[hlcoders] [OT] Compiling the SDk
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
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
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
-- [ 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
> 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
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
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
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
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
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
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
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
-- [ 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