Re: [hlcoders] Extending weapon_data_t
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 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 the entry to the delta.lst, I get > something like this when I run: > Couldn't find offset for !!! > > I did a bit of research, and rumor has it that I *can't* extend this struct > at all. They're hardcoded into the engine somewhere. Thus why it couldn't > find the offset in the structure - it uses a different one than what's in > common/weaponinfo.h (or, rather, that one just shouldn't be changed). Is > this the case? Or am I missing a step somewhere? > > -PNB > > ___ > 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] Netchan_Transmit: Unreliable would overfow, ignoring
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/mailman/listinfo/hlcoders
RE: [hlcoders] Extending weapon_data_t
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: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Extending weapon_data_t > > > > 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 can't add a > new one if your weapon code calls for it. In my case I'm > adding some data > that has to do with some different reload handling that is > used by a couple > of different weapons. It doesn't make any sense to me to > have the more > general attribute stuck in iuser4 or something, while the shotgun-only > variable m_flPumpTime is hardcoded into the struct. > > Assuming, of course, that that's the case. I'm really hoping > it isn't, and > I'm just missing a step. Anybody know? -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Extending weapon_data_t
> 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 can't add a new one if your weapon code calls for it. In my case I'm adding some data that has to do with some different reload handling that is used by a couple of different weapons. It doesn't make any sense to me to have the more general attribute stuck in iuser4 or something, while the shotgun-only variable m_flPumpTime is hardcoded into the struct. Assuming, of course, that that's the case. I'm really hoping it isn't, and I'm just missing a step. Anybody know? -PNB ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Extending weapon_data_t
> 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, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Extending weapon_data_t
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 the entry to the delta.lst, I get something like this when I run: Couldn't find offset for !!! I did a bit of research, and rumor has it that I *can't* extend this struct at all. They're hardcoded into the engine somewhere. Thus why it couldn't find the offset in the structure - it uses a different one than what's in common/weaponinfo.h (or, rather, that one just shouldn't be changed). Is this the case? Or am I missing a step somewhere? -PNB ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Changing orientation of player model
> 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 couple of days of searching) a spot where I can hard-code a change in the angle at which the model is rendered (in StudioModelRenderer.cpp), but I'm hoping there's an easier way. Trying to change pev->angles doesn't really do anything - the engine seems to be zeroing out changes to anything but the yaw. I'm hoping I'm missing something simple. Jim ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] old style scoreboard
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 anyone know where i might get it from? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half Life engine limitations. *VALVe: Look here*
-- [ 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, 2002 7:23 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Half Life engine limitations. *VALVe: Look here* 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 Subject: Re: [hlcoders] Half Life engine limitations. *VALVe: Look here* > 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 - > From: Nathan Taylor <[EMAIL PROTECTED]> > To: HLCoders <[EMAIL PROTECTED]> > Sent: Sunday, March 17, 2002 1:57 PM > Subject: Re: [hlcoders] Half Life engine limitations. *VALVe: Look here* > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Okay its uploading give it about 5mins then check out > www.moddev.net/sdk22/ for a listing and all the files. > > > > - > > > > *VALVe* > > > > Well I was doing this I noticed an error in the files that the SDK 2.2 > full install creates. It made a file called "Modeling for Hallf-Life" > instead of Half-Life. No biggy obviously, just fix it in the next go > around. > > > > Regards, > > Lakario > > - Original Message - > > From: Christopher Long > > Sent: Saturday, March 16, 2002 7:53 PM > > To: [EMAIL PROTECTED] > > Subject: [hlcoders] Half Life engine limitations. > > > > This is a multi-part message in MIME format. > > -- > > [ Picked text/plain from multipart/alternative ] > > pheew third and final post. > > > > Just wondering what the half life engine can handle as far as precaching > of models, sounds and sprites go. > > > > Is there a certain size limit a model can be ie 3Mb but like one would get > that big. > > Is there a limit as to how many models can be precached before no more > can? > > sounds i think i remember someone talking about this a while back 500 > sounds or something? > > > > Also has anyone here got the source code to the old school scoreboard? > (not sdk 1.0 one the sdk2.0 one) i think i remember there beind a time when > there was the old school scoreboard but it had a vgui scroll element if > there was more then 22 players or something so they'd fit and also the voice > column added in? Was this ever around or am i imagining things? > > > > If someone has it around could they hook me up with the scorepanel.cpp and > scorepanel.h Cause i kinda dislike the new ones look and wanna replace > it with the old one. > > > > thanks in advance. > > -- > > > > ___ > > 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 > > ___ 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
Re: [hlcoders] Half Life engine limitations. *VALVe: Look here*
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 Subject: Re: [hlcoders] Half Life engine limitations. *VALVe: Look here* > 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 - > From: Nathan Taylor <[EMAIL PROTECTED]> > To: HLCoders <[EMAIL PROTECTED]> > Sent: Sunday, March 17, 2002 1:57 PM > Subject: Re: [hlcoders] Half Life engine limitations. *VALVe: Look here* > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Okay its uploading give it about 5mins then check out > www.moddev.net/sdk22/ for a listing and all the files. > > > > - > > > > *VALVe* > > > > Well I was doing this I noticed an error in the files that the SDK 2.2 > full install creates. It made a file called "Modeling for Hallf-Life" > instead of Half-Life. No biggy obviously, just fix it in the next go > around. > > > > Regards, > > Lakario > > - Original Message - > > From: Christopher Long > > Sent: Saturday, March 16, 2002 7:53 PM > > To: [EMAIL PROTECTED] > > Subject: [hlcoders] Half Life engine limitations. > > > > This is a multi-part message in MIME format. > > -- > > [ Picked text/plain from multipart/alternative ] > > pheew third and final post. > > > > Just wondering what the half life engine can handle as far as precaching > of models, sounds and sprites go. > > > > Is there a certain size limit a model can be ie 3Mb but like one would get > that big. > > Is there a limit as to how many models can be precached before no more > can? > > sounds i think i remember someone talking about this a while back 500 > sounds or something? > > > > Also has anyone here got the source code to the old school scoreboard? > (not sdk 1.0 one the sdk2.0 one) i think i remember there beind a time when > there was the old school scoreboard but it had a vgui scroll element if > there was more then 22 players or something so they'd fit and also the voice > column added in? Was this ever around or am i imagining things? > > > > If someone has it around could they hook me up with the scorepanel.cpp and > scorepanel.h Cause i kinda dislike the new ones look and wanna replace > it with the old one. > > > > thanks in advance. > > -- > > > > ___ > > 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 > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half Life engine limitations. *VALVe: Look here*
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 - From: Nathan Taylor <[EMAIL PROTECTED]> To: HLCoders <[EMAIL PROTECTED]> Sent: Sunday, March 17, 2002 1:57 PM Subject: Re: [hlcoders] Half Life engine limitations. *VALVe: Look here* > -- > [ Picked text/plain from multipart/alternative ] > Okay its uploading give it about 5mins then check out www.moddev.net/sdk22/ for a listing and all the files. > > - > > *VALVe* > > Well I was doing this I noticed an error in the files that the SDK 2.2 full install creates. It made a file called "Modeling for Hallf-Life" instead of Half-Life. No biggy obviously, just fix it in the next go around. > > Regards, > Lakario > - Original Message - > From: Christopher Long > Sent: Saturday, March 16, 2002 7:53 PM > To: [EMAIL PROTECTED] > Subject: [hlcoders] Half Life engine limitations. > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > pheew third and final post. > > Just wondering what the half life engine can handle as far as precaching of models, sounds and sprites go. > > Is there a certain size limit a model can be ie 3Mb but like one would get that big. > Is there a limit as to how many models can be precached before no more can? > sounds i think i remember someone talking about this a while back 500 sounds or something? > > Also has anyone here got the source code to the old school scoreboard? (not sdk 1.0 one the sdk2.0 one) i think i remember there beind a time when there was the old school scoreboard but it had a vgui scroll element if there was more then 22 players or something so they'd fit and also the voice column added in? Was this ever around or am i imagining things? > > If someone has it around could they hook me up with the scorepanel.cpp and scorepanel.h Cause i kinda dislike the new ones look and wanna replace it with the old one. > > thanks in advance. > -- > > ___ > 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: [hlcoders] Half Life engine limitations.
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 PROTECTED]> Sent: Sunday, March 17, 2002 6:26 PM Subject: Re: [hlcoders] Half Life engine limitations. > 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 thousand models and it would take > older computers 6 min to load. > > Limits are gd! > > -av > > Cale Dunlap wrote: > > > I'm hoping you don't precache that many, jesus. You played CStrike? The user > > needs like, 384MB of ram to get into a server on a single try. The preaches > > are so big and so many that it takes up so much time to precache for the > > average user. Figured I'd just have ya consider that into whatever your > > trying to do. Nothing more annoying than a complex mod precaching a billion > > things and having the client time-out during connect. Be careful... the game > > can also crash, I've had that expereince on computers with not enough ram to > > handle the precaches. > > > > -Cale 'Mazor' Dunlap > > > > >From: "[DRP]Avatar-X" <[EMAIL PROTECTED]> > > >Reply-To: [EMAIL PROTECTED] > > >To: [EMAIL PROTECTED] > > >Subject: Re: [hlcoders] Half Life engine limitations. > > >Date: Sat, 16 Mar 2002 20:34:51 -0500 > > > > > >Well studiomdl.exe is coded for a max of a 2mb model, but i increased it to > > >4mb and HL had no problem loading it. > > > > > >Max of 512 models, including map models (doors, triggers) and sprites > > >Max of 512 sounds, including (i believe) things that are said with "speak" > > > > > >-av > > > > > >Christopher Long wrote: > > > > > > > This is a multi-part message in MIME format. > > > > -- > > > > [ Picked text/plain from multipart/alternative ] > > > > pheew third and final post. > > > > > > > > Just wondering what the half life engine can handle as far as precaching > > >of models, sounds and sprites go. > > > > > > > > Is there a certain size limit a model can be ie 3Mb but like one would > > >get that big. > > > > Is there a limit as to how many models can be precached before no more > > >can? > > > > sounds i think i remember someone talking about this a while back 500 > > >sounds or something? > > > > > > > > Also has anyone here got the source code to the old school scoreboard? > > >(not sdk 1.0 one the sdk2.0 one) i think i remember there beind a time when > > >there was the old school scoreboard but it had a vgui scroll element if > > >there was more then 22 players or something so they'd fit and also the > > >voice column added in? Was this ever around or am i imagining things? > > > > > > > > If someone has it around could they hook me up with the scorepanel.cpp > > >and scorepanel.h Cause i kinda dislike the new ones look and wanna > > >replace it with the old one. > > > > > > > > thanks in advance. > > > > -- > > > > > > > > ___ > > > > 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 > > > > > > > "Even in death, feelings carry on; love -- the ultimate power -- will stay > > within me, as I will stay with thee." > > -Me > > > > _ > > Chat with friends online, try MSN Messenger: http://messenger.msn.com > > > > ___ > > 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 > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Changing orientation of player model
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: [EMAIL PROTECTED] Sent: Sunday, March 17, 2002 9:12 AM Subject: [hlcoders] Changing orientation of player model This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is it possible to change the orientation of the player model other than rotation around the z axis (yaw)? For example, is it possible to have the player model rendered upside down? Horizontal? -- ___ 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] Half Life engine limitations.
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 thousand models and it would take older computers 6 min to load. Limits are gd! -av Cale Dunlap wrote: > I'm hoping you don't precache that many, jesus. You played CStrike? The user > needs like, 384MB of ram to get into a server on a single try. The preaches > are so big and so many that it takes up so much time to precache for the > average user. Figured I'd just have ya consider that into whatever your > trying to do. Nothing more annoying than a complex mod precaching a billion > things and having the client time-out during connect. Be careful... the game > can also crash, I've had that expereince on computers with not enough ram to > handle the precaches. > > -Cale 'Mazor' Dunlap > > >From: "[DRP]Avatar-X" <[EMAIL PROTECTED]> > >Reply-To: [EMAIL PROTECTED] > >To: [EMAIL PROTECTED] > >Subject: Re: [hlcoders] Half Life engine limitations. > >Date: Sat, 16 Mar 2002 20:34:51 -0500 > > > >Well studiomdl.exe is coded for a max of a 2mb model, but i increased it to > >4mb and HL had no problem loading it. > > > >Max of 512 models, including map models (doors, triggers) and sprites > >Max of 512 sounds, including (i believe) things that are said with "speak" > > > >-av > > > >Christopher Long wrote: > > > > > This is a multi-part message in MIME format. > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > pheew third and final post. > > > > > > Just wondering what the half life engine can handle as far as precaching > >of models, sounds and sprites go. > > > > > > Is there a certain size limit a model can be ie 3Mb but like one would > >get that big. > > > Is there a limit as to how many models can be precached before no more > >can? > > > sounds i think i remember someone talking about this a while back 500 > >sounds or something? > > > > > > Also has anyone here got the source code to the old school scoreboard? > >(not sdk 1.0 one the sdk2.0 one) i think i remember there beind a time when > >there was the old school scoreboard but it had a vgui scroll element if > >there was more then 22 players or something so they'd fit and also the > >voice column added in? Was this ever around or am i imagining things? > > > > > > If someone has it around could they hook me up with the scorepanel.cpp > >and scorepanel.h Cause i kinda dislike the new ones look and wanna > >replace it with the old one. > > > > > > thanks in advance. > > > -- > > > > > > ___ > > > 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 > > > > "Even in death, feelings carry on; love -- the ultimate power -- will stay > within me, as I will stay with thee." > -Me > > _ > Chat with friends online, try MSN Messenger: http://messenger.msn.com > > ___ > 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