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
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.
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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
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).
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Ben Davison wrote:
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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.
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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?
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have Steam due to network bandwidth
issues?
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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
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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.).
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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.
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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?
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://support.microsoft.com/?kbid=315263
http://www.codeproject.com/debug/postmortemdebug_standalone1.asp
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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.
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a divide by zero problem somewhere when calculating the
angles?
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Matt Parkins wrote:
Is there a util to extract files from the .gcf ?
Yes! GCFScape...
http://nemesis.thewavelength.net/
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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. ;)
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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.
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(it doesn't get loaded into memory twice).
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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! ;)
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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!
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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
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. :)
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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.)
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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/
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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? :)
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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.
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is
customize someone else's mod, get used to not being able to do that. ;)
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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.)
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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.
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you gain a little better understanding of how things work in the engine.
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.
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.
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is changed.
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/multiplayer_networking.html
(scroll to the bottom, see the pretty pictures).
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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
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. :)
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and bullet hits, etc.).
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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?
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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.
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want (instead of trying to spawn a
different type of class for each type of gameplay)?
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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.
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sometime last week?
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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?
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DO IR INSTALL THIS AND WHERE ARE MY PANTS :)
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::YouForgotToImplementOrDeclareServerClass()'
Heh-heh. YouForgotToImplementOrDeclareServerClass(), wow. Awesome
name for a function. I like that. It's cute. GG Valve.
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// 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. :(
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, #pragma once
and #endif after you added the other stuff.
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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.
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that you are using is A2S_INFO then the challenge
stuff is not what's causing your problem.
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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).
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on the radio border (to avoid brutal poping).
Do a google search on far clipping plane. :)
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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.
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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.
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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! :)
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the tool
was supposed to do.
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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.
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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. :)
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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?
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that).
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the view? If so, see
CBasePlayer::CalcViewRoll()
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[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! :)
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r00t 3:16 wrote:
Ok maybe im dumb dunno but what does gib mean?
It's the singular form of giblets.
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)) break;
DoStuffWithLightEntity(pEnt);
}
CBaseEntity *pEnt = NULL;
for(; pEnt = UTIL_FindEntityByClassname(pEnt,light_environment); )
{
if(FNullEnt(pEnt)) break;
DoStuffWithLightEntity(pEnt);
}
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what you want (compares the key/value of all
entities to a constant string from the trigger_powerzone class instance).
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) ||
(FStrEq(pEntity-classname, light_environment))
{
// do light stuff here
}
}
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Vyacheslav Dzhura wrote:
So erm. Can anyone send this or this doesn't exists? Thank you very
very very much! :)
It doesn't exist.
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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).
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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.
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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
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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. :)
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r00t 3:16 wrote:
Anyone else run into this problem?
Yes, Imperio59 did, just 3 posts above yours. :)
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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?
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= 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;
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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.
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. It's a warning. You can fix it (by adding the proper return type
to that function) or you can ignore it.
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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! ;)
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, then it will be the same regardless of whether the
server is Linux or Win32.
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memory more than once (or calling a destructor on something
that has already been destroyed).
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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?
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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!
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/Getting_started_with_the_Source_SDK
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on the client (in the
DECLARE_MESSAGE() and MOTD on the server (in the REG_USER_MSG), or
vice-versa.
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that information
through a plugin.
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(like
func_ladder), but using TraceHull will allow you to hit those objects.
Try using TraceHull instead of TraceLine.
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(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.
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the country where the
law was created.
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.
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? :)
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logs.
So I'm following the instructions and informing the webmaster. :)
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British_Bomber wrote:
real quick though, does anyone know who Douglas Adams is?
This is a joke, right?
If not...
http://www.douglasadams.com/
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. Bullets don't exist.
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crashing.
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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.
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velocity in Half-Life2 because bullets
aren't entities (they are just hitscans).
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is on a ladder (physprop
or world).
//-
inline bool CGameMovement::OnLadder( trace_t trace )
{
if ( trace.contents CONTENTS_LADDER )
return true;
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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.
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[EMAIL PROTECTED] wrote:
Please keep it on-topic guys..
Please trim unnecessary text from your replies. :)
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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();
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David Nelson wrote:
hey, how can we view sprites in the vtf format?
vtf2tga.cpp in the utils\vtf2tga directory.
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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).
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