Re: [hlcoders] Hitboxes

2002-05-04 Thread Oskar 'Zoot' Lindgren

yes, just code a fix
- Original Message -
From: Martin Webrant [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, May 04, 2002 12:12 PM
Subject: [hlcoders] Hitboxes


 Are there any fix to the regular SDK code regarding hitboxes?
 Thats what most of my users complain about...
 Regards
 Martin 'BulliT' Webrant


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RE: [hlcoders] Hitboxes

2002-05-04 Thread Philip (Fiber)

You make it sound so easy!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Oskar 'Zoot'
Lindgren
Sent: Saturday, May 04, 2002 10:40 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Hitboxes

yes, just code a fix
- Original Message -
From: Martin Webrant [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, May 04, 2002 12:12 PM
Subject: [hlcoders] Hitboxes


 Are there any fix to the regular SDK code regarding hitboxes?
 Thats what most of my users complain about...
 Regards
 Martin 'BulliT' Webrant


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[hlcoders] adding weapons to HUD

2002-05-04 Thread Lee Shaw

right i've just started to learn weapon code and i'm stuck on putting the
weapons onto the HUD. i've made a .txt for the weapon and i've even followed
a tut on wavelenght for it
http://www.planethalflife.com/wavelength/coding/tutorials/19.htm  i've made
sure that the weapon don't have the same postion in the weapon slot. but i
still can't get it onto the HUD. can some one tell me where i'm going wrong?

cheers
Raz

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Re: [hlcoders] adding weapons to HUD

2002-05-04 Thread Lee Shaw


it comes up in the same slot as the mp5 shotgun and cross bow does. i can
give it to the player it in the console and it shows up as the mp5 but as
soon as i get the hl mp5 it won't let me use the default one so basicly when
eva i pick HL's mp5 it goes to mine  or if i have the HL one to start with
and give the player mine it won't let ya pic it :(

From: Da:Sourcerer [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] adding weapons to HUD
Date: Sat, 4 May 2002 14:01:27 +0200

Is it possible you used a new slot for your weapon?

In that case, you'll have to increase some #define (forgot which one
exactly) and bind a key to, lets say, +slot6 !


- Original Message -
From: Lee Shaw [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, May 04, 2002 1:25 PM
Subject: [hlcoders] adding weapons to HUD


  right i've just started to learn weapon code and i'm stuck on putting
the
  weapons onto the HUD. i've made a .txt for the weapon and i've even
followed
  a tut on wavelenght for it
  http://www.planethalflife.com/wavelength/coding/tutorials/19.htm  i've
made
  sure that the weapon don't have the same postion in the weapon slot. but
i
  still can't get it onto the HUD. can some one tell me where i'm going
wrong?
 
  cheers
  Raz
 
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Re: [hlcoders] adding weapons to HUD

2002-05-04 Thread Commando

It sounds like you are using the same slot/position as one of the HL
weapons.  There aren't many free slots, so you will have to find a free one
or remove some HL weapons.  Also, don't forget that the slot returned by
iItemSlot() is 1 based and the slot in p-iSlot is 0 based, so the one in
p-iSlot should be 1 less than the one in iItemSlot().  If all of this is
correct, check out my tutorial at
http://www.tourofdutymod.com/tutorials.php?sec=weapons and make sure that
you have completed all of the steps, you might have missed something small
in coding your weapon, especially if you are using the 2.2 SDK.

Rob Prouse
http://www.tourofdutymod.com

At 12:08 PM 04/05/2002 +, you wrote:

it comes up in the same slot as the mp5 shotgun and cross bow does. i can
give it to the player it in the console and it shows up as the mp5 but as
soon as i get the hl mp5 it won't let me use the default one so basicly when
eva i pick HL's mp5 it goes to mine  or if i have the HL one to start with
and give the player mine it won't let ya pic it :(

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Re: [hlcoders] Crashing Me...why?

2002-05-04 Thread Josh Coyne

hmm, test for a null pointer?

if(hpll_info != NULL)
ConsolePrint(hppl_info-name);
else
ConsolePrint(Null Pointer);

or something similar . :)

- Original Message -
From: Nate Lovallo [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, May 03, 2002 10:18 PM
Subject: [hlcoders] Crashing Me...why?


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Heres the scoop

  hud_player_info_t *hpll_info;
  hpll_info = g_PlayerInfoList[m_nPlayerIndex];
  ConsolePrint(hpll_info-name);

 Being ran in
 int CStudioModelRenderer::StudioDrawPlayer( int flags, entity_state_t
*pplayer )

 StudioModelRenderer.cpp

 Compiles fine, crashes w/ no error straight to desktop.

 Thx
 Inbeastic
 --

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[hlcoders] Questions about C#

2002-05-04 Thread Cortex

Hello,

This morning, I went to the library to buy a book about C++. The one I had
before was to superficial. But, it isn't the subject of this message :D

I saw much more books about C# than about C++ ! I was amazed ! I thought
this Micro$oft new langage was just a try ! I have a few questions about
this langage :

- will it remplace the C++ ? And have I to learn the *depth* of C#
rather than C++ (because C++ will be out of date soon ?) ?

- is it more powerful than C++ ? I think it's a oriented object langage,
but I wonder if it's really more powerful than C++ for applications which
doesn't use Windows's interface (like DLL, HL SDK, etc...)

- Can it be used with HL SDK ?

I hope you'll understand what I mean and you have the answers to this
:-)

  - Cortex : mapper  coder www.hlalbator.fr.st


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RE: [hlcoders] Questions about C#

2002-05-04 Thread Dynerman David M

Fun.

1) This is a matter of opinion, but I seriously doubt it. C# is a
language targeted towards Microsoft's Language Independent, Platform
Independent Virtual Machine (known as the Microsoft .NET platform)

The C# design is specific to Microsoft, and requires a Microsoft .NET VM
to run (although it can be compiled straight to architecture-dependant
bit code)

It may be feasible that in the future, the Microsoft .NET platform will
dominateHOWEVER, C# is a language DESIGNED to build Windows GUI
applications. C++ and VB code can also target .NET..

In other words: C# most likely won't dominate because it's specific to
one company and one type of application.  If .NET dominates, which isn't
a given (especially if you look at industry acceptance of other targeted
software VM's like Java), that doesn't imply C# will dominate as
programmers will likely keep using C++, which works fine for .NET, for
most serious projects.

2) I'd say no, but this again is a personal opinion. It's more powerful
in that you can design a nice looking GUI and work with Windows
components more quickly and efficiently.  However, this is also true of
Visual Basic when compared to C++, and I don't think that VB is more
powerful than C++.

3) No. Unlike the C/C++ relationship, where C++ is a superset of C (i.e.
any C program is a C++ program, but not vice-versa) C# is a C++
syntax-like language with almost completely new rules. Porting the SDK
to C# might be possible (and would be an interesting problem) but would
have several major hurdles - the first one being building an interface
from the engine, through the .NET framework, to the C# HL SDK

In conclusion, if you're learning how to program stick with C++.

It's a powerful language that gives you a firm grasp of OOP and computer
architecture.

Furthermore, on the odd chance that everyone adopts .NET (which means
all the Linux users out there put XP on their boxes) then learning C#
won't be too tough with a strong C++ background.

Hope this helps,

David

-Original Message-
From: Cortex [mailto:[EMAIL PROTECTED]]
Sent: Saturday, May 04, 2002 12:50 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Questions about C#

Hello,

This morning, I went to the library to buy a book about C++. The one I
had
before was to superficial. But, it isn't the subject of this message :D

I saw much more books about C# than about C++ ! I was amazed ! I thought
this Micro$oft new langage was just a try ! I have a few questions about
this langage :

- will it remplace the C++ ? And have I to learn the *depth* of C#
rather than C++ (because C++ will be out of date soon ?) ?

- is it more powerful than C++ ? I think it's a oriented object
langage,
but I wonder if it's really more powerful than C++ for applications
which
doesn't use Windows's interface (like DLL, HL SDK, etc...)

- Can it be used with HL SDK ?

I hope you'll understand what I mean and you have the answers to
this
:-)

  - Cortex : mapper  coder www.hlalbator.fr.st


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RE: [hlcoders] Questions about C#

2002-05-04 Thread Philip (Fiber)

Microsoft extends their influence in publishing books as well eh?

1) Nope, C# is solely for the .NET platform, C++ is not. However, if
everyone moves to the .NET framework, then it might replace it, unless
all of the C++ people go and use Managed C++.

2) It's very different from C++ and I don't think that you can compare
the power of C# the language; you would have to compare it with the .NET
framework (where it gets its power). But I still see C++ as a superior
language (it doesn't need the .NET framework to succeed).

3) No, again, it's for the .NET framework which is a completely
different way of doing stuff. You could port it over, if Valve ports HL
over, but I don't we'll see that, ever.

Furthermore, on the odd chance that everyone adopts .NET (which means
all
the Linux users out there put XP on their boxes) then learning C# won't
be
too tough with a strong C++ background.

Unless the developers compile their applications using iNET (it's an
application that converts MSIL to Java).


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Cortex
Sent: Sunday, May 05, 2002 6:50 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Questions about C#

Hello,

This morning, I went to the library to buy a book about C++. The one I
had
before was to superficial. But, it isn't the subject of this message :D

I saw much more books about C# than about C++ ! I was amazed ! I thought
this Micro$oft new langage was just a try ! I have a few questions about
this langage :

- will it remplace the C++ ? And have I to learn the *depth* of C#
rather than C++ (because C++ will be out of date soon ?) ?

- is it more powerful than C++ ? I think it's a oriented object
langage,
but I wonder if it's really more powerful than C++ for applications
which
doesn't use Windows's interface (like DLL, HL SDK, etc...)

- Can it be used with HL SDK ?

I hope you'll understand what I mean and you have the answers to
this
:-)

  - Cortex : mapper  coder www.hlalbator.fr.st


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[hlcoders] Wierdest thing ever....

2002-05-04 Thread Nate Lovallo

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
OK, so I got my names to work. But now when i try to hud rendering code from the 
studiomodelrender heres what happened.

http://home.attbi.com/~inbeastic/images/airplane2.jpg

From what i can see, the hud is being rendered in space?
heres my code in DrawPlayer

 if (cl_drawpnames-value  0)
 {
  vec3_t screen;
  int nx, ny, orgx, orgy;

  gEngfuncs.pTriAPI-WorldToScreen(m_pCurrentEntity-origin,screen);

  screen[0] = XPROJECT(screen[0]);
  screen[1] = YPROJECT(screen[1]);
  screen[2] = 0.0f;


  nx = static_castint(screen[1]);

  ny = static_castint(screen[0]);

  gHUD.DrawHudString(nx, ny, ScreenWidth, m_pPlayerInfo-name , 0, 128, 255);

}
--

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Wrong Weapons? (was [hlcoders] Wierdest thing ever....)

2002-05-04 Thread Iain Farrell

 http://home.attbi.com/~inbeastic/images/airplane2.jpg

Ok, this may just be me, but why is he holding an MP5A5 (with what looks
like an underslung M203) when the hud icon shows an MP5K?
(sorry..I'm a slight gun nut...)

CaptFarrell
ICQ : available on request

That's it - screw CNN, from now on - I'm going to rely on Porn sites,
for news   -=[Clawz]=- in alt.games.half-life

HL Mod Site : http://www.tfhl.net
AGHL Geek Code:
78 M D T+ C- A+ Ca H+ K P S+ B Po* RGB+ I++ L3++ Sp- ICQ




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RE: [hlcoders] Wierdest thing ever....

2002-05-04 Thread Adrian Finol

 It's not safe to try to draw anything to the HUD outside the HUD Draw code.


 If you try to call it from someplace else, the screen might not be set in
the proper way to render them. DrawPlayer is further down the pipeline and
is not set to draw in ortho projection mode. Hence it will rendered in a 3D
space rather than the tipical HUD mode ( plus it will get z clipped if it's
behind anything ). You should store the names and position you want and
render them later ( one frame late ) from a HUD element's draw function.

 Hope this works.

-Original Message-
From: Nate Lovallo
To: [EMAIL PROTECTED]
Sent: 5/4/2002 6:14 PM
Subject: [hlcoders] Wierdest thing ever

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
OK, so I got my names to work. But now when i try to hud rendering code
from the studiomodelrender heres what happened.

http://home.attbi.com/~inbeastic/images/airplane2.jpg

From what i can see, the hud is being rendered in space?
heres my code in DrawPlayer

 if (cl_drawpnames-value  0)
 {
  vec3_t screen;
  int nx, ny, orgx, orgy;

  gEngfuncs.pTriAPI-WorldToScreen(m_pCurrentEntity-origin,screen);

  screen[0] = XPROJECT(screen[0]);
  screen[1] = YPROJECT(screen[1]);
  screen[2] = 0.0f;


  nx = static_castint(screen[1]);

  ny = static_castint(screen[0]);

  gHUD.DrawHudString(nx, ny, ScreenWidth, m_pPlayerInfo-name , 0, 128,
255);

}
--

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[hlcoders] Wierdest thing ever....

2002-05-04 Thread Nate Lovallo

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I was thinking of that, but how can i store all of the players names and positions if 
the number of players rendered changes every second?
--

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Re: [hlcoders] Wierdest thing ever....

2002-05-04 Thread Reedbeta

Just maintain an array with enough space for all of the players.  At the
beginning of each frame clear it out, then set it with the data for all the
players being rendered...then next frame (before it's cleared out) do the HUD
element stuff only for the visible players.

--- Nate Lovallo [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I was thinking of that, but how can i store all of the players names and
 positions if the number of players rendered changes every second?
 --

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