Matt Stafford
/models confuses me (police_animations.mdl has nothing in it, police.mdl has totally working animations and I can't figure out how they're handled). Any suggestions? Thanks all, Matt -- ___ To unsubscribe, edit your list preferences, or view the list archives

Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-08 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] Cool cool, just reassuring to know that its coming :) Matt On 8/8/06, Mike Durand [EMAIL PROTECTED] wrote: I don't have anything more to add on shaders yet. I'm trying to get some of the severe problems with this drop fixed and after

Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-07 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] Any word on shaders yet Mike? Matt -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] Entity Creation (client)

2006-08-03 Thread Matt Boone
The entity is not created on the client until they are in the same PVS. If it goes out of the pvs afterwards, it become dormant. Matt -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Sheu Sent: Wednesday, August 02, 2006 8:35 PM To: hlcoders

RE: [hlcoders] TraceRay not hitting player's head

2006-06-15 Thread Matt Boone
the client version. With this box surrounding the player, bullet tracelines should hit hitboxes that are outside of the movement bounding box. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Boone Sent: Monday, June 12, 2006 6:54 PM To: hlcoders

RE: [hlcoders] TraceRay not hitting player's head

2006-06-12 Thread Matt Boone
The regular trace will exclude a player as a target if the trace doesn't collide with the bounding box. It is possible to do an additional check on eligible players and force a trace against their hitboxes with enginetrace-ClipRayToEntity. That's per target player, so you can do extra work to

Re: [hlcoders] FireEvent help?

2006-04-07 Thread Matt Judge
events to send to the game dll and not the other way around. You can actually cancel (or change) some events before they reach the game dll which is extremely useful. Hope this helps change your mind, Matt. ___ To unsubscribe, edit your list preferences

Re: [hlcoders] Works in debug mode, does not it release mode.

2006-03-30 Thread Matt Judge
Alfred Reynolds wrote: I have added a new page to the wiki with some VGUI2 programming best practices to follow: http://developer.valvesoftware.com/wiki/VGUI2_Programming_Best_Practices - Alfred Alfred Reynolds wrote: Does this burst of free time creativity mean that voice_speex and the

[hlcoders] Sample code for comparing lots of strings

2006-02-15 Thread Matt Judge
Hi, I have just started porting my plugin from cz/1.6 to css. In the process, I have looked at a lot of code samples and I have yet to see anyone implement this solution for comparing a single string against a number of search patterns. I am posting this in the hope that this will be useful to

Re: [hlcoders] Sample code for comparing lots of strings

2006-02-15 Thread Matt Judge
Daniel Wilson randomly typed the following on 02/15/2006 11:36 PM: Nice code, Thank you. If your list grows larger, you could use a hash table or, in such a case, I would prefer one of the tree structures like AVL. You would have to populate them at runtime, but that are much faster,

RE: [hlcoders] Help with figuring out NPC movement...

2006-01-27 Thread Matt
Talia, That is some interesting stuff and I will definitely look into your suggestions, thanks much. Matt -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Spektre Sent: Thursday, January 26, 2006 9:06 PM To: hlcoders@list.valvesoftware.com Subject: Re

[hlcoders] Help with figuring out NPC movement...

2006-01-26 Thread Matt
on how to changes things in that general area or even a good place to go to find out more info, that would be incredibly helpful. BTW, love the wiki and my thanks to all that contribute to it. Matt -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.375

[hlcoders] Shabby coding for the client side scripts

2006-01-23 Thread Matt Judge
Hi people, This is nothing to do with the server plugins but more to do with people writing shabby client side utilities. I am hoping by writing here, those people will do something about them. The problem exists in at least two helpers for buying weapons and weapon selecting scripts; RZEs

RE: [hlcoders] Recoil Modifications

2006-01-16 Thread Matt Boone
} To check when you are running in prediction. Matt -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of William Ewing Sent: Monday, January 16, 2006 1:59 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Recoil Modifications I have recently been

Re: [hlcoders] Updated Half-Life 1 client cvar query interface

2006-01-09 Thread Matt Judge
( NEW_DLL_FUNCTIONS *pNewFunctionTable, int *interfaceVersion ) { gNewDLLFunctionTable.pfnCvarValue2 = CvarValue2; memcpy( pNewFunctionTable, gNewDLLFunctionTable, sizeof( NEW_DLL_FUNCTIONS ) ); return(TRUE); } Thanks in advance, Matt. Alfred Reynolds wrote: We have

[hlcoders] lag compensation optimization

2006-01-03 Thread Matt Boone
as well as some further lag compensation changes that will fix players getting stuck in each other. Matt ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] newbie questions

2005-11-30 Thread Matt
Ok, so I should have a copy of the code directory I start with that is the code as Steam put it there, then when an update happens, make a new mod dir and compare the copy of the original directory and new the directory. Ok, thanks much everyone. Matt -Original Message- From: [EMAIL

[hlcoders] newbie questions

2005-11-29 Thread Matt
, but it seemed overly complicated and would mean I'd have to start using perforce too. Is that the only way? Do I need to do this? Also, what does Refresh SDK Content do? Thanks much, Matt -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.362 / Virus Database

RE: [hlcoders] newbie questions

2005-11-29 Thread Matt
Well that's good to know, what the menu option does...but what about the files I've modified? Will it just not update those? Thanks much, Matt -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Lord Booga Sent: Tuesday, November 29, 2005 4:27 PM

RE: [hlcoders] New to Source and AI questions...

2005-09-08 Thread Matt
for. Thanks again, Matt -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick Sent: Thursday, September 08, 2005 4:19 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] New to Source and AI questions... I wrote the AI section

[hlcoders] New to Source and AI questions...

2005-09-07 Thread Matt
, for instance. I didn’t see much on the answer to this… Any help you can offer and especially any example code or the like you could link me to (I haven’t seen much on websites that pertains specifically to AI) would be really helpful. Thanks much, Matt -- No virus found in this outgoing

RE: [hlcoders] Reload problem

2005-08-12 Thread Matt Boone
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Looks like the combine animation event #define COMBINE_AE_RELOAD ( 2 ) has the same value as the generic animation event AE_NPC_RIGHTFOOT You might have to translate the animation events coming

RE: [hlcoders] Reload problem

2005-08-12 Thread Matt Boone
Make that analogous :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Boone Sent: Friday, August 12, 2005 2:34 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Reload problem This is a multi-part message in MIME format. -- [ Picked

RE: [hlcoders] HUD Color

2005-08-12 Thread Matt Boone
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The colors Normal, Caution etc are referenced in resource/ClientScheme.res. You should change them there. From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf

RE: [hlcoders] HUD Animations

2005-07-09 Thread Matt Boone
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] There is quite a lot of documentation for this at the top of hudanimations.txt, but here's a quick example. There are actually a few built in panel animation vars that you can use ( Alpha, FgColor )

[hlcoders] GameEvents.res serverevents.res

2005-07-08 Thread Matt Parkins
can't find the other files anywhere (have installed source sdk, and all the stuff you'd expect, and done an SDK refresh). What do you need to install to get hold of them ? Information on server plugins is way thin on the ground. Matt ___ To unsubscribe

[hlcoders] RE: GameEvents.res serverevents.res

2005-07-08 Thread Matt Parkins
Right, worked it out. Even though you can create a serve plugin using any of the types of mod you select in 'Create a Mod', it only installs: hl2/resource/serverevents.res hl2/resource/GameEvents.res ...if you select the hl2 single player mod. Pah. -Original Message- From: Matt

RE: [hlcoders] GameEvents.res serverevents.res

2005-07-08 Thread Matt Parkins
for an exisiting Valve mod, you can find all the files in the Steam gcf's. On 7/8/05, Matt Parkins [EMAIL PROTECTED] wrote: Hi all, Am trying to write a server plugin and trying to understand some of the events which, according to the vdc wiki are apparently listed in the files: hl2/resource

RE: [hlcoders] Many thanks to Valve and Alfred!

2005-07-07 Thread Matt Parkins
Cue, not Queue. :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards Sent: 07 July 2005 13:44 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Many thanks to Valve and Alfred! *Queue 'should have been there from the start'

RE: [hlcoders] Linux HLDS plugin

2005-07-04 Thread Matt Parkins
Or alternatively has anyone ever managed to get this error when the plugin is actually there ? Is it possible to make a bad build ? Heyalp, ta, matt -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Parkins Sent: 04 July 2005 09:08 To: hlcoders

[hlcoders] Linux HLDS plugin

2005-06-28 Thread Matt Parkins
/ permissions / beginning of the week / what !?! Thanks in advance for any help you can afford, Matt ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] networked entity question

2005-05-10 Thread Matt Boone
If it an entity that is set up to always transmit, it will transmit its state to any connecting client and create the client-side counterpart, and transmit deltas from then on. See the player resource for a good example of this. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

RE: [hlcoders] C_BaseAnimating::DispatchMuzzleEffect

2005-05-04 Thread Matt Boone
It comes from an animation event. Char *options is the options parameter to the event, and usually holds information about the muzzleflash, eg what style to draw or a scale value. Eg your fire animation might include this event: $sequence fire Fire01 snap fps 30 activity ACT_VM_PRIMARYATTACK 1 {

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

2005-04-27 Thread Matt Boone
The touch function will be called continuously for each entity that is touching on every frame. It sounds like you changed the Touch function once the player picks the object up, maybe like this? SetTouch( NULL ); If so you can re-set the touch function when your object is ready to be touched

RE: [hlcoders] HitBoxes ?

2005-04-27 Thread Matt Boone
Do your hitboxes extend outside of the bounding box? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Dance Sent: Wednesday, April 27, 2005 1:04 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HitBoxes ? We are noticing this too.

RE: [hlcoders] OptionsSubMultiplayer.res

2005-04-07 Thread Matt Boone
I don't think its possible to add controls to this panel with just a .res file change. You should add your cvar checkbox to the multiplayer advanced dialog, which is scriptable via cfg/settings.scr. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of

RE: [hlcoders] OptionsSubMultiplayer.res

2005-04-07 Thread Matt Boone
Is it possible to create code-driven UI here? For example, HL2DM and CS:S have model selection and spray support on this tab. How do these work? (I swear I found a document on how to do this once.. maybe it was for HL1...) --JD On Apr 7, 2005, at 4:32 PM, Matt Boone wrote

[hlcoders] Respawn Bug fix

2005-04-05 Thread Matt Boone
I've seen this particular bug in a few mods now, thought I would send out a snippet for you guys until it can be sent out in the next SDK update. The problem shows up as players not respawning properly, seeming to fail the teleport call. What's actually happening is the lag compensation manager

RE: [hlcoders] spectator eye mode problem AddToFullPack (not related)

2005-04-05 Thread Matt Boone
To change visibility of an entity to different players, check out CBasePlayer::ShouldTransmit -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Heritage Sent: Tuesday, April 05, 2005 6:36 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] spectator

RE: [hlcoders] spectator eye mode problem AddToFullPack (not related)

2005-04-05 Thread Matt Boone
there is no MoveParent.. whatever that is inside const QAngle CBasePlayer::EyeAngles( ) in baseplayer_shared.cpp CBaseEntity *pMoveParent = const_castCBasePlayer*(this)-GetMoveParent(); is always NULL. so I'm gonna look into that next. On Apr 5, 2005 6:42 PM, Matt Boone [EMAIL PROTECTED] wrote

RE: [hlcoders] Need help with custom fonts please

2005-03-22 Thread Matt Boone
Make sure newfont is the actual name of the font, which is possibly different from the font's filename. Also remove the space from the newfont entry. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Heritage Sent: Tuesday, March 22, 2005 3:35 PM To:

RE: [hlcoders] improper vgui behavior

2005-03-17 Thread Matt Boone
You should check out the hud animation system, this allows you to start changes in colour or size that will run in the background for you. You can also animate the alpha or size to simulate your panels disappearing. As far as setting them not visible and them not disappearing, they shouldn't be

RE: [hlcoders] Resetting entites on round restart.

2005-02-24 Thread Matt Boone
Cs and dod both destroy the entities and re-create them from scratch on round restart. We also maintain a list of entities that should not be destroyed on a round restart ( player, lights etc ). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison

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

2005-01-18 Thread Matt Boone
Does the pose parameter you are using in the animation code match the pose parameter in the model? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis Gonzalez Sent: Tuesday, January 18, 2005 1:22 PM To: hlcoders@list.valvesoftware.com Subject:

RE: [hlcoders] RE: HL2DM SDK in January or February? Matt

2005-01-18 Thread Matt Boone
18, 2005 2:10 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] RE: HL2DM SDK in January or February? Matt This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I change the pose parameter in this function in base_playeranimstate.cpp, Using

RE: [hlcoders] bug on laptops

2005-01-17 Thread Matt Boone
A fix for this will be released with the next engine update. I'll send code snippets then as well so you can fix any other bindings you're trying to hook in your mod. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Christensen, Grant Sent: Monday, January

RE: [hlcoders] Debugging a Linux server?

2005-01-15 Thread Matt Boone
Also try searching for the answer to life, the universe and everything -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Saturday, January 15, 2005 3:41 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Debugging a

RE: [hlcoders] Player animation ?

2005-01-11 Thread Matt Boone
HL2DM player animation uses a different system than is in the sdk. Basically you have a list of base sequences, preblended with 9-way aims and 9-way runs - those are the aim animations and are called in game code via activities ( why you see different animation names in combine vs rebels ).

RE: [hlcoders] Bone manipulation via code

2005-01-07 Thread Matt Boone
It would be better to use an animation in the player model and change the rotation of a specific joint with a pose parameter. What effect are you trying to accomplish? Its also easier to get position and angles of a particular bone if you put an attachment point on it and get that. -Original

RE: [hlcoders] Bone manipulation via code

2005-01-07 Thread Matt Boone
- Original Message - From: Matt Boone [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, January 07, 2005 10:50 PM Subject: RE: [hlcoders] Bone manipulation via code It would be better to use an animation in the player model and change the rotation of a specific joint

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] Menu Sizing problems

2004-12-08 Thread Matt Boone
Dimensions that are set in .res files are relative to a 640 by 480 screen, so they will scale to every resolution. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gabe Volker Sent: Wednesday, December 08, 2004 5:34 PM To: [EMAIL PROTECTED] Subject:

RE: [hlcoders] Sending a regular text message

2004-12-06 Thread Matt Boone
// to one player ClientPrint( pPlayer, HUD_PRINTTALK, Hello World\n ); // to all players UTIL_ClientPrintAll( HUD_PRINTTALK, Hello World\n ); Use HUD_PRINTCENTER instead of HUD_PRINTTALK to print to the center of the screen. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

Re: [hlcoders] Gmail Mailing Lists

2004-12-05 Thread Matt Thompson
ZoMtEc wrote: But GMail rocks ur Outlook-Rules ;) I used Outlook like you did but gmail is much better i think! Yes, but with gmail, there is no offline browsing. For that reason, I use my gmail account, but use Mozilla Thunderbird to read it, since gmail gives you pop access. I couldn't imagine

Re: [hlcoders] Re: Source SDK Released

2004-11-08 Thread Matt
-, Matt [EMAIL PROTECTED] wrote: Ive just bought hl2 on the same account at hl1 and now i cant find a way to put hl1 on another account OMG! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] Re: Source SDK Released

2004-11-08 Thread Matt
your right it is a boring subject, i bought diablo 2:LOD and the disk exploded in my drive, blizzard thought it was boring aswell :/ The first lesson in business is: if you dont respect your customers dont expect respect back Random Quotes: [00:18] Nipper Why not if its commonly asked? why don't

Re: [hlcoders] Removing Grenades From a Player

2004-10-23 Thread Matt Judge
Jeffrey botman Broome wrote: Your own MOD? Some other MOD? More details? Sorry, my bad. I am coding this as a metamod plugin to be used with CZ and 1.6. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

RE: [hlcoders] HL2 Dev CPU Requirements

2004-10-21 Thread Matt Boone
Damn, I missed the day they gave those out. :( -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Thursday, October 21, 2004 3:39 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] HL2 Dev CPU Requirements Brian Satertek Irelan

[hlcoders] Annoying problem with setting deaths on client using 'retry'

2004-09-26 Thread Matt Judge
the clients score when the server calls gmsgInitHUD. Any help or insight would be appreciated, Thanks, Matt. (wonid is left over from 1.5 :) sprintf(mysqlbuf, SELECT money,frags,deaths FROM retry WHERE wonid=\%s\ AND server=\%s\, GETPLAYERAUTHID(pEntity

Re: [hlcoders] Annoying problem with setting deaths on client using 'retry'

2004-09-26 Thread Matt Judge
Deadman Standing wrote: When is this code called? What mod are you testing this with? Hi, I am using this on CS 1.6 and CS:CZ. This code is executed immidiately after gmsgInitHUD, Cheers, Matt. ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] using metamod to get client rates

2004-09-19 Thread Matt Judge
( g_engfuncs.pfnGetInfoKeyBuffer(pEntity), cl_cmdrate)); int cl_updaterate = atoi(g_engfuncs.pfnInfoKeyValue( g_engfuncs.pfnGetInfoKeyBuffer(pEntity), cl_updaterate)); This is only returning values for rate and cl_updaterate. cl_cmdrate is always 0, Any further help would be appreciated, Thanks, Matt

Re: [hlcoders] using metamod to get client rates

2004-09-17 Thread Matt Judge
Brian A. Stumm wrote: I believe he means the CVAR rate which the client uses based on his internet connection speed but in case its ping and packet loss we are after try this: Aye, it is the clients CVAR setting I am after. I know AMX could pull some CVARs from the client, so I should probably

[hlcoders] using metamod to get client rates

2004-09-16 Thread Matt Judge
Hello all, I am guessing searching for anything to with rates on google is a dead loss so I shall ask directly here. Can someone suggest a way that my metamod plugin can check client rates? Cheers, Matt ___ To unsubscribe, edit your list preferences

RE: [hlcoders] Re: Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-08-12 Thread Matt Boone
Yup, that's it. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Wednesday, August 11, 2004 8:38 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Re: Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

Re: [hlcoders] (no subject)

2004-08-02 Thread Matt Judge
of the default install. Matt. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] (no subject)

2004-08-02 Thread Matt Judge
David Fencik wrote: I question that last comment. Pine was coded as an academic project, thus the code was heavily scrutinized. Dave http://www.securiteam.com/unixfocus/6Z0001P0BI.html http://www.securityspace.com/smysecure/catid.html?id=12602

Re: [hlcoders] (no subject)

2004-08-02 Thread Matt Judge
:) Matt. -- When you do things right, people won't be sure you've done anything at all. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Anti-Cheat idea.

2004-05-24 Thread Matt
cheats are gonna exist until pcs are nothing more than monitors connected to the internet and even then someone will find a way to cheat, the best way to stop cheats is to have a good way to report them not as far as blizzard went =/ but a constantly monitored system, mabey even by non valve

RE: [hlcoders] DoD pPlayer-v.playerclass

2004-05-20 Thread Matt Boone
, 2004 5:29 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] DoD pPlayer-v.playerclass On Thu, 8 Jan 2004, Matt Boone wrote: enum { PLAYERCLASS_UNDEFINED = 0, //Allied classes PLAYERCLASS_LIGHTINF_GARAND, PLAYERCLASS_LIGHTINF_CARBINE, 8--snip-- Though in 1.2 there may

Re: [hlcoders] Removing entities

2004-05-04 Thread Matt Judge
them for breaking something they hadn't :) Matt. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Removing entities

2004-04-30 Thread Matt Judge
Help! (I have never coded for 1.5, but I am beginning to wish I had. Are they going to make it this hard for us to do stuff in HL2?) The DeleteCSWeapon is not working for me. DeleteCSWeapon(models/w_awp.mdl,weapon_awp,index); Am I using this wrong? If I call this function when the player is

Re: [hlcoders] Removing entities

2004-04-30 Thread Matt
along the same lines.. i made a mod that worked for 1.5 that gave every player all weapons, now in 1.6 it get to 4/5 and crashes, the code im using is: for (int i=0;iMAX_CWEAPONS;i++) { edict_t *r = CREATE_NAMED_ENTITY(MAKE_STRING(cWeapons[i])); r-v.spawnflags |=

[hlcoders] Removing entities

2004-04-29 Thread Matt Judge
this as a setback to anyone trying to create a mod. My 2 pennies worth, Matt. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Removing entities

2004-04-29 Thread Matt Judge
Server-Crash exploit if( pPlayer-v.sequence == 86 ) // Block shield exploit if( pPlayer-v.sequence == 98 ) Cheers, Matt. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] Removing entities

2004-04-29 Thread Matt Judge
://planethalflife.com/botman/stripper2.shtml Adding and removing of weapons works with 1.6? All my attempts to remove a spawned weapon causes the server to crash :( I have looked at your code, but I shall revisit it now :) Matt. ___ To unsubscribe, edit

Re: [hlcoders] Removing entities

2004-04-29 Thread Matt Judge
sample code for me to borrow? ;) Matt. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] CS player/item structure

2004-04-22 Thread Matt
Thanks a lot, i found similar information on a website and was about to start looking for them myself =) - Original Message - From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, April 22, 2004 7:29 AM Subject: SV: [hlcoders] CS player/item structure This is a multi-part

Re: [hlcoders] Crash bug that I can not solve!

2004-04-21 Thread Matt
is the random value an integer? have a look at the function see what values it can return, you say when someone needs a spawn point? is it only then that its crashing? - Original Message - From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, April 21, 2004 10:59 AM Subject:

[hlcoders] CS player/item structure

2004-04-20 Thread Matt
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Im making a metamod plugin for a CS server and need to know where ammo is stored.. ive narrowed it down, but really need to see the CS CBaseEntity class. int ammo_9mm can be changed to affect the mp5

Re: [hlcoders] CS player/item structure

2004-04-20 Thread Matt
LINK_ENTITY_TO_GAME(*); you mean? - Original Message - From: Deadman Standing [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, April 20, 2004 5:20 PM Subject: RE: [hlcoders] CS player/item structure Look at the code for amx. It has magic number offsets for the commands they

RE: [hlcoders] pwd?

2004-03-13 Thread Matt Boone
Yes. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Saturday, March 13, 2004 2:52 AM To: [EMAIL PROTECTED] Subject: [hlcoders] pwd? This is a multi-part message in MIME format. -- is that your website? -- [ details.zip of type

RE: [hlcoders] ServerSide HitBox Drawing (won't work the way it should)

2004-03-12 Thread Matt Boone
This is certainly a way to do it. However I think you'll find that drawing that many TE boxes will overflow the client. One good way is to only draw them on a single client, and only draw every second one. That gives you a good general shape of the player and an indication if your server hitboxes

RE: [hlcoders] ServerSide HitBox Drawing (won't work the way it should)

2004-03-12 Thread Matt Boone
a shield but that doesn't matter :) - Original Message - From: Matt Boone [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, March 12, 2004 10:40 AM Subject: RE: [hlcoders] ServerSide HitBox Drawing (won't work the way it should) This is certainly a way to do it. However I think you'll

RE: [hlcoders] Client-side BSP models

2004-03-02 Thread Matt Boone
DoD has client side models only, no bsp. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Philip Searle Sent: Tuesday, March 02, 2004 1:10 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Client-side BSP models I'm recreating the entity every frame

[hlcoders] CS Cheats - Aimbot in 1.6.

2004-02-23 Thread Matt
does anyone have any ideas about how to combat aimbots in 1.6?

Re: [hlcoders] CS Cheats - Aimbot in 1.6.

2004-02-23 Thread Matt
Ive got an idea, dunno how feasible!? Make a living breathing entity =) that floats around the level pretending randomly to be differnt players, and see who fires at it, cos i bet the randomized code would be more efficient than the aimbot! - Original Message - From: S. Hendriks [EMAIL

Re: [hlcoders] Restricted player slots

2004-02-13 Thread Matt
thats the point tho, if the server had a max_public_players and max_players cs would know not to let you on if you havnt got a password registed for that server, as for sv_maxvisibleplayers i didnt know that existed so my post is invalid - Original Message - From: Florian Zschocke [EMAIL

[hlcoders] Restricted player slots

2004-02-12 Thread Matt
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Im suprised that no one on the steam team has fixed the join a server with reserved slots problem :/ sucks, i expect it could be addressed with adminmod or amx but it seems that the game should deal

[hlcoders] Name hack

2004-02-11 Thread Matt
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] ive only seen this in the recent update, but it seems that the code for spectate mode has a few bugs, for one, it lets u see a string name and if u enter it as your name it sends the string whenever

Re: [hlcoders] Steam problem

2004-01-17 Thread Matt
heh, I didnt. gotta do it for university, i know C++, just i thought it might cause me to get banned if i run qbasic while on steam as it might think its a cheat program or something? also seems odd that qbasic wont go into fullscreen mode after steam is completly stopped, probably something to do

RE: [hlcoders] dod_control_point and v.body

2004-01-16 Thread Matt Boone
Which model is shown in a dod_control_point for each state is determined by the mapper, but if they use the standard - models\mapmodels\flags.mdl: Bodygroup model 0 Axis 1 Allies 2 British 3 Uncapped 4 Axis small flag 5

[hlcoders] Steam problem

2004-01-15 Thread Matt
If i load qbasic and try to run steam it wont run, then if i close qbasic run steam, quit it, then run qbasic again it wont go into fullscreen mode..? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

RE: [hlcoders] DoD pPlayer-v.playerclass

2004-01-08 Thread Matt Boone
enum { PLAYERCLASS_UNDEFINED = 0, //Allied classes PLAYERCLASS_LIGHTINF_GARAND, PLAYERCLASS_LIGHTINF_CARBINE, PLAYERCLASS_ASSAULT_TOMMY, PLAYERCLASS_ASSAULT_GREASE, PLAYERCLASS_SNIPER, PLAYERCLASS_HEAVYWEAPONS,

Re: [hlcoders] Software companies

2003-12-15 Thread Matt
tbh, this is the only place i could think of sending something like this, as at least someone who knows something will read it, as opposed to those robotic tech support people who quote FAQ's as if its the law :/ my hope if any for this email is to make valve aware that some companys have problems

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