Re: [hlcoders] OT: what do langauge microsoft use for their apps?

2002-03-07 Thread Daniel Koppes
Maybe they wrote them in Delphi --- Florian Zschocke [EMAIL PROTECTED] wrote: Simon Rose wrote: It always did my noodle that something could compile itself, if you see what I mean. Cool though. It's called bootstrapping and every compiler does it. You have to start at

Re: [hlcoders] HLTV overviews

2002-03-14 Thread Daniel Koppes
--- David Flor [EMAIL PROTECTED] wrote: For the life of me I can't find the document that describes how to create the 2D overview images for HLTV. Somebody out there have it handy? Thanks! As i recall... you put NOCLIP on, fly _above_ the level look down, and set a special CVAR that

Re: [hlcoders] HLTV overviews

2002-03-14 Thread Daniel Koppes
Or, for the lazy among us: http://www.basicbee.com/booga/files/HLTV.doc --- Daniel Koppes [EMAIL PROTECTED] wrote: --- David Flor [EMAIL PROTECTED] wrote: For the life of me I can't find the document that describes how to create the 2D overview images for HLTV. Somebody out

Re: [hlcoders] VALVe: Bug in the game filter screen

2002-05-10 Thread Daniel Koppes
Mine does that occasionally - the filters clear themselves or set themselves back to the previous filter... Exiting the Multiplayer menu (back to inital HL menu) usually stops it from happening until you quit and restart HL. Oh - and if an OS issue, i doubt its XP, it happens on 2K (my OS)

Re: [hlcoders] modifying usercmd_s

2002-05-13 Thread Daniel Koppes
Um. Did you ever think to just TRY it? Would be a better answer than you'd get from here :) - Original Message - From: Jeff Fearn [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, May 13, 2002 6:32 PM Subject: [hlcoders] modifying usercmd_s I was wondering if it would be

Re: [hlcoders] No TriAPI fog in D3D?!

2002-05-14 Thread Daniel Koppes
Maybe he means Device Context? (i think thats what its called)... - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, May 15, 2002 5:23 AM Subject: Re: [hlcoders] No TriAPI fog in D3D?! DC? You mean DX? - Original Message

Re: [hlcoders] Quiet List

2002-05-28 Thread Daniel Koppes
I've gotten about 15 mails in the last 2 weeks. I guess it wasn't just me then :) - Original Message - From: Nathan Taylor [EMAIL PROTECTED] To: HLCoders [EMAIL PROTECTED] Sent: Tuesday, May 28, 2002 8:24 PM Subject: [hlcoders] Quiet List -- [ Picked text/plain from

Re: [hlcoders] sending info to web sites

2002-06-08 Thread Daniel Koppes
check the documents that comes with the HL SDK, there is one detailing how to request player info and server info from the HL server. (its called server_protocol.txt or something) http://coding.valve-erc.com has a tutorial for this using PHP. - Original Message - From: Rob z [EMAIL

Re: [hlcoders] sending info to web sites

2002-06-08 Thread Daniel Koppes
Probably not. - Original Message - From: Rob z [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, June 09, 2002 5:00 PM Subject: Re: [hlcoders] sending info to web sites ok i got that all working after spending all night finding a freeweb host that suports php but I really beed to

Re: [hlcoders] Zone Entities

2002-06-16 Thread Daniel Koppes
Well... does a player trigger the Touch() function every frame as long as he is inside the entity? You could clear the flag in the players PreThink() function, and set it in the Touch() function. Thusly, if they leave, the flag is no longer updated and is cleared. Or something like that.

Re: [hlcoders] Out of SFX_T - hmm...

2002-06-20 Thread Daniel Koppes
... and now i'm worried about the SFX_T in the Pokemod... we'll be needing a metric f*ckton of sounds we need more than 200 or so models as it is. - Original Message - From: Sniper [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, June 21, 2002 3:25 AM Subject: Re: [hlcoders]

Re: [hlcoders] Fwd: Half-life fake players bug

2002-06-24 Thread Daniel Koppes
Or if they're doing it to your LAN server just go and yank their power cable/network cable (whichever is more fun :D) - Original Message - From: DeNiro [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, June 24, 2002 8:56 AM Subject: Re: [hlcoders] Fwd: Half-life fake players bug

Re: [hlcoders] 1.1.0.0 SDK Question

2002-06-27 Thread Daniel Koppes
Uh. I imagine if he wanted to know the relevance in the cosmic sense of time he would have asked some nutcase philosphy mailing list. Instead he asked a nutcase HL coding list. - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, June 28, 2002 3:24

RE: [hlcoders] Mac VS PC

2002-10-10 Thread Daniel Koppes
I'll stick with PC + Windows 2000... its pretty much 100% stable *hides from the Linux fanboys* For sure, lol. I love Mac design !!! I dream of a mix-computer mac hardware + x86 software On 10 Oct 2002 at 23:46, Daniel Koppes wrote: Um. Please tell me you're kidding. Please

[hlcoders] Lots 'o precaching.

2002-10-12 Thread Daniel Koppes
I have a rather big problem. I need some way to precache ~200 models but I cannot think of anyway to do this. I can't guarantee that any of them won't be in a level, but loading all of them would be a terrible waste of memory (even 500k per model thats 100mb of ram gone). All attempts I

Re: [hlcoders] Mac VS PC

2002-10-11 Thread Daniel Koppes
of a mix-computer mac hardware + x86 software On 10 Oct 2002 at 23:46, Daniel Koppes wrote: Um. Please tell me you're kidding. Please Okso it's a fruit ^^ I often eat apple-pies, can I eat PC-pies too ? On 10 Oct 2002 at 22:31, Philip (Fiber) wrote: Uh oh

Re: [hlcoders] Lots 'o precaching.

2002-10-12 Thread Daniel Koppes
At 12:24 12/10/2002 -0700, you wrote: Have you considered consolidating some of them into bodygroups and skins for a smaller number of models instead of the exorbitant 200 you mentioned? Not unless body groups can be completely different models (ie hitboxes, skins, bones, animation,

Re: [hlcoders] Lots 'o precaching.

2002-10-12 Thread Daniel Koppes
Or Be Killed http://www.llamanade.net/kobk/ - Original Message - From: Daniel Koppes [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, October 12, 2002 11:08 PM Subject: Re: [hlcoders] Lots 'o precaching. At 12:24 12/10/2002 -0700, you wrote: Have you considered consolidating

Re: [hlcoders] Lots 'o precaching.

2002-10-13 Thread Daniel Koppes
and alot of their fans are gonna upgrade for it :) - Original Message - From: Daniel Koppes [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, October 12, 2002 11:26 PM Subject: Re: [hlcoders] Lots 'o precaching. Yea, thanks :/ I'd love to move engines (mmm... Serious Sam 2 engine

Re: [hlcoders] detecting mapchange client-side

2002-11-12 Thread Daniel Koppes
-- [ Picked text/plain from multipart/alternative ] Have the server update the client as it joins the game with the status of the rain (or whatever) and keep track of it in the server instead... At 21:10 12/11/2002 +0100, you wrote: Hi, I've a problem since several months (but I didn't tried to

Re: [hlcoders] FGD's and coding

2002-11-24 Thread Daniel Koppes
-- [ Picked text/plain from multipart/alternative ] Ah, I think he knows that, but wants to now add his new entities into maps with an FGD... At 12:40 24/11/2002 +0200, you wrote: Hello Paul, Editing FGD file isn't coding. To create your own new entiity you must edit source code. Recommend you

Re: [hlcoders] woo

2002-11-28 Thread Daniel Koppes
-- [ Picked text/plain from multipart/alternative ] I get mine like that, in any old random order, questions and replies all mooshed together :( (Eudora 5.something) At 08:29 28/11/2002 +, you wrote: -- [ Converted text/html to text/plain ] My one works ok. =Ok, so I'm not insane.. someone

Re: [hlcoders] woo

2002-11-28 Thread Daniel Koppes
-- [ Picked text/plain from multipart/alternative ] By Date. Or whatever the 'Date' column in Eudora means. At 15:19 28/11/2002 +0100, you wrote: Daniel Koppes wrote: I get mine like that, in any old random order, questions and replies all mooshed together :( What is your sort order? Florian

Re: [hlcoders] woo

2002-11-29 Thread Daniel Koppes
. At 07:27 29/11/2002 +0100, you wrote: Daniel Koppes wrote: -- [ Picked text/plain from multipart/alternative ] By Date. Or whatever the 'Date' column in Eudora means. Either Eudora dows not use the date the email was send but received or you are referring to posts from people who have

Re: [hlcoders] woo

2002-11-29 Thread Daniel Koppes
-- [ Picked text/plain from multipart/alternative ] Apparently I am. Can't find the setting to change it either :( At 05:17 30/11/2002, you wrote: Daniel Koppes wrote: -- [ Picked text/plain from multipart/alternative ] Eh. I thought it was sending plain text emails. Judging from your

Re: [hlcoders] GameTime-Format?

2002-12-01 Thread Daniel Koppes
-- [ Picked text/plain from multipart/alternative ] I do believe the time is in seconds (buggered if i know why they used a float32 for that). So just do h = time / 3600 time = time - (h * 3600) m = time / 60 time = time - (m * 60) s = time At 07:27 2/12/2002, you wrote: when sending

Re: [hlcoders] GameTime-Format?

2002-12-02 Thread Daniel Koppes
-- [ Picked text/plain from multipart/alternative ] You're right... The scary thing is, i wrote code to parse and handle this data :P At 03:30 3/12/2002, you wrote: I do believe the time is in seconds (buggered if i know why they used a float32 for that). So just do h = time / 3600

Re: [hlcoders] Re: External Access

2002-12-18 Thread Daniel Koppes
-- [ Picked text/plain from multipart/alternative ] Easy - theres documentation included with the HL SDK that tells you how to talk to servers (and you can get the map, players, mod etc) and the master server... At 22:37 18/12/2002, you wrote: I'm trying to make a program that'll get the name of

Re: [hlcoders] Building mdlviewer

2002-12-30 Thread Daniel Koppes
I thought those were standard libraries in MSVC... Otherwise try ww.opengl.org? At 23:10 30/12/2002, you wrote: I am trying to build util/mdlviewer from the SDK. The source references the following header files: #include gl/gl.h #include gl/glu.h #include gl/glut.h These files do not exist

RE: [hlcoders] Building mdlviewer

2002-12-30 Thread Daniel Koppes
is part of MSVC, that at least gives me a direction to go. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Daniel Koppes Sent: Monday, December 30, 2002 5:19 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Building mdlviewer I thought those were

Re: [hlcoders] Adding new attributes

2003-01-04 Thread Daniel Koppes
You cannot add new things to entvars_t (pev), because it is shared between the DLL and the engine, and i think the network code expects it to be a set size... I'm surprised its not crashing. Just add it to CBasePlayer and send it in each client update instead (make sure you update your

Re: [hlcoders] need help on CBaseMonster

2003-01-05 Thread Daniel Koppes
http://collective.valve-erc.com/index.php?go=ai_tasks_schedules That too. At 22:19 5/01/2003, you wrote: Vyacheslav Djura wrote: S You should really use tasks and schedules to do something like this. I've never worked with that :( Can you give me please link to some good tutorial?

[hlcoders] Weird error message

2003-01-29 Thread Daniel Koppes
Whilst testing my mod, I got this rather odd message, which was also a Fatal Error, and crashed the server Host_Error: PF_MessageEnd_I: Refusing to send user message ShowMenu of 194 bytes to client, user message size limit is 192 bytes The menu is sent with 'ShowMenu' it referred to was also

Re: [hlcoders] Weird error message

2003-01-29 Thread Daniel Koppes
Ah crap, I got mixed up there, ignore the ' I am wondering where HL got the extra 30 bytes or so' bit please :) At 07:26 30/01/2003, you wrote: Whilst testing my mod, I got this rather odd message, which was also a Fatal Error, and crashed the server Host_Error: PF_MessageEnd_I: Refusing

Re: [hlcoders] Weird error message

2003-01-30 Thread Daniel Koppes
Yea thanks Florian... and you too botman. At 07:57 30/01/2003, you wrote: Daniel Koppes wrote: This is using MESSAGE_BEGIN() and MESSAGE_END() with gmsgShowMenu Is there anyway I can up the 192 limit? Or is it an engine limit? You can split it into two messages and send them in a row

Re: [hlcoders] Yet another svc_bad error message... this one is weird

2003-03-09 Thread Daniel Koppes
This was an idea I had a while ago - Valve could up the HL engine to latest tech, bump mapping, pixel shaders, higher poly limits etc, then release the upgrade as a retail product (testing for Steam perhaps?), but have it compatible with current HL (so netcode remains same etc), thus they would

[hlcoders] VHE Angles - pev-angles

2003-04-02 Thread Daniel Koppes
Quick question, the 'angles' field (either SmartEdit or manually entered) in Hammer/WC, is this copied directly into the pev-angles field in entities? I can't check it myself since I think the engine does it. Cheers Lord Booga -- Programmer and Modeller for http://pokemod.fragoff.net/The

Re: [hlcoders] SDK line crashing linux servers

2003-06-08 Thread Daniel Koppes
I'd say the most likely explanation is indeed shimms' and hofer's conjecture, i.e., that it has not been initialized. There is no serious compiler that will not follow the left-to-right rule, that's a fairly integral part of the C++ specification, which is used a lot (it's used throughout the HL

Re: [hlcoders] black screen when I start a server with my mod.

2003-06-22 Thread Daniel Koppes
Try pressing escape (after it's done loading) then click 'Resume Game' Happens with other mods too. At 20:03 22/06/2003, you wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I just recently got a new computer and reinstalled half-life. I

Re: [hlcoders] pfnPEntityOfEntIndex( 1 )

2003-06-27 Thread Daniel Koppes
I think 1 is the world. (worldspawn) At 22:24 27/06/2003, you wrote: I've seen this in CTriggerCamera::Use. Which entity does it refer to? I originally thought that it was the player, but this: if ( !pActivator || !pActivator-IsPlayer() ) seems to rule that out. Which entity is it pointing at?

Re: [hlcoders] Class C LAN error crap on an internet game

2003-07-19 Thread Daniel Koppes
I don't have a solution, but one thing I thought I'd mention that the HL GUI is really bad at reporting errors. I've seen it complain about out of date executeable when it couldn't contact the WON server, and complaining that you can't connect from Class C address when the problem was corrupt bsp

Re: [hlcoders] (no subject)

2003-08-02 Thread Daniel Koppes
I've found Delphi just as compentant as C++ Normal Pascal is no worse than C really. At 04:20 12/07/03, you wrote: Well but that is as nonsense as writing the SDK, and thus the whole engine, in a very limited lang like Pascal, since Delphi as pretty much a OO'ed Pascal... DeaD_PixeL -

Re: [hlcoders] (no subject)

2003-08-02 Thread Daniel Koppes
), but Delphi is still good :) At 04:33 03/08/03, you wrote: Hallo, Saturday, August 2, 2003, 18:27, Daniel Koppes [EMAIL PROTECTED] wrote: I've found Delphi just as compentant as C++ Normal Pascal is no worse than C really. Then you might want to read this one: http://www.lysator.liu.se/c/bwk

Re[2]: [hlcoders] (no subject)

2003-08-14 Thread Daniel Koppes
I suppose speedwise they're pretty much equal... the main things would be compatibility (i.e libraries), and extendability (i.e would the game be moddable, and if so, would it be in Pascal, C++, or some kind of scripting language), and of course which one you prefer / are best at :) There are

Re: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder

2003-08-15 Thread Daniel Koppes
True... but PHP can run on IIS too :) At 17:46 16/08/03, you wrote: ASP only runs on Micro$haft IIS -- the most remotely hacked web server on earth. Flexible in terms of the number of ways you can be 0wn3ed, maybe. At 09:18 PM 8/15/2003 -0400, you wrote: You are obviously biased. ;) With 14

Re: [hlcoders] player pitch

2003-09-01 Thread Daniel Koppes
pev-fixangle = 1; pev-angles = someCrazyAngleVector; At 09:20 01/09/03, you wrote: Hi, Is it possible to vary the player models pitch (pev-angles.x) (for aligning to slope, say). Reason I ask is everytime I try and change it, it's back to '-10' by the time it gets to the next frame and I can't

RE: Re[2]: [hlcoders] sobig @ valve

2003-09-10 Thread Daniel Koppes
Odd. I haven't gotten a single one from anyone. Although I think my ISP filters virii At 15:02 10/09/03, you wrote: And what does the rest of your email have to do with sobig? As the webmaster for my mod, I get so much sobig crap that I would probably be screwed if I didn't have broadband... I

Re: [hlcoders] Steam and pak files

2003-09-13 Thread Daniel Koppes
It should offer to convert your old install. It did for me. At 05:28 14/09/03, you wrote: I'm on day 2 of trying to convert my linux server to Steam. I have been plagued with numerous freeze-ups and connection reset errors as many of you probably have experienced. There has to be a better way.

Re: [hlcoders] To Valve: Suggestion for the new steam console

2003-09-26 Thread Daniel Koppes
Try the 'maps' command eg 'maps cs_m' for all maps beginning in cs_m, or 'maps *' for all maps At 01:22 26/09/03, you wrote: So can we all agree then need to change the auto-text convention in the console so its less annoying? We have a suggestion (has usual) map TAB the engine will provide

Re: [hlcoders] Install path reg key

2003-09-27 Thread Daniel Koppes
HKEY_CURRENT_USER\Software\Valve\Steam\ModInstallPath Thats where it's at. At 00:54 28/09/2003, you wrote: The news about the Steam update says: # Added install path registry key so that MODs know where to install Are we going to be informed about that extra key or do we have to find it

Re: [hlcoders] Install path reg key

2003-09-28 Thread Daniel Koppes
Do you actually have HL installed via Steam? I assume Steam allows multiple Steam accounts on one machine. At 20:03 28/09/2003, you wrote: Daniel Koppes wrote: HKEY_CURRENT_USER\Software\Valve\Steam\ModInstallPath Okay, the value for that key in my registry is: j:[EMAIL PROTECTED] Hmmm, I

RE: [hlcoders] Problem testing HLDS Linux (yes it's mod coding re lated)

2003-09-28 Thread Daniel Koppes
Does that include 127.0.0.1 ? At 11:37 29/09/2003, you wrote: Right now if you host a server behind a NAT device and you connect with a client from behind the SAME NAT device you MUST connect via its internal IP. We will be making it possible to connect to either IPs in the near future. - Alfred

Re: [hlcoders] Steam SDK?

2003-09-29 Thread Daniel Koppes
He doesn't mean steam, he means the Steam SDK - So we can build new things that work in/with Steam. At 17:24 29/09/2003, you wrote: uh, yeah... steam is already out its been out for a while.. but there is two versions.. the first version is just steam and steam only.. which is not more than

Re: [hlcoders] Re: Re: RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?

2003-10-05 Thread Daniel Koppes
'Use' not 'Distribute' At 23:12 5/10/2003, you wrote: But maybe I can isolate hl content at one zip, and quake1 content other zip: zip1: - engine - gameprogsdat - extramdls - extrasounds zip2: - counter-strike maps - wads auto installer (download zip1 and zip2 and install) Or this is gray

Re: [hlcoders] Re: Re: Re: RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?

2003-10-05 Thread Daniel Koppes
Possibly not illegal to distribute (unless it is with the expicit purpose of using them with your q1 cs clone), but illegal to use them with ANYTHING that isn't HL (so you can probably use CS textures in Op4 for example). At 23:36 5/10/2003, you wrote: Hello Daniel, Soo.. its illegal or gray area

Re: [hlcoders] Firewall blocked UDP packet from Valve Software Machine

2003-10-06 Thread Daniel Koppes
I've been noticing a few UDP packets from 'friendsX' (X being a 1 digit number), all coming from friendsX.valvesoftware.com Ports 1614, 27001, 1387, 1199 , 1369, 1048, 1248 were all hit (probably random). All from port 1200 as well. At 18:58 6/10/2003, you wrote: [cc'd to HLCODERS list]

RE: [hlcoders] Firewall blocked UDP packet from Valve Software Machine

2003-10-06 Thread Daniel Koppes
alive or something :/ Regards, -- Bulk Site Manager http://www.thewavelength.net -Original Message- From: Daniel Koppes [mailto:[EMAIL PROTECTED] Sent: 06 October 2003 07:21 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Firewall blocked UDP packet from Valve Software Machine I've been

RE: [hlcoders] kb_act.lst changed?

2003-10-16 Thread Daniel Koppes
Apparently blank is more blank than leaving it blank :P At 20:29 16/10/2003, you wrote: I found and fixed this in AHL. In my keyboard list when I was putting a space I was doing this * WEAPON USAGE * Steam doesn't

Re: [hlcoders] HL1 / HL 2 / Steam suggestion.

2003-10-29 Thread Daniel Koppes
Valve doesn't host any of the content servers. neither do they own them, or run them. At 09:00 30/10/2003, you wrote: 2. Valve is in the game development business, not the Internet file storage business. Pre-Steam, I would believe it. As far as the user is concerned, they are waiting 15

RE: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

2003-11-11 Thread Daniel Koppes
What on earth do these new functions do? Tutorial Messages? Are these for CS:CZ? At 16:40 11/11/2003, you wrote: This change is not needed for mods, I didn't want to confuse people with what was required. It will be okay to add this to your mod however as long as you release it after our

Re: [hlcoders] pvPrivateData Question

2003-11-14 Thread Daniel Koppes
Never worked with Metamod before, but I assume you can listen for, and catch, the gmsgxx variables when they're registered by the engine find the one that looks right (gmsgMoney or something like that). At 17:15 14/11/2003, you wrote: Thank you _very_ much, botman, after very many runs I

Re: [hlcoders] Bayonet Kill Sprite Logging

2003-12-19 Thread Daniel Koppes
Look at the type of damage perhaps (DMG_CRUSH etc). At 18:59 20/12/2003, you wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Firearms has a bayonet attached to the AK47 as some of you might know. I'm trying to get the correct kill sprite to

Re: [hlcoders] Tei Suggestions Attacks!

2003-12-27 Thread Daniel Koppes
I think if you could use DirectInput, I see no reason why two mice/keyboards couldn't be used... At 10:49 28/12/2003, you wrote: Tony omega Sergi wrote: - Split Screen Support. * Ability to split the screen 2 and 4 * Ability to attach a viewport to a entity * Support to attach a input

Re: [hlcoders] Adding a new skill level and Steam

2004-01-05 Thread Daniel Koppes
The Pokemod has a scripting engine (sort of... at the moment you have to write it in a language that looks disturbingly similar to ASM), but it's not hooked into Half-Life in any way (it has been, to test that it works)... At 10:33 6/01/2004, you wrote: Something like Natural-Selection's

Re: [hlcoders] not a HL coding question

2004-01-07 Thread Daniel Koppes
Keep pointers to all the images when you load them in, then use OpenGL to render the materials preview window, using these textures :) At 22:41 7/01/2004, you wrote: Hello coders! :), I can't find answer on this question anywhere, so I thought that someone of you might help :) Do you know how can

Re: [hlcoders] SDK

2004-01-09 Thread Daniel Koppes
Fill out an application form. It'll be mailed to you the same time Duke Nukem Forever comes out. At 23:40 9/01/2004, you wrote: How do I get on the SDK list? -- Jeff Codiac Fearn - Lead Coder, Web Master, Server Administrator for

Re: [hlcoders] [Fwd: [quark] Off Topic : i found an LEGAL Half-Life 2 model importer for 3ds max r6 !!]

2004-01-17 Thread Daniel Koppes
Exactly, there is NO legal way he could have created this - short of guessing, and that isn't exactly possible without a few thousand people on the case... At 00:28 18/01/2004, you wrote: Hi, I normally try to stay out of these flame wars, but having done a Law degree and having people rip off

Re: SV: [this is spam] Re: [hlcoders] ^_^ meay-meay!

2004-03-22 Thread Daniel Koppes
Yeah, just tap that out in morse code on the lock, should work. At 06:35 23/03/2004, you wrote: the password was in the email. -omega -- Blackened Interactive - http://www.blackened-interactive.com FLF:Defiance - http://www.frontline2.com Wavelength - http://www.thewavelength.net Jonny

Re: [hlcoders] server protocol

2004-05-02 Thread Daniel Koppes
They're not a string, they're the actual binary data. something like clientCount = (byte)szRecieveBuffer; I'm assuming szRecieveBuffer is a char *, given the name... At 12:07 3/05/2004, you wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ]

RE: [hlcoders] Weird missing dll error

2004-06-07 Thread Daniel Koppes
Have a look at the call stack..? At 07:39 8/06/2004, you wrote: Well I managed to eliminate that dll problem somehow. I think it was related to other errors in my code. You can never do enough testing, this is something I learned this week. Anyway, I think I got all the bugs out of my code expect

RE: [hlcoders] Clipnode collision detection

2004-06-07 Thread Daniel Koppes
Who says he's doing it in a Half-Life mod. At 13:29 8/06/2004, you wrote: Why not use a camera entity? I think mod coders try to do too much on code. I would like to see a mode where game play could be coded in the map entities so to speak. -Original Message- From: [EMAIL PROTECTED]

Re: [hlcoders] Mod Idea.

2004-07-22 Thread Daniel Koppes
I can't help but shake the feeling that we're all just killing time with random things until Half-Life 2 the SDK comes out At 02:55 23/07/2004, you wrote: Dragons of Pern: You fly with your dragoon trough valleys of death rescueing villagers from the invasion of ogrosk a dangeroush

Re: [hlcoders] Re: Parsing Player Information

2004-10-13 Thread Daniel Koppes
They're a float I think. You want to convert the actual 4 bytes into a float and use that. At 23:36 13/10/2004, you wrote: I already had the documentation; that is not what I was looking for. As I understand, the last four bytes of each player information set is the time connected to the game. Do