[hlcoders] RE: hlcoders -- confirmation of subscription -- request 393241

2002-04-03 Thread Jojo

confirm 393241
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Re: [hlcoders] RE: hlcoders -- confirmation of subscription -- request 393241

2002-04-03 Thread botman


 confirm 393241

Roger!

Jeffrey botman Broome
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Re: [hlcoders] RE: hlcoders -- confirmation of subscription -- request 393241

2002-04-03 Thread OneEyedGhoul

--
[ Picked text/plain from multipart/alternative ]
SQUAD!  FOXTROT NINNER!  WE'VE GOT HOSTILES!  FIRE IN THE HOLE!

Wee!


~Ghoul

Lets leave it at that...
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Re: [hlcoders] RE: hlcoders -- confirmation of subscription -- request 393241

2002-04-03 Thread Paul 'MoOg' Samways

We have nuclear launch authorization. Launch is go...

- Original Message -
From: Jojo [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 01, 2002 5:22 PM
Subject: [hlcoders] RE: hlcoders -- confirmation of subscription -- request
393241


 confirm 393241
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RE: [hlcoders] RE: hlcoders -- confirmation of subscription -- request 393241

2002-04-03 Thread Yacketta, Ronald

Go! go! go!

 -Original Message-
 From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]]
 Sent: Wednesday, April 03, 2002 09:21
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] RE: hlcoders -- confirmation of
 subscription --
 request 393241


 We have nuclear launch authorization. Launch is go...

 - Original Message -
 From: Jojo [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, April 01, 2002 5:22 PM
 Subject: [hlcoders] RE: hlcoders -- confirmation of
 subscription -- request
 393241


  confirm 393241
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Re: [hlcoders] RE: hlcoders -- confirmation of subscription -- re quest 393241

2002-04-03 Thread Tim Holt

--
[ Picked text/plain from multipart/alternative ]
Give me fire shorts!

Yacketta, Ronald wrote:

Go! go! go!

-Original Message-
From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, April 03, 2002 09:21
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] RE: hlcoders -- confirmation of
subscription --
request 393241


We have nuclear launch authorization. Launch is go...

- Original Message -
From: Jojo [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 01, 2002 5:22 PM
Subject: [hlcoders] RE: hlcoders -- confirmation of
subscription -- request
393241


confirm 393241
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Re: [hlcoders] Stuck with original gunsound!

2002-04-03 Thread Pat Magnan

Also, the reload sounds which come from the models' .qc file:
(and client side code)
{ event 5004 13 weapons/ak47_clipout.wav }
{ event 5004 57 weapons/ak47_clipin.wav }
{ event 5004 11 weapons/ak47_boltpull.wav }

The modelling for halflife doc goes into these events, and the
modelling section on wavelength has some more info (a bit more
digested) about the model events.

 Its because all of the weapons have been moved to be client side.
You have
 to edit the EV_* function in the ev_hldm.cpp file.



 - Original Message -
 From: |: Diablo :| [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Tuesday, April 02, 2002 10:11 PM
 Subject: [hlcoders] Stuck with original gunsound!


 I made a duplicate MP5.cpp into a new weapon using the same MP5.cpp
code.
 All seemed green in my pasture... But then i tried to add custom
sounds to
 my new weapon, and i havn't been able to get them to work right! So
instead
 of ranting and whining of how my code sucks, id rather save everyone
the
 trouble of hearing me by jus looking at the code for the problem! PLZ
help

 *NOTE: MP5 fire sounds(hks1) will still override my (m4_1) fire
sound. And
 the reload sound of the new weapon is not even being heard. ALL
sounds are
 in correct folders!*

 Code Pasted BELOW!

 //=

 //god bless valve


 #include extdll.h
 #include util.h
 #include cbase.h
 #include monsters.h
 #include weapons.h
 #include nodes.h
 #include player.h
 #include soundent.h
 #include gamerules.h

 enum CM4_e
 {
 M4_LONGIDLE = 0,
 M4_RELOAD,
 M4_IDLE,
 M4_DRAW,
 M4_FIRE1,
 M4_FIRE2,
 M4_FIRE3,
 };



 class CM4 : public CBasePlayerWeapon
 {
 public:
 void Spawn( void );
 void Precache( void );
 int iItemSlot( void ) { return 3; }
 int GetItemInfo(ItemInfo *p);
 int AddToPlayer( CBasePlayer *pPlayer );

 void PrimaryAttack( void );
 BOOL Deploy( void );
 void Reload( void );
 void WeaponIdle( void );
 float m_flNextAnimTime;
 int m_iShell;

 private:
 unsigned short m_usM4;
 };
 LINK_ENTITY_TO_CLASS( weapon_m4, CM4 );


 //=
 //=

 void CM4::Spawn( )
 {
 pev-classname = MAKE_STRING(weapon_m4); // hack to allow for old
names
 Precache( );
 SET_MODEL(ENT(pev), models/w_m4.mdl);
 m_iId = WEAPON_M4;

 m_iDefaultAmmo = M4_DEFAULT_GIVE;

 FallInit();// get ready to fall down.
 }


 void CM4::Precache( void )
 {
 PRECACHE_MODEL(models/v_m4.mdl);
 PRECACHE_MODEL(models/w_m4.mdl);
 PRECACHE_MODEL(models/p_m4.mdl);

 m_iShell = PRECACHE_MODEL (models/shell.mdl);// brass shellTE_MODEL

 PRECACHE_MODEL(models/w_9mmARclip.mdl);
 PRECACHE_SOUND(items/9mmclip1.wav);

 PRECACHE_SOUND(items/clipinsert1.wav);
 PRECACHE_SOUND(items/cliprelease1.wav);

 PRECACHE_SOUND (weapons/hks1.wav);// H to the K
 PRECACHE_SOUND (weapons/hks1.wav);// H to the K
 PRECACHE_SOUND (weapons/hks1.wav);// H to the K

 PRECACHE_SOUND (weapons/357_cock1.wav);

 m_usM4 = PRECACHE_EVENT( 1, events/mp5.sc );

 //i believe this line ^ is the problem, but when i make a custom m4.sc
 //it will make the whole gun completely silent with only bullet trails
 //to know its shooting

 }

 int CM4::GetItemInfo(ItemInfo *p)
 {
 p-pszName = STRING(pev-classname);
 p-pszAmmo1 = m4;
 p-iMaxAmmo1 = M4_MAX_CARRY;
 p-iMaxClip = M4_MAX_CLIP;
 p-iSlot = 0;
 p-iPosition = 1;
 p-iFlags = 0;
 p-iId = m_iId = WEAPON_M4;
 p-iWeight = M4_WEIGHT;

 return 1;
 }

 int CM4::AddToPlayer( CBasePlayer *pPlayer )
 {
 if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
 {
 MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer-pev );
 WRITE_BYTE( m_iId );
 MESSAGE_END();
 return TRUE;
 }
 return FALSE;
 }

 BOOL CM4::Deploy( )
 {
 return DefaultDeploy( models/v_m4.mdl, models/p_m4.mdl,
M4_DRAW, m4
 );
 }


 void CM4::PrimaryAttack()
 {
 if (m_iClip = 0)
 {
 PlayEmptySound();
 m_flNextPrimaryAttack = gpGlobals-time + 0.08;
 return;
 }

 PLAYBACK_EVENT( 0, m_pPlayer-edict(), m_usM4 );

 m_pPlayer-m_iWeaponVolume = NORMAL_GUN_VOLUME;
 m_pPlayer-m_iWeaponFlash = NORMAL_GUN_FLASH;

 m_iClip--;

 // player shoot animation
 m_pPlayer-SetAnimation( PLAYER_ATTACK1 );



 Vector vecSrc = m_pPlayer-GetGunPosition( );
 Vector vecAiming = m_pPlayer-GetAutoaimVector( AUTOAIM_5DEGREES );

 if ( g_pGameRules-IsDeathmatch() )
 {
 // optimized multiplayer. Widened to make it easier to hit a moving
player
 m_pPlayer-FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES,
8192,
 BULLET_PLAYER_M4, 2 );
 }
 else
 {
 // single player spread
 m_pPlayer-FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES,
8192,
 BULLET_PLAYER_M4, 2 );
 }

 if (!m_iClip  m_pPlayer-m_rgAmmo[m_iPrimaryAmmoType] = 0)
 // HEV suit - indicate out of ammo condition
 m_pPlayer-SetSuitUpdate(!HEV_AMO0, FALSE, 0);

 m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.08;
 if (m_flNextPrimaryAttack  gpGlobals-time)
 m_flNextPrimaryAttack = gpGlobals-time + 0.08;

 m_flTimeWeaponIdle = gpGlobals-time + RANDOM_FLOAT ( 10, 15 );
 

[hlcoders] So, valve is dead?

2002-04-03 Thread Kuja

Valve filed for chapter 11. :D
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Re: [hlcoders] So, valve is dead?

2002-04-03 Thread OneEyedGhoul

--
[ Picked text/plain from multipart/alternative ]
It's called April Fools.

~Ghoul

Lets leave it at that...
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Re: [hlcoders] So, valve is dead?

2002-04-03 Thread bob_le_pointu

It happened to me too. The world is becoming chaotc


On 3 Apr 2002 at 9:36, Tim Holt wrote:

 More like major lag.  I posted something on the first, and it never
 showed up.  The original of this thread just showed up too...

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Re: [hlcoders] So, valve is dead?

2002-04-03 Thread OneEyedGhoul

--
[ Picked text/plain from multipart/alternative ]
Yea, the past few days I've been getting very few mails from the list.

~Ghoul

Lets leave it at that...
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[hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Tim Holt

Originally posted April 1 but vanished.  Reposted today...

The DoD team has been working on this for some time, and I just wanted
to announce here to you guys.  We've managed to code up a client side
server for HL - which decidedly blurs the distinction between client and
server.  Now, any client can be a server and any server a client.  What
this means is that a client can join a server, then launch their OWN
server at the same time.  Biggest thing you'll be able to do with this
is run games with more than 32 players, as the players on the initial
server and the client server combine.  We've done some test games with
the DoD 2.1 test code, and have managed to run very smooth 64 player
games with little problems.  Mugsy recently redid the spawn code to
allow for a all spawn points busy so please wait system - which
greatly has reduced the number of telefrag/spawns.

Theoretically by the way, one should be able to have 32x32 players total
(where all clients connecting to the master server then become client
side servers, and then take on 32 players themselves).  The catch is
that the bandwidth between the master server and the 32 client side
servers must be VERY good.
Another catch is map sizes - as clearly the old 8000x8000x8000
limitations are going to be a bind for huge #'s of players.  Therefor
we'll probably be tweaking the player hulls in DoD 3.0 to scale players
to 16 units tall, thus effectively quadrupling the effective map sizes.

We think this is really going to revolutionize HL mods.

Tim Waldo Holt  DoD team

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



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Re: [hlcoders] Stuck with original gunsound!

2002-04-03 Thread bob_le_pointu

Hum...sorry, what happened ? Maybe I have to take my jacket ?


On 3 Apr 2002 at 12:14, Pat Magnan wrote:

 Also, the reload sounds which come from the models' .qc file:
 (and client side code)
 { event 5004 13 weapons/ak47_clipout.wav }
 { event 5004 57 weapons/ak47_clipin.wav }
 { event 5004 11 weapons/ak47_boltpull.wav }

 The modelling for halflife doc goes into these events, and the
 modelling section on wavelength has some more info (a bit more
 digested) about the model events.

  Its because all of the weapons have been moved to be client side.
 You have
  to edit the EV_* function in the ev_hldm.cpp file.
 
 
 
  - Original Message -
  From: |: Diablo :| [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Tuesday, April 02, 2002 10:11 PM
  Subject: [hlcoders] Stuck with original gunsound!
 
 
  I made a duplicate MP5.cpp into a new weapon using the same MP5.cpp
 code.
  All seemed green in my pasture... But then i tried to add custom
 sounds to
  my new weapon, and i havn't been able to get them to work right! So
 instead
  of ranting and whining of how my code sucks, id rather save everyone
 the
  trouble of hearing me by jus looking at the code for the problem! PLZ
 help
 
  *NOTE: MP5 fire sounds(hks1) will still override my (m4_1) fire
 sound. And
  the reload sound of the new weapon is not even being heard. ALL
 sounds are
  in correct folders!*
 
  Code Pasted BELOW!
 
  //=
 
  //god bless valve
 
 
  #include extdll.h
  #include util.h
  #include cbase.h
  #include monsters.h
  #include weapons.h
  #include nodes.h
  #include player.h
  #include soundent.h
  #include gamerules.h
 
  enum CM4_e
  {
  M4_LONGIDLE = 0,
  M4_RELOAD,
  M4_IDLE,
  M4_DRAW,
  M4_FIRE1,
  M4_FIRE2,
  M4_FIRE3,
  };
 
 
 
  class CM4 : public CBasePlayerWeapon
  {
  public:
  void Spawn( void );
  void Precache( void );
  int iItemSlot( void ) { return 3; }
  int GetItemInfo(ItemInfo *p);
  int AddToPlayer( CBasePlayer *pPlayer );
 
  void PrimaryAttack( void );
  BOOL Deploy( void );
  void Reload( void );
  void WeaponIdle( void );
  float m_flNextAnimTime;
  int m_iShell;
 
  private:
  unsigned short m_usM4;
  };
  LINK_ENTITY_TO_CLASS( weapon_m4, CM4 );
 
 
  //=
  //=
 
  void CM4::Spawn( )
  {
  pev-classname = MAKE_STRING(weapon_m4); // hack to allow for old
 names
  Precache( );
  SET_MODEL(ENT(pev), models/w_m4.mdl);
  m_iId = WEAPON_M4;
 
  m_iDefaultAmmo = M4_DEFAULT_GIVE;
 
  FallInit();// get ready to fall down.
  }
 
 
  void CM4::Precache( void )
  {
  PRECACHE_MODEL(models/v_m4.mdl);
  PRECACHE_MODEL(models/w_m4.mdl);
  PRECACHE_MODEL(models/p_m4.mdl);
 
  m_iShell = PRECACHE_MODEL (models/shell.mdl);// brass shellTE_MODEL
 
  PRECACHE_MODEL(models/w_9mmARclip.mdl);
  PRECACHE_SOUND(items/9mmclip1.wav);
 
  PRECACHE_SOUND(items/clipinsert1.wav);
  PRECACHE_SOUND(items/cliprelease1.wav);
 
  PRECACHE_SOUND (weapons/hks1.wav);// H to the K
  PRECACHE_SOUND (weapons/hks1.wav);// H to the K
  PRECACHE_SOUND (weapons/hks1.wav);// H to the K
 
  PRECACHE_SOUND (weapons/357_cock1.wav);
 
  m_usM4 = PRECACHE_EVENT( 1, events/mp5.sc );
 
  //i believe this line ^ is the problem, but when i make a custom m4.sc
  //it will make the whole gun completely silent with only bullet trails
  //to know its shooting
 
  }
 
  int CM4::GetItemInfo(ItemInfo *p)
  {
  p-pszName = STRING(pev-classname);
  p-pszAmmo1 = m4;
  p-iMaxAmmo1 = M4_MAX_CARRY;
  p-iMaxClip = M4_MAX_CLIP;
  p-iSlot = 0;
  p-iPosition = 1;
  p-iFlags = 0;
  p-iId = m_iId = WEAPON_M4;
  p-iWeight = M4_WEIGHT;
 
  return 1;
  }
 
  int CM4::AddToPlayer( CBasePlayer *pPlayer )
  {
  if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
  {
  MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer-pev );
  WRITE_BYTE( m_iId );
  MESSAGE_END();
  return TRUE;
  }
  return FALSE;
  }
 
  BOOL CM4::Deploy( )
  {
  return DefaultDeploy( models/v_m4.mdl, models/p_m4.mdl,
 M4_DRAW, m4
  );
  }
 
 
  void CM4::PrimaryAttack()
  {
  if (m_iClip = 0)
  {
  PlayEmptySound();
  m_flNextPrimaryAttack = gpGlobals-time + 0.08;
  return;
  }
 
  PLAYBACK_EVENT( 0, m_pPlayer-edict(), m_usM4 );
 
  m_pPlayer-m_iWeaponVolume = NORMAL_GUN_VOLUME;
  m_pPlayer-m_iWeaponFlash = NORMAL_GUN_FLASH;
 
  m_iClip--;
 
  // player shoot animation
  m_pPlayer-SetAnimation( PLAYER_ATTACK1 );
 
 
 
  Vector vecSrc = m_pPlayer-GetGunPosition( );
  Vector vecAiming = m_pPlayer-GetAutoaimVector( AUTOAIM_5DEGREES );
 
  if ( g_pGameRules-IsDeathmatch() )
  {
  // optimized multiplayer. Widened to make it easier to hit a moving
 player
  m_pPlayer-FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES,
 8192,
  BULLET_PLAYER_M4, 2 );
  }
  else
  {
  // single player spread
  m_pPlayer-FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES,
 8192,
  BULLET_PLAYER_M4, 2 );
  }
 
  if (!m_iClip  

[hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Tim Holt

The DoD team has been working on this for some time, and I just wanted
to announce here to you guys.  We've managed to code up a client side
server for HL - which decidedly blurs the distinction between client and
server.  Now, any client can be a server and any server a client.  What
this means is that a client can join a server, then launch their OWN
server at the same time.  Biggest thing you'll be able to do with this
is run games with more than 32 players, as the players on the initial
server and the client server combine.  We've done some test games with
the DoD 2.1 test code, and have managed to run very smooth 64 player
games with little problems.  Mugsy recently redid the spawn code to
allow for a all spawn points busy so please wait system - which
greatly has reduced the number of telefrag/spawns.

Theoretically by the way, one should be able to have 32x32 players total
(where all clients connecting to the master server then become client
side servers, and then take on 32 players themselves).  The catch is
that the bandwidth between the master server and the 32 client side
servers must be VERY good.

Another catch is map sizes - as clearly the old 8000x8000x8000
limitations are going to be a bind for huge #'s of players.  Therefor
we'll probably be tweaking the player hulls in DoD 3.0 to scale players
to 16 units tall, thus effectively quadrupling the effective map sizes.

We think this is really going to revolutionize HL mods.

Tim Waldo Holt  DoD team

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



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Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Tim Holt

Oh and by the way, the rumors about Kaazaa style spyware embedded in the
clients is false.  Drive light activity when not actually playing a game
is probably just some screwed up microsoft thing.

Tim Holt wrote:

 The DoD team has been working on this for some time, and I just wanted
 to announce here to you guys.  We've managed to code up a client side
 server for HL - which decidedly blurs the distinction between client and
 server.  Now, any client can be a server and any server a client.  What
 this means is that a client can join a server, then launch their OWN
 server at the same time.  Biggest thing you'll be able to do with this
 is run games with more than 32 players, as the players on the initial
 server and the client server combine.  We've done some test games with
 the DoD 2.1 test code, and have managed to run very smooth 64 player
 games with little problems.  Mugsy recently redid the spawn code to
 allow for a all spawn points busy so please wait system - which
 greatly has reduced the number of telefrag/spawns.

 Theoretically by the way, one should be able to have 32x32 players total
 (where all clients connecting to the master server then become client
 side servers, and then take on 32 players themselves).  The catch is
 that the bandwidth between the master server and the 32 client side
 servers must be VERY good.

 Another catch is map sizes - as clearly the old 8000x8000x8000
 limitations are going to be a bind for huge #'s of players.  Therefor
 we'll probably be tweaking the player hulls in DoD 3.0 to scale players
 to 16 units tall, thus effectively quadrupling the effective map sizes.

 We think this is really going to revolutionize HL mods.

 Tim Waldo Holt  DoD team

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



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



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Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread bob_le_pointu

Hum...it's interesting but...
Each player becomes a server ... so each players must have a good
connection.
I'll think about this, it interests me ;





On 3 Apr 2002 at 10:08, Tim Holt wrote:

 Oh and by the way, the rumors about Kaazaa style spyware embedded in the
 clients is false.  Drive light activity when not actually playing a game
 is probably just some screwed up microsoft thing.

 Tim Holt wrote:

  The DoD team has been working on this for some time, and I just wanted
  to announce here to you guys.  We've managed to code up a client side
  server for HL - which decidedly blurs the distinction between client and
  server.  Now, any client can be a server and any server a client.  What
  this means is that a client can join a server, then launch their OWN
  server at the same time.  Biggest thing you'll be able to do with this
  is run games with more than 32 players, as the players on the initial
  server and the client server combine.  We've done some test games with
  the DoD 2.1 test code, and have managed to run very smooth 64 player
  games with little problems.  Mugsy recently redid the spawn code to
  allow for a all spawn points busy so please wait system - which
  greatly has reduced the number of telefrag/spawns.
 
  Theoretically by the way, one should be able to have 32x32 players total
  (where all clients connecting to the master server then become client
  side servers, and then take on 32 players themselves).  The catch is
  that the bandwidth between the master server and the 32 client side
  servers must be VERY good.
 
  Another catch is map sizes - as clearly the old 8000x8000x8000
  limitations are going to be a bind for huge #'s of players.  Therefor
  we'll probably be tweaking the player hulls in DoD 3.0 to scale players
  to 16 units tall, thus effectively quadrupling the effective map sizes.
 
  We think this is really going to revolutionize HL mods.
 
  Tim Waldo Holt  DoD team
 
  --
  I think...I think it's in my basement. Let me go upstairs and check.
  -M.C. Escher
 
 
 
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Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Adam Saltsman

--
[ Picked text/plain from multipart/alternative ]
Hey  - Only thing about scaling your players down to 16 units, doesn't taht mean that 
the
largest details you'll be able to have in your levels will be the equivalent of 4 
normal
HL units?  While it's not a major limitation, I think that it's still something to
consider - especially for doing detail work inside barracks and stuff (If I'm right)...

Adam Atomic



[EMAIL PROTECTED] wrote:

 Hum...it's interesting but...
 Each player becomes a server ... so each players must have a good
 connection.
 I'll think about this, it interests me ;

 On 3 Apr 2002 at 10:08, Tim Holt wrote:

  Oh and by the way, the rumors about Kaazaa style spyware embedded in the
  clients is false.  Drive light activity when not actually playing a game
  is probably just some screwed up microsoft thing.
 
  Tim Holt wrote:
 
   The DoD team has been working on this for some time, and I just wanted
   to announce here to you guys.  We've managed to code up a client side
   server for HL - which decidedly blurs the distinction between client and
   server.  Now, any client can be a server and any server a client.  What
   this means is that a client can join a server, then launch their OWN
   server at the same time.  Biggest thing you'll be able to do with this
   is run games with more than 32 players, as the players on the initial
   server and the client server combine.  We've done some test games with
   the DoD 2.1 test code, and have managed to run very smooth 64 player
   games with little problems.  Mugsy recently redid the spawn code to
   allow for a all spawn points busy so please wait system - which
   greatly has reduced the number of telefrag/spawns.
  
   Theoretically by the way, one should be able to have 32x32 players total
   (where all clients connecting to the master server then become client
   side servers, and then take on 32 players themselves).  The catch is
   that the bandwidth between the master server and the 32 client side
   servers must be VERY good.
  
   Another catch is map sizes - as clearly the old 8000x8000x8000
   limitations are going to be a bind for huge #'s of players.  Therefor
   we'll probably be tweaking the player hulls in DoD 3.0 to scale players
   to 16 units tall, thus effectively quadrupling the effective map sizes.
  
   We think this is really going to revolutionize HL mods.
  
   Tim Waldo Holt  DoD team
  
   --
   I think...I think it's in my basement. Let me go upstairs and check.
   -M.C. Escher
  
  
  
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===
Shackle your mindAdam Saltsman
and you're left on the cross. Internet Software Development
Where ignorance reigns,   Internet2/UCAID
life is lost.Ann Arbor, MI
  [EMAIL PROTECTED]
- Zachary de La Rocha

Visit New Oxford's website here:
http://www.geocities.com/newoxfordannarbor/
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RE: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Yacketta, Ronald

not only that, but each player is a server which then has control of anti
cheat (or non anti cheat) as well as sv_cheats etc..so, this would make OGC
even more powerful ;)

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]]
 Sent: Wednesday, April 03, 2002 13:28
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] DoD 3.0 to support client side
 servers and  32
 player games


 Hum...it's interesting but...
 Each player becomes a server ... so each players must have a good
 connection.
 I'll think about this, it interests me ;





 On 3 Apr 2002 at 10:08, Tim Holt wrote:

  Oh and by the way, the rumors about Kaazaa style spyware
 embedded in the
  clients is false.  Drive light activity when not actually
 playing a game
  is probably just some screwed up microsoft thing.
 
  Tim Holt wrote:
 
   The DoD team has been working on this for some time, and
 I just wanted
   to announce here to you guys.  We've managed to code up a
 client side
   server for HL - which decidedly blurs the distinction
 between client and
   server.  Now, any client can be a server and any server a
 client.  What
   this means is that a client can join a server, then
 launch their OWN
   server at the same time.  Biggest thing you'll be able to
 do with this
   is run games with more than 32 players, as the players on
 the initial
   server and the client server combine.  We've done some
 test games with
   the DoD 2.1 test code, and have managed to run very
 smooth 64 player
   games with little problems.  Mugsy recently redid the
 spawn code to
   allow for a all spawn points busy so please wait system - which
   greatly has reduced the number of telefrag/spawns.
  
   Theoretically by the way, one should be able to have
 32x32 players total
   (where all clients connecting to the master server then
 become client
   side servers, and then take on 32 players themselves).
 The catch is
   that the bandwidth between the master server and the 32
 client side
   servers must be VERY good.
  
   Another catch is map sizes - as clearly the old 8000x8000x8000
   limitations are going to be a bind for huge #'s of
 players.  Therefor
   we'll probably be tweaking the player hulls in DoD 3.0 to
 scale players
   to 16 units tall, thus effectively quadrupling the
 effective map sizes.
  
   We think this is really going to revolutionize HL mods.
  
   Tim Waldo Holt  DoD team
  
   --
   I think...I think it's in my basement. Let me go upstairs
 and check.
   -M.C. Escher
  
  
  
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 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
 
 
 
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 list archives, please visit:
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Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Tim Holt

--
[ Picked text/plain from multipart/alternative ]
True, but when you're in a server with 1023 other players, you won't be
looking at textures.  If we didn't scale it down, we'd definitely see a
flood of WTF YOU AER BLOKING TEH DOORWAY YU BEOTCH!

Oh yea, we're disabling team and public chat, as clearly it would cause
an unbelievable flood.  Can you imagine being on a 1024 player server,
and having some guy type Hye, sup - and 512 other guys going Sup?

Adam Saltsman wrote:

--
[ Picked text/plain from multipart/alternative ]
Hey  - Only thing about scaling your players down to 16 units, doesn't taht mean that 
the
largest details you'll be able to have in your levels will be the equivalent of 4 
normal
HL units?  While it's not a major limitation, I think that it's still something to
consider - especially for doing detail work inside barracks and stuff (If I'm 
right)...

Adam Atomic



[EMAIL PROTECTED] wrote:

Hum...it's interesting but...
Each player becomes a server ... so each players must have a good
connection.
I'll think about this, it interests me ;

On 3 Apr 2002 at 10:08, Tim Holt wrote:

Oh and by the way, the rumors about Kaazaa style spyware embedded in the
clients is false.  Drive light activity when not actually playing a game
is probably just some screwed up microsoft thing.

Tim Holt wrote:

The DoD team has been working on this for some time, and I just wanted
to announce here to you guys.  We've managed to code up a client side
server for HL - which decidedly blurs the distinction between client and
server.  Now, any client can be a server and any server a client.  What
this means is that a client can join a server, then launch their OWN
server at the same time.  Biggest thing you'll be able to do with this
is run games with more than 32 players, as the players on the initial
server and the client server combine.  We've done some test games with
the DoD 2.1 test code, and have managed to run very smooth 64 player
games with little problems.  Mugsy recently redid the spawn code to
allow for a all spawn points busy so please wait system - which
greatly has reduced the number of telefrag/spawns.

Theoretically by the way, one should be able to have 32x32 players total
(where all clients connecting to the master server then become client
side servers, and then take on 32 players themselves).  The catch is
that the bandwidth between the master server and the 32 client side
servers must be VERY good.

Another catch is map sizes - as clearly the old 8000x8000x8000
limitations are going to be a bind for huge #'s of players.  Therefor
we'll probably be tweaking the player hulls in DoD 3.0 to scale players
to 16 units tall, thus effectively quadrupling the effective map sizes.

We think this is really going to revolutionize HL mods.

Tim Waldo Holt  DoD team

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



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===
Shackle your mindAdam Saltsman
and you're left on the cross. Internet Software Development
Where ignorance reigns,   Internet2/UCAID
life is lost.Ann Arbor, MI
  [EMAIL PROTECTED]
- Zachary de La Rocha

Visit New Oxford's website here:
http://www.geocities.com/newoxfordannarbor/
===


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Re: [hlcoders] RE: hlcoders -- confirmation of subscription -- request 393241

2002-04-03 Thread bob_le_pointu

Ok...I take notes.


On 1 Apr 2002 at 11:22, Jojo wrote:

 confirm 393241
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Re: [hlcoders] Stuck with original gunsound!

2002-04-03 Thread bob_le_pointu

It could be just a sound problem.
I believe that many hl-sounds must be uncompressed and 22Khz and 8-bit
format.


On 3 Apr 2002 at 6:11, |: Diablo :| wrote:

 I made a duplicate MP5.cpp into a new weapon using the same MP5.cpp code.
 All seemed green in my pasture... But then i tried to add custom sounds to
 my new weapon, and i havn't been able to get them to work right! So instead
 of ranting and whining of how my code sucks, id rather save everyone the
 trouble of hearing me by jus looking at the code for the problem! PLZ help

 *NOTE: MP5 fire sounds(hks1) will still override my (m4_1) fire sound. And
 the reload sound of the new weapon is not even being heard. ALL sounds are
 in correct folders!*

 Code Pasted BELOW!

 //=

 //god bless valve


 #include extdll.h
 #include util.h
 #include cbase.h
 #include monsters.h
 #include weapons.h
 #include nodes.h
 #include player.h
 #include soundent.h
 #include gamerules.h

 enum CM4_e
 {
   M4_LONGIDLE = 0,
   M4_RELOAD,
   M4_IDLE,
   M4_DRAW,
   M4_FIRE1,
   M4_FIRE2,
   M4_FIRE3,
 };



 class CM4 : public CBasePlayerWeapon
 {
 public:
   void Spawn( void );
   void Precache( void );
   int iItemSlot( void ) { return 3; }
   int GetItemInfo(ItemInfo *p);
   int AddToPlayer( CBasePlayer *pPlayer );

   void PrimaryAttack( void );
   BOOL Deploy( void );
   void Reload( void );
   void WeaponIdle( void );
   float m_flNextAnimTime;
   int m_iShell;

 private:
   unsigned short m_usM4;
 };
 LINK_ENTITY_TO_CLASS( weapon_m4, CM4 );


 //=
 //=

 void CM4::Spawn( )
 {
   pev-classname = MAKE_STRING(weapon_m4); // hack to allow for old names
   Precache( );
   SET_MODEL(ENT(pev), models/w_m4.mdl);
   m_iId = WEAPON_M4;

   m_iDefaultAmmo = M4_DEFAULT_GIVE;

   FallInit();// get ready to fall down.
 }


 void CM4::Precache( void )
 {
   PRECACHE_MODEL(models/v_m4.mdl);
   PRECACHE_MODEL(models/w_m4.mdl);
   PRECACHE_MODEL(models/p_m4.mdl);

   m_iShell = PRECACHE_MODEL (models/shell.mdl);// brass shellTE_MODEL

   PRECACHE_MODEL(models/w_9mmARclip.mdl);
   PRECACHE_SOUND(items/9mmclip1.wav);

   PRECACHE_SOUND(items/clipinsert1.wav);
   PRECACHE_SOUND(items/cliprelease1.wav);

   PRECACHE_SOUND (weapons/hks1.wav);// H to the K
   PRECACHE_SOUND (weapons/hks1.wav);// H to the K
   PRECACHE_SOUND (weapons/hks1.wav);// H to the K

   PRECACHE_SOUND (weapons/357_cock1.wav);

   m_usM4 = PRECACHE_EVENT( 1, events/mp5.sc );

 //i believe this line ^ is the problem, but when i make a custom m4.sc
 //it will make the whole gun completely silent with only bullet trails
 //to know its shooting

 }

 int CM4::GetItemInfo(ItemInfo *p)
 {
   p-pszName = STRING(pev-classname);
   p-pszAmmo1 = m4;
   p-iMaxAmmo1 = M4_MAX_CARRY;
   p-iMaxClip = M4_MAX_CLIP;
   p-iSlot = 0;
   p-iPosition = 1;
   p-iFlags = 0;
   p-iId = m_iId = WEAPON_M4;
   p-iWeight = M4_WEIGHT;

   return 1;
 }

 int CM4::AddToPlayer( CBasePlayer *pPlayer )
 {
   if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
   {
   MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer-pev );
   WRITE_BYTE( m_iId );
   MESSAGE_END();
   return TRUE;
   }
   return FALSE;
 }

 BOOL CM4::Deploy( )
 {
   return DefaultDeploy( models/v_m4.mdl, models/p_m4.mdl, M4_DRAW, m4
 );
 }


 void CM4::PrimaryAttack()
 {
   if (m_iClip = 0)
   {
   PlayEmptySound();
   m_flNextPrimaryAttack = gpGlobals-time + 0.08;
   return;
   }

   PLAYBACK_EVENT( 0, m_pPlayer-edict(), m_usM4 );

   m_pPlayer-m_iWeaponVolume = NORMAL_GUN_VOLUME;
   m_pPlayer-m_iWeaponFlash = NORMAL_GUN_FLASH;

   m_iClip--;

   // player shoot animation
   m_pPlayer-SetAnimation( PLAYER_ATTACK1 );



   Vector vecSrc= m_pPlayer-GetGunPosition( );
   Vector vecAiming = m_pPlayer-GetAutoaimVector( AUTOAIM_5DEGREES );

   if ( g_pGameRules-IsDeathmatch() )
   {
   // optimized multiplayer. Widened to make it easier to hit a moving 
player
   m_pPlayer-FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 
8192,
 BULLET_PLAYER_M4, 2 );
   }
   else
   {
   // single player spread
   m_pPlayer-FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 
8192,
 BULLET_PLAYER_M4, 2 );
   }

   if (!m_iClip  m_pPlayer-m_rgAmmo[m_iPrimaryAmmoType] = 0)
   // HEV suit - indicate out of ammo condition
   m_pPlayer-SetSuitUpdate(!HEV_AMO0, FALSE, 0);

   m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.08;
   if (m_flNextPrimaryAttack  gpGlobals-time)

Re: [hlcoders] Stuck with original gunsound!

2002-04-03 Thread Commando

If that was the case, then he would hear no sounds, not the sounds from
another weapon.  It is because he is using the Mp5 client side event.  See
my other post on that, I am nearly positive that is his problem.

Rob Prouse

At 09:08 PM 03/04/2002 +0200, you wrote:
It could be just a sound problem.
I believe that many hl-sounds must be uncompressed and 22Khz and 8-bit
format.

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Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Tom

how is the pm code shared between the master server and the client servers?
(just being nosey :) )

your idea sounds really cool, hope to try it out in the future, be really
good having a mass killing :)

BTW, Adrian said that polyfighter had unlimited map sizes (so did the leader
of uncrossable parallels which i really do dought, he said this after people
asked if the maps had been scaled down, he said no and that the maps were of
unlimited size) perhaps you could also try this, but i guess you'll end up
at a dead end

- Original Message -
From: Tim Holt [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, April 03, 2002 7:47 PM
Subject: Re: [hlcoders] DoD 3.0 to support client side servers and  32
player games


 --
 [ Picked text/plain from multipart/alternative ]
 True, but when you're in a server with 1023 other players, you won't be
 looking at textures.  If we didn't scale it down, we'd definitely see a
 flood of WTF YOU AER BLOKING TEH DOORWAY YU BEOTCH!

 Oh yea, we're disabling team and public chat, as clearly it would cause
 an unbelievable flood.  Can you imagine being on a 1024 player server,
 and having some guy type Hye, sup - and 512 other guys going Sup?

 Adam Saltsman wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Hey  - Only thing about scaling your players down to 16 units, doesn't
taht mean that the
 largest details you'll be able to have in your levels will be the
equivalent of 4 normal
 HL units?  While it's not a major limitation, I think that it's still
something to
 consider - especially for doing detail work inside barracks and stuff (If
I'm right)...
 
 Adam Atomic
 
 
 
 [EMAIL PROTECTED] wrote:
 
 Hum...it's interesting but...
 Each player becomes a server ... so each players must have a good
 connection.
 I'll think about this, it interests me ;
 
 On 3 Apr 2002 at 10:08, Tim Holt wrote:
 
 Oh and by the way, the rumors about Kaazaa style spyware embedded in
the
 clients is false.  Drive light activity when not actually playing a
game
 is probably just some screwed up microsoft thing.
 
 Tim Holt wrote:
 
 The DoD team has been working on this for some time, and I just wanted
 to announce here to you guys.  We've managed to code up a client side
 server for HL - which decidedly blurs the distinction between client
and
 server.  Now, any client can be a server and any server a client.
What
 this means is that a client can join a server, then launch their OWN
 server at the same time.  Biggest thing you'll be able to do with this
 is run games with more than 32 players, as the players on the initial
 server and the client server combine.  We've done some test games
with
 the DoD 2.1 test code, and have managed to run very smooth 64 player
 games with little problems.  Mugsy recently redid the spawn code to
 allow for a all spawn points busy so please wait system - which
 greatly has reduced the number of telefrag/spawns.
 
 Theoretically by the way, one should be able to have 32x32 players
total
 (where all clients connecting to the master server then become client
 side servers, and then take on 32 players themselves).  The catch is
 that the bandwidth between the master server and the 32 client side
 servers must be VERY good.
 
 Another catch is map sizes - as clearly the old 8000x8000x8000
 limitations are going to be a bind for huge #'s of players.  Therefor
 we'll probably be tweaking the player hulls in DoD 3.0 to scale
players
 to 16 units tall, thus effectively quadrupling the effective map
sizes.
 
 We think this is really going to revolutionize HL mods.
 
 Tim Waldo Holt  DoD team
 
 --
 I think...I think it's in my basement. Let me go upstairs and check.
 -M.C. Escher
 
 
 
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 please visit:
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 --
 I think...I think it's in my basement. Let me go upstairs and
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please visit:
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 ___
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 --
 ===
 Shackle your mindAdam Saltsman
 and you're left on the cross. Internet Software Development
 Where ignorance reigns,   Internet2/UCAID
 life is lost.Ann Arbor, MI
   [EMAIL PROTECTED]
 - Zachary de La Rocha
 
 Visit New Oxford's website here:
 http://www.geocities.com/newoxfordannarbor/
 ===
 
 
 --
 
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Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread botman

 how is the pm code shared between the master server and the client servers?
 (just being nosey :) )

 your idea sounds really cool, hope to try it out in the future, be really
 good having a mass killing :)

 BTW, Adrian said that polyfighter had unlimited map sizes (so did the leader
 of uncrossable parallels which i really do dought, he said this after people
 asked if the maps had been scaled down, he said no and that the maps were of
 unlimited size) perhaps you could also try this, but i guess you'll end up
 at a dead end

U, do the words April Fool mean anything to you?

Jeffrey botman Broome

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RE: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Yacketta, Ronald

ROFL!
can't believe it lasted this long ;)

 -Original Message-
 From: botman [mailto:[EMAIL PROTECTED]]
 Sent: Wednesday, April 03, 2002 15:31
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] DoD 3.0 to support client side
 servers and  32
 player games


  how is the pm code shared between the master server and the
 client servers?
  (just being nosey :) )
 
  your idea sounds really cool, hope to try it out in the
 future, be really
  good having a mass killing :)
 
  BTW, Adrian said that polyfighter had unlimited map sizes
 (so did the leader
  of uncrossable parallels which i really do dought, he said
 this after people
  asked if the maps had been scaled down, he said no and that
 the maps were of
  unlimited size) perhaps you could also try this, but i
 guess you'll end up
  at a dead end

 U, do the words April Fool mean anything to you?

 Jeffrey botman Broome

 ___
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 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders

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RE: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Dynerman David M

Seriously :)

david

-Original Message-
From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, April 03, 2002 2:35 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] DoD 3.0 to support client side servers and  32
player games

ROFL!
can't believe it lasted this long ;)

 -Original Message-
 From: botman [mailto:[EMAIL PROTECTED]]
 Sent: Wednesday, April 03, 2002 15:31
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] DoD 3.0 to support client side
 servers and  32
 player games


  how is the pm code shared between the master server and the
 client servers?
  (just being nosey :) )
 
  your idea sounds really cool, hope to try it out in the
 future, be really
  good having a mass killing :)
 
  BTW, Adrian said that polyfighter had unlimited map sizes
 (so did the leader
  of uncrossable parallels which i really do dought, he said
 this after people
  asked if the maps had been scaled down, he said no and that
 the maps were of
  unlimited size) perhaps you could also try this, but i
 guess you'll end up
  at a dead end

 U, do the words April Fool mean anything to you?

 Jeffrey botman Broome

 ___
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Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Christopher McArthur

You can have unlimited map sizes if maps are compeltely or partially
generated based on algorithms
(a'la Tribes). Most half-life mods, however, require 'traditional' designer
created levels.


- Original Message --

 how is the pm code shared between the master server and the client
servers?
 (just being nosey :) )

 your idea sounds really cool, hope to try it out in the future, be really
 good having a mass killing :)

 BTW, Adrian said that polyfighter had unlimited map sizes (so did the
leader
 of uncrossable parallels which i really do dought, he said this after
people
 asked if the maps had been scaled down, he said no and that the maps were
of
 unlimited size) perhaps you could also try this, but i guess you'll end up
 at a dead end



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RE: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Chris Glein

 We think this is really going to revolutionize HL mods.

Indeed, it will revolutionize all of FPS gaming.  Gone are the days of
aiming.  The era of the handgrenade is upon us.

I mean, with numbers like that, a randomly tossed nade will net you like
what, 15 to 20 frags?  Spam, baby, spam :D

-PNB

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Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Christopher McArthur


The half-life engine WILL render outside of the 8129x8129x8129 bounds
(create a HUGE model and place it near an edge, you will be able to see it
in its entirety).

the limit applies to where brushes and physics, and origins can be.

But you can work around these limits and have an unlimitied map size by not
using a .bsp and generating the map at runtime, and handling physics
yourself in the gamecode instead of the engine, and doing some other tricks.



 Most Half-Life MODs also use the Half-Life engine to render video frames
(which
 is another thing limiting maps to 8129x8192x8192).

 Jeffrey botman Broome

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[hlcoders] The Torque engine

2002-04-03 Thread Kuja

If anyone wanted to turn their HL mod into a retail game, I cant think of
any better way than using Garage Games's Torque engine. Its cheap, and their
support is fantastic. Just another option... :D

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RE: [hlcoders] The Torque engine

2002-04-03 Thread Yacketta, Ronald

Yup,
100$ and you get FULL source!
I already have my license, been mucking around in the code
and learning its scripting language.


 -Original Message-
 From: Kuja [mailto:[EMAIL PROTECTED]]
 Sent: Wednesday, April 03, 2002 16:13
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] The Torque engine


 If anyone wanted to turn their HL mod into a retail game, I
 cant think of
 any better way than using Garage Games's Torque engine. Its
 cheap, and their
 support is fantastic. Just another option... :D

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Re: [hlcoders] The Torque engine

2002-04-03 Thread Oskar 'Zoot' Lindgren

...and the crash support have built in bluescreen!
- Original Message -
From: Kuja [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, April 03, 2002 11:13 PM
Subject: [hlcoders] The Torque engine


 If anyone wanted to turn their HL mod into a retail game, I cant think of
 any better way than using Garage Games's Torque engine. Its cheap, and
their
 support is fantastic. Just another option... :D

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RE: [hlcoders] The Torque engine

2002-04-03 Thread Yacketta, Ronald

Yeah,

I found it to BSOD on my commador 64 as well ;-P

 -Original Message-
 From: Oskar 'Zoot' Lindgren [mailto:[EMAIL PROTECTED]]
 Sent: Thursday, April 03, 2003 16:23
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] The Torque engine


 ...and the crash support have built in bluescreen!
 - Original Message -
 From: Kuja [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, April 03, 2002 11:13 PM
 Subject: [hlcoders] The Torque engine


  If anyone wanted to turn their HL mod into a retail game, I
 cant think of
  any better way than using Garage Games's Torque engine. Its
 cheap, and
 their
  support is fantastic. Just another option... :D
 
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 list archives,
 please visit:
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[hlcoders] can you give me you opion

2002-04-03 Thread Lee Shaw

hey
i'm just started to try my hand at mapping and was just wondering if n e 1
could let me no what they think of my maps :) i've uploaded some screenshots
:) some feed back would b cool

cheers
^^RaZiEl^^

http://www.geocities.com/right_to_b_violent/b0a50002.jpg
http://www.geocities.com/right_to_b_violent/b0a50003.jpg
http://www.geocities.com/right_to_b_violent/b1a0.jpg



_
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Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Tom

yes, but he said it around christmas time!


- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, April 03, 2002 9:30 PM
Subject: Re: [hlcoders] DoD 3.0 to support client side servers and  32
player games


  how is the pm code shared between the master server and the client
servers?
  (just being nosey :) )
 
  your idea sounds really cool, hope to try it out in the future, be
really
  good having a mass killing :)
 
  BTW, Adrian said that polyfighter had unlimited map sizes (so did the
leader
  of uncrossable parallels which i really do dought, he said this after
people
  asked if the maps had been scaled down, he said no and that the maps
were of
  unlimited size) perhaps you could also try this, but i guess you'll end
up
  at a dead end

 U, do the words April Fool mean anything to you?

 Jeffrey botman Broome

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Re: [hlcoders] can you give me you opion

2002-04-03 Thread botman

 i'm just started to try my hand at mapping and was just wondering if n e 1
 could let me no what they think of my maps :) i've uploaded some screenshots
 :) some feed back would b cool

 cheers
 ^^RaZiEl^^

 http://www.geocities.com/right_to_b_violent/b0a50002.jpg
 http://www.geocities.com/right_to_b_violent/b0a50003.jpg
 http://www.geocities.com/right_to_b_violent/b1a0.jpg

U, did you realize that this is an e-mail list for coders (hence the
hlcoders part of the e-mail address)?

I think you want to join a mappers forum like...

www.valve-erc.com
www.planethalflife.com/wavelength


Jeffrey botman Broome

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Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Miguel Aleman

LOL, I was convinced for awhile, but I couldn't look past some very real
technical limitations.

I feel much better now.

Back to the Viscosity Engine. ;-)

- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, April 03, 2002 2:51 PM
Subject: Re: [hlcoders] DoD 3.0 to support client side servers and  32
player games


  You can have unlimited map sizes if maps are compeltely or partially
  generated based on algorithms
  (a'la Tribes). Most half-life mods, however, require 'traditional'
designer
  created levels.

 Most Half-Life MODs also use the Half-Life engine to render video frames
(which
 is another thing limiting maps to 8129x8192x8192).

 Jeffrey botman Broome

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Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Christopher McArthur


no, not an april fools. Ive seen at least one mod that has actually done
this.
The most obvious way is with the TriAPI, but you could also do it with any
way to render something. you could create a tileset out of models for
example and use those as building blocks to build your world, it all depends
on what exactly you want to do.. I think the easiest way to do it would be
to just generate the visual images with the Tri API since numerous terrain
generating alogs are available on the net.
Its not something thats very practical, IMHO, but its interesting to think
about.

 Ok Christopher but, how is it possible to generate brushes ??? Without
using
 the TriAPI.

 Oh,; by the way, was that an april fool ?? I just believe it's impossible
to do.


 On 3 Apr 2002 at 15:07, Christopher McArthur wrote:

 
  The half-life engine WILL render outside of the 8129x8129x8129 bounds
  (create a HUGE model and place it near an edge, you will be able to see
it
  in its entirety).
 
  the limit applies to where brushes and physics, and origins can be.
 
  But you can work around these limits and have an unlimitied map size by
not
  using a .bsp and generating the map at runtime, and handling physics
  yourself in the gamecode instead of the engine, and doing some other
tricks.
 
 
  
   Most Half-Life MODs also use the Half-Life engine to render video
frames
  (which
   is another thing limiting maps to 8129x8192x8192).
  
   Jeffrey botman Broome
  
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Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Bob le Pointu

This method could be usefull...for a singleplayer mod only. Am I wrong ?
Is the 8192^3 width limitation only for .bsp files ?

On
4 Apr 2002 at 1:26, Christopher McArthur wrote:


 no, not an april fools. Ive seen at least one mod that has actually done
 this.
 The most obvious way is with the TriAPI, but you could also do it with any
 way to render something. you could create a tileset out of models for
 example and use those as building blocks to build your world, it all depends
 on what exactly you want to do.. I think the easiest way to do it would be
 to just generate the visual images with the Tri API since numerous terrain
 generating alogs are available on the net.
 Its not something thats very practical, IMHO, but its interesting to think
 about.

  Ok Christopher but, how is it possible to generate brushes ??? Without
 using
  the TriAPI.
 
  Oh,; by the way, was that an april fool ?? I just believe it's impossible
 to do.
 
 
  On 3 Apr 2002 at 15:07, Christopher McArthur wrote:
 
  
   The half-life engine WILL render outside of the 8129x8129x8129 bounds
   (create a HUGE model and place it near an edge, you will be able to see
 it
   in its entirety).
  
   the limit applies to where brushes and physics, and origins can be.
  
   But you can work around these limits and have an unlimitied map size by
 not
   using a .bsp and generating the map at runtime, and handling physics
   yourself in the gamecode instead of the engine, and doing some other
 tricks.
  
  
   
Most Half-Life MODs also use the Half-Life engine to render video
 frames
   (which
is another thing limiting maps to 8129x8192x8192).
   
Jeffrey botman Broome
   
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