RE: [hlcoders] [OT] question to valve, curious
Last time we have you for a sleep over!, I'm telling mom!. -Original Message- From: Ken Birdwell To: '[EMAIL PROTECTED]' Sent: 12/5/01 6:39 PM Subject: RE: [hlcoders] [OT] question to valve, curious no sounds kind of nasty, like we're refusing and keeping it to ourselves. The answer is we can't. The bsp's won't load with your version of the engine. A lot of the demo map files are either lost, changed beyond recognition, never checked in, reference textures that don't exist anymore, or are interim .rmf versions that WC can't read anymore. The monsters either were never finished, were done with out of date versions of Max, only work in the demo area, only work on privates builds of the engine, or got cut and AI code for them is long gone and nasty to try to dig back out. Our content database also has limits, so when the level designers are checking in their 1.5MB bsp's once every few days, it doesn't take long with 115+ files to fill up the database (most maps went through 30-50 iterations) and things need to get flushed. With older content, typically versions only work with very specific builds of the engine, so we'd have to hunt through and recover everything in a hopes that just maybe _all_ the different files still exist somewhere for that date. You have everything we still have, I spent quiet a while hunting it down to put in the SDK. Okay, I suspect some of us have CD's buried somewhere at home that have really early builds of the engine. But, looking at it critically is really embarrassing. You know those school pictures your mom has of you in 2nd grade wearing that purple and brown velour shirt with you just after losing your front teeth and you had that really bad haircut your dad gave you? Remember those pictures? Well, without being very very careful with getting just the right shot, early versions of half-life look like that, except that it's also just about to sneeze. Hmm. Okay, maybe no is the correct answer. -Original Message- From: Biggs [mailto:[EMAIL PROTECTED]] Sent: Monday, December 03, 2001 10:22 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] [OT] question to valve, curious I asked this question years ago right after HL was released. The whole reason i wanted HL was because of most of what i saw in the demos that never made it in the game. I asked if they would concider releasing the old maps, monsters and other various stuff as kinda like an SDK addon. The answer i got was no. ~Biggs - Original Message - From: Andrew Foss mailto:[EMAIL PROTECTED] To: [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] Sent: Tuesday, December 04, 2001 12:59 AM Subject: [hlcoders] [OT] question to valve, curious I was digging around in my old CD's box, when I came upon a diamond viper driver disc. it contained a Half-life trailer. upon watching it, I noticed some cool bits. almost all the monsters in the demo are not seen in the game. (the models still exist) there are also a bunch of maps that didn't make the cut. Datacore is an example, it was originally a singleplayer map. My question is this: Since HL is actually HL2, because a lot of code, maps, textures, and models were cut/not in the final game, do you still have any of the old stuff laying around, and B: would you consider releasing any of it? I would love to see the original maps, because they look pretty cool. also, does the smelling gibs code work? can the mosters smell out the stinky bodies? :) --cannibal ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] question to valve, curious
http://www.moddev.net/files/planet half-life - half-life bloopers.mp3 - 2.24mb is the correct address. Made it clickable: http://www.moddev.net/files/planet%20half-life%20-%20half-life%20bloopers.mp3 :) Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] question to valve, curious
muy gracias =) - Original Message - From: Florian Zschocke Sent: Thursday, December 06, 2001 8:06 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] [OT] question to valve, curious http://www.moddev.net/files/planet half-life - half-life bloopers.mp3 - 2.24mb is the correct address.Made it clickable:http://www.moddev.net/files/planet%20half-life%20-%20half-life%20bloopers.mp3:)Florian.___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
Re: [hlcoders] [OT] question to valve, curious
[DRP]Avatar-X wrote: I don't have those either! :( Dammit i played Duke like a nutcase but i only had Compuserve back then, i missed out on a lot of multiplayer and stuff Can someone link me? :P Okay, here is what I got: http://www-users.rwth-aachen.de/florian.zschocke/stuff/DNbloopers.tgz And one from a different FPS, but I can't remember the name of the game right now. :) http://www-users.rwth-aachen.de/florian.zschocke/stuff/likshk04.wav Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
AW: [hlcoders] [OT] question to valve, curious
OMG that editor was ... No comment! :o I played that game too, but it is illegal for me (It is banned in germany) but thats why you got to have GOOD mates! :D Cheers Snoogie -Ursprüngliche Nachricht- Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]Im Auftrag von C. Graves Gesendet: Donnerstag, 6. Dezember 2001 20:33 An: [EMAIL PROTECTED] Betreff: Re: [hlcoders] [OT] question to valve, curious I can't count the endless hours into the night I spent playing Duke Nukem 3D.. anyone remeber the horrible map editor Build? christian - Original Message - From: Florian Zschocke [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, December 06, 2001 06.53 Subject: Re: [hlcoders] [OT] question to valve, curious [DRP]Avatar-X wrote: I don't have those either! :( Dammit i played Duke like a nutcase but i only had Compuserve back then, i missed out on a lot of multiplayer and stuff Can someone link me? :P Okay, here is what I got: http://www-users.rwth-aachen.de/florian.zschocke/stuff/DNbloopers.tgz And one from a different FPS, but I can't remember the name of the game right now. :) http://www-users.rwth-aachen.de/florian.zschocke/stuff/likshk04.wav Florian. ___ 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] could not load library E:\Half-Life\underhive\cl_dlls\client.dll
E drive? ~Ghoul Lets leave it at that...
RE: [hlcoders] could not load library E:\Half-Life\underhive\cl_dlls\client.dll
E drive? Yes. All my HL stuff is on it's own drive. (I'm not lame, really I'm not...) -James Corvidae Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Joystick Fun
Hey guys, I have a few questions about coding a joystick into a mod. If you have ever played Flight Simulator by MS or any other good ones you'll know that you can use the dial found on most joysticks to control your speed. Well in the mod I am researching this for you fly an airplane and I would like to be able to do the same thing with that dial in this mod as is done in a flight sim. By simple analysis I can tell the wheel on my Joystick (Microsoft Sidewinder 2)is dial with turn capacity of 180 degrees. Now my assumption is that at the wheel has a sensor inside it that examines the position of the wheel and then outputs the necessary increment of data (speed in this case). Seeing as the wheel is not setupwith button states for bindinglikeJoy4 or whatever I assume some coding will be involved, so my question is: does anyone know where I can find the code I need for the joystick? Also my joystick has the ability to turn 45 degrees on the Y axis while keeping still on the X axis, inFlight Simulator it causes the plane to do a sharp turn to a perpendicular to the ground. Is there anyway to GET that turn data and reflect it on the Half-Life model? Finally, since the game I am working on is like a flight sim we want the joystick to function like a real joystick, pull back to ascend, push forward to descend.Now the easiest way to make that happen is to invert the mouse in advanced controls however it is rather lousy playing with the mouse functioning like a joystick, so is there anyway we can program "Invert Joystick"into the code? Regards,LakarioModDev.netICQ: Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com
RE: [hlcoders] could not load library E:\Half-Life\underhive\cl_dlls\client.dll
I'll assume you already tried to do a Build-Rebuild All. If not, try that first. I did, yes. Same result. If you have tried that try running dumpbin /exports (from the MSVC bin directory) of the client.dll file to see if it can dump the exported function names. Perhaps the client.dll is corrupt some how. I attached the (somewhat sizeable) output to this message. No errors, so I assume it went okay. I tried deleting the DLL and recreating it, didn't work. Tried removing the directory, in case that got corrupted somehow, but that didn't help either. =( -James Corvidae Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) Microsoft (R) COFF Binary File Dumper Version 6.00.8168 Copyright (C) Microsoft Corp 1992-1998. All rights reserved. Dump of file E:\half-life\underhive\cl_dlls\client.dll File Type: DLL Section contains the following exports for client.dll 0 characteristics 3C0F4EB2 time date stamp Thu Dec 06 02:55:46 2001 0.00 version 1 ordinal base 451 number of functions 451 number of names ordinal hint RVA name 10 236F ??0?$Dar@D@vgui@@QAE@H@Z 21 17B7 ??0?$Dar@D@vgui@@QAE@XZ 32 2590 ??0?$Dar@H@vgui@@QAE@H@Z 43 1EB5 ??0?$Dar@H@vgui@@QAE@XZ 54 12A8 ??0?$Dar@PAD@vgui@@QAE@H@Z 65 1181 ??0?$Dar@PAD@vgui@@QAE@XZ 76 184D ??0?$Dar@PAV?$Dar@D@vgui@@@vgui@@QAE@H@Z 87 32A1 ??0?$Dar@PAV?$Dar@D@vgui@@@vgui@@QAE@XZ 98 144C ??0?$Dar@PAVActionSignal@vgui@@@vgui@@QAE@H@Z 109 10D7 ??0?$Dar@PAVActionSignal@vgui@@@vgui@@QAE@XZ 11A 2338 ??0?$Dar@PAVButton@vgui@@@vgui@@QAE@H@Z 12B 2063 ??0?$Dar@PAVButton@vgui@@@vgui@@QAE@XZ 13C 1E65 ??0?$Dar@PAVChangeSignal@vgui@@@vgui@@QAE@H@Z 14D 27D9 ??0?$Dar@PAVChangeSignal@vgui@@@vgui@@QAE@XZ 15E 1802 ??0?$Dar@PAVDesktopIcon@vgui@@@vgui@@QAE@H@Z 16F 1BF4 ??0?$Dar@PAVDesktopIcon@vgui@@@vgui@@QAE@XZ 17 10 18E8 ??0?$Dar@PAVFocusChangeSignal@vgui@@@vgui@@QAE@H@Z 18 11 3102 ??0?$Dar@PAVFocusChangeSignal@vgui@@@vgui@@QAE@XZ 19 12 2A77 ??0?$Dar@PAVFrame@vgui@@@vgui@@QAE@H@Z 20 13 1D84 ??0?$Dar@PAVFrame@vgui@@@vgui@@QAE@XZ 21 14 170D ??0?$Dar@PAVFrameSignal@vgui@@@vgui@@QAE@H@Z 22 15 31FC ??0?$Dar@PAVFrameSignal@vgui@@@vgui@@QAE@XZ 23 16 2B21 ??0?$Dar@PAVInputSignal@vgui@@@vgui@@QAE@H@Z 24 17 1163 ??0?$Dar@PAVInputSignal@vgui@@@vgui@@QAE@XZ 25 18 1D43 ??0?$Dar@PAVIntChangeSignal@vgui@@@vgui@@QAE@H@Z 26 19 2F72 ??0?$Dar@PAVIntChangeSignal@vgui@@@vgui@@QAE@XZ 27 1A 1B22 ??0?$Dar@PAVLabel@vgui@@@vgui@@QAE@H@Z 28 1B 2E3C ??0?$Dar@PAVLabel@vgui@@@vgui@@QAE@XZ 29 1C 29A5 ??0?$Dar@PAVPanel@vgui@@@vgui@@QAE@H@Z 30 1D 2B85 ??0?$Dar@PAVPanel@vgui@@@vgui@@QAE@XZ 31 1E 2D9C ??0?$Dar@PAVRepaintSignal@vgui@@@vgui@@QAE@H@Z 32 1F 2162 ??0?$Dar@PAVRepaintSignal@vgui@@@vgui@@QAE@XZ 33 20 23F6 ??0?$Dar@PAVSurfaceBase@vgui@@@vgui@@QAE@H@Z 34 21 2A2C ??0?$Dar@PAVSurfaceBase@vgui@@@vgui@@QAE@XZ 35 22 3472 ??0?$Dar@PAVTickSignal@vgui@@@vgui@@QAE@H@Z 36 23 14A1 ??0?$Dar@PAVTickSignal@vgui@@@vgui@@QAE@XZ 37 24 335F ??0ActionSignal@vgui@@QAE@ABV01@@Z 38 25 1947 ??0ActionSignal@vgui@@QAE@XZ 39 26 1A78 ??0App@vgui@@QAE@ABV01@@Z 40 27 33FF ??0Bitmap@vgui@@QAE@ABV01@@Z 41 28 2833 ??0BitmapTGA@vgui@@QAE@ABV01@@Z 42 29 2725 ??0Border@vgui@@QAE@ABV01@@Z 43 2A 2E2D ??0BorderLayout@vgui@@QAE@ABV01@@Z 44 2B 1ECE ??0BuildGroup@vgui@@QAE@ABV01@@Z 45 2C 1712 ??0Button@vgui@@QAE@ABV01@@Z 46 2D 1951 ??0Color@vgui@@QAE@ABV01@@Z 47 2E 1D07 ??0Cursor@vgui@@QAE@ABV01@@Z 48 2F 1C58 ??0DataInputStream@vgui@@QAE@ABV01@@Z 49 30 190B ??0DesktopIcon@vgui@@QAE@ABV01@@Z 50 31 1D02 ??0EtchedBorder@vgui@@QAE@ABV01@@Z 51 32 1AA5 ??0FileInputStream@vgui@@QAE@ABV01@@Z 52 33 2A1D ??0Font@vgui@@QAE@ABV01@@Z 53 34 19F6 ??0Frame@vgui@@QAE@ABV01@@Z 54 35 349F ??0HeaderPanel@vgui@@QAE@ABV01@@Z 55 36 197E ??0Image@vgui@@QAE@ABV01@@Z 56 37 33E6 ??0ImagePanel@vgui@@QAE@ABV01@@Z 57 38 25FE ??0InputSignal@vgui@@QAE@ABV01@@Z 58 39 2C9D ??0InputSignal@vgui@@QAE@XZ 59 3A 187F ??0InputStream@vgui@@QAE@ABV01@@Z 60 3B 1D11 ??0InputStream@vgui@@QAE@XZ
Re: [hlcoders] console command
I used this function but I didn't work ;( I forgot the \n ;) Thanks Botman :-} CortexHL Albator coder mapperwww.hlalbator.fr.st - Original Message - From: botman To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:33 PM Subject: Re: [hlcoders] console command What is the function ( server side ) to reproduce a console command ? I mean this function would act like ClientCmd client side.There's a SERVER_COMMAND() macro that calls pfnServerCommand(). You can dosomething like this...SERVER_COMMAND("map stalkyard\n");...don't forget the \n at the end. :)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] [OT] question to valve, curious
How about a blooper where the skinner/modeler let there kids do the characters? Scene 1: [Head shot of Barney talking to camera] Barney: hey you dont actually expect me to say my lines looking like this, eh? [FAST ZOOM OUT TO REVEAL A CRAYON COLOURED BARNEY or MATCH STICK BODY BARNEY or ONE OF THOSE EARLY MODELS WE ALL TRIED TO DO BUT FORTUNATELY DISCOVERED THE DELETE KEY BEFORE ANYONE NOTTICED] Scene 2: A Face Crab advances slowly on a prone Barney. It stops dead with a little WHHURring sound. Barney looks pleadingly at the camera, while a techy runs out to wind it back up. Scene 3. A zombie is kicking and making muffled screams from the lying on a hospital trolley being wheeled past the camera with people shouting: For God sake! Get a paramedic! and I told him not to try picking his nose! Scene 4: The celebrations at the After hours party with a conga line of zombies. Okay, I think thats about done it do death J -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Ken Birdwell Sent: 06 December 2001 02:39 To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] [OT] question to valve, curious no sounds kind of nasty, like we're refusing and keeping it to ourselves.The answer is we can't. The bsp's won't load with your version of the engine. A lot of the demo map files are either lost, changed beyond recognition, never checked in, reference textures that don't exist anymore, or are interim .rmf versions that WC can't read anymore. The monsters either were never finished, were done with out of date versions of Max,only work in the demo area, only work on privates builds of the engine, or got cut and AI code for them is long gone and nasty to try to dig back out. Our content database also has limits, so when the level designers are checking in their 1.5MB bsp's once every few days, it doesn't take long with 115+ filesto fill up the database (most maps went through 30-50 iterations) and things need to get flushed. With older content, typically versions only work with very specific builds of the engine, so we'd have to hunt through and recover everything in a hopes that just maybe _all_ the different files still exist somewhere for that date. You have everything we still have, I spent quiet a while hunting it down to put in the SDK. Okay, I suspect some of us have CD's buried somewhere at home that have really early builds of the engine. But, looking at it critically is really embarrassing. You know those school pictures your mom has of you in 2nd grade wearing that purple and brown velour shirt with you just after losing your front teeth and you had that really bad haircut your dad gave you? Remember those pictures? Well, without being very very careful with getting just the right shot, early versions of half-life look like that, except that it's also just about to sneeze. Hmm. Okay, maybe no is the correct answer. -Original Message- From: Biggs [mailto:[EMAIL PROTECTED]] Sent: Monday, December 03, 2001 10:22 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] [OT] question to valve, curious I asked this question years ago right after HL was released. The whole reason i wanted HL was because of most of what i saw in the demos that never made it in the game. I asked if they would concider releasing the old maps, monsters and other various stuff as kinda like an SDK addon. Theanswer i got was no. ~Biggs - Original Message - From: Andrew Foss To: [EMAIL PROTECTED] Sent: Tuesday, December 04, 2001 12:59 AM Subject: [hlcoders] [OT] question to valve, curious I was digging around in my old CD's box, when I came upon a diamond viper driver disc. it contained a Half-life trailer. upon watching it, I noticed some cool bits. almost all the monsters in the demo are not seen in the game. (the models still exist) there are also a bunch of maps that didn't make the cut. Datacore is an example, it was originally a singleplayer map. My question is this: Since HL is actually HL2, because a lot of code, maps, textures, and models were cut/not in the final game, do you still have any of the old stuff laying around, and B: would you consider releasing any of it? I would love to see the original maps, because they look pretty cool. also, does the smelling gibs code work?can the mosters smell out the stinky bodies? :) --cannibal
Re: [hlcoders] [OT] question to valve, curious
I had to seach bluesnews for a while, but I found 'em. http://www.3drealms.com/duke3d/outtakes.html Those are so funny (again)! Tim I don't have those either! :( Dammit i played Duke like a nutcase but i only had Compuserve back then, i missed out on a lot of multiplayer and stuff Can someone link me? :P Florian Zschocke wrote: You're welcome. That reminds me of the DukeNukem bloopers. You guys still remember them? They were hillarious. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] [OT] question to valve, curious
ROFL! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Tim Faehnle Sent: Thursday, December 06, 2001 7:08 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] [OT] question to valve, curious I had to seach bluesnews for a while, but I found 'em. http://www.3drealms.com/duke3d/outtakes.html Those are so funny (again)! Tim I don't have those either! :( Dammit i played Duke like a nutcase but i only had Compuserve back then, i missed out on a lot of multiplayer and stuff Can someone link me? :P Florian Zschocke wrote: You're welcome. That reminds me of the DukeNukem bloopers. You guys still remember them? They were hillarious. Florian. ___ 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] could not load library E:\Half-Life\underhive\cl_dlls\client.dll
The thing is, I've only changed one line in the file (to initialize the system I was working on in HUD_Init), and that change was over a month ago. All I was doing when the error started occurring was playing with some timings in some custom effects I was working on, called from the TriAPI. Nothing that would even come close to messing with the DLL loading functions. =/ Another thing I just tried... adding an ASM breakpoint at the very top of Initialize, like in Sys_Error on the client: _asm { int 3 }; That wasn't even hit, meaning that Initialize isn't getting called. Now I'm convinced there's something very wierd happening, especially when other people compiling the code get the same problem. To top it off, this happened to me a few months ago with OpFor. Started it up one day, bailed out with exactly the same message. Something very strange is going on... -James Corvidae Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders