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
--- 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
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
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)
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
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
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
--
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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
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
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.
... 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]
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
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
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
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
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
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,
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
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
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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
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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
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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:
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My one works ok.
=Ok, so I'm not insane.. someone
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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
.
At 07:27 29/11/2002 +0100, you wrote:
Daniel Koppes wrote:
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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
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Apparently I am.
Can't find the setting to change it either :(
At 05:17 30/11/2002, you wrote:
Daniel Koppes wrote:
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Eh. I thought it was sending plain text emails.
Judging from your
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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
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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
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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
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
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
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
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?
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
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
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
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
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
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
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.
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I just recently got a new computer and reinstalled half-life. I
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?
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
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
-
), 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
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
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
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
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
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.
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
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
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
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
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
'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
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
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]
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
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
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
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
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
Look at the type of damage perhaps (DMG_CRUSH etc).
At 18:59 20/12/2003, you wrote:
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Firearms has a bayonet attached to the AK47 as some of you might know.
I'm trying to get the correct kill sprite to
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
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
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
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
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
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
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:
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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
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]
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
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
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