, the Linux comunity could help porting it,
and send the code back to valve. Valve get's so access to a not so small
market
(at no/or very low costs) and Linux users get a great game which runs
natively (without any emulators, like now, used to run HL).
What do you think about it?
tom
tei wrote:
Hello tom,
t Hi folks,
t a question: will valve port HL2 to Linux? If they made a dedicated server
t for Linux, the engine has to compile. And then it's only a small
t step to port the whole application.
Posible? maybe.
A good thing? maybe not.
Small market?
I heard something
else.
tom
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all internal e-mail addresses.
I tried it weeks ago, not now...
tom
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Stan Bubrouski wrote:
tom wrote:
Hi folks,
a question: will valve port HL2 to Linux? If they made a dedicated
server
for Linux, the engine has to compile. And then it's only a small
step to port the whole application. They only need to implement
Not true by any means. It would
Stan Bubrouski wrote:
tom wrote:
Really? Look at this:
I think you are inteligent enough to find out what grep does, it's a
nice tool.
I've been using UNIX for 9 years, I think I know better than
you. Oh and way to post copyrighted material right to Valve's
own mailing list. Not a very
whens that gonna be?
Ill take a stab in the dark, is it 'when its done' :)
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, September 23, 2003 1:06 PM
Subject: Re: [hlcoders] settings.scr + game.cfg
settings.scr does not seem to correlate with
they are ripping out all of your AI? they must appreciate your work a lot
:o)
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, March 08, 2003 5:52 PM
Subject: Re: Re[4]: [hlcoders] for GearBox people...Nightfire engine
I understand all that, I
was
originally written by previous coder, Tom. Mark has told me that he wrote the majority
of the code for SC mp3 player, and Tom helped him with it. However, Sven Viking has
said otherwise...
[...]
However, someone from the SC team is also accusing us of stealing other parts of the
code for Real
VAC = valve anti cheat, it doesn't stop you from doing anything, just helps
stop cheats (aimbots etc)
- Original Message -
From: Rat Man [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, December 04, 2002 9:37 PM
Subject: RE: [hlcoders] VAC
[ Converted text/html to text/plain ]
while on the subject of linked lists, why is it that all of the tutorials
(and my C++ book) never delete any of the memory they have created?!
Is it just bad programming or can you leave it for windows to clean up?
- Original Message -
From: Persuter [EMAIL PROTECTED]
To: [EMAIL
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I was wondering if anybody could give me an explanation of what each of these were? My
original thought was that they must just divide the view angle up into
forward/up/right components, but then
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 ;)
- Original Message -
From: Tom
not, you then
know where abouts the water surface is and can use tracelines of 1 length to
find the exact position of the liquid.
hope this helps
tom
- Original Message -
From: Cale Dunlap [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, June 15, 2002 10:17 AM
Subject: [hlcoders] Water
the latest i heard was they they tried and then failed with the development
on a modified version of the hl engine, so they are making a new engine, and
until they have done enough work on it for it to look nice, they wont
release any news
- Original Message -
From: Persuter [EMAIL
. Didn't know you could have text boxes in VGUI. Shows how little I've
used it.
- Original Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, June 14, 2002 7:49 PM
Subject: Re: [hlcoders] Client commands
you can intercept clientcommands fine cside, look
it does all seem very pointless to me, it only affects cs and it only picks
up ogc. Like poeple will just use their opengl hacks instead and then well,
all this wait will be pointless?
- Original Message -
From: Tim Holt [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, May 16,
is it supost to use 3GB or are you just a sloppy programmer :)
- Original Message -
From: David Flor [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 13, 2002 6:13 AM
Subject: RE: [hlcoders] Re: triApi speed problems
Because he CAN!
I have 1Gb on one machine, w/ 768Mb on
Windows takes up the other Gb? :)
- Original Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 12, 2002 11:51 PM
Subject: Re: [hlcoders] Re: triApi speed problems
is it supost to use 3GB or are you just a sloppy
triapi is nothing more than an opengl/d3d wrapper, all the calls you make
just get sent to the renderer.
Its not triapi which is slowing down, its you trying to draw too many
sprites.
- Original Message -
From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday,
Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 12, 2002 8:00 PM
Subject: Re: [hlcoders] Re: triApi speed problems
triapi is nothing more than an opengl/d3d wrapper, all the calls you
make
just get sent to the renderer.
Its not triapi which is slowing
Just an update, but some people now say that anti cheat has been turned on
?
What does this mean?
- Original Message -
From: James Mitchell [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 29, 2002 4:50 AM
Subject: RE: [hlcoders] Anti-cheat code in mods
He didn't really
I read on the cheating-death forums that valve said that they were releasing
new anticheating modules or something which was announced on the hlds_linux
group.
Is this true? Hopefully they will stop the new clientdll hooks which have
already started to emerge
- Original Message -
From:
yeh, and the people who make the cheats probably know the hl engine better
than valve and can also program better than valve :)
- Original Message -
From: Florian Zschocke [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, April 28, 2002 7:17 PM
Subject: Re: [hlcoders] Anti-cheat
lol, another one of valves great systems bites the dust within a week
- Original Message -
From: Jonah Sherman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, April 27, 2002 7:28 AM
Subject: Re: [hlcoders] Anti-cheat code in mods
The protection of client.dll is nothing more
im guessing they aint never gonna release HL2 or TF2, i mean we havent heard
anything about it in ages, the UT team manage to push out new UT games
extreamly quickly, im not sure why valve would not do this unless it was
because they had scrapped it complelty. I mean they managed to get CS:CZ out
heard that you can already get wallhacks
- Original Message -
From: leming [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, April 20, 2002 10:04 PM
Subject: Re: [hlcoders] HL 1.1.0.9 Update
Will the anti-cheat protection REALLY work on 1109? Or will it be a case
more of
Just wondeirng, if mods are able to use Steam, where will we find the
bandwidth for this continous stream of people downloading?! Im sure
fileplanet would be out of the question!
- Original Message -
From: Eric Smith [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, April 21, 2002
i still cant understand why i should pay my £30 and have to wait 3 hours for
the game to download when i can go to my local computer shop and buy it for
£30 without waiting for 3 hours. Surly they should knock down the prices so
i dont take the 5 min trip to the local computer game store!
-
As you might know, in Europe (France for me :) ), we haven't the same
keyboard as you, in England or America
i always thought we were in europe! :)
- Original Message -
From: Cortex [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, April 16, 2002 8:10 AM
Subject: [hlcoders] QWERTY
rewriting the netcode - erm why? You'll bodge it
Thought the guy from DOD said he had made the client and server basically
the same so you could have 32^32 people playing on a server (each client
acted as a mini server for others to connect to with the main server being
the master server).
I
based on Biometric Stenography (BS).
Tom wrote:
rewriting the netcode - erm why? You'll bodge it
Thought the guy from DOD said he had made the client and server basically
the same so you could have 32^32 people playing on a server (each client
acted as a mini server for others to connect
are you drawing it in the transparent triangles or the normal triangles
call?
try moving it from one to the other
- Original Message -
From: Sebastian Steinlechner [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, April 14, 2002 4:17 PM
Subject: [hlcoders] TriAPI weirdness
Hello,
i have a question, wtf is the path tool for? Ive tried using it and it
doesnt seem to do much and there are no tutorials on how to use
it...
- Original Message -
From: Cortex [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, April 13, 2002 8:52 AM
Subject: [hlcoders]
-
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, April 13, 2002 10:04 AM
Subject: Re: [hlcoders] little app
i have a question, wtf is the path tool for? Ive tried using it and it
doesnt seem to do much and there are no tutorials on how to use
yes and no,
you cant directly (onto the hl shell or vgui menus) but you could do what dc
did which was make a map which is a black box, then create a temp model
using the efx api, set the view to directly infront of it and then draw the
vgui menu onto the screen, if the view is real close then
to the bmp files in the hl root?!
--tom
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).
- Original Message -
From: Tom
Sent: Saturday, April 13, 2002 10:52 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Modeling Rendering in the Customize Menu
yes and no,
you cant directly (onto the hl shell or vgui menus) but you could do what dc
did which was make a map which is a black box
technically you could get all of the features of the hl menu into vgui - you
already have half of the server browser, all of the other options except res
and graphic settings are in the config.cfg and im sure the res and graphic
settings must be stored in a file somewhere which is easy to find
hmm, is it ok for me to join in?
www.svencoop.com
- Original Message -
From: Chris Blane [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, April 11, 2002 6:22 PM
Subject: Re: [hlcoders] no sequence for act:59 ( for a Gonome)
Hhehe yeah, I saw your site a long time ago. Guess
what happens to the netcode? i thought the original reason for the limit was
because once you went passed that in quake, the netcode had to be changed to
allow for larger values of origins.
- Original Message -
From: Miguel Aleman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday,
procedure (from making the makefile to compiling) it would
be great.
thanks
--tom
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how is the pm code shared between the master server and the client servers?
(just being nosey :) )
your idea sounds really cool, hope to try it out in the future, be really
good having a mass killing :)
BTW, Adrian said that polyfighter had unlimited map sizes (so did the leader
of uncrossable
yes, but he said it around christmas time!
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, April 03, 2002 9:30 PM
Subject: Re: [hlcoders] DoD 3.0 to support client side servers and 32
player games
how is the pm code shared between the
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Just wondering, it seems so stupid, I mean, I could see why for the client, it has to
show the models, but for the server?! It doesn't display the models or play the
sounds?! Why does it need to
the hull always stays pointed the same way, thats why the player hull is a
square rectangle.
Benifits of hulls are that they dont need much extra collision code to work,
but the problems are that you are very limited with them - i.e. limits to
size etc.
Beniftis of tracelines are that they can
tried reading the log files?
- Original Message -
From: Kyle McCulloch [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, March 13, 2002 7:12 AM
Subject: [hlcoders] cvar/console message access from an external program.
I'm trying to write a client side stats program that writes
just wondering, does anyone here know of any tutorials for borland C++
Builder? It looks like a good alternative to MFC, its alot easier but I can
only find a few (say 20) really basic tutorials (on google) unlike the
hundreds for MFC
thanks
tom
- Original Message -
From: botman [EMAIL
have you been living in some kinda box for the passed about 6 months? (sorry
but it had to be asked!)
they are bascially things which aim for you and can shoot for you, most
include wall hacks, started off being colord models which then a seperate
program would look for the colours and aim for.
what sort of flame thrower?
A particle one or a TFC alike one, if its a TFC one I think there was a
tutorial on www.planethafllife.com/hlprogramming
I think anyway, else check out hlci (not sure about url hlci.valveworld.com
?) it may be indexed on there
- Original Message -
From:
if not, does anybody have any ideas on how to run HLDS over ICS so it creats
an internet game from a lan computer?
So far all it does is create a lan game and selects the wrong ip to host on
:(
- Original Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday
tried wingate, tried winroute, both gave me BSOD with their xx.sys files on
startup :/
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, March 01, 2002 7:09 PM
Subject: Re: [hlcoders] Good proxy/router software to host servers over?
if not, does
an internet game Microsoft XPs ICS doesnt seem to want to even when I
tell it to forward the port
thanks
tom
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yeh I noticed that, shuved an int before it to stop it from moaning
- Original Message -
From: Yacketta, Ronald [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, February 27, 2002 9:36 PM
Subject: RE: [hlcoders] Argh!
or find bugs in the code ;)
like in weapons.h
haveWeapon
no they wont
When I compile dlls using vs.net they work fine on other computers without
vs.net on
- Original Message -
From: Michael Shimmins [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, February 25, 2002 7:55 AM
Subject: RE: [hlcoders] Argh!
You realise that to play your
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Is there anyway to make another isntance of an object by using another objects pointer
as a base?
So I mean like if I have:
CObject *ob1 = new Object(blah,blah,blah,blah);
and then I want ob2 to
I always get that unknown address, no idea what causes it, (Could be a
message sending too early or something client side trying to use the engine)
- Original Message -
From: Yacketta, Ronald [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, February 23, 2002 7:07 AM
Subject: RE:
-curstate.velocity.x);
it always just prints 0 for all of x y and z and even [0] [1] or [2]
any ideas
thanks
tom
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yeh, I was looking to see how the client dll works and came across that
clientbot. Then it was basically me, one other guy and the owner on the
forums. It was made originally for bots (POD pod I think was gonna use it)
but then it changed to cheating.
Because its on a GNU licence and ogc based
I found the easiest way was to create a mod (not like release it, just plan
out some ideas), because then if you know what your aiming for, you know
what you have to do!
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, February 13, 2002 8:39 PM
how can u render an entity clientside using TriApi? I mean like if it was a
model then you woulldnt use triapi (efxapi?) and how do you get all of the
planes of a brush entitiy?
- Original Message -
From: Pat Magnan [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, February 12,
(VGUIMenu, -1); but then I still got the
error!
Thanks in advance
--tom
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you didn't make an instance of the hud variable and call its
init
func.
- Original Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, February 10, 2002 7:30 AM
Subject: [hlcoders] Message Problems
Im having some problems sending over a message, it seems
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Just wondeirng if anybody else gets this, but with a fresh compile of sdk2.2 some of
the hldm weapons wont work!
Such as the python crosshair is dodgy, and the egon beam only works if you copy the
thanks, ill try downloading another version, although the one im using atm
is the one on the valve-erc sdk site with client_weapons defined
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, February 06, 2002 4:06 PM
Subject: Re:
this could be completly wrong but remember if the pev-owner of an entity is
the player then the player can walk through it
- Original Message -
From: Charlie Cleveland [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, February 01, 2002 7:26 PM
Subject: [hlcoders] Solidity problems
:D
I had the same problem a long time ago, its something which you just don't
think of!
- Original Message -
From: Charlie Cleveland [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, February 01, 2002 8:36 PM
Subject: Re: [hlcoders] Solidity problems
Tom, I think I love you
dought it, it doesnt have access to your log files, im guessing it just
refreses all the servers at time intervals and keeps the scores
- Original Message -
From: Richard Taylor [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, January 30, 2002 9:15 PM
Subject: Re: [hlcoders]
we could have product activation like micrsoft with the phones personnaly
manned by valve
- Original Message -
From: Ack Doh [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 07, 2002 5:00 PM
Subject: Re: [hlcoders] ogc required to play??
i've always wondered why, during
3dsmax has a dongle didnt it?
It worked well there!
- Original Message -
From: Andrew Foss [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, January 06, 2002 1:22 AM
Subject: Re: [hlcoders] ogc required to play??
Ahh, perhaps another good addition to this version would be tieing
yes it is :)
r3.1 had a dongle thingy on the serial port (I think anyway, telling from
the diagrams in the help of how to install this small blue bit of plastic).
It was called sential or something.
- Original Message -
From: Andrew Foss [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent:
the quake protocol hasnt been revserd engineerd in all the time it was
going! Or I dont think so atleast!
- Original Message -
From: leming [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, January 06, 2002 10:19 PM
Subject: Re: [hlcoders] ogc required to play??
That exact
yeh, thats the problem, when I tried the client dll hack (to see if it
worked) there was no code to do it released. Now this guy has released his
own client dll hook code so anybody whos got a basic C knowlage can make a
cheat, each one is different.
- Original Message -
From: botman
you cant just generate a new cd key, well you can, but WON wont auth you.
You need an actual produced one which the chances of you generating are
absurdly large.
Why not bind the client dll onto the engine (have the engine as a .lib file
or something and include it? I dno, could work, but
they go and find a 13 year old that they need their hl key to test their
133t mod and that they can have creditz.
Also before, I think there was a huge list of valid hl keys which someone
stole (the story was that someone from sierra stole them cos he got sacked,
no idea if it was true)
-
just had a peek at the ogc hack, it does load by the way I pointed out (or
atleast the ver I just downloaded did)
- Original Message -
From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, January 02, 2002 5:58 PM
Subject: Re: [hlcoders] ogc required to
thanks botman,
I renamed the pm files to .cpp but it still says it cant find it! Just still
get the unresolvable external symbol (even though player.cpp can find it
fine)
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, January 01, 2002 6:37 PM
doesnt seem like it can find any externs! I tried making a test.c file also
and it couldnt find the function there either
wierd!
- Original Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, January 01, 2002 7:24 PM
Subject: Re: [hlcoders] accessing functions
);gEngfuncs.pTriAPI-TexCoord2f( 1, 0
);gEngfuncs.pTriAPI-Vertex3f(4096,-4096,100);
gEngfuncs.pTriAPI-Brightness( 1
);gEngfuncs.pTriAPI-TexCoord2f( 1, 1
);gEngfuncs.pTriAPI-Vertex3f(4096,4096,100);gEngfuncs.pTriAPI-End();
--tom
they arnt zipped, they are simply compiled not as debug. Make sure u compile
using release and not debug mode (project-options and select release I
think). The debug code adds the extra 1-2 megs into the dll
- Original Message -
From: Kevin Whittaker [EMAIL PROTECTED]
To: [EMAIL
it was posted that it was because of the valve anti cheat system (which
really really really didnt work) detecting your opengl driver as a cheat and
so overflowing you. I think anyway
- Original Message -
From: andrew [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, December 29,
PHL is a large site though, and there is already alot of
hl news, so I think they have to filter out the stuff which they think only a
few people will want to read
- Original Message -
From:
Nathan Taylor
To: HLCoders
Sent: Sunday, December 30, 2001 4:36
AM
them invisiable. (like using gensurf but then making
it all invisiable so it didnt render but I would still get the benifit of
clipping). Would this still create alot of fps drop in hl or would it be
fine?
thanks
tom
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if they wanted support for the Voodoo series.
Lakario
- Original Message -
From:
Tom
Sent: Saturday, December 29, 2001 5:52
AM
To:
[EMAIL PROTECTED]
Subject: Re: [hlcoders] What
causes/caused the overflow error w/ATI cards
actually
fileplanet seems fine to me (or it could just be I live in UK so all the
americans aint online to be hogging the other mirrors sorry but its
true!).
Also, if your saying that ppl cant put stuff on a cd, such as huge patches
and such which 56kers cant download, how the hell do u expect them to
in the logitech setup, bind mouse4 to shift, and then in
hl bind shift to whatever u want mouse 4 to be and it should work. IMHO the 4th
button is useless though cos its hard to concentrate on 4 buttons let alone 3
whist shooting
- Original Message -
From:
Nathan Taylor
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