Re: [hlcoders] Spectator VGUI (Observer)

2002-05-01 Thread Varlock

http://web1.archive.org/web/20011123024534/http://hlpp.valveworld.com/tuts/s
pectator.htm

- Trevor

- Original Message -
From: "Josh Coyne" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, May 01, 2002 6:59 PM
Subject: [hlcoders] Spectator VGUI (Observer)


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey, Are there any guides on the web(or just general info here) about
setting up a chasecam similar to well... almost every round based
mod(CStrike,AHL,DoD,etc)

Our mod has Last Man Standing, and I have the basics worked out so we have
spectators and such; however im afraid our spectators dont have a good VGUI
hud yet( and an interface to the chasecam and such). If you guys have any
info on that, that would be duly appreciated

Regards,
Josh

--

___
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




[hlcoders] Keeping up with origins client side

2002-05-01 Thread Dynerman David M

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey guys,

Front Line Force has a teamicon feature, where your teammates have a
sprite above their heads ala Tribes 2.

Currently this is done via Temp Entities, and I'm trying to move it over
to using TriAPI.

With temp ents, the teamicons were FTENT_PLYRATTACHMENT which presumably
keeps them tight with the player's origin.

Obviously I can't use this flag with the TriAPI, so I have to manually
update the origins.

Problem is this method creates pretty jerky teamicons, whereas the
existing ones are completely smooth.

Any ideas for how I can make them not jerk around (presumably by keeping
the actual server origin tight on the client side? A similar flag to
FTENT_PLYRATTACHMENT but for triAPI?)

Thanks,

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




Re: [hlcoders] Spectator VGUI (Observer)

2002-05-01 Thread Cortex

I tried to add a button but it never appeared in the spectator VGUI menu :(

  - Cortex : mapper & coder www.hlalbator.fr.st

- Original Message -
From: "Josh Coyne" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, May 02, 2002 3:59 AM
Subject: [hlcoders] Spectator VGUI (Observer)


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey, Are there any guides on the web(or just general info here) about
setting up a chasecam similar to well... almost every round based
mod(CStrike,AHL,DoD,etc)

Our mod has Last Man Standing, and I have the basics worked out so we have
spectators and such; however im afraid our spectators dont have a good VGUI
hud yet( and an interface to the chasecam and such). If you guys have any
info on that, that would be duly appreciated

Regards,
Josh

--

___
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] HLTV 1109 quick fix

2002-05-01 Thread David Flor

While, I'm at it, I thought I'd ask... In the fix you specify:

#define SVC_DIRECTOR51 // messsage for director module in
proxy

...but in my version of HL I have another define...

#define SVC_SOUNDFADE   51

Are these conflicting messages?

Also, where are the "DRCAPI_..." values used? There's a reference to
"CallDirectorProc", but can't find it...

-Original Message-
From: David Flor [mailto:[EMAIL PROTECTED]]
Sent: Thursday, May 02, 2002 12:17 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] HLTV 1109 quick fix


In looking at this, I'm guessing that "DRC_EVENT" somehow maps to
"DRC_CMD_EVENT". Is there some way, through this or through some other
means, to send custom messages to all spectators? I'd like to be able to
do more than simply state two players and try to figure things out.

Also, I see that you now set the message size, which in your example is
9, but the client doesn't read the "priority" long. So if I wanted to
add more data to this message, do I add it at the end or before the
"priority"? Is there some other manner?

Anyway... At least it doesn't crash any more!

Tnx & Rgds...
David "Nighthawk" Flor - [EMAIL PROTECTED]
http://opera.redeemedsoft.com/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Martin
Webrant
Sent: Wednesday, May 01, 2002 8:32 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] HLTV 1109 quick fix


Thx Mugsy!

A few comments:
Need to add "char map[255]" to overviewInfo_s and save it off in
ParseOverviewFile. The sub commands of svc_director is missing in the
client - add them to hud_spectator.h.

Martin 'BulliT' Webrant
www.planethalflife.com/agmod


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Mugsy _
Sent: den 1 maj 2002 07:42
To: [EMAIL PROTECTED]
Subject: [hlcoders] HLTV 1109 quick fix


Hey all,

Had a chat with Martin Otten, and he sent me some info to get HLTV
working again in 1109, until they can release another SDK.

Check it out at http://www.captured.com/savage/hltv_1109_fix.html

I make all the usual disclaimers associated with tutorials. Let me know
if there are any big errors and I'll fix em.

Matt "Mugsy" Boone
Day of Defeat mod
www.dayofdefeatmod.com

_
Get your FREE download of MSN Explorer at
http://explorer.msn.com/intl.asp.

___
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/hlcoders




RE: [hlcoders] HLTV 1109 quick fix

2002-05-01 Thread David Flor

In looking at this, I'm guessing that "DRC_EVENT" somehow maps to
"DRC_CMD_EVENT". Is there some way, through this or through some other
means, to send custom messages to all spectators? I'd like to be able to
do more than simply state two players and try to figure things out.

Also, I see that you now set the message size, which in your example is
9, but the client doesn't read the "priority" long. So if I wanted to
add more data to this message, do I add it at the end or before the
"priority"? Is there some other manner?

Anyway... At least it doesn't crash any more!

Tnx & Rgds...
David "Nighthawk" Flor - [EMAIL PROTECTED]
http://opera.redeemedsoft.com/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Martin
Webrant
Sent: Wednesday, May 01, 2002 8:32 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] HLTV 1109 quick fix


Thx Mugsy!

A few comments:
Need to add "char map[255]" to overviewInfo_s and save it off in
ParseOverviewFile. The sub commands of svc_director is missing in the
client - add them to hud_spectator.h.

Martin 'BulliT' Webrant
www.planethalflife.com/agmod


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Mugsy _
Sent: den 1 maj 2002 07:42
To: [EMAIL PROTECTED]
Subject: [hlcoders] HLTV 1109 quick fix


Hey all,

Had a chat with Martin Otten, and he sent me some info to get HLTV
working again in 1109, until they can release another SDK.

Check it out at http://www.captured.com/savage/hltv_1109_fix.html

I make all the usual disclaimers associated with tutorials. Let me know
if there are any big errors and I'll fix em.

Matt "Mugsy" Boone
Day of Defeat mod
www.dayofdefeatmod.com

_
Get your FREE download of MSN Explorer at
http://explorer.msn.com/intl.asp.

___
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/hlcoders




[hlcoders] Spectator VGUI (Observer)

2002-05-01 Thread Josh Coyne

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey, Are there any guides on the web(or just general info here) about setting up a 
chasecam similar to well... almost every round based mod(CStrike,AHL,DoD,etc)

Our mod has Last Man Standing, and I have the basics worked out so we have spectators 
and such; however im afraid our spectators dont have a good VGUI hud yet( and an 
interface to the chasecam and such). If you guys have any info on that, that would be 
duly appreciated

Regards,
Josh

--

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




Re: [hlcoders] Hunted gameplay?

2002-05-01 Thread Josh Coyne

lol; i see

thanks for the tip, ill just paste the code here

It's a mere 199 lines, which while its very basic, should at least show you
the basics of this stuff... I do have some "debug" messages in there to show
when a round starts and ends
Again, i wrote this over yesterday and today, so it probably has som
underlying bugs; but the "logic" of LMS is here.

/***
*
* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software,
Inc.
* All Rights Reserved.
*
***/
//
// lastmanstanding_gamerules.cpp
//
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include"shake.h"
#include "player.h"
#include "weapons.h"
#include "gamerules.h"

#include "skill.h"
#include "game.h"
#include "items.h"
#include "voice_gamemgr.h"
#include"thewastes.h"

extern int gmsgScoreInfo;

extern void respawn(entvars_t *pev, BOOL fCopyCorpse);

CWastesLMS::CWastesLMS() : CHalfLifeMultiplay()
{
 m_bRoundInProgress = FALSE;
 m_flRestartTime= gpGlobals->time + 20; // start 20 seconds from now.
 m_flRoundDelay = 0;
}

int CWastesLMS::GetActivePlayers()
{
 int iRet = 0;
 for(int i = 0;i < gpGlobals->maxClients;i++)
 {
  CBasePlayer *pPlayer = (CBasePlayer*)UTIL_PlayerByIndex(i);
  if(pPlayer != NULL && pPlayer->m_bInGame)
   iRet++;
 }
 return iRet;
}

void CWastesLMS::Think()
{
 // Game Timer, check it
 if(m_flRestartTime  && gpGlobals->time >= (m_flRestartTime))
 {
  m_flRestartTime = 0;

  // Round in progress
  if(m_bRoundInProgress)
  {
   int iPlayersLeft = GetActivePlayers();

   // Should round be over?
   if(iPlayersLeft < 2)
   {
// Go through active players list, find the one left alive.
if(iPlayersLeft > 0)
{
 for(int i = 0;i < gpGlobals->maxClients;i++)
 {
  CBasePlayer *pPlayer = (CBasePlayer*)UTIL_PlayerByIndex(i);

  if(pPlayer != NULL && pPlayer->m_bInGame)
  {
   pPlayer->pev->frags   += pPlayer->m_iTempFrags;
   pPlayer->m_iTempFrags = 0;

   // update the scores
   MESSAGE_BEGIN( MSG_ALL, gmsgScoreInfo );
WRITE_BYTE( ENTINDEX(pPlayer->edict()) );
WRITE_SHORT( pPlayer->pev->frags );
WRITE_SHORT( pPlayer->m_iDeaths );
WRITE_SHORT( 0 );
WRITE_SHORT( GetTeamIndex( pPlayer->m_szTeamName ) + 1 );
   MESSAGE_END();

   break; // No more looping
  }
 }

 UTIL_SayTextAll("ROUND OVER, HERE IS YOUR MONEY
KTHX",UTIL_FindEntityByClassname(NULL,"player"));
}
else
 UTIL_SayTextAll("NO ONE ALIVE
WTS",UTIL_FindEntityByClassname(NULL,"observer"));

StartRound();
   }
  }
  // No one is playing D:
  else if(!m_bRoundInProgress)
  {
   // See if there are enough people
   if(GetActivePlayers() > 1)
   {
StartRound();
UTIL_SayTextAll("HERE IS THE
GAME",UTIL_FindEntityByClassname(NULL,"player"));
   }
   else
m_flRestartTime = gpGlobals->time + 20; // Check again in 20 seconds.
  }
  // Worse case scenario, check again in 5 seconds
  else
   m_flRestartTime = gpGlobals->time + 5;
 }

 CHalfLifeMultiplay::Think();
}

void CWastesLMS::ClientDisconnected(edict_t *pClient)
{
 CBasePlayer *pPlayer = (CBasePlayer*)CBasePlayer::Instance(pClient);
 if(pPlayer != NULL)
  pPlayer->m_bInGame = FALSE;

 // check in 5 seconds
 if(m_bRoundInProgress)
  m_flRestartTime = gpGlobals->time + 5;

 CHalfLifeMultiplay::ClientDisconnected(pClient);
}

BOOL CWastesLMS::ClientConnected( edict_t *pEntity, const char *pszName,
const char *pszAddress, char szRejectReason[ 128 ] )
{
 return
CHalfLifeMultiplay::ClientConnected(pEntity,pszName,pszAddress,szRejectReaso
n);
}

BOOL CWastesLMS::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity
*pAttacker )
{
 if(m_bRoundInProgress && gpGlobals->time >= m_flRoundDelay)
  return CHalfLifeMultiplay::FPlayerCanTakeDamage(pPlayer,pAttacker);
 return FALSE;
}

void CWastesLMS::PlayerSpawn(CBasePlayer *pPlayer)
{
 if(!ShouldSpectate())
 {
  pPlayer->m_bInGame = TRUE;
  CHalfLifeMultiplay::PlayerSpawn(pPlayer);
  SetSpectator(pPlayer,FALSE);
 }
 else
  SetSpectator(pPlayer,TRUE);
}

void CWastesLMS::PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller,
entvars_t *pInflictor)
{
 if(m_bRoundInProgress)
  pVictim->m_bInGame = FALSE;
 CHalfLifeMultiplay::PlayerKilled(pVictim,pKiller,pInflictor);

 // In 5 seconds see if there is anyone left.
 m_flRestartTime = gpGlobals->time + 5;
}

BOOL CWastesLMS::ShouldSpectate()
{
 if(m_bRoundInProgress)
  return TRUE;
 return FALSE;
}

void CWastesLMS::EndMultiplayerGame()
{
 CHalfLifeMultiplay::EndMultiplayerGame();
}

void CWastesLMS::StartRound()
{
 m_bRoundInProgress = FALSE;

 // Go through each player, let them respawn,
 // And start the round! :D
 for(int i = 0;i < gpGlobals->maxClients;i++)
 {
  CBasePlayer *pEnt = (CBasePlayer*)UTIL_PlayerByIndex(i);
  if(pEnt == NULL || !pEnt->IsPlayer())
   continue;

  pEnt->RemoveAllItems();
  respawn(pEnt->pev,FALSE);
 }

 m_flRoundDelay = gpG

Re: [hlcoders] Hunted gameplay?

2002-05-01 Thread Cortex

I think the major part of the stuff would take place in
CYourGameRules::PlayerKilled (), where you test if the killed player is the
HUNTED or not, and you do the corresponding action (reboot the round,
continue the round, etc..).

The rest of the stuff is the round-based match. There are tutorials on how
to do a round-based gameplay... I made one for my mod, so if you have
questions, feel free to ask me some explanations :)

  - Cortex : mapper & coder www.hlalbator.fr.st

- Original Message -
From: "Cale Dunlap" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, May 01, 2002 9:34 AM
Subject: [hlcoders] Hunted gameplay?


> I want to get a 'Hunted' gameplay type mode for my mod. I tried using a
> round based system thats heavily modified, but its just far too difficult
> for me to convert. Does anybody know of any tutorials or sites that could
> help with this? I just need two teams, one team being limited to one
person
> who is the 'hunted'. When that player dies, a new 'hunted' is chosen, and
> that old 'hunted' person, switches to the other team, the 'hunters' where
> the rest of the players in the server are held. Any ideas? Tutorials?
Sites?
> ANYTHING?! Thanx!
>
> -Mazor
>
> _
> Get your FREE download of MSN Explorer at
http://explorer.msn.com/intl.asp.
>
> ___
> 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] Hunted gameplay?

2002-05-01 Thread botman

> This should help.

Attachments are not allowed on this list (to help prevent viruses).

Jeffrey "botman" Broome

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




Re: [hlcoders] Hunted gameplay?

2002-05-01 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
And the mail server stripped it

- Original Message -
From: Josh Coyne
Sent: Wednesday, May 01, 2002 9:09 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Hunted gameplay?

This is a multi-part message in MIME format.
--
This should help.

Please note that Ive been working on it the past 2-3 days, so it still may
have a bug or two; however I comment my code so hopefully you can understand
most of it. :)
The bulk of the round timer code is in CWastesLMS::Think, with other various
member functions timing to it.

- Original Message -
From: "Cale Dunlap" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, May 01, 2002 3:34 AM
Subject: [hlcoders] Hunted gameplay?


> I want to get a 'Hunted' gameplay type mode for my mod. I tried using a
> round based system thats heavily modified, but its just far too difficult
> for me to convert. Does anybody know of any tutorials or sites that could
> help with this? I just need two teams, one team being limited to one
person
> who is the 'hunted'. When that player dies, a new 'hunted' is chosen, and
> that old 'hunted' person, switches to the other team, the 'hunters' where
> the rest of the players in the server are held. Any ideas? Tutorials?
Sites?
> ANYTHING?! Thanx!
>
> -Mazor
>
> _
> Get your FREE download of MSN Explorer at
http://explorer.msn.com/intl.asp.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
--
[ lastmanstanding_gamerules.cpp of type application/octet-stream deleted ]
--

___
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] Hunted gameplay?

2002-05-01 Thread Josh Coyne

This is a multi-part message in MIME format.
--
This should help.

Please note that Ive been working on it the past 2-3 days, so it still may
have a bug or two; however I comment my code so hopefully you can understand
most of it. :)
The bulk of the round timer code is in CWastesLMS::Think, with other various
member functions timing to it.

- Original Message -
From: "Cale Dunlap" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, May 01, 2002 3:34 AM
Subject: [hlcoders] Hunted gameplay?


> I want to get a 'Hunted' gameplay type mode for my mod. I tried using a
> round based system thats heavily modified, but its just far too difficult
> for me to convert. Does anybody know of any tutorials or sites that could
> help with this? I just need two teams, one team being limited to one
person
> who is the 'hunted'. When that player dies, a new 'hunted' is chosen, and
> that old 'hunted' person, switches to the other team, the 'hunters' where
> the rest of the players in the server are held. Any ideas? Tutorials?
Sites?
> ANYTHING?! Thanx!
>
> -Mazor
>
> _
> Get your FREE download of MSN Explorer at
http://explorer.msn.com/intl.asp.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
--
[ lastmanstanding_gamerules.cpp of type application/octet-stream deleted ]
--

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




RE: [hlcoders] HLTV 1109 quick fix

2002-05-01 Thread Martin Webrant

Thx Mugsy!

A few comments:
Need to add "char map[255]" to overviewInfo_s and save it off in
ParseOverviewFile.
The sub commands of svc_director is missing in the client - add them to
hud_spectator.h.

Martin 'BulliT' Webrant
www.planethalflife.com/agmod


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Mugsy _
Sent: den 1 maj 2002 07:42
To: [EMAIL PROTECTED]
Subject: [hlcoders] HLTV 1109 quick fix


Hey all,

Had a chat with Martin Otten, and he sent me some info to get HLTV
working again in 1109, until they can release another SDK.

Check it out at http://www.captured.com/savage/hltv_1109_fix.html

I make all the usual disclaimers associated with tutorials. Let me know
if there are any big errors and I'll fix em.

Matt "Mugsy" Boone
Day of Defeat mod
www.dayofdefeatmod.com

_
Get your FREE download of MSN Explorer at
http://explorer.msn.com/intl.asp.

___
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] Anti-cheat code in mods

2002-05-01 Thread botman

> Just an update, but some people now say that anti cheat has been turned "on"
> ?
>
> What does this mean?

It means that Valve is testing the anti-cheat software with some people...

http://list.valvesoftware.com/pipermail/hlds/2002-April/004601.html

http://list.valvesoftware.com/pipermail/hlds_linux/2002-April/005913.html

Jeffrey "botman" Broome

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




Re: [hlcoders] Anti-cheat code in mods

2002-05-01 Thread Tom

Just an update, but some people now say that anti cheat has been turned "on"
?

What does this mean?


- Original Message -
From: "James Mitchell" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 29, 2002 4:50 AM
Subject: RE: [hlcoders] Anti-cheat code in mods


> He didn't really say they where his, he just said he didn't want to say
> where he got them. So there is no point in getting all up tight about
> it.
>
> I think everyone knows about the clientbot board, and all tho's other
> places here after all we are coders so more then likely we've been
> around HL for quiet along time, so we know all the places to go to get
> stuff, and you would be able to find your way there.
>
> Posting information that you find at sites like that(not just links to
> new cheats), but information I doubt people would mind because its
> giving people information on what they are coming up against and not
> everyone at that site is a cheater there are admins, mod developers, all
> sorts of people. Its not your normal cheat site, that's what I like
> about it, there is limited discrimination, we have anti-cheat developers
> helping even, Most of the cheaters that go there for cheats often get
> banned, or find its no use because there is no links just to download
> some cheat there.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of Kuja
> Sent: Monday, 29 April 2002 8:19 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Anti-cheat code in mods
>
>
> I never said they were mine, I was offering proof of hacking...
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of Jonah Sherman
> Sent: Sunday, April 28, 2002 5:15 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Anti-cheat code in mods
>
>
> "dont ask how I got these"?
> You obviously arent very bright, and you still try to take credit for
> other's work.  I posted them on the clientbot forum before you posted
> them here(because they are mine)
>
> http://clientbot.counter-strike.ru/forum/showthread.php?s=&threadid=1227
> &per
> page=15&pagenumber=1
>
>
> >From: "Kuja" <[EMAIL PROTECTED]>
> >Reply-To: [EMAIL PROTECTED]
> >To: <[EMAIL PROTECTED]>
> >Subject: RE: [hlcoders] Anti-cheat code in mods
> >Date: Sun, 28 Apr 2002 14:20:12 -0400
> >MIME-Version: 1.0
> >Received: from [205.158.143.9] by hotmail.com (3.2) with ESMTP id
> >MHotMailBE958872006040043151CD9E8F0909B60; Sun, 28 Apr 2002 11:20:35
> >-0700
> >Received: from list.valvesoftware.com (localhost [127.0.0.1])by
> >list.valvesoftware.com (Postfix) with ESMTPid 995903152; Sun, 28 Apr
> 2002
> >10:24:09 -0700 (PDT)
> >Received: from ntmail.gamespy.com (mail1b.gamespy.com [207.38.1.98])by
> >list.valvesoftware.com (Postfix) with ESMTP id D84342F69for
> ><[EMAIL PROTECTED]>; Sun, 28 Apr 2002 10:23:47 -0700
> (PDT)
> >Received: from [68.49.48.59] by ntmail.contaminated.net (NTMail
> >7.00.0022/AX0191.00.1ce0e1da) with ESMTP id gnnhsiaa for
> >[EMAIL PROTECTED]; Sun, 28 Apr 2002 11:20:34 -0700
> >From [EMAIL PROTECTED] Sun, 28 Apr 2002 11:21:26
> -0700
> >Delivered-To: [EMAIL PROTECTED]
> >Message-ID: <[EMAIL PROTECTED]>
> >X-Priority: 3 (Normal)
> >X-MSMail-Priority: Normal
> >X-Mailer: Microsoft Outlook IMO, Build 9.0.2416 (9.0.2910.0)
> >X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2600.
> >In-Reply-To:
> ><[EMAIL PROTECTED]>
> >Importance: Normal
> >Sender: [EMAIL PROTECTED]
> >Errors-To: [EMAIL PROTECTED]
> >X-BeenThere: [EMAIL PROTECTED]
> >X-Mailman-Version: 2.0.8
> >Precedence: bulk
> >List-Help:
> 
> >List-Post: 
> >List-Subscribe:
> >, ers-
> [EMAIL PROTECTED]?subject=subscribe>
> >List-Id: Discussion of Half-Life Programming
> >
> >List-Unsubscribe:
> >, >ers-
> [EMAIL PROTECTED]?subject=unsubscribe>
> >List-Archive: 
> >X-Original-Date: Sun, 28 Apr 2002 14:20:12 -0400
> >
> >www.digitalpaintball.net/~noskill/noskill.rar
> >
> >Dont ask how I got these, but, well, more proof its been hacked.
> >
> >-Original Message-
> >From: [EMAIL PROTECTED]
> >[mailto:[EMAIL PROTECTED]]On Behalf Of Dynerman
> >David M
> >Sent: Sunday, April 28, 2002 2:08 PM
> >To: [EMAIL PROTECTED]
> >Subject: RE: [hlcoders] Anti-cheat code in mods
> >
> >
> >Perhaps, but I think that clamping down, hiding code, and hurting
> >development as a whole isn't the solution.
> >
> >You don't ban freedom of speech, even when the Neo-Nazi's hold a rally
> >in predominately Jewish Skokie, Illinois, or when the KKK marches
> >outside an African-American mayor's house.
> >
> >david
> >
> >-Original Message-
> >From: David Flor [mailto:[EMAIL PROTECTED]]
> >Sent: Sunday, April 28, 2002 12:05 PM
> >To: [EMAIL PROTECTED]
> >Subject: RE: [hlcoders] Anti-cheat 

Re: [hlcoders] Scope Sprites

2002-05-01 Thread Sebastian Steinlechner

> You can also check if the currententity is the viewmodel on the model
> rendering code and just return when it goes to draw it.

Ah, cool, I did not think of that. Speaking of the viewmodel, is there any
information on when it is actually drawn? I played around a bit with
rendercycles some time ago and ran into serious color-shifting troubles when
I drawed some triapi in the second rendercycle. World drawing was only
enabled for the first cycle. It seemed to pick up the viewmodel's colors.
So, is there any further information on rendercycles/viewports?

Thanks,

TheTinySteini

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




[hlcoders] Hunted gameplay?

2002-05-01 Thread Cale Dunlap

I want to get a 'Hunted' gameplay type mode for my mod. I tried using a
round based system thats heavily modified, but its just far too difficult
for me to convert. Does anybody know of any tutorials or sites that could
help with this? I just need two teams, one team being limited to one person
who is the 'hunted'. When that player dies, a new 'hunted' is chosen, and
that old 'hunted' person, switches to the other team, the 'hunters' where
the rest of the players in the server are held. Any ideas? Tutorials? Sites?
ANYTHING?! Thanx!

-Mazor

_
Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp.

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