[hlcoders] Comprehensive guide to getting a mod moved to Steam?

2003-12-02 Thread Paul 'MoOg' Samways
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] HL2 delay ... back to HL1 SDK?

2003-10-07 Thread Paul 'MoOg' Samways
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

Re: [hlcoders] sound transfer from server

2002-06-18 Thread Paul 'MoOg' Samways
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

Re: [hlcoders] pmove-forward/up/right

2002-06-18 Thread Paul 'MoOg' Samways
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 ;) -

Re: [hlcoders] CS Retail support

2002-04-25 Thread Paul 'MoOg' Samways
, Paul 'MoOg' Samways Judgement HL - http://justicedepartment.co.uk ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] TriAPi

2002-04-19 Thread Paul 'MoOg' Samways
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

[hlcoders] FillRGBA not working in software mode

2002-04-19 Thread Paul 'MoOg' Samways
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

Re: [hlcoders] FillRGBA not working in software mode

2002-04-19 Thread Paul 'MoOg' Samways
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

Re: [hlcoders] Network metering source code

2002-04-19 Thread Paul 'MoOg' Samways
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

[hlcoders] CS Retail support

2002-04-16 Thread Paul 'MoOg' Samways
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

Re: [hlcoders] QWERTY - AZERTY

2002-04-16 Thread Paul 'MoOg' Samways
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

Re: [hlcoders] radios

2002-04-05 Thread Paul 'MoOg' Samways
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:

Re: [hlcoders] RE: hlcoders -- confirmation of subscription -- request 393241

2002-04-03 Thread Paul 'MoOg' Samways
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

Re: [hlcoders] RGB colors

2002-03-11 Thread Paul 'MoOg' Samways
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

Re: [hlcoders] Wierd repeated precache

2002-03-07 Thread Paul 'MoOg' Samways
: [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

Re: [hlcoders] Wierd repeated precache

2002-03-07 Thread Paul 'MoOg' Samways
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

Re: [hlcoders] Wierd repeated precache

2002-03-07 Thread Paul 'MoOg' Samways
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

Re: [hlcoders] Wierd repeated precache

2002-03-07 Thread Paul 'MoOg' Samways
- 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

Re: [hlcoders] Wierd repeated precache

2002-03-07 Thread Paul 'MoOg' Samways
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

Re: [hlcoders] Wierd repeated precache

2002-03-07 Thread Paul 'MoOg' Samways
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

Re: [hlcoders] Wierd repeated precache

2002-03-07 Thread Paul 'MoOg' Samways
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

[hlcoders] Linux compile problems

2002-03-06 Thread Paul 'MoOg' Samways
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

Re: [hlcoders] Linux compile problems

2002-03-06 Thread Paul 'MoOg' Samways
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

[hlcoders] What actually is an aimbot?

2002-03-06 Thread Paul 'MoOg' Samways
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 ___ To unsubscribe, edit

Re: [hlcoders] What actually is an aimbot?

2002-03-06 Thread Paul 'MoOg' Samways
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

Re: [hlcoders] Linux compile problems

2002-03-06 Thread Paul 'MoOg' Samways
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

Re: [hlcoders] Linux compile problems

2002-03-06 Thread Paul 'MoOg' Samways
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]

[hlcoders] Wierd repeated precache

2002-03-05 Thread Paul 'MoOg' Samways
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:

Re: [hlcoders] Wierd repeated precache

2002-03-05 Thread Paul 'MoOg' Samways
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

Re: [hlcoders] Clientside events not matching the server

2002-03-01 Thread Paul 'MoOg' Samways
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

Re: [hlcoders] Clientside events not matching the server

2002-03-01 Thread Paul 'MoOg' Samways
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,

[hlcoders] Creating brush based ents in the code

2002-02-22 Thread Paul 'MoOg' Samways
'database of prefabs' and then loaded in seperate from the maps? Paul 'MoOg' Samways ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Creating brush based ents in the code

2002-02-22 Thread Paul 'MoOg' Samways
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

Re: [hlcoders] Creating brush based ents in the code

2002-02-22 Thread Paul 'MoOg' Samways
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