Re: [hlcoders] Several bugs: particlemgr.cpp (730), CBaseAnimatingOverlay::AddGesture and gamerules.cpp (66)

2005-08-11 Thread Jeffrey \botman\ Broome
Jeffrey botman Broome wrote: ...this probably should be... float flPercent = 0.0f; if (abs(maxZ - minZ) 0.1) // avoid nasty divide by zero problem flPercent = (zCoords[iCurParticle] - minZ) / (maxZ - minZ); ...and while we're at it, quick optimization (you don't need to sort

Re: [hlcoders] Threaded plugin

2005-08-08 Thread Jeffrey \botman\ Broome
aren't thread safe). If you are trying to make a plugin that has multiple threads you will need to implement your own system of locking (i.e. semaphores or mutexes) to insure that no more than one engine API call is happening at the same time in the context of that plugin. -- Jeffrey botman Broome

Re: [hlcoders] Threaded plugin

2005-08-08 Thread Jeffrey \botman\ Broome
Jeffrey botman Broome wrote: AFAIK, there isn't anything in the Half-Life or Half-Life engine that is threaded (and the engine API routines aren't thread safe). If you are trying to make a plugin that has multiple threads you will need to implement your own system of locking (i.e. semaphores

Re: [hlcoders] Threaded plugin

2005-08-08 Thread Jeffrey \botman\ Broome
been updated, and thing B may depend on thing C and D, etc. Not only does the creating of the code become much more difficult, but the debugging of the code becomes a nightmare (because you pretty much need a separate debugger for each thread or processor). -- Jeffrey botman Broome

Re: [hlcoders] Threaded plugin

2005-08-08 Thread Jeffrey \botman\ Broome
Ben Davison wrote: -- [ Picked text/plain from multipart/alternative ] I wan't to see how UE3 handles threading say BotMan ;) Shouldnt GearBox be working on some newfangled next gen title using a certain engine ;) No comment. -- Jeffrey botman Broome

Re: [hlcoders] Can you add glow shells to a model in hl2?

2005-08-06 Thread Jeffrey \botman\ Broome
Nick wrote: Is there a way to add the old HL1-style glow shell to a model? I've searched around, and found nothing useful to do this in game with coding ? There has to be a way? Shaders? -- Jeffrey botman Broome ___ To unsubscribe, edit your list

Re: [hlcoders] HPB bot in Steam

2005-08-01 Thread Jeffrey \botman\ Broome
have Steam due to network bandwidth issues? -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] PlanetHalflife POTD Alien Slave from garys mod

2005-07-30 Thread Jeffrey \botman\ Broome
DAV wrote: But, anyway anyone knows a easy way to enlarge a model? Have you tried scaling up the bones in the .qc file? skeletonScale... http://developer.valvesoftware.com/wiki/Skeleton_motion_mapping -- Jeffrey botman Broome ___ To unsubscribe

Re: [hlcoders] Some questions on map size/scale

2005-07-22 Thread Jeffrey \botman\ Broome
Tim Holt wrote: Which leaves the part about setting the unit scale. Any pointers from anyone about where this is set? Scale is arbitrary. YOU decide what you want 1 unit to mean (centimeters, inches, feet, miles, etc.). -- Jeffrey botman Broome

Re: [hlcoders] Gettin Plugin to work

2005-07-21 Thread Jeffrey \botman\ Broome
the $Debug directory even in the Release solution. Edit the project settings for Release mode (in the Custom Build Steps) and make sure it's copying the .dll from the Release directory and not the Debug directory. -- Jeffrey botman Broome ___ To unsubscribe

[hlcoders] Re: [hlcoders] Steam__106712__2005_2_20T21_6_13C79068234.mdmp

2005-07-17 Thread Jeffrey \botman\ Broome
enabled, the debugger would load the source code file where the crash occurred and put you on the line that caused the crash. Are you debugging your own mod (and have the source code) or debugging one of Valve's (or someone else's mod) and don't have the source code? -- Jeffrey botman Broome

[hlcoders] Re: [hlcoders] Steam__106712__2005_2_20T21_6_13C79068234.mdmp

2005-07-14 Thread Jeffrey \botman\ Broome
://support.microsoft.com/?kbid=315263 http://www.codeproject.com/debug/postmortemdebug_standalone1.asp -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo

Re: [hlcoders] ERROR

2005-07-13 Thread Jeffrey \botman\ Broome
Andrew (British_Bomber) wrote: Huh? Is he just asking for someone to compile his work? or for you to send 10 computers? Sometimes tei's jokes are a little hard to get. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences

Re: [hlcoders] Re: hlcoders digest, Vol 1 #2028 - 5 msgs

2005-07-12 Thread Jeffrey \botman\ Broome
a divide by zero problem somewhere when calculating the angles? -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] GameEvents.res serverevents.res

2005-07-08 Thread Jeffrey \botman\ Broome
Matt Parkins wrote: Is there a util to extract files from the .gcf ? Yes! GCFScape... http://nemesis.thewavelength.net/ -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] Valve: need a clear statement

2005-07-06 Thread Jeffrey \botman\ Broome
reliable than to work around the restrictions after every update. GO FOR IT! It'll be interesting to see what you have in about five years. ;) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] Valve: need a clear statement

2005-07-06 Thread Jeffrey \botman\ Broome
like things better under the Half-Life 1 engine, you should stick with it. There are still plenty of CS players who haven't switched to CS:Source (just as there are still people playing QuakeWorld) and there probably will be for another few years. -- Jeffrey botman Broome

Re: [hlcoders] Precaching Resources in Source Mods

2005-07-05 Thread Jeffrey \botman\ Broome
(it doesn't get loaded into memory twice). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Precaching Resources in Source Mods

2005-07-05 Thread Jeffrey \botman\ Broome
Michael A. Hobson wrote: But the second (and succeeding calls to PrecacheXXX() are going to return the same resource index, despite not having reloaded it, right ? I would assume so, but it's easy enough to test this out! ;) -- Jeffrey botman Broome

Re: [hlcoders] unsubscribe wsxcde [EMAIL PROTECTED]

2005-07-03 Thread Jeffrey \botman\ Broome
Patrick Flanagan wrote: If that's his password, maybe someone can unsubscribe for him ... Or maybe that was his master plan all along! hlcoders Unsubscribe Results You have been unsubscribed. It worked! -- Jeffrey botman Broome ___ To unsubscribe

Re: [hlcoders] BOTS HEALTH PLUGIN

2005-07-02 Thread Jeffrey \botman\ Broome
Belcherman[BTC] wrote: It would be awesome if I could make the plugin not have bots use player slots. Any ideas on that one? See my Monster Mod for Half-Life1... http://www.planethalflife.com/botman/monster.shtml You can't easily do this kind of thing with the Half-Life2 plugin system

Re: [hlcoders] unsubscribe 210981 [EMAIL PROTECTED]

2005-07-02 Thread Jeffrey \botman\ Broome
sent to this list is a message telling you how to unsubscribe. On the hlcoders webpage, you'll see a Edit Options button with text before it that says ...unsubscribe from hlcoders), enter your subscription email address: Follow those directions. :) -- Jeffrey botman Broome

Re: [hlcoders] BOTS HEALTH PLUGIN

2005-07-01 Thread Jeffrey \botman\ Broome
Belcherman[BTC] wrote: Noone knows how to do this ive stumped the list :) Simple answer, can't be done. (Not though a Server Plugin anyhow.) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] BOTS HEALTH PLUGIN

2005-07-01 Thread Jeffrey \botman\ Broome
need to have in the project to make this work? It's a pretty simple thing just adjusting the damage a bot takes. Make it lower. so that they have to be hit a ton of times get them.. Try this... http://www.sourcemm.net/ -- Jeffrey botman Broome

Re: [hlcoders] PostMessage() Bug

2005-06-27 Thread Jeffrey \botman\ Broome
Alfred Reynolds wrote: No it doesn't, just grep the vgui2/controls directory for lots of examples of exactly this happening. Perhaps a message is being posted which causes infinite recursion? :) -- Jeffrey botman Broome ___ To unsubscribe, edit

Re: [hlcoders] Resetting entites on round restart.

2005-06-23 Thread Jeffrey \botman\ Broome
the need to, you can go ahead and delete this entity because I don't need it anymore. Removing the entity doesn't actually delete it and free it up from the engine's limited entities array. -- Jeffrey botman Broome ___ To unsubscribe, edit your list

Re: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-17 Thread Jeffrey \botman\ Broome
is customize someone else's mod, get used to not being able to do that. ;) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-17 Thread Jeffrey \botman\ Broome
to determine if a server was pure unless you have some checkbox when starting the server that restricted things to pure mode (no custom models, sounds, etc.) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives

Re: [hlcoders] Help debugging half-life 1 mod

2005-06-16 Thread Jeffrey \botman\ Broome
during gameplay, begin by commenting out huge chunks of code that you've added until it stops crashing, then gradually re-enable stuff until you narrow down what's causing the problem. -- Jeffrey botman Broome ___ To unsubscribe, edit your list

Re: [hlcoders] How to add a certain delay to the server

2005-06-14 Thread Jeffrey \botman\ Broome
you gain a little better understanding of how things work in the engine. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-09 Thread Jeffrey \botman\ Broome
. Perhaps you should download a speedhack, start up a LAN dedicated server with a mod built using the SDK and log the received UserCmd data to a text file. Also log the amount of time elapsed between each tick on the server. -- Jeffrey botman Broome

Re: [hlcoders] Player info being sent

2005-06-09 Thread Jeffrey \botman\ Broome
is changed. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-08 Thread Jeffrey \botman\ Broome
/multiplayer_networking.html (scroll to the bottom, see the pretty pictures). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeffrey \botman\ Broome
Jeffrey botman Broome wrote: Use the source Luke... src\game_shared\usercmd.h (see the CUserCmd operator = function) src\game_shared\usercmd.cpp (see the WriteUserCmd ReadUserCmd functions) UserCmd is what's passed from the client to the server when a client moves, jumps, ducks, fires weapon

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeffrey \botman\ Broome
operator = function) src\game_shared\usercmd.cpp (see the WriteUserCmd ReadUserCmd functions) UserCmd is what's passed from the client to the server when a client moves, jumps, ducks, fires weapon, etc. Any magic that happens will happen in side there. :) -- Jeffrey botman Broome

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-03 Thread Jeffrey \botman\ Broome
and bullet hits, etc.). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Application error with update.

2005-06-03 Thread Jeffrey \botman\ Broome
the pointer). Perhaps you are not passing parameters to a function properly and the return address for some code is being assigned to some pointer? -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives

Re: [hlcoders] Application error with update.

2005-06-03 Thread Jeffrey \botman\ Broome
version to find things that have changed. This won't help you in this case unless you already have an unmodified version of the older SDK. I suggest you start making backup versions of the SDK so that you can find differences between old versions and new versions more easily. -- Jeffrey botman

Re: [hlcoders] Different Gamerules based on mapname or entities

2005-06-02 Thread Jeffrey \botman\ Broome
want (instead of trying to spawn a different type of class for each type of gameplay)? -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo

Re: [hlcoders] Different Gamerules based on mapname or entities

2005-06-02 Thread Jeffrey \botman\ Broome
been created. I suppose if you really wanted to, you could create code to open the map file, read through the entities yourself to find the gamerules entity, then create a gamerules class that matches the type speified by the entity in the map. -- Jeffrey botman Broome

Re: [hlcoders] Source SDK Currently not available ?

2005-06-02 Thread Jeffrey \botman\ Broome
sometime last week? -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Re: Bots Server Plugins Attn: Valve

2005-06-02 Thread Jeffrey \botman\ Broome
to write a fully functional bot For any game. It's a ticket to get us out of your hair for minimal effort on your part! Whaddaya say? Maybe you should do it first, prove that it works as advertised, then offer it to Valve and see if they want to use it then? -- Jeffrey botman Broome

Re: [hlcoders] Bots Server Plugins Attn: Valve

2005-05-31 Thread Jeffrey \botman\ Broome
DO IR INSTALL THIS AND WHERE ARE MY PANTS :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] linux compiling hl2mp problems

2005-05-27 Thread Jeffrey \botman\ Broome
::YouForgotToImplementOrDeclareServerClass()' Heh-heh. YouForgotToImplementOrDeclareServerClass(), wow. Awesome name for a function. I like that. It's cute. GG Valve. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] linux compiling hl2mp problems

2005-05-27 Thread Jeffrey \botman\ Broome
// SOMETHING_H ...which will create a 'C' style wrapper for the .h file. Even if this .h file gets included multiple times in a .cpp file, the stuff inside the #ifndef and #endif will only get executed ONCE. Yes, you have to change this in EACH .h file. :( -- Jeffrey botman Broome

Re: [hlcoders] linux compiling hl2mp problems

2005-05-27 Thread Jeffrey \botman\ Broome
, #pragma once and #endif after you added the other stuff. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Server query

2005-05-24 Thread Jeffrey \botman\ Broome
that the code doesn't work with some of the servers... Are you using both challenged and non-challenged query protocol?... http://www.valve-erc.com/srcsdk/Code/Networking/serverqueries.html If you are doing just one or the other, some servers might not respond. -- Jeffrey botman Broome

Re: [hlcoders] Server query

2005-05-24 Thread Jeffrey \botman\ Broome
that you are using is A2S_INFO then the challenge stuff is not what's causing your problem. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo

Re: [hlcoders] Other Players.

2005-05-23 Thread Jeffrey \botman\ Broome
and CBasePlayerManhack) and change the Spawn functions for each to set the appropriate hull size, model, etc. rather than trying to re-work the existing npc_manhack class to pretend that it's a player (when it is not). -- Jeffrey botman Broome ___ To unsubscribe, edit your

Re: [hlcoders] [Idea] New network strategy

2005-05-21 Thread Jeffrey \botman\ Broome
on the radio border (to avoid brutal poping). Do a google search on far clipping plane. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo

Re: [hlcoders] Re: MenuSelect

2005-05-21 Thread Jeffrey \botman\ Broome
for a game that the game developers are forever in your debt and have to do anything that you say. Enough beating this dead horse. I'm out. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit

Re: [hlcoders] (semi OT) 3d panoramas

2005-05-20 Thread Jeffrey \botman\ Broome
the screenshots (rotating the camera angle before each shot). There's no need to pause the game if you have code that will rapidly take these shots. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread Jeffrey \botman\ Broome
Alfred Reynolds wrote: 3rd party plugins have been using a hack to trigger an unused bit of game code. We provide them with another, maintained, user friendlier version of menus that work across all mods, they need to start using that. PWNED! :) -- Jeffrey botman Broome

Re: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread Jeffrey \botman\ Broome
the tool was supposed to do. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] (semi OT) 3d panoramas

2005-05-18 Thread Jeffrey \botman\ Broome
DAV wrote: - Is there anyway to hide the hud and weapons if you have them? There is a hidehud CVAR. Try setting it to 1. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] (semi OT) 3d panoramas

2005-05-18 Thread Jeffrey \botman\ Broome
Jeffrey botman Broome wrote: DAV wrote: - Is there anyway to hide the hud and weapons if you have them? There is a hidehud CVAR. Try setting it to 1. Doh! It would help if I read the code first. Try setting hidehud to 4. :) -- Jeffrey botman Broome

Re: [hlcoders] Odd viewing problem.

2005-05-18 Thread Jeffrey \botman\ Broome
Spencer 'voogru' MacDonald wrote: Hello all, I'm having a problem that seems to be relating to the players viewing angles; basically I have a square area on a map. Are you using an FOV of 90? -- Jeffrey botman Broome ___ To unsubscribe, edit your list

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Jeffrey \botman\ Broome
. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Jeffrey \botman\ Broome
that). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Player Leaning

2005-05-17 Thread Jeffrey \botman\ Broome
the view? If so, see CBasePlayer::CalcViewRoll() -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Returned mail: Data format error

2005-05-11 Thread Jeffrey \botman\ Broome
[EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- -- [ .zip of type application/octet-stream deleted ] -- The fake alfred is back, posting viruses again! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences

Re: [hlcoders] gib?

2005-05-07 Thread Jeffrey \botman\ Broome
r00t 3:16 wrote: Ok maybe im dumb dunno but what does gib mean? It's the singular form of giblets. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman

Re: [hlcoders] UTIL_FindEntityBy problems

2005-05-03 Thread Jeffrey \botman\ Broome
)) break; DoStuffWithLightEntity(pEnt); } CBaseEntity *pEnt = NULL; for(; pEnt = UTIL_FindEntityByClassname(pEnt,light_environment); ) { if(FNullEnt(pEnt)) break; DoStuffWithLightEntity(pEnt); } -- Jeffrey botman Broome ___ To unsubscribe, edit your list

Re: [hlcoders] UTIL_FindEntityBy problems

2005-05-03 Thread Jeffrey \botman\ Broome
what you want (compares the key/value of all entities to a constant string from the trigger_powerzone class instance). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] UTIL_FindEntityBy problems

2005-05-03 Thread Jeffrey \botman\ Broome
) || (FStrEq(pEntity-classname, light_environment)) { // do light stuff here } } -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman

Re: [hlcoders] Vtex.exe source?

2005-04-30 Thread Jeffrey \botman\ Broome
Vyacheslav Dzhura wrote: So erm. Can anyone send this or this doesn't exists? Thank you very very very much! :) It doesn't exist. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

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

2005-04-27 Thread Jeffrey \botman\ Broome
works? Are you setting the Owner variable on the carried object to the player that carries it? If so, make sure the owner is set back to NULL when dropped otherwise the same player can't touch it again (you don't touch things that you are the Owner for). -- Jeffrey botman Broome

Re: [hlcoders] Problems w/ Latest Steam Update

2005-04-26 Thread Jeffrey \botman\ Broome
to use an older version of Forsaken with no luck, still the same issue. Any help would be greatly appreciated. Attachments aren't allowed (they get stripped out). Post your pictures in a private folder on a website somewhere and then post the URL to those images. -- Jeffrey botman Broome

Re: [hlcoders] Multiplayer NPCs

2005-04-22 Thread Jeffrey \botman\ Broome
that run on both the client and the server). Looking at the source code is the best way to understand how things should be done. Use the source Luke. - Obi-wan -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives

Re: [hlcoders] Shared-Jeep-Code Thread

2005-04-22 Thread Jeffrey \botman\ Broome
of the base classes). And again, I haven't actually played with any of this code, but I'll bet you a beer that the stuff I described here is pretty close to how things work. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] Level for mod causing assert

2005-04-13 Thread Jeffrey \botman\ Broome
r00t 3:16 wrote: Anyone else run into this problem? Yes, Imperio59 did, just 3 posts above yours. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman

Re: [hlcoders] Getting an effect to punch through a wall.

2005-04-11 Thread Jeffrey \botman\ Broome
of your beam? Why not just normalize the vector between tr.endpos and start, then scale that vector up by a BIG number, then add that to the start position to get the end position of the beam? -- Jeffrey botman Broome ___ To unsubscribe, edit your list

Re: [hlcoders] Getting an effect to punch through a wall.

2005-04-11 Thread Jeffrey \botman\ Broome
= tr.endpos - start_position; VectorNormalize(v_beam); v_beam = v_beam * 100; // scale the vector up by large amount Vector beam_end = start_position + v_beam; -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Getting an effect to punch through a wall.

2005-04-11 Thread Jeffrey \botman\ Broome
with a couple of walls in it. Create a beam that goes from (0,0,0) to some fixed point in the world. Substitute those 2 coordinates (0,0,0 and fixed point) in your calculations and see if the beam gets drawn to the proper places. -- Jeffrey botman Broome

Re: [hlcoders] First warning for VS .Net! Yay!

2005-04-07 Thread Jeffrey \botman\ Broome
. It's a warning. You can fix it (by adding the proper return type to that function) or you can ignore it. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com

Re: [hlcoders] adding unused weapons

2005-04-06 Thread Jeffrey \botman\ Broome
botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash

2005-03-27 Thread Jeffrey \botman\ Broome
Alfred Reynolds wrote: Looks like a null pointer is trying to be de-referenced. Have you stepped the code and verified that this is not the problem? If it's 0x40, it's not NULL, but it's still borked up! ;) -- Jeffrey botman Broome ___ To unsubscribe

Re: [hlcoders] Resource File Bug?

2005-03-21 Thread Jeffrey \botman\ Broome
, then it will be the same regardless of whether the server is Linux or Win32. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Linux server crash when changing level

2005-03-21 Thread Jeffrey \botman\ Broome
memory more than once (or calling a destructor on something that has already been destroyed). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo

Re: [hlcoders] game_SDK.sln in Modify HL2 Multiplayer

2005-03-16 Thread Jeffrey \botman\ Broome
on all of them. I tried it twice, just in case it got hosed during the copying, and had the exact same results. Are you using the latest and greatest SDK (March 9th, 2005) or some earlier SDK release? Are you using Microsoft Visual Studio .NET 2003 or some previous Visual Studio? -- Jeffrey botman

Re: [hlcoders] Question about Precaching in Source.

2005-02-28 Thread Jeffrey \botman\ Broome
Lance Vorgin wrote: Hook the filesystem's read funcs, look for it reading a .res file, and fake append your files to be sent to it. Muh :/ Heh-heh! -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] New Mod Directory on Visual C++ 2003 .NET

2005-02-25 Thread Jeffrey \botman\ Broome
/Getting_started_with_the_Source_SDK -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Trying to display MOTD message

2005-02-24 Thread Jeffrey \botman\ Broome
on the client (in the DECLARE_MESSAGE() and MOTD on the server (in the REG_USER_MSG), or vice-versa. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo

Re: [hlcoders] HL2DM Mod Bot

2005-02-24 Thread Jeffrey \botman\ Broome
that information through a plugin. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-24 Thread Jeffrey \botman\ Broome
(like func_ladder), but using TraceHull will allow you to hit those objects. Try using TraceHull instead of TraceLine. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] SDK Code update.

2005-02-18 Thread Jeffrey \botman\ Broome
(especially if you have no plan of ever using those features in your MOD). Just because it's available doesn't mean you have to use it. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-14 Thread Jeffrey \botman\ Broome
the country where the law was created. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-14 Thread Jeffrey \botman\ Broome
. You do realize that by saying this you're just BEGGING people to make all kinds of crazy plugins to screw up the gameplay in your MOD, right? :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please

[hlcoders] Bug in Mailman...

2005-02-10 Thread Jeffrey \botman\ Broome
logs. So I'm following the instructions and informing the webmaster. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] [OT] Safe way of setting weapon damages?

2005-02-09 Thread Jeffrey \botman\ Broome
British_Bomber wrote: real quick though, does anyone know who Douglas Adams is? This is a joke, right? If not... http://www.douglasadams.com/ -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] determing where bullet hit?

2005-02-06 Thread Jeffrey \botman\ Broome
. Bullets don't exist. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Ported AI server recreation crash? cleanups?

2005-02-06 Thread Jeffrey \botman\ Broome
crashing. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Checking to see if it's a multiplayer game

2005-02-05 Thread Jeffrey \botman\ Broome
Knifa wrote: Hello. How would I check if the player is in an SP game or an MP game? Thanks. maxClients is 1 in single player, = 2 in multiplayer. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] Weapon ballastics

2005-02-02 Thread Jeffrey \botman\ Broome
velocity in Half-Life2 because bullets aren't entities (they are just hitscans). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Making Usable Ladders

2005-02-01 Thread Jeffrey \botman\ Broome
is on a ladder (physprop or world). //- inline bool CGameMovement::OnLadder( trace_t trace ) { if ( trace.contents CONTENTS_LADDER ) return true; -- Jeffrey botman Broome

Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread Jeffrey \botman\ Broome
alone, in peace, so that we can concentrate on what this list was set up for, creating code for Half-Life. I'm out. No more replies from me in this thread. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives

Re: [hlcoders] Commercially released mods??

2005-01-25 Thread Jeffrey \botman\ Broome
[EMAIL PROTECTED] wrote: Please keep it on-topic guys.. Please trim unnecessary text from your replies. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com

Re: [hlcoders] strength of weapons

2005-01-25 Thread Jeffrey \botman\ Broome
what makes the 357's bullet make the barrels fly around while the pistol just barely moves them? How do you decide this? My guess (out of the wild blue) would be... CalculateBulletDamageForce(); -- Jeffrey botman Broome ___ To unsubscribe, edit your list

Re: [hlcoders] vtf files

2005-01-22 Thread Jeffrey \botman\ Broome
David Nelson wrote: hey, how can we view sprites in the vtf format? vtf2tga.cpp in the utils\vtf2tga directory. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] message of bogus type

2005-01-19 Thread Jeffrey \botman\ Broome
this... REG_USER_MSG(PerfectDarkMessage, -1); ...to this... REG_USER_MSG(PDMsg, -1); ...and it will probably work fine (don't forget to change the client to match, and they ARE case-sensitive). -- Jeffrey botman Broome ___ To unsubscribe, edit your list

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