don't know)
Sorry to be so vague, but if this has already been covered then I can't see it in the
old mails and things.
Paul 'MoOg' Samways
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I literally just decided to go back and tinker with HL1 code and then saw
your mail ;)
Paul MoOg Samways
- Original Message -
From: Karl Gregory Jones [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, October 07, 2003 3:00 PM
Subject: [hlcoders] HL2 delay ... back to HL1 SDK?
Hi
they?
- Original Message -
From: Paul 'MoOg' Samways [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, June 18, 2002 3:00 PM
Subject: Re: [hlcoders] sound transfer from server
This would also neatly explain why some players would throw up these
filenames on first connecting and then not again
They are unit vectors in world space that represent the view of the player.
So the forward vector is the unit vector for the line straight out from the
players view, up is up for the player view, etc.
So you were half right but I think you confused yourself by thinking too
hard ;)
-
,
Paul 'MoOg' Samways
Judgement HL - http://justicedepartment.co.uk
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Now I have images of some kind of Tron style computerised police force
patroling the screen.
- Original Message -
From: Bob le Pointu [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, April 19, 2002 1:13 PM
Subject: Re: [hlcoders] TriAPi
With a tridimensionnal police ?
On 19
I'd not noticed this before, mainly because I very rarely see our mod in
software mode (only if I ever test it at work), but none of the parts of our
HUD that use FillRGBA show up at all in software mode. Anything sprite based
is fine, but since our ammo counter is entirely drawn using FillRGBA I
Hadn't thought of checking that, but no, they're not showing up either.
Guess I'll stop worrying about software mode mishaps on this machine ;)
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, April 19, 2002 2:31 PM
Subject: Re: [hlcoders] FillRGBA
Excellent, we have sporadic problems with reliable overflows, so this is
great to have.
Thanks for sharing :)
- Original Message -
From: Charlie Cleveland [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, April 19, 2002 3:54 PM
Subject: [hlcoders] Network metering source code
I know this is more an over all mod question rather than coding, but I was
wondering if people know what needs doing to a mod to support CS retail.
I'm guessing it's just a case of including models from the HL pak that we've
used, since I'd imagine not many of these (if any) are part of the CS
geographically we are, politically, not really ;P
- Original Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, April 16, 2002 1:27 PM
Subject: Re: [hlcoders] QWERTY - AZERTY
As you might know, in Europe (France for me :) ), we haven't the same
keyboard as
take the current button and make it check for a worldspawn variable called
'radiosound' or something. your mappers then set what sound is on the radio
for that map. then make the button play that sound
- Original Message -
From: Jim Hunter [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent:
We have nuclear launch authorization. Launch is go...
- Original Message -
From: Jojo [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 01, 2002 5:22 PM
Subject: [hlcoders] RE: hlcoders -- confirmation of subscription -- request
393241
confirm 393241
Yup. It just seemed fairly obvious.
- Original Message -
From: Nathan Taylor [EMAIL PROTECTED]
To: HLCoders [EMAIL PROTECTED]
Sent: Monday, March 11, 2002 7:32 AM
Subject: Re: [hlcoders] RGB colors
--
[ Picked text/plain from multipart/alternative ]
I dunno know about him but it
: [hlcoders] Wierd repeated precache
This is a multi-part message in MIME format.
--
How about the map itself (jm_mutie)? Anything in there that is using
those sounds?
How about playing sentences from sound/sentences.txt that might use
these sounds (HEV_SHOCK, HEV_FIRE, etc)?
From: Paul 'MoOg
It also happens completely sporadically. I can log onto the server and run
around firing that gun and repeatedly overheating it so that those sounds
get played plenty of times and yet nothing wierd happens. Then another time
it'll happen 2 or 3 times per map (and always when it's not me testing
though the weapon precache isn't being called.
I've attached a text file of the console output at the time.
- Original Message -
From: Paul 'MoOg' Samways [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, March 07, 2002 12:01 PM
Subject: Re: [hlcoders] Wierd repeated precache
It also
-
From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]]
Sent: Thursday, March 07, 2002 4:58 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Wierd repeated precache
And again with the next person who connected. Now they aren't
given the
weapon at spawn or anything, so I'm not sure
but still, I'm not doing anything different with these wavs than I am with
others
- Original Message -
From: Paul 'MoOg' Samways [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, March 07, 2002 1:19 PM
Subject: Re: [hlcoders] Wierd repeated precache
ah, would that also produce
they connect, the server sends it to them...then, since they have the
file, they'd never need to download it again.
-Original Message-
From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]]
Sent: Thursday, March 07, 2002 5:20 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Wierd
pak file. This file will be treated as
$HL\judgedm\sound\fvox\danger.wav and NOT the 'valve pak file'
$HL\valve\sound\fvox\danger.wav.
-Original Message-
From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]]
Sent: Thursday, March 07, 2002 5:44 AM
To: [EMAIL PROTECTED]
Subject
I've had to start again from scratch on our linux build, and in trying to
get it working again I've met an error that's completely new to me.
It seems everywhere there is a #define in a header file that spreads over
multiple lines, the compiler doesn't understand it.
I get errors saying there's
Ok I just checked and the files are not using windows CR/LF stuff.
vi shows those and none of these files have any
the problem is only in multilined #defines, which I presume use the \ to say
that there's more to come on the next line. but the compiler just sees it as
something that shouldn't
I keep seeing these mentioned, and today I saw a load of people quit our
server after accusing someone of using one.
So I was wondering what they actually are, how they work, and if they're
detectable (and stoppable).
Paul
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look for the colours and aim for. Now they are basically
client dll hacks (like how the HPB bot works but for the clinet dll) and
so
basically they do the aiming and shooting for you
- Original Message -
From: Paul 'MoOg' Samways [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent
Ok, ftp'ing it did it. Which is annoying as I was under the impression the
cvs server was doing the same thing for me.
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, March 06, 2002 1:09 PM
Subject: Re: [hlcoders] Linux compile problems
Ok I
You'd think I'd have learnt after all these years ;)
I've now written a script to checkout the cvs module and then rip out the
dos carriage returns from every file.
Sorry about that. Senility kicks in early these days it would seem ;P
- Original Message -
From: botman [EMAIL PROTECTED]
I've been watching our dedicated server and for several builds now it's been
repeatedly listing two sound effects in the same way it does when going
through all the precaches at level load. ie.
PackFile: d:\sierra\half-life\valve\pak0.pak : sound/fvox/warning.wav
PackFile:
thaught Precache() was called within the weapon spawn,
does/is the weapon repeatidly respawn/ing?
-Original Message-
From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, March 05, 2002 10:19
To: [EMAIL PROTECTED]
Subject: [hlcoders] Wierd repeated precache
Excellent! Thanks. I'll be trying this out as soon as I get home!
- Original Message -
From: Alfred [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, March 01, 2002 12:18 PM
Subject: Re: [hlcoders] Clientside events not matching the server
You should use the
Just thought of something. I take it then that these aren't already being
used by the FireBullets functions? Seems a bit daft to me. Or is this just
leftover SDK1 code biting me in the butt?
- Original Message -
From: Alfred [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, March 01,
'database of prefabs' and then
loaded in seperate from the maps?
Paul 'MoOg' Samways
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that defines the brush must be stored
somewhere, so can this be saved to a seperate 'database of prefabs' and
then
loaded in seperate from the maps?
Paul 'MoOg' Samways
Take a look at my Stripper2 plugin for Metamod. It allows server
operators to
clone brush entities by creating brush based
that after a while, the ent you are moving will continue to
be reported in
the new position, but the ent you see on screen will be in the old
position.
-av
Paul 'MoOg' Samways wrote:
That's great info, thanks. Thankfully I can do 3d matrix rotations and
stuff
in my sleep (about the only
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