Re: [hlcoders] g_pGameRules

2005-05-02 Thread r00t 3:16
Or just set the hostname field :P r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]> To: Sent: Monday, May 02, 2005 11:29 PM Subject: Re: [hlcoders] g_pGameRules i think it has to do with gameinfo.txt

[hlcoders] Crosshair / cone?

2005-04-30 Thread r00t 3:16
thinking in the CWeaponBleh i could add my own CBlehReticle class for each weapon, that way every weapon could be unique. Is that even possible? Just looking to see how others have done this. r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit

Re: [hlcoders] Vtex.exe source?

2005-04-29 Thread r00t 3:16
I think it is kind of odd they didn't include the source for that but I am sure they have there reasons. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "NuclearFriend" <[EMAIL PROTECTED]> To: Sent: Friday, April 29, 2005 9:59 AM Subject: Re: [hlco

Re: [hlcoders] Vtex.exe source?

2005-04-29 Thread r00t 3:16
The source is not there then ? Ok just making sure I don't need bifocals :P r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]> To: Sent: Friday, April 29, 2005 8:44 AM Subject: Re: [hlcoders] Vtex

[hlcoders] Vtex.exe source?

2005-04-28 Thread r00t 3:16
Is the vtex.exe source included with the sdk? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] HitBoxes ?

2005-04-27 Thread r00t 3:16
10, 10 ), Vector( 0, 0, 14 ) <-- no idea? ); r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Jonathan Dance" <[EMAIL PROTECTED]> To: Cc: "Tim Jones" <[EMAIL PROTECTED]> Sent: Wednesday, April 27, 2005 10:21 PM Subject: Re: [hlcoders]

Re: [hlcoders] vtex.exe err

2005-04-27 Thread r00t 3:16
Never mind I am way to tired to be doing anything right now lol.. GCFScape was running also which is why it kept giving me that error closed it and all works now ... r00t - Original Message - From: "r00t 3:16" <[EMAIL PROTECTED]> To: Sent: Wednesday, April 27, 2005

[hlcoders] vtex.exe err

2005-04-27 Thread r00t 3:16
MountFilesystem( 321 ) failed: SteamMountFilesystem(3700,321,0x3a1fbfc=,0x3a1fd 0c) failed with error 106: Failed to resize the cache fileHit a key to continue Anyone know what would cause that? I have steam running also so not sure what the deal is. r00t ___

Re: [hlcoders] HitBoxes ?

2005-04-27 Thread r00t 3:16
happening. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Matt Boone" <[EMAIL PROTECTED]> To: Sent: Wednesday, April 27, 2005 4:17 PM Subject: RE: [hlcoders] HitBoxes ? Do your hitboxes extend outside of the bounding box? -Original Message- From:

Re: [hlcoders] Re: C_Embers::C_Embers() causing a "rare" assert.

2005-04-25 Thread r00t 3:16
I was wondering if anyone found a fix for this ? I think one of the valve guys asked for a stack trace to be sent to them was just wondering what came about this? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Imperio59" <[EMAIL PROTECTED]> To: Sent:

Re: [hlcoders] RE: View vectors in a hud?

2005-04-24 Thread r00t 3:16
Crap I thought I tried that lol maybe not I will give it a whirl. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Imperio59" <[EMAIL PROTECTED]> To: Sent: Friday, April 22, 2005 9:39 AM Subject: [hlcoders] RE: View vectors in a hud? You can ju

[hlcoders] View vectors in a hud?

2005-04-21 Thread r00t 3:16
I can not for the life of me figure out how to find out if the person turned left / right / looked up or down. I thought it was GetViewOffset or GetVector or something but I can not remember. Maybe I am just tired r00t 3:16 CQC Gaming www.cqc-gaming.com

Re: [hlcoders] Drawing crosshair to the screen

2005-04-21 Thread r00t 3:16
Ben, welcome... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Ben Davison" <[EMAIL PROTECTED]> To: Sent: Thursday, April 21, 2005 9:18 AM Subject: Re: [hlcoders] Drawing crosshair to the screen Thanks for the contribution :) Might come in handy som

Re: [hlcoders] Drawing crosshair to the screen

2005-04-21 Thread r00t 3:16
Well 800x600 lol Like I said it is just an example. With very small modification to that code you can get it to work at any res. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]> To: Sent: Thursda

Re: [hlcoders] IsDead() is Alive() bug? hl2mp sdk

2005-04-21 Thread r00t 3:16
Yea, kind of funny really. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Tony "omega" Sergi" <[EMAIL PROTECTED]> To: Sent: Thursday, April 21, 2005 7:53 AM Subject: RE: [hlcoders] IsDead() is Alive() bug? hl2mp sdk After some quick poking

[hlcoders] Drawing crosshair to the screen

2005-04-21 Thread r00t 3:16
ypos , 403 + 10 , ypos + 1 ); } | This will just a draw | Hopefully someone finds this useful. r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the li

Re: [hlcoders] IsDead() is Alive() bug? hl2mp sdk

2005-04-21 Thread r00t 3:16
f odd i guess. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Heritage" <[EMAIL PROTECTED]> To: Sent: Thursday, April 21, 2005 2:17 AM Subject: Re: [hlcoders] IsDead() is Alive() bug? hl2mp sdk When a player is not in your view, you dont receive any

Re: [hlcoders] Valve is it possible?

2005-04-20 Thread r00t 3:16
ot. Would be nice to have that as an option though. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Draco" <[EMAIL PROTECTED]> To: Sent: Wednesday, April 20, 2005 3:12 AM Subject: Re: [hlcoders] Valve is it possible? yeah, with no bloat, just the playe

[hlcoders] IsDead() is Alive() bug? hl2mp sdk

2005-04-19 Thread r00t 3:16
HL2MP SDK I was using the pPlayer->IsDead() which will keep track of alive players. Everything worked until someone killed another player with a physics prop. Eg: Exploding Barrel. IsDead() did not reconize that player is dead. Ok no big dead so I changed the code around a bit and use pPlayer->IsAl

[hlcoders] Valve is it possible?

2005-04-19 Thread r00t 3:16
I was wondering in the next SDK update, if it would be possible to include a Base MP SDK that does not have example code. Just the base class no SDK Sample code ? That was it is ALOT easier to create mod. Then the MP SDK (sample sdk) and HL2MP SDK Could be better used as a guide. Would this be poss

Re: [hlcoders] Re: C_Embers::C_Embers() causing a "rare" assert.

2005-04-14 Thread r00t 3:16
otify case FRAME_NET_UPDATE_START: C_BaseEntity::SetAbsQueriesValid( false ); r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Imperio59" <[EMAIL PROTECTED]> To: Sent: Wednesday, April 13, 2005 9:51 PM Subject: [hlcoders] Re: C_Embers::C_Embers() causing a

Re: [hlcoders] C_Embers::C_Embers() causing a "rare" assert.

2005-04-13 Thread r00t 3:16
falling snow I wonder if this is causing this? Thanks botman for pointing me to this topic.. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Imperio59" <[EMAIL PROTECTED]> To: Sent: Tuesday, April 12, 2005 8:58 PM Subject: [hlcoders] C_Embers::C_Embers()

[hlcoders] Level for mod causing assert

2005-04-13 Thread r00t 3:16
c_baseentity.cpp (1326) : Assertion Failed: s_bAbsQueriesValid Not quite sure what is causing this at this point. Anyone else run into this problem? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Weapons with 0 ammo magically have a full clip?

2005-04-11 Thread r00t 3:16
hehe r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Ben Davison" <[EMAIL PROTECTED]> To: Sent: Monday, April 11, 2005 10:43 AM Subject: Re: [hlcoders] Weapons with 0 ammo magically have a full clip? Heres another thing, throw all your grenades away ap

[hlcoders] Weapons with 0 ammo magically have a full clip?

2005-04-10 Thread r00t 3:16
. It should force the player to reload. This happen to the weapon the in HL2MP Sdk. Not sure why this happens at the momement. r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit

Re: [hlcoders] SDK update has optimized bandwidth usage?

2005-04-09 Thread r00t 3:16
hehe r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Ben Davison" <[EMAIL PROTECTED]> To: Sent: Saturday, April 09, 2005 8:26 PM Subject: Re: [hlcoders] SDK update has optimized bandwidth usage? Yeh it brakes all my animations :P On Apr 10, 2005 1

Re: [hlcoders] SDK update has optimized bandwidth usage?

2005-04-09 Thread r00t 3:16
Well running a check on the entire hl2mp sdk only 3 files were changed. c_baseanimationoverlay.cpp --> cl_dll BaseAnimationOverlay.cpp--> dlls player_lagcompensation.cpp --> dlls That everything for the hl2mp sdk ? ( Sorry did not check the MP SDK ) r00t 3:16 CQC Gaming www.cqc-g

Re: [hlcoders] RE: Was not sure where to ask about this but models / textures

2005-04-04 Thread r00t 3:16
Thanks, I will look around there and see what I can find. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "ChromeAngel" <[EMAIL PROTECTED]> To: Sent: Monday, April 04, 2005 12:39 PM Subject: [hlcoders] RE: Was not sure where to ask about this but model

Re: [hlcoders] Disable keys

2005-04-04 Thread r00t 3:16
/ secondary fire buttons... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Ben Everett" <[EMAIL PROTECTED]> To: Sent: Monday, April 04, 2005 11:06 AM Subject: RE: [hlcoders] Disable keys You need to either stop that bit being sent (by using an if statement on Ca

Re: [hlcoders] Was not sure where to ask about this but models / textures

2005-04-04 Thread r00t 3:16
Well that is what I was unsure about, as the texture is specified in the .qc file when you compile the model. So from what I can tell we just need to make different models with different camo. That is probably the easiest, alot more work on the modelor side though... r00t 3:16 CQC Gaming www.cqc

[hlcoders] Disable keys

2005-04-04 Thread r00t 3:16
problem is I can still see the muzzle flash and the bullets decreasing. However no bullets (traces) are happening... So I would imagine I need something serverside also? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list

[hlcoders] Was not sure where to ask about this but models / textures

2005-04-04 Thread r00t 3:16
hange the texture via the game ? If code was added? Or would it just be easier to create the models with different camo's and just precache them all? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the lis

Re: [hlcoders] RemoveAllPanels() causing read memory error

2005-03-31 Thread r00t 3:16
proxy"); filter.AddKeep("player_manager"); filter.AddKeep("player"); filter.AddKeep("info_player_deathmatch"); filter.AddKeep("info_player_rebel"); filter.AddKeep("info_player_combine"); filter.AddKeep("info_player_start"); filter.Ad

Re: [hlcoders] RemoveAllPanels() causing read memory error

2005-03-31 Thread r00t 3:16
nel() = 0; \src\public\vgui\IPanel.h(76): virtual void DeletePanel(VPANEL vguiPanel) = 0; \src\public\vgui_controls\Panel.h(167): virtual void DeletePanel(); // simply does a { delete this; } r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Alfred Reynolds" <

Re: [hlcoders] RemoveAllPanels() causing read memory error

2005-03-31 Thread r00t 3:16
. I also did a find in entire solution and RemoveAllPanels is only located in 4 places which are all in vgui_teamfortressviewport.cpp / .h r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Alfred Reynolds" <[EMAIL PROTECTED]> To: Sent: Thursday, March 31,

[hlcoders] RemoveAllPanels() causing read memory error

2005-03-31 Thread r00t 3:16
ferenced memory at "0x00cb11cc" The memory could not be "read" Tracing goes to here in vgui_teamfortressviewport.cpp line 346 vgui::ipanel()->DeletePanel( vPanel ); Any idea as to why this would happen? r00t 3:16 CQC Gaming www.cqc-gaming.com _

[hlcoders] Debounce the key or disable attack keys

2005-03-29 Thread r00t 3:16
CK2; } Which does not work as expected. How could I disable the attack keys ? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Running server?

2005-03-28 Thread r00t 3:16
thanks. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Steven Guy" <[EMAIL PROTECTED]> To: Sent: Monday, March 28, 2005 6:58 PM Subject: RE: [hlcoders] Running server? Use Source Detecated Server under tools but currently it's not working for so

[hlcoders] Running server?

2005-03-28 Thread r00t 3:16
t did not. r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Player speed in HL2MP?

2005-03-20 Thread r00t 3:16
actually I believe it is set in the hl2_player.cpp with ConVar hl2_walkspeed( "hl2_walkspeed", "150" ); ConVar hl2_normspeed( "hl2_normspeed", "190" ); ConVar hl2_sprintspeed( "hl2_sprintspeed", "320" ); Around line 67 in hl2_player.cpp

Re: [hlcoders] Player speed in HL2MP?

2005-03-20 Thread r00t 3:16
#define HL2_WALK_SPEED 150 #define HL2_NORM_SPEED 190 #define HL2_SPRINT_SPEED 320 c_hl2mp_player.cpp that what you looking for ? r00t 3:16 - Original Message - From: "Draco" <[EMAIL PROTECTED]> To: Sent: Sunday, March 20, 2005 2:20 AM Subject: [hlcoders] Player speed in

[hlcoders] Admin functions rcon commands?

2005-03-17 Thread r00t 3:16
Do we have access to these in the hl2mp sdk ? Or would we need to write our own ? Eg: ban / kick etc r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

[hlcoders] creating a map entity filter?

2005-03-15 Thread r00t 3:16
How do you create a filter, which would filter out worldspawn, team_manager? r00t ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Spectate in HL2MP SDK

2005-03-14 Thread r00t 3:16
Nice work, r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Kyle Keating" <[EMAIL PROTECTED]> To: Sent: Sunday, March 13, 2005 5:18 AM Subject: Re: [hlcoders] Spectate in HL2MP SDK I was able to get a player floating. Leave it up to valve to have a m

Re: [hlcoders] Weapon equipment

2005-03-11 Thread r00t 3:16
Well I have made a thread for every little thing, Some things yes, or some things that do not make alot of sense. But whatever ill figure it out. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Spencer 'voogru' MacDonald" <[EMAIL PROTECTED]> T

Re: [hlcoders] Weapon equipment

2005-03-11 Thread r00t 3:16
, so you didn't look more like an ass. You could of just said, "check here or there" r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Justin Harvey" <[EMAIL PROTECTED]> To: Sent: Friday, March 11, 2005 9:45 AM Subject: Re: [hlcoders] Weap

Re: [hlcoders] Weapon equipment

2005-03-11 Thread r00t 3:16
Forgot to mention, the server side will have options to disable weapons if the server admin wants this. eg: restrict_primary m4 or something similar. After looking through the sdk it seems this is all done client side, for hl2MP sdk for selecting a weapon... r00t 3:16 CQC Gaming www.cqc

[hlcoders] Weapon equipment

2005-03-11 Thread r00t 3:16
flash Something like that for the ConVar Just not sure if these should go into the game rules or where to place these kind of options... r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives

Re: [hlcoders] Create new mod does not work? Why?

2005-03-10 Thread r00t 3:16
Launch the game for the first time via steam itself. Then the bat file will work. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Kyle Keating" <[EMAIL PROTECTED]> To: Sent: Thursday, March 10, 2005 4:48 AM Subject: [hlcoders] Create new mod does not wo

[hlcoders] Spectate in HL2MP SDK

2005-03-10 Thread r00t 3:16
Does spectate work in the HL2MP SDK? spectate command does not give an error but I do not seem to go into spec mod? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

[hlcoders] Hiding models during intermission?

2005-03-03 Thread r00t 3:16
How do you hide the player model and weapon model during an intermission? I know where to do this, just not sure the function or flag to set? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Re: Animating reticles?

2005-03-03 Thread r00t 3:16
I was trying to look to see how they did this in Counter - Strike. It does not seem to use sprites, or icons to drawl the crosshair to the screen. So I wonder how they did it? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Imperio59" <[EMAIL PROTECTE

Re: [hlcoders] Re: Animating reticles?

2005-03-01 Thread r00t 3:16
What about using a font file / hud element then just animating the element depending on the spread? and possibly selecting different fonts (halflife2.ttf ) ? Hope that makes sense. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Imperio59" <[EMAIL P

Re: [hlcoders] Re: Animating reticles?

2005-03-01 Thread r00t 3:16
Wonder how the did it for cs ? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Imperio59" <[EMAIL PROTECTED]> To: Sent: Tuesday, March 01, 2005 9:56 AM Subject: [hlcoders] Re: Animating reticles? Simple, use an animated texture instead of a font fo

[hlcoders] Animating reticles?

2005-03-01 Thread r00t 3:16
other way of doing this ? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] server.cfg not being parsed?

2005-02-28 Thread r00t 3:16
Ok nevermind it seems that the valve.rc is being read in the mod dir. The file is not there by default so it needs to be added. Once added you can add exec server.cfg and the server.cfg gets read from the mod directory. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From

Re: [hlcoders] server.cfg not being parsed?

2005-02-28 Thread r00t 3:16
doesn't get read no matter where I put it? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "r00t 3:16" <[EMAIL PROTECTED]> To: Sent: Monday, February 28, 2005 7:22 PM Subject: [hlcoders] server.cfg not being parsed? Using the HL2DM sdk, where does

[hlcoders] server.cfg not being parsed?

2005-02-28 Thread r00t 3:16
something like that. The MP SDK however works like it should? I also added mp_roundlimit which does not work either when setting it in the server.cfg it uses the default which is 1 minute. r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe

Re: [hlcoders] Hud round counter not displaying correctly

2005-02-28 Thread r00t 3:16
Nevermind I figured it out, I had the wrong font set. It seems that if you have m_hTextFont as the font it will not work :P It is now working sorry for the emails.. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "r00t 3:16" <[EMAIL PROTECTED]> T

Re: [hlcoders] Hud round counter not displaying correctly

2005-02-28 Thread r00t 3:16
Oh forgot to mention, When the timer gets to around 10 seconds the hud will change red. This also works in-game So the hud works just the timer isn't being displayed. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "British_Bomber" <[EMAIL PRO

Re: [hlcoders] Hud round counter not displaying correctly

2005-02-28 Thread r00t 3:16
"%d:%.2d", mins, secs); surface()->DrawSetTextPos(xpos, ypos); // surface()->DrawSetTextColor( 255, 0, 0, 255 ); for (wchar_t *ch = unicode; *ch != 0; ch++) { surface()->DrawUnicodeChar(*ch); } } r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "British_

Re: [hlcoders] Source Control document

2005-02-27 Thread r00t 3:16
this up email me. Been using it for 2 days now and works good, and the cvs server is remote and it seems to be quite quick on commits / updates etc. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Mike Dussault" <[EMAIL PROTECTED]> To: Sent: Sunday, F

[hlcoders] Hud round counter not displaying correctly

2005-02-27 Thread r00t 3:16
urface()->DrawUnicodeChar(*ch); } } I have been working on this now for a couple of hours and looking through a couple of other classes this looks right. r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] Event firing but.....

2005-02-27 Thread r00t 3:16
I figured this out... Now if the timer would show in game all is well :P r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "r00t 3:16" <[EMAIL PROTECTED]> To: Sent: Sunday, February 27, 2005 9:25 PM Subject: [hlcoders] Event firing but. I setup

[hlcoders] Event firing but.....

2005-02-27 Thread r00t 3:16
tracing when the event fires "roundtimer" is 120 ( 2 minutes) But in the hud when tracing it is always 0 Anyone have any ideas why this could happen? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, o

Re: [hlcoders] Source Control document

2005-02-25 Thread r00t 3:16
ine it > will add most of the files then it will start spewing out this error. > > Perforce Client Error: > Connect To server failed check $p4port Connect :1666 : WSAEADDRINUSE > > Weird, it adds alot of files then spams that error. > > On Fri, 25 Feb 2005 14:52:42 -

Re: [hlcoders] Source Control document

2005-02-25 Thread r00t 3:16
Nice on perforce I was working on this today for our mod. Couple of questions though (yes I know :P ) I didn't see much mention for client side setup. How do you go about setting up things on the client side? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "B

Re: [hlcoders] Assert error

2005-02-22 Thread r00t 3:16
Yes, they are in the source engine.gcf file actually, incase anyone was wondering... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Daniel Jennings" <[EMAIL PROTECTED]> To: Sent: Tuesday, February 22, 2005 9:41 PM Subject: Re: [hlcoders] Assert error

Re: [hlcoders] Assert error

2005-02-22 Thread r00t 3:16
emove them? It would be nice if the next hl2dm sdk update has these removed or has the included script / models included :P r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Daniel Jennings" <[EMAIL PROTECTED]> To: Sent: Tuesday, February 22, 2005 8:12 PM S

Re: [hlcoders] Assert error

2005-02-22 Thread r00t 3:16
I run with developer 2 on startup and it asserts before it can do anything in the console. Then it gives a memory address error. But i think I figured it out, I am removing all hl2dm weapons not needed :P r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Oscar B

Re: [hlcoders] Assert error

2005-02-22 Thread r00t 3:16
Not sure exactly looking into it more, This is a fresh install of the HL2DM sdk nothing changed... Thought maybe someone else had this problem :) r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Adrian Finol" <[EMAIL PROTECTED]> To: Sent: Tuesday, Februa

[hlcoders] Assert error

2005-02-22 Thread r00t 3:16
data file for: %s\n", GetClassname() ); // Remove( ); //don't remove, this gets released soon! } When launching the HL2DM sdk it starts to load a map and gives an assert which breaks at the above code. What weapon is it looking for? I have all the script files in the scripts directory?

Re: [hlcoders] Debugging HL2DM Sdk

2005-02-22 Thread r00t 3:16
I figured out what it was.. I feel like a knuckle head, but I was using the everthing project instead of the game_sdk project. HL2DM sdk uses the Game_sdk, everything works now. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Mark Ettinger" <[EMAIL PROTECTE

Re: [hlcoders] Debugging HL2DM Sdk

2005-02-22 Thread r00t 3:16
Tried that, It is not compiling the hl2dm sdk for some reason. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Mike Dussault" <[EMAIL PROTECTED]> To: Sent: Tuesday, February 22, 2005 1:46 PM Subject: RE: [hlcoders] Debugging HL2DM Sdk What's th

Re: [hlcoders] Debugging HL2DM Sdk

2005-02-22 Thread r00t 3:16
I think you replied to the wrong thread? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Draco" <[EMAIL PROTECTED]> To: Sent: Tuesday, February 22, 2005 3:17 AM Subject: Re: [hlcoders] Debugging HL2DM Sdk try the other game rules sets. infact, check to

Re: [hlcoders] Debugging HL2DM Sdk

2005-02-21 Thread r00t 3:16
under those but the system can not find the path error when I try to open one of the files. Maybe I got a screwed up download? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "r00t 3:16" <[EMAIL PROTECTED]> To: Sent: Saturday, February 19, 2005 9:46 PM Subjec

Re: [hlcoders] Debugging HL2DM Sdk

2005-02-20 Thread r00t 3:16
Anyone having this problem in the HL2DM sdk? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "r00t 3:16" <[EMAIL PROTECTED]> To: Sent: Saturday, February 19, 2005 9:46 PM Subject: Re: [hlcoders] Debugging HL2DM Sdk Also while doing more testing...

Re: [hlcoders] Debugging HL2DM Sdk

2005-02-19 Thread r00t 3:16
ot be made to the hl2dm_ files ? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message ----- From: "r00t 3:16" <[EMAIL PROTECTED]> To: Sent: Saturday, February 19, 2005 9:39 PM Subject: [hlcoders] Debugging HL2DM Sdk Anyone try to debug this ? It will not allow me to go int

[hlcoders] Debugging HL2DM Sdk

2005-02-19 Thread r00t 3:16
Anyone try to debug this ? It will not allow me to go into the hl properties to add the debug options. Client or Server projects. Box comes up and says unspecified error Any ideas what might cause this? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To

Re: [hlcoders] Getting currently connected players

2005-02-19 Thread r00t 3:16
Thanks.. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Draco" <[EMAIL PROTECTED]> To: Sent: Saturday, February 19, 2005 8:56 PM Subject: Re: [hlcoders] Getting currently connected players HL1 had this handy little function in the game rules int Co

[hlcoders] Getting currently connected players

2005-02-19 Thread r00t 3:16
/ kits etc.) r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Failed to Load the launcher DLL:

2005-02-17 Thread r00t 3:16
Nevermind I figured it out. It seems you have to launch the mod via steam first, then the batch file will work afterwards. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "r00t 3:16" <[EMAIL PROTECTED]> To: Sent: Friday, February 18, 2005 12:02 AM Su

[hlcoders] Failed to Load the launcher DLL:

2005-02-17 Thread r00t 3:16
Installed the hl2dm sdk compiled and went to run using the run_mode.bat file and get the following Failed to load the launcher DLL: The specified module could not be found r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list

Re: [hlcoders] Intermission

2005-02-16 Thread r00t 3:16
Ok, thanks Yahn That is kind of what I figured... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Yahn Bernier" <[EMAIL PROTECTED]> To: Sent: Wednesday, February 16, 2005 10:25 AM Subject: RE: [hlcoders] Intermission No, you need to have your own tim

[hlcoders] Intermission

2005-02-16 Thread r00t 3:16
, then reset again when the next round starts? Or what would be the best way to do this? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/m

[hlcoders] Joining server if round in progress

2005-02-16 Thread r00t 3:16
this. r00t 3:16 CQC Gaming www.cqc-gaming.com ___ 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?

2005-02-10 Thread r00t 3:16
extent. For the people who do decrypt them It won't do them no good because they will not be able to encrypt them with a different key... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Beppo" <[EMAIL PROTECTED]> To: Sent: Thursday, February 10, 2005 4:0

Re: [hlcoders] determing where bullet hit?

2005-02-06 Thread r00t 3:16
Botman, I wasn't sure how to word that. But you are right. That is what I really meant. How to tell where a traceline actually hit the player. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>

[hlcoders] determing where bullet hit?

2005-02-05 Thread r00t 3:16
Is it possible to determine where bullets actually hits a target? eg: head, neck, chesh, stomach, arm, leg, foot r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] Ducking movement speed

2005-02-05 Thread r00t 3:16
gamemovement.cpp r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Draco" <[EMAIL PROTECTED]> To: Sent: Saturday, February 05, 2005 7:54 AM Subject: [hlcoders] Ducking movement speed I am trying to do some code for the kreedz climbing mod(because no else seems

Re: [hlcoders] Thought this was kind of odd?

2005-02-04 Thread r00t 3:16
Yes that was it sorry for sending that to the list should of did more looking. Did that once before had %i for a float lol.. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Tony Paloma" <[EMAIL PROTECTED]> To: Sent: Friday, February 04, 2005 11:2

[hlcoders] Thought this was kind of odd?

2005-02-03 Thread r00t 3:16
being like 285683963456398639086903486930869038690386093860938609386398306.00 +/- seems to occure if I keep tapping the trigger quickly. That probably shouldn't happen (NO CODE WAS CHANGED) Is there a reason this is happening? r00t 3:16 CQC Gaming www.cqc-gaming.com -- ___

Re: [hlcoders] Weapon ballastics

2005-02-03 Thread r00t 3:16
? Anything greater then the max range does not have damage inflicted, anything less then the min range would not have damage inflicted. Is this correct? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Oscar Björhn" <[EMAIL PROTECTED]> To: Sent: Thursday, Februa

Re: [hlcoders] Weapon ballastics

2005-02-03 Thread r00t 3:16
*/, BULLET_IMPULSE(200, 1225), 0); What affects does this have on the bullet if any? in the MP SDK ? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com

Re: [hlcoders] Weapon ballastics

2005-02-03 Thread r00t 3:16
Yes I understand that but some weapons travel faster some slower. Which is what I kind of meant... I should of asked more specifically where would this be accomplished at? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "James Freedman" <[EMAIL PROTECTE

Re: [hlcoders] Weapon ballastics

2005-02-03 Thread r00t 3:16
I was looking at where the tracelines happen. A bullet will travel 1000 inches in 30msecs ? Is that correct? Is it possible to slow this down or speed this up? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Andre Bandarra" <[EMAIL PROTECTED]> To:

Re: [hlcoders] Weapon ballastics

2005-02-02 Thread r00t 3:16
Also forgot to ask in the last post. What determines the bullet velocity ? I have been looking through the code and was quite sure, of what causes the bullet velocity to take place. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Hasan Aljudy" <[EMAIL P

[hlcoders] Crosshairs

2005-02-02 Thread r00t 3:16
Anyone figure out how to get crosshairs in the MP SDK, sort of like the ones in CS S? That bloom as you run etc? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] Weapon ballastics

2005-02-02 Thread r00t 3:16
info. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Hasan Aljudy" <[EMAIL PROTECTED]> To: Sent: Wednesday, February 02, 2005 6:28 PM Subject: Re: [hlcoders] Weapon ballastics Iwas thinking .. why don't you just pre-calculate the spot where the b

Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread r00t 3:16
I think you want GetVehicleEyeOffest or something similar. Then adjust the players offset bases on that? Not looking at the code right now but in a few I will look at it... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: " Childe Roland" <[EMAIL PROTECTE

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