[hlcoders] QWERTY -> AZERTY

2002-04-15 Thread Cortex
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

[hlcoders] HLVIS (Warning, technical details and code)

2002-04-15 Thread Skyler York
[ Converted text/html to text/plain ] 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

[hlcoders] RE: Converting angles to screen pixels

2002-04-15 Thread Charlie Cleveland
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) //---

RE: [hlcoders] v_weaponmodels skin changing

2002-04-15 Thread Adrian Finol
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

RE: [hlcoders] v_weaponmodels skin changing

2002-04-15 Thread Ken Birdwell
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

RE: [hlcoders] v_weaponmodels skin changing

2002-04-15 Thread Ken Birdwell
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

Re: [hlcoders] little app

2002-04-15 Thread Da:Sourcerer
- 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

Re: [hlcoders] PlayerCustomization()

2002-04-15 Thread botman
> 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 __

Re: [hlcoders] PlayerCustomization()

2002-04-15 Thread Cortex
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

Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Tom
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... :-) -- [ Picked text/plain from multipart/alternative

Re: [hlcoders] PlayerCustomization()

2002-04-15 Thread botman
> 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

Re: [hlcoders] little app

2002-04-15 Thread Commando
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

Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Oskar 'Zoot' Lindgren
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:

Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Tim Holt
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread _Phantom_
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

Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Oskar 'Zoot' Lindgren
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

Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Tom
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... :-) -- [ Picked text/plain from multipart/alternative ] This sounds a lot like my

Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Tom
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

Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread _Phantom_
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

Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Tim Holt
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Oskar 'Zoot' Lindgren
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 -

RE: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Dynerman David M
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

Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Oskar 'Zoot' Lindgren
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

Re: [hlcoders] PlayerCustomization()

2002-04-15 Thread Cortex
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

Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Tim Holt
-- [ Picked text/plain from multipart/alternative ] /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...

Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Oskar 'Zoot' Lindgren
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

RE: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Dynerman David M
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

Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Tim Holt
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] little app

2002-04-15 Thread Cortex
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

Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Adam Saltsman
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread botman
> 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

Re: [hlcoders] little app

2002-04-15 Thread botman
> 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

Re: [hlcoders] little app

2002-04-15 Thread _Phantom_
- 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 >

Re: [hlcoders] little app

2002-04-15 Thread Adam Saltsman
-- [ 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

Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Oskar Lindgren
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

Re: [hlcoders] little app

2002-04-15 Thread Ralph Hartley
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

Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread botman
> 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

Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Lord Booga
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

[hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Oskar Lindgren
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

Re: [hlcoders] PlayerCustomization()

2002-04-15 Thread botman
> 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

[hlcoders] PlayerCustomization()

2002-04-15 Thread redguy :)
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);

Re: [hlcoders] v_weaponmodels skin changing

2002-04-15 Thread Christopher Long
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

Re: [hlcoders] little app

2002-04-15 Thread Cortex
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;