Re: [hlcoders] RGB colors
well lets take a look at it the values were 5, 5, 25.5 now the colour index goes from 0 to 255 so the largets range is 255. now if 25.5 is the largest found value they used one can assume that 25.5 * 10 = 255 which is the largest index from 0-255 in the colour index. - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, March 11, 2002 11:30 AM Subject: RE: [hlcoders] RGB colors And where in pray tell is this in the code ? How would one know it is such? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Paul Samways Sent: Sunday, March 10, 2002 7:31 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] RGB colors Multiply by 10 50,50,255 - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, March 10, 2002 11:36 PM Subject: [hlcoders] RGB colors Folks, Can someone shed some light on my ignorance here, looking at the client.dll I notice that 5, 5, 25.5 is being supplied to the R_BeamEntPoint() function. What is the conversion for the above RGB? And how is that conversion done? -Ron ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RGB colors
Yup. It just seemed fairly obvious. - Original Message - From: Nathan Taylor [EMAIL PROTECTED] To: HLCoders [EMAIL PROTECTED] Sent: Monday, March 11, 2002 7:32 AM Subject: Re: [hlcoders] RGB colors -- [ Picked text/plain from multipart/alternative ] I dunno know about him but it seems like common sense to me. - Original Message - From: Yacketta, Ronald Sent: Sunday, March 10, 2002 8:33 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] RGB colors And where in pray tell is this in the code ? How would one know it is such? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Paul Samways Sent: Sunday, March 10, 2002 7:31 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] RGB colors Multiply by 10 50,50,255 - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, March 10, 2002 11:36 PM Subject: [hlcoders] RGB colors Folks, Can someone shed some light on my ignorance here, looking at the client.dll I notice that 5, 5, 25.5 is being supplied to the R_BeamEntPoint() function. What is the conversion for the above RGB? And how is that conversion done? -Ron ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[2]: [hlcoders] NULL player problem
-BEGIN PGP SIGNED MESSAGE- Hash: MD5 Now there are a few other things i have thought of and taken into consideration and i dunno if these may affect it in anyway but i better mention it. I changed the default spawn behavior and made an extra variable called b_canrespawn this way while players were rechoosing equipment etc they remained dead to the world and spectators etc had this set too. In the player::prethink i then changed the line that was something like if(deadflag = dead_no) or something to if(b_canrespawn deadflag = dead_no) although i am sure that doesn't effect it in any way. [snip] But the next thing i am going to mention makes it appear real funny. Once i reset the round in the gamerules function all players that disconnected don't then effect it at all :/ it only seems to effect the current round and i have looked at it many times and can't see the problem so i'll post some stuff here. in the round restart it just does [snip] cbaseplayer *plr = NULL; for(int i = 1; i = gpglobals-maxclients; i++) { remove from spectator mode; put player in observer mode; show plr vgui equipment menu; } First impressions here is that the disconnected could be getting stuck in spectator mode, or some kind of mishmash of alive/spectator... However, we had a similar problem with The Opera in our rounds where ClientDisconnect wasn't actually called for all disconnects. Also, wasn't there a thread on here a while back about player structures being cached on a disconnect? And so a simple IsNull check wouldn't return false even tho' the player had left the game. Hope one of those are of use... [ Cruise / www.casual-tempest.net ] -BEGIN PGP SIGNATURE- Version: 2.6 iQCVAwUAPIysvvdi0Z5STRufAQGmZgP/d2CuvtyOZf+uCx/2HkyfF2nmXLuKPwAP 11ZiiLMlqcgwWasGSIQIGJtAsxMOA+aFPA1oHle1TA02/b1vmt9/ul+JzOpCL9LD lL24QS++V8E5vAM+ahiDgDFkz64eS18sxoan6dNv/JMtwKKW2Ifc357diT6tHmFQ re39w5r91dI= =AHVt -END PGP SIGNATURE- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[2]: [hlcoders] NULL player problem
actually now that you mention it i may have a problem with not removing them from spectator mode correctly hmm with what your saying and how they are getting locked in it if it can indeed happen then i think you may have solved my problem. That or you reckon a isNull check on the player in the gamerules check eh? Anyways i'll give it a belt and get back to you :) thanks for taking the time to reply. - Original Message - From: Cruise [EMAIL PROTECTED] To: Christopher Long [EMAIL PROTECTED] Sent: Monday, March 11, 2002 11:10 PM Subject: Re[2]: [hlcoders] NULL player problem -BEGIN PGP SIGNED MESSAGE- Hash: MD5 Now there are a few other things i have thought of and taken into consideration and i dunno if these may affect it in anyway but i better mention it. I changed the default spawn behavior and made an extra variable called b_canrespawn this way while players were rechoosing equipment etc they remained dead to the world and spectators etc had this set too. In the player::prethink i then changed the line that was something like if(deadflag = dead_no) or something to if(b_canrespawn deadflag = dead_no) although i am sure that doesn't effect it in any way. [snip] But the next thing i am going to mention makes it appear real funny. Once i reset the round in the gamerules function all players that disconnected don't then effect it at all :/ it only seems to effect the current round and i have looked at it many times and can't see the problem so i'll post some stuff here. in the round restart it just does [snip] cbaseplayer *plr = NULL; for(int i = 1; i = gpglobals-maxclients; i++) { remove from spectator mode; put player in observer mode; show plr vgui equipment menu; } First impressions here is that the disconnected could be getting stuck in spectator mode, or some kind of mishmash of alive/spectator... However, we had a similar problem with The Opera in our rounds where ClientDisconnect wasn't actually called for all disconnects. Also, wasn't there a thread on here a while back about player structures being cached on a disconnect? And so a simple IsNull check wouldn't return false even tho' the player had left the game. Hope one of those are of use... [ Cruise / www.casual-tempest.net ] -BEGIN PGP SIGNATURE- Version: 2.6 iQCVAwUAPIysvvdi0Z5STRufAQGmZgP/d2CuvtyOZf+uCx/2HkyfF2nmXLuKPwAP 11ZiiLMlqcgwWasGSIQIGJtAsxMOA+aFPA1oHle1TA02/b1vmt9/ul+JzOpCL9LD lL24QS++V8E5vAM+ahiDgDFkz64eS18sxoan6dNv/JMtwKKW2Ifc357diT6tHmFQ re39w5r91dI= =AHVt -END PGP SIGNATURE- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RGB colors
Maybe to someone who has used RGB in that format before yes, but I have never used/seen it that way until I started to muck with certain functions client side. I am sure there are numerous things that were not so obvious at first to you, but now are rather obvious. I agree. Looking at most of the network messages (TE effects), it's common to see time values in 1/10ths of a second. For example, in common\const.h... // byte (frame rate in 0.1's) // byte (life in 0.1's) // byte (line width in 0.1's) // byte (noise amplitude in 0.01's) ...but color is usually represented as bytes... // byte,byte,byte (color) ...for OpenGL stuff it's not uncommon to have color represented as floating point values between 0.0 and 1.0, but you can usually tell this when the function name ends in 'f' like glColor3f(). Seeing values like (5, 5, 25.5) would lead me to believe the color values were floating point (due to the 25.5) but the only way you would know that these were scaled down by a factor of 10 would be through experimentation (or if this fact had been clearly indicated in the comments in the r_efx.h header file, which it is not). Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: RE: [hlcoders] RGB colors
I asked that question myself, but could find no real value/reason for it *shrug* -Original Message- From: Jim Hunter [mailto:[EMAIL PROTECTED]] Sent: Monday, March 11, 2002 10:25 To: [EMAIL PROTECTED] Subject: Re: RE: [hlcoders] RGB colors There must be something I'm missing... Why would you want to use a float to store RGB values?? Is there some advantage to doing it this way? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HUD saytext.cpp question
So I was working on getting the client.dll to compile, link, and run using the Borland or MinGW C++ compilers and noticed this in the CHudSayText::SayTextPrint() function of the saytext.cpp file... PlaySound( misc/talk.wav, 1 ); ...I don't see a misc directory in the sound directory of the valve\pak0.pak file. Also, since the valve directory doesn't have a sound directory, that file doesn't exist on my machine. The cstrike folder does contain a sound\misc\talk.wav file that just contains the mike off click. But why would you want to play a mike off click when someone sends a TEXT message??? P.S. I like the name of this function... EnsureTextFitsInOneLineAndWrapIfHaveTo( i ); ...it's pretty easy to tell what it does without even looking at the code. :) 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] RGB colors
Glad to see I am not the only one that was (at first) miffed by this gross oversight in documentation ;) -Ron -Original Message- From: botman [mailto:[EMAIL PROTECTED]] Sent: Monday, March 11, 2002 10:58 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] RGB colors Maybe to someone who has used RGB in that format before yes, but I have never used/seen it that way until I started to muck with certain functions client side. I am sure there are numerous things that were not so obvious at first to you, but now are rather obvious. I agree. Looking at most of the network messages (TE effects), it's common to see time values in 1/10ths of a second. For example, in common\const.h... // byte (frame rate in 0.1's) // byte (life in 0.1's) // byte (line width in 0.1's) // byte (noise amplitude in 0.01's) ...but color is usually represented as bytes... // byte,byte,byte (color) ...for OpenGL stuff it's not uncommon to have color represented as floating point values between 0.0 and 1.0, but you can usually tell this when the function name ends in 'f' like glColor3f(). Seeing values like (5, 5, 25.5) would lead me to believe the color values were floating point (due to the 25.5) but the only way you would know that these were scaled down by a factor of 10 would be through experimentation (or if this fact had been clearly indicated in the comments in the r_efx.h header file, which it is not). Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] OT: what do langauge microsoft use for their apps?
-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Persuter Sent: 10 March 2002 07:55 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] OT: what do langauge microsoft use for their apps? /me notes that it seems unlikely that MS would use any type of MFC stuff in their programs. Why in the world would you use generalized libraries when you can knock on the next office and get the source? Check SPY+ on a few MS apps.. You'll be surprised. Visual Studio uses MFC heavily for a start. And Gollum, indeed I had noticed that VB5 and VB6 are light years ahead of the early stuff. Very nice for simple database applications, good SQL stuff. Kudos. :) The easiest way to tell is to run SPY+ and look at the class names. MFC stuff has random ids attached to the name, whereas stright API classes are plain names like Edit and listbox. Also, Delphi/CBuilder stuff has names such as TApplication and TButton. As for VB, i'm not sure, but I guess they have different names too. Cry0Gem -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Simon Rose Sent: Friday, March 08, 2002 12:33 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] OT: what do langauge microsoft use for their apps? I read in a book about someone who was trying to write a toolbar like Microsoft's (this was some time back), so they used that Spy tool on one of Microsoft's products to intercept the messages expecting MFC type stuff or similar going on. They found nothing of the sort and summised (correctly I feel) that MS wrote quite a lot of their UI from the ground-up. I doubt they would have used VB for this, but I'm open to it being possible. Simon PS: I wish MS would provide most of the standard UI elements (such as power toolbar, menu and docking windows a la InterDev etc) in their developer products, that way we wouldn't have to spend the first 30% of our time trying to be like them, only for the other 70% of our time trying not to be like them! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Pat Magnan Sent: 08 March 2002 09:39 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] OT: what do langauge microsoft use for their apps? Ok, how dumb of me earlier. I ran all the .exes through the dependency walker that comes with Visual Studio. A VB App (any that I've ever seen, are all dependent on: MSVBVM50.DLL which in turn depends on stuff like GDI, Kernell, etc type dlls An MFC App would have MFC42 dll in its dependency tree, then GDI and kernell etc. For Office (for example), I see neither of those. I see WWINTL32.DLL (don't know what this is) and MSO97.DLL (likely just a library of common code for office), but no VB runtime or MFC42 anywhere in there. Therefore, if I had to make a semi-educated guess, I'd say that office is written (office 97 is what I have, so this is a little dated) entirely in C, no MFC, could be C++, but it's likely that it's using straight Win32 API calls for the GUI. Oops, sorry about the WAG I made earlier ;) That's a great tool for remembering what to ship sort of complex products, I always have it in my 'send to' menu, so I can make sure that our distribution folks never forget to include a .dll or whatever on a CD ;) Maybe they wrote them in Delphi --- Florian Zschocke [EMAIL PROTECTED] wrote: Simon Rose wrote: It always did my noodle that something could compile itself, if you see what I mean. Cool though. It's called bootstrapping and every compiler does it. You have to start at machine level somewhere, tho, unless you're cross-compiling (which is what is usually done). I would hope they don't use VB for anything. Sorry, but imho, I don't think VB is up to the job. AFAIK the UIs are in VB. Florian. ___ ___ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD saytext.cpp question
I noticed that... When I was *only* a player (and not a coder), I noticed that I got some 'Unable to open file misc/talk.wav' at the console. I wondered what was the cause of this message but I didn't find any answer... When I *became* coder, I commented out the 'PlaySound(misc/talk.wav);' line not to have this message at the console. I think this line is there to play a sound (like a chime) to indicate that a new message has been received (a chat message for example). A similar sound is played in Wolfenstein when you get a new chat message... It indicates you that you _have_ to look at your message list... Only my thought :) - Cortex : mapper coder www.hlalbator.fr.st - Original Message - From: botman To: [EMAIL PROTECTED] Sent: Monday, March 11, 2002 5:22 PM Subject: [hlcoders] HUD saytext.cpp question So I was working on getting the client.dll to compile, link, and run using the Borland or MinGW C++ compilers and noticed this in the CHudSayText::SayTextPrint() function of the saytext.cpp file... PlaySound( misc/talk.wav, 1 ); ...I don't see a misc directory in the sound directory of the valve\pak0.pak file. Also, since the valve directory doesn't have a sound directory, that file doesn't exist on my machine. The cstrike folder does contain a sound\misc\talk.wav file that just contains the mike off click. But why would you want to play a mike off click when someone sends a TEXT message??? P.S. I like the name of this function... EnsureTextFitsInOneLineAndWrapIfHaveTo( i ); ...it's pretty easy to tell what it does without even looking at the code. :) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD saytext.cpp question
At 10:22 AM 11/03/2002 -0600, you wrote: So I was working on getting the client.dll to compile, link, and run using the Borland or MinGW C++ compilers and noticed this in the CHudSayText::SayTextPrint() function of the saytext.cpp file... PlaySound( misc/talk.wav, 1 ); ...I don't see a misc directory in the sound directory of the valve\pak0.pak file. Also, since the valve directory doesn't have a sound directory, that file doesn't exist on my machine. The cstrike folder does contain a sound\misc\talk.wav file that just contains the mike off click. But why would you want to play a mike off click when someone sends a TEXT message??? We added this file into our mod so that the user would get an audible notice when someone sends a message. It is just a stupid reminder, but then you know to read the text coming in ;) I am not sure why valve doesn't use it, probably some old code, maybe they had the file in one of their earlier pak files and decided later that it wasn't needed, so removed the file, but forgot the code? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD saytext.cpp question
-- [ Picked text/plain from multipart/alternative ] I noticed the same thing a while, ago first playing PVK, in fact I thought my PVK release was fexed until I found the error in some other mods too. I am going to just assume old code, maybe something they used in debugging speech/sound that they forgot to remove on release; fortunately, it's a nice slip-up (assuming that's what it is) because it allows you to add notification in your mod which might be useful if you are giving commands of course then again why not use wav files for commands... Aww screw it, I give up!! - Lakario - Original Message - From: botman Sent: Monday, March 11, 2002 11:24 AM To: [EMAIL PROTECTED] Subject: [hlcoders] HUD saytext.cpp question So I was working on getting the client.dll to compile, link, and run using the Borland or MinGW C++ compilers and noticed this in the CHudSayText::SayTextPrint() function of the saytext.cpp file... PlaySound( misc/talk.wav, 1 ); ...I don't see a misc directory in the sound directory of the valve\pak0.pak file. Also, since the valve directory doesn't have a sound directory, that file doesn't exist on my machine. The cstrike folder does contain a sound\misc\talk.wav file that just contains the mike off click. But why would you want to play a mike off click when someone sends a TEXT message??? P.S. I like the name of this function... EnsureTextFitsInOneLineAndWrapIfHaveTo( i ); ...it's pretty easy to tell what it does without even looking at the code. :) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] EV_FindModelIndex (when to call)
Hi, When is it valid to call gEngfuncs.pEventAPI-EV_FindModelIndex from the client. I seem to remember something about the gEngfuncs.pEventAPI functions only being valid during an event callback. If so what is the correct way to get model/sprite indices on the client when not in an event. rich ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD saytext.cpp question
I hate HL DM because it doesn't play a beep when someone talks, prompting you to look down at the speech. I immedialty placed the sound in a misc\ dir in my Valve folder for when I play HLDM -av Nicemice wrote: PlaySound( misc/talk.wav, 1 ); is an old Quake1 dinasour. ID called their New Message Notify Sound talk.wav too and stored it in the sound/misc directory(.pak file). cu Nicemice www.creativelevels.de/spy - Spy Assassinate - ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders