As you might know, in Europe (France for me :) ), we haven't the same
keyboard as you, in England or America... Instead of "QWERTY", our 6 first
letters at the bottom left of the keyboard are "AZERTY".
However, in HL our keyboard acts as if it's an american keyboard... Then, to
type "a" at the co
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I've been working on a few new features for HLVIS, and I have been making good
progess. One of the features is a new maximum VIS option. In addition to
being able to compile the map the first time around with this new feature, you
can chose to run a MaxDistV
Here's some source code that should help you. It does the opposite of
what you need, but it might help anyways.
Notes:
- This code came from Yahn
- This code depends on v_angles (so this works on the client only)
//---
I tried changing the skin from HUD_DrawNormalTriangles and the engine got
the skin info correctly when it was going to render the model. So it should
work fine if called from the client.dll. It seems the skin value is not
getting propagated for the View model from the server to the client.
This
Christopher, as a quick test on the client where it references
GetViewEntity() or gEngfuncs.GetViewModel(), set that entities curstate.skin
to your test skin index. Maybe try it in EV_MuzzleFlash() or some place
similar. You may be forced to do it all client side with your own
networking, maybe
I am 100% sure as of June 1999 when I last compiled the SDK that my
description of how it do it is correct. As of Apr 2002 and the current code
base, if you're telling me it doesn't work then I'll go make Adrian test it
out and find out why it doesn't. HEY ADRIAN!
-Original Message-
Fro
- Original Message -
From: "Cortex" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 15, 2002 6:23 PM
Subject: Re: [hlcoders] little app
> Yes... My original question is "How to make a program which shuts down the
> computer after a compilation (under Worldcraft Hamme
> Wow :) Cool... But, what is the format the player has to save his file ?
> (pldecal.wad ?)
Check the tutorial on the Wally web site (see the animated stuff in the middle
of the page)...
http://www.telefragged.com/wally/tutorials/hl_color_decals.html
Jeffrey "botman" Broome
__
Wow :) Cool... But, what is the format the player has to save his file ?
(pldecal.wad ?)
- Cortex : mapper & coder www.hlalbator.fr.st
- Original Message -
From: botman
To: [EMAIL PROTECTED]
Sent: Monday, April 15, 2002 7:57 PM
Subject: Re: [hlcoders] PlayerCustomization()
> Does
mine didnt come on april the 1st, it came on the 2nd!
- Original Message -
From: "Tim Holt" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 15, 2002 6:29 PM
Subject: Re: [hlcoders] 64 players servers are no problem... :-)
--
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> Does it mean that a spray logo (= tag) could be animated ?
Yes, but it will only cycle once. I think every time you spray your logo it
will cycle the decals that you have sprayed (i.e. if you have sprayed more than
once and they are still displayed, when you spray again, they will all animate
At 03:00 PM 15/04/2002 +, you wrote:
>Commando wrote:
>>This should work on all systems;
>
>No It SHOULDNT work on ANY system. There may be systems on which it
>DOES, but that is a Bad Thing.
It will work on any Windows system (except maybe 95), but the original
question was limited to Window
I have already written my own netcode for Serious Sam but the game has no
"get entity by id"-func (only for players) so i stopped working on it... but
still the best engine i have ever seen... however if DoD like to steal my
code(if i make it) just ask nice
- Original Message -
From:
--
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Well the whole thing started on April 1, which we will always consider
to be the anniversary date of this idea. I believe it was what you
might call a "Flash of Insight" (or flash of something else maybe)
moment. However we do not at this time
two words : April. Fool.
:)
- Original Message -
From: "Tom" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 15, 2002 4:13 PM
Subject: Re: [hlcoders] 64 players servers are no problem... :-)
rewriting the netcode - erm why? You'll bodge it
Thought the guy from DOD said
small brain man! =P
- Original Message -
From: "Tom" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 15, 2002 7:26 PM
Subject: Re: [hlcoders] 64 players servers are no problem... :-)
i thought that was true!
- Original Message -
From: "Tim Holt" <[EMAIL PROTECTED
i thought that was true!
- Original Message -
From: "Tim Holt" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 15, 2002 5:25 PM
Subject: Re: [hlcoders] 64 players servers are no problem... :-)
--
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This sounds a lot like my
rewriting the netcode - erm why? You'll bodge it
Thought the guy from DOD said he had made the client and server basically
the same so you could have 32^32 people playing on a server (each client
acted as a mini server for others to connect to with the main server being
the master server).
I hav
given todays hardware thats hardly a problem... the Erad test box was/is
running the Erads server and a CS1.3 server at the same time, and the
Blueyonder GSP run 3 CS games on one machine at once
I was gonna say about the network lag but someone got there first ;)
- Original Message -
Fr
--
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Penguins wear suits, but I didn't think they wore socks.
Oskar 'Zoot' Lindgren wrote:
>STFU :-P
>
>- Original Message -
>From: "Dynerman David M" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Sent: Monday, April 15, 2002 6:53 PM
>Subjec
STFU :-P
- Original Message -
From: "Dynerman David M" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 15, 2002 6:53 PM
Subject: RE: [hlcoders] 64 players servers are no problem... :-)
Yeah, imagine that __WIN__sock is in WINdows, not Unix (Unix Sockets) :)
david
-
Yeah, imagine that __WIN__sock is in WINdows, not Unix (Unix Sockets) :)
david
-Original Message-
From: Oskar 'Zoot' Lindgren [mailto:[EMAIL PROTECTED]]
Sent: Monday, April 15, 2002 10:50 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] 64 players servers are no problem... :-)
hmm.. did
hmm.. didn´t know it wasn´t named the same thing...
- Original Message -
From: "Dynerman David M" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 15, 2002 6:33 PM
Subject: RE: [hlcoders] 64 players servers are no problem... :-)
Not at all.
The dll lets you load arbitrary
Does it mean that a spray logo (= tag) could be animated ?
- Cortex : mapper & coder www.hlalbator.fr.st
- Original Message -
From: botman
To: [EMAIL PROTECTED]
Sent: Monday, April 15, 2002 3:59 PM
Subject: Re: [hlcoders] PlayerCustomization()
> Is there any information about Pla
--
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/me quickly scurries off to patent silly idea before someone makes
megabucks on it :^)
Oskar 'Zoot' Lindgren wrote:
>It gave me the idea... and if you want ~0 in ping between the server you
>only need to run the servers in the same computers...
It gave me the idea... and if you want ~0 in ping between the server you
only need to run the servers in the same computers...
/ Zoot
- Original Message -
From: "Tim Holt" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 15, 2002 6:25 PM
Subject: Re: [hlcoders] 64 players s
Not at all.
The dll lets you load arbitrary 3rd party code, generating your own winsock
communication code (and unlike zoot said, winsock does not run under *ix, Berkeley
Sockets are used, which Winsock is derived from - similar, not exact)
The thing is, this isn't really revolutionary. It'd b
--
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This sounds a lot like my april fools joke post about "client servers"
talking to each other offering the potential of 32x32 (1024) player
games
botman wrote:
>>The only network controll you have to bulid is the one between the server,
>>bu
Yes... My original question is "How to make a program which shuts down the
computer after a compilation (under Worldcraft Hammer :) ) ?". This is
of course not to my computer run all the night (exactly as Nero does)... I
found the solution : add a little program which only shuts down the compu
--
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is it feasible to run this over a network? or would both copies have to be run on a
dual-processing machine to keep the latency between the two low enough? I don't know
much about multi-threaded programming, but it seems like if the two servers
> The only network controll you have to bulid is the one between the server,
> but the part about loseing voice is true if the servers are deadicated. So
> if a monster or a player moves this happens:
>
> entity id and now pos -> the "client" server -> the "client" server´s
> players
>
> and if th
> Applications sould NEVER shut down the system itself. It should not be a
> matter of courtesy, they souldn't be allowed.
Try this out with applications that have unsaved data. They will pop up a
dialog box when Windows REQUESTS (not demands) that they shut down indicating
that something has no
- Original Message -
From: "Ralph Hartley" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 15, 2002 4:00 PM
Subject: Re: [hlcoders] little app
> Commando wrote:
> > This should work on all systems;
>
> No It SHOULDNT work on ANY system. There may be systems on which it
>
--
[ Picked text/plain from multipart/alternative ]
um i think they just want their computer to shut down after it compiles a level so it
doesn't stay on all night, dude. Is it really that offensive an idea? ;) I'm fairly
sure that the user in this case is not going to put this program on a
mass
for once botman, you arn´t rigth.
The only network controll you have to bulid is the one between the server,
but the part about loseing voice is true if the servers are deadicated. So
if a monster or a player moves this happens:
entity id and now pos -> the "client" server -> the "client" server
Commando wrote:
> This should work on all systems;
No It SHOULDNT work on ANY system. There may be systems on which it
DOES, but that is a Bad Thing.
> // Shut down the system and force all applications to close.
> ExitWindowsEx(EWX_POWEROFF, 0);
Applications sould NEVER shut down the system it
> So where is the bugs that i have forgotten?
In the engine.
Since the network stream between client and server is encrypted (with an
embedded sequence number), you can't just redirect network packets from one
server to another server. The engine itself handles the network
connecting/disconnec
Does the internal HL engine SUPPORT 64 players..?
Lord Booga
Coder/Modeller/Semi-Mapper for the Neo Pokémod
http://pokemod.fragoff.net
- Original Message -
From: "Oskar Lindgren" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, April 16, 2002 2:20 AM
Subject: [hlcoders] 64 play
Hi,
I know that many people says that 64 players servers are impossible... but
it can be done simple with winsock. The only problem can be that 56k players
will be very laggy. Why? Because if you are 32 players the sever it/you send
~7kb/s and that would be ~14kb/s if you are playing with 64 play
> Is there any information about PlayerCustomization??
See the engine\custom.h file.
Here's the comments from the client.cpp file in the SDK...
/*
PlayerCustomization
A new player customization has been registered on the server
UNDONE: This only sets the # of frames of the sp
Is there any information about PlayerCustomization??
[CODE]
void PlayerCustomization( edict_t *pEntity, customization_t *pCust )
{
if (!pCust)
{
RETURN_META(MRES_IGNORED);
}
ALERT(at_logged, "PlayerCustomization %s\n",pCust->resource.szFileName);
The player model changes fine Ken and there are 4 subskins. The view weapon
model also has 4 subskins but it won't change i set the player skin and
from what you say it should also change the view model but it doesn't
and this is from a fresh sdk install.
I used a fresh sdk straight off t
thx :)
- Original Message -
From: Commando
To: [EMAIL PROTECTED]
Sent: Monday, April 15, 2002 12:13 AM
Subject: Re: [hlcoders] little app
Sorry, I cut and pasted that out of some code in my personal shared
library, but missed one line. The declaration of hToken is;
HANDLE hToken;
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