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

2004-08-09 Thread Ryan \Professional Victim\ Desgroseilliers
It's not Valve's concern if AMX breaks your server. You might want to read the list postings a bit more thoroughly before replying with a non-helpful, dismissive comment such as this one, since your comment has absolutely no relevance to his actual posting, which was suggesting AMX as a

Re: [hlcoders] :-)

2004-05-19 Thread Ryan \Professional Victim\ Desgroseilliers
The Polish Conspiracy strikes again! - Original Message - From: K. Mike Bradley [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, May 19, 2004 9:45 AM Subject: RE: [hlcoders] :-) LOL ! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf

[hlcoders] BackgroundLayout.txt / BackgroundLoadingLayout.txt

2004-03-05 Thread Ryan \Professional Victim\ Desgroseilliers
I was wondering if anyone here had any information on these two files. Valve mentioned how the background can be more easily customized with this in one of the press releases accompanying a recent update, but to my knowledge there's no useful information available to the community about the actual

Re: [hlcoders] Engine crashing on map change

2003-02-20 Thread Ryan \Professional Victim\ Desgroseilliers
Obviously, to have gotten the assembly routine, I must have been debugging :) Not necessarily, some development tools modify the Windows crash message to include it. These numbers are helpful if you have a debug version of the engine and the source, like say a valve employee, as you can

Re: [hlcoders] Engine crashing on map change

2003-02-19 Thread Ryan \Professional Victim\ Desgroseilliers
Try debugging it in Visual C++ and checking the call stack to see where the problem is coming from. Those numbers are really unhelpful in locating the source or nature of the error unless you've decompiled HL and memorized all the compiler-generated assembly instructions in it. You could use some

Re: [hlcoders] VGUI quiestion

2003-01-05 Thread Ryan \Professional Victim\ Desgroseilliers
I ran into this problem a while ago. There simply isn't an image for the button available for it to load; each mod has to provide its own. You need to create the images as 320_arrowup.tga, 320_arrowdn.tga, 640_arrowup.tga and 640_arrowdn.tga in your mod's gfx\vgui subfolder. See the TFC directory

Re: [hlcoders] Sending commands to HLDS

2003-01-02 Thread Ryan \Professional Victim\ Desgroseilliers
with 4 bytes of 255 followed by the password and then command. Take a look on the internet and it will be very easy to find a specification. - Original Message - From: Ryan Professional Victim Desgroseilliers [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, January 01, 2003 11:01 PM

Re: [hlcoders] Sending commands to HLDS

2003-01-02 Thread Ryan \Professional Victim\ Desgroseilliers
Precisely. Except for the documented exception of mods that have too many server CVars and exceed the MTU for the rules reply, all the queries and replies for Half-Life are well within the limit for almost all configurations. There shouldn't be any need to worry about packet splitting because of

Re: [hlcoders] Sending commands to HLDS

2003-01-01 Thread Ryan \Professional Victim\ Desgroseilliers
Of course you can format packets in WinSock, WinSock is the Windows network sockets API. Essentially all the network connectivity functions for Windows programs run through WinSock, even Half-Life's. Some of the MFC stuff that uses WinSock may be higher-level, but WinSock itself can send TCP and

Re: [hlcoders] Sending commands to HLDS

2003-01-01 Thread Ryan \Professional Victim\ Desgroseilliers
Of Ryan Professional Victim Desgroseilliers Sent: 02 January 2003 05:01 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Sending commands to HLDS Of course you can format packets in WinSock, WinSock is the Windows network sockets API. Essentially all the network connectivity functions for Windows

Re: [hlcoders] Saving and the HLSDK

2002-12-29 Thread Ryan \Professional Victim\ Desgroseilliers
config.cfg); and all the binds will reappear :p - Cortex : HL ALBATOR coder mapper - [EMAIL PROTECTED] ICQ : 71548738 Ryan Professional Victim Desgroseilliers wrote: I've run into something of a problem during my coding work for the Nightwatch mod, regarding the way Half

[hlcoders] Saving and the HLSDK

2002-12-28 Thread Ryan \Professional Victim\ Desgroseilliers
I've run into something of a problem during my coding work for the Nightwatch mod, regarding the way Half-Life handles saving. There are a few situations where saves of any kind would be quite problematic both programmatically and from a design standpoint, such as the introductory camera sequence,

Re: [hlcoders] SetThink() [hard question #1]

2002-12-19 Thread Ryan \Professional Victim\ Desgroseilliers
Ordinarily, you can't cast a pointer to a member function of a derived class into a variable designed to hold a pointer to a member function of its base class -- in this case, the type void (CBaseEntity::*)(void) means pointer to member function of CBaseEntity returning type void and taking no

Re: [hlcoders] Re: External Access

2002-12-18 Thread Ryan \Professional Victim\ Desgroseilliers
Why do you need the IP address of the server so badly? If you need to connect to the server from the local machine (as you seem to be implying with the write file, read file suggestion), you can just use the loopback address 127.0.0.1. If you're trying to discriminate between LAN and Internet

Re: [hlcoders] engine bug found! 99% sure

2002-11-18 Thread Ryan \Professional Victim\ Desgroseilliers
so I am able to avoid it, now :) Thanks for the suggestions! ThomasTTJRitter - Original Message - From: Ryan Professional Victim Desgroseilliers [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, November 18, 2002 12:16 AM Subject: Re: [hlcoders] engine bug found! 99% sure

Re: [hlcoders] engine bug found! 99% sure

2002-11-17 Thread Ryan \Professional Victim\ Desgroseilliers
Yeah, if you're using cameras with any chance of overlapping changelevels in your project, it's good practice to put a SET_VIEW resetting call in one of the player initialization functions to avoid having the player's altered camera viewpoint carried over from the previous level. A good place to

Re: [hlcoders] Unique sci skins

2002-10-27 Thread Ryan \Professional Victim\ Desgroseilliers
There's already an entry in the scientist's properties in the FGD called Body with the preset options provided in the default halflife.fgd file (if you're doing this for a different mod than vanilla Half-Life, they may be using a different model). You can add 4 to any of the values to get the

Re: [hlcoders] Blocking players with SteamIDS?

2002-10-24 Thread Ryan \Professional Victim\ Desgroseilliers
You could also ban by IP or subnet, could you not? Unless the luser in question went to the length of getting a new internet account just to annoy you, this would probably be less discriminatory than simply umbrella-banning everyone using Steam. I'm sure there are plenty of legitimate players

Re: [hlcoders] Lots 'o precaching.

2002-10-12 Thread Ryan \Professional Victim\ Desgroseilliers
Professional Victim Desgroseilliers - Original Message - From: Daniel Koppes [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, October 12, 2002 7:39 AM Subject: [hlcoders] Lots 'o precaching. I have a rather big problem. I need some way to precache ~200 models but I cannot think

Re: [hlcoders] How do you guys deal with players harrasing other players?

2002-09-18 Thread Ryan \Professional Victim\ Desgroseilliers
Permanant bans should really not be added for any kind of arbitrary decision. This kind of feature relies too heavily in the perfect world assumption -- more often than not, players will simply vote yes when unaware of the circumstances of the vote just to get that annoying prompt off the

Re: [hlcoders] How do you guys deal with players harrasing other players?

2002-09-17 Thread Ryan \Professional Victim\ Desgroseilliers
campaign of some sort. - Ryan Professional Victim Desgroseilliers Administrator, TFMapped (http://tf.valve-erc.com/) - Original Message - From: Pat Magnan [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, September 17, 2002 1:29 PM

Re: [hlcoders] How do you guys deal with players harrasing other players?

2002-09-17 Thread Ryan \Professional Victim\ Desgroseilliers
this. - Ryan Professional Victim Desgroseilliers Administrator, TFMapped (http://tf.valve-erc.com/) - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, September 17, 2002 1:08 PM Subject: Re: [hlcoders] How do you guys deal