Re: [hlcoders] Extending weapon_data_t

2002-03-17 Thread Scott Velasquez
Yes, changing code in weaponinfo.h would require an engine recompile for which you have no source. -scott - Original Message - From: "Chris Glein" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Sunday, March 17, 2002 12:28 PM Subject: [hlcoders] Extending weapon_data_t > I'm trying

[hlcoders] Netchan_Transmit: Unreliable would overfow, ignoring

2002-03-17 Thread Yacketta, Ronald
Any ideas to aid in tracking this down "Netchan_Transmit: Unreliable would overfow, ignoring" it is causing major lag etc.. -Ron ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mail

RE: [hlcoders] Extending weapon_data_t

2002-03-17 Thread Leon Hartwig
This is a multi-part message in MIME format. -- You can't change weapon_data_t. You need to use the user fields for what you're doing. This is exactly why they exist. > -Original Message- > From: Chris Glein [mailto:[EMAIL PROTECTED]] > Sent: Sunday, March 17, 2002 10:59 AM > To: [EMAI

RE: [hlcoders] Extending weapon_data_t

2002-03-17 Thread Chris Glein
> Can't you use the user fields that already exist in weapon_data_t? I can, yes. And if the weapon_data_t structure can't be edited, that's what I'll do. I just find it odd that you have some extremely weapon-specific members like m_flPumpTime in the weapon_data structure, but it seems like you c

Re: [hlcoders] Extending weapon_data_t

2002-03-17 Thread Jim Hunter
> I'm trying to add some information that I want to encode and send over to > the client by storing it in the weapon_data_t structure. Can't you use the user fields that already exist in weapon_data_t? ___ To unsubscribe, edit your list preferences,

[hlcoders] Extending weapon_data_t

2002-03-17 Thread Chris Glein
I'm trying to add some information that I want to encode and send over to the client by storing it in the weapon_data_t structure. You know, that struct that holds stuff like m_iId, m_iClip, m_flTimeWeaponIdle, etc. and is sent over with the local_state struct. Well, if I try to do this, and add

Re: [hlcoders] Changing orientation of player model

2002-03-17 Thread Jim Hunter
> I think you could use pPlayer->pev->punchangle ( .x for upside and down, .y for horizontal) If I'm not mistaken, punchangle is only an offset to the view angle, so it won't change the orientation of the player model in space. Thanks for the suggestion, though. I've finally found (after a coup

[hlcoders] old style scoreboard

2002-03-17 Thread Christopher Long
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] anyone got the code for it laying around :/ ? I'm talking not of the sdk 1.0 one but the 2.0 style one with added vgui scrollbar AND voice comms column. I know i've seen it somewhere before so an

Re: [hlcoders] Half Life engine limitations. *VALVe: Look here*

2002-03-17 Thread Nathan Taylor
-- [ Picked text/plain from multipart/alternative ] Okay I responded to this one instead of yours Chris cuz I never got yours cuz hlcoders list kicks me out of the circulation every now and then. No problem though, anytime. - Original Message - From: _Phantom_ Sent: Sunday, March 17, 20

Re: [hlcoders] Half Life engine limitations. *VALVe: Look here*

2002-03-17 Thread _Phantom_
http://coding.valve-erc.com The Coding Collective also has an online reference of all the SDK docs, along with some other articals that might be intresting - Original Message - From: "Christopher Long" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Sunday, March 17, 2002 10:07 AM Subj

Re: [hlcoders] Half Life engine limitations. *VALVe: Look here*

2002-03-17 Thread Christopher Long
thanks a whole bunch nathan :) Maybe on next release of the sdk it would be wise to make the docs part of the source only download or a downloadable documentation file? Unless there was already one and i missed it. I got my sdk from valve erc. anyways thanks again nathan. - Original Message

Re: [hlcoders] Half Life engine limitations.

2002-03-17 Thread Christopher Long
heh i don't need that many i was just more or less curious what they were so i could write them down somewhere for future reference. O and btw where did you find these limitations from? One of the documents or what? - Original Message - From: [DRP]Avatar-X <[EMAIL PROTECTED]> To: <[EMAIL P

Re: [hlcoders] Changing orientation of player model

2002-03-17 Thread Cortex
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I think you could use pPlayer->pev->punchangle ( .x for upside and down, .y for horizontal) - Cortex : mapper & coder www.hlalbator.fr.st - Original Message - From: Jim Hunter To:

Re: [hlcoders] Half Life engine limitations.

2002-03-17 Thread [DRP]Avatar-X
The engine limits are there for a reason. I've hit pretty much every one of them... and every time i think "Dammit, what a stupid limit" but in retrospect it makes me redesign my map/model/sound/code/whatever so that it will fit in the limits. If there were no precache limit people would have a