[hlcoders] [OT] Compiling the SDk

2002-03-19 Thread Philip (Fiber)

Hi,
I'm kind of new to HL coding and that so expect a lot of questions from
me. Anyway, I'm wondering what compilers can be used with the SDK, I
would use VC++ but for some reason, it doesn't compile (errors etc.),
but I was looking an Borland C++ Builder, would that work with the SDK?

Thanks,
Philip Quinn



___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] sick of hearing crap like this

2002-03-19 Thread Tim Holt

If you read back thru the lists archives, you'll find a definite "no"
answer from Leon (?).  About a month ago or so.

I quoted it on the DoD forums - made a ton of ppl (56k) happy :^)


Christopher Long wrote:

>This is a multi-part message in MIME format.
>--
>[ Picked text/plain from multipart/alternative ]
>After gaming on servers i've been fortunate enough to put up with the crap of people 
>saying that a 56k dial up is lagging a server up.
>
>I've also just heard the complete opposite of which how a cabler was lagging a dial 
>up server up or more lagging the other players up.
>
>Can someone please falsafy these rumors so i have a post to forward to some of these 
>lamers? And it'd be great if a valve guy did a reply about it.
>
>thanks in advance.
>--
>
>___
>To unsubscribe, edit your list preferences, or view the list archives, please visit:
>http://list.valvesoftware.com/mailman/listinfo/hlcoders
>

--
I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher



___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




[hlcoders] [OT] VC++ question

2002-03-19 Thread Jim Hunter

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Is there any way in VC++ 6 to "break on available source"?  What I'm ineffectively 
trying to say is, when you're stepping through the source code and you reach a section 
of code for which the source is not available, is there any way to have the debugger 
run until it reaches code that the source IS available for, and halt at that point?  
Sure would help for figuring out the sequence of calls.  I've looked in the online 
help and can't find it, so I may be SOL.

Thanks

Jim
--

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] [OT] To Everyone on the list

2002-03-19 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
arf, so true

- Original Message -
From: Yacketta, Ronald
Sent: Tuesday, March 19, 2002 1:32 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] [OT] To Everyone on the list

sometimes its the simple things that are the hardest to comprehend ;)

> -Original Message-
> From: Dynerman David M [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, March 19, 2002 12:17
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] [OT] To Everyone on the list
>
>
> You could also just un-subscribe to Topica and be left in peace, it's
> not like topica mails [EMAIL PROTECTED]
>
> david
>
> -Original Message-
> From: Nathan Taylor [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, March 19, 2002 4:31 AM
> To: HLCoders
> Subject: [hlcoders] [OT] To Everyone on the list
>
> --
> [ Picked text/plain from multipart/alternative ]
> To all,
>
> Do not, I repeat, do not send mail to hlcoders@topica, not only is it
> annoying with all its ads, but it is also outdated.  If you
> have to send
> mail, mail it to [EMAIL PROTECTED] and you can
> be sure it
> will be clean and up to date that way.
>
> Regards,
> 
> Lakario
> ModDev.netGet 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] Changing orientation of player model

2002-03-19 Thread Jim Hunter

> How can you do that? So far as I can tell there is nothing called "pev"
> accesable from within pm_shared.c. The correct variable to change is
> pmove->angles.

Absolutely correct.  That was a misstatement.  I did not access the entvars structure 
in pm_shared - AFAIK, you can't.  I'm not 100% sure what I tried before with respect 
to this in pm_shared.  Maybe I didn't try it, since the angles in pmove->angles are 
view angles, I may have assumed that it wouldn't change the model's orientation.  You 
can confirm this by setting pev->v_angle to something in CBasePlayer::PreThink then 
examining pmove->angles in PM_Move (BEFORE PM_CheckParamters).  They are overwritten 
by the input angles in PM_CheckParamters.  I went back and tried modifying 
pmove->angles, and, provided I did it after PM_CheckParamters, the angles came back in 
pev->angles in CBasePlayer::PostThink.  (not as view angles this time - weird, huh?).

With regard to the 3rd person perspective, it seems to work OK to me.  The only reason 
I use it is it's inconvenient to set up to test things over my network at home.  I'll 
try it when I get home, and verify whether there is any difference between 3rd person 
and doing it from another player's perspective.  I've seen "jumps" in the model 
rotation due to a difference in the interpretation of the angles by the code that 
renders the model (at least I think that's what is causing it).  I'm trying to figure 
out the relationships of the angles passed in and the resulting orientation of the 
model; it isn't all that straightforward.  It's possible some of it might be due to 
3rd person, but the time I did try it from another player's view, it still didn't 
behave as expected.

I'll also respond off the list, as I would be interested in helping if you need help, 
and I'll describe some of my ideas.

Sorry if this is fragmented or incoherent, I've been called away several times while 
writing it.
Thanks

Jim


___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] sick of hearing crap like this

2002-03-19 Thread Nicolai Haehnle

Can I say deja vu? We've only had this issue on the list a month ago or so.
Back then, we did get a reply:

RE: [hlcoders] Valve - confirm/shatter a myth for me
 Von: "Leon Hartwig" <[EMAIL PROTECTED]>
 An: <[EMAIL PROTECTED]>

No, 56k people don't lag servers.  I have no idea what Aaron is talking
about though, because everything after the first two words in his
message is preposterous.

cu,
Prefect
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




RE: [hlcoders] [OT] To Everyone on the list

2002-03-19 Thread Dynerman David M

You could also just un-subscribe to Topica and be left in peace, it's
not like topica mails [EMAIL PROTECTED]

david

-Original Message-
From: Nathan Taylor [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, March 19, 2002 4:31 AM
To: HLCoders
Subject: [hlcoders] [OT] To Everyone on the list

--
[ Picked text/plain from multipart/alternative ]
To all,

Do not, I repeat, do not send mail to hlcoders@topica, not only is it
annoying with all its ads, but it is also outdated.  If you have to send
mail, mail it to [EMAIL PROTECTED] and you can be sure it
will be clean and up to date that way.

Regards,

Lakario
ModDev.netGet 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] sick of hearing crap like this

2002-03-19 Thread Lord Booga

Not True. unless the extra player puts the server over its bandwidth or
cpu/memory limits, then they will have absolutely no effect on the game
whatsoever - at least, not with TCP/IP.


- Original Message -
From: "Christopher Long" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, March 20, 2002 3:03 AM
Subject: [hlcoders] sick of hearing crap like this


> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> After gaming on servers i've been fortunate enough to put up with the crap
of people saying that a 56k dial up is lagging a server up.
>
> I've also just heard the complete opposite of which how a cabler was
lagging a dial up server up or more lagging the other players up.
>
> Can someone please falsafy these rumors so i have a post to forward to
some of these lamers? And it'd be great if a valve guy did a reply about it.
>
> thanks in advance.
> --
>
> ___
> 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] sick of hearing crap like this

2002-03-19 Thread Tim Holt

Read the
http://list.valvesoftware.com/pipermail/hlcoders/2002-February/001645.html
thread :^)

Christopher Long wrote:

>This is a multi-part message in MIME format.
>--
>[ Picked text/plain from multipart/alternative ]
>After gaming on servers i've been fortunate enough to put up with the crap of people 
>saying that a 56k dial up is lagging a server up.
>
>I've also just heard the complete opposite of which how a cabler was lagging a dial 
>up server up or more lagging the other players up.
>
>Can someone please falsafy these rumors so i have a post to forward to some of these 
>lamers? And it'd be great if a valve guy did a reply about it.
>
>thanks in advance.
>--
>
>___
>To unsubscribe, edit your list preferences, or view the list archives, please visit:
>http://list.valvesoftware.com/mailman/listinfo/hlcoders
>

--
I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher



___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




[hlcoders] sick of hearing crap like this

2002-03-19 Thread Christopher Long

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
After gaming on servers i've been fortunate enough to put up with the crap of people 
saying that a 56k dial up is lagging a server up.

I've also just heard the complete opposite of which how a cabler was lagging a dial up 
server up or more lagging the other players up.

Can someone please falsafy these rumors so i have a post to forward to some of these 
lamers? And it'd be great if a valve guy did a reply about it.

thanks in advance.
--

___
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

2002-03-19 Thread Ralph Hartley

Jim Hunter wrote:

> The weird thing is that if I change pev->angles, for example in pm_shared.c, the 
>changes to pitch and roll are zeroed out (best I can tell by the engine) and are 
>never sent in the entity_state_s structure.

How can you do that? So far as I can tell there is nothing called "pev"
accesable from within pm_shared.c. The correct variable to change is
pmove->angles.

By the way, pm_shared.c is a very special context. You have to be very
carefull about accesing things except through the pmove structure.
Sometimes (especially on the client) time will back up, and you have to
recompute frames you computed before (it's all part of the prediction
system).

> Are not the view and the model position independent?  I thought that was why there 
>were two sets of angles: v_angle[] and angles[] in the entvars struct.

I have to confess that I don't completely understand the relationship
between them. The physics code only deals with one set of angles anyway.

> I'm glad you replied, because I had been wondering if your mod is multiplayer, since 
>what I am trying to do is a zero-G multiplayer mod (in open space, no attaching to 
>walls).

I'd be interested in hearing more. Email me privately if you like.

> Is Offworld multiplayer?  If so, are your models correctly positioned when viewed by 
>another player?  If it's only single player, how do you know what angle the model is 
>rendered at, since (unless you have chase mode on) the player model is never rendered 
>in singleplay?

It is multiplayer, I wouldn't know how to begin to write monsters for it
(because they would need to use reasonable tactics, and I don't know
what reasonable tactics ARE). The player models orient correctly as seen
by others, though there is still work to do on them.

How are you testing your player model orientation? I know that
thirdperson will NOT work as is; it is very orientation dependant,  and
has nasty side effects. In fact, it acts very much like the problem you
describe (I think it may set pitch and roll to 0). Since we are not
useing it, I haven't even thought about how to fix it.

> I would have offered to help, but it sounded like you didn't need another coder.

That would be an exageration. I have a very long todo list. The really
big part that I haven't touched is player animations: getting
the player models to move right in more ways than being in the right
place and facing the right way. A big part of the problem
is that I don't know how they SHOULD move.

Ralph Hartley

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




[hlcoders] [hlcoders]Demo recording/playback

2002-03-19 Thread Mark Gornall

 I just hit reply on someone elses message and didn't notice it was topica.
:o

I'll try again then:

   Sometimes, when playing back a demo in my mod the models (that correspond
to teams) don't get set correctly, so you see players with the wrong skins
during playback. It's worse when I try and record with bots in the game.
 Is there anything I can do to fix it?

Mark.

__
This mail has been scanned for all known viruses by UUNET
delivered through the MessageLabs Virus Control Centre.
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




[hlcoders] [OT] To Everyone on the list

2002-03-19 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
To all,

Do not, I repeat, do not send mail to hlcoders@topica, not only is it annoying with 
all its ads, but it is also outdated.  If you have to send mail, mail it to 
[EMAIL PROTECTED] and you can be sure it will be clean and up to date 
that way.

Regards,

Lakario
ModDev.netGet 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