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 ___ 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] Hitboxes
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 ___ 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
[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 _ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] adding weapons to HUD
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 _ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp. ___ 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 _ Send and receive Hotmail on your mobile device: http://mobile.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] adding weapons to HUD
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 :( ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Crashing Me...why?
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 -- ___ 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] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Questions about C#
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 ___ 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] Questions about C#
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 ___ 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] 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); } -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Wrong Weapons? (was [hlcoders] Wierdest thing ever....)
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 --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.350 / Virus Database: 196 - Release Date: 17/04/2002 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Wierdest thing ever....
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); } -- ___ 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] Wierdest thing ever....
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? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Wierdest thing ever....
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? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Do You Yahoo!? Yahoo! Health - your guide to health and wellness http://health.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders