Re: [hlcoders] [OT] question to valve, curious

2001-12-05 Thread Tim Holt
lol - more like bloopers reel. I have a feeling if they cut stuff, it's because it was not so great as compared to what they finally released. However a fake bloopers real would be funny. Barney dropping his gun, missed lines, shots of headcrab'ed scientists standing around between scenes

Re: [hlcoders] VALVe: GMAX?

2001-12-18 Thread Tim Holt
is primarily aimed at modellers, mapping is a possibility but that isn't what GMAX is for. I'm not a big modeller so I can't really answer the question, but I just thought I would clear this up. - Original Message - From: Tim Holt [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday

Re: [hlcoders] what a bloody n00b

2001-12-27 Thread Tim Holt
Gosh, I thought I'd gotten into SlashDot here for a sec... :^) Pat Magnan wrote: If you're Adobe, feel free to invoke the DMCA and call in the FBI, if you're anyone else, no, because copyright infringement is civil law isn't it?? ;) (little sarcasm there). I don't know honestly think

Re: [hlcoders] what a bloody n00b [THREAD CLOSED]

2001-12-28 Thread Tim Holt
[THREAD CLOSED] By the powers vested in me by my keyboard and nothing else, I hereby declare this thread closed. It's slashdot fodder. Andrew Foss wrote: You've still got to click it for them to get money, as it's VERY unlikey they have a display and pay system giving them cash. Actually,

Re: [hlcoders] FP charging PHL Monopoly

2001-12-30 Thread Tim Holt
Actually, there are several more. But I think they are grandfather claused in or nepotistic. I hadn't really heard of any of them before. Dynerman David M wrote: CS.net is an exception to the rule. ___ To unsubscribe, edit your list preferences,

Re: [hlcoders] What causes/caused the overflow error w/ATI cards

2001-12-31 Thread Tim Holt
would freak out when trying to use it. So valve had to go back and change some stuff to make it work. So the issue lies in the opengl.dll Wacko - Original Message - From: Tim Holt [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, December 28, 2001 10:57 AM Subject: [hlcoders] What

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-02 Thread Tim Holt
Actually this brings into mind something I'd been wondering about. The idea of semi obscured visibility. For example, suppose this is a flash gren you're doing. If there is a relatively dense { type brush in the way that represents shrubbery, should/could this block the visibility a bit?

Re: [hlcoders] ogc required to play??

2002-01-06 Thread Tim Holt
I think someone should just make a game that's meant to be hacked - and those that hack, do better. Think of it: where instead of a mod community for the game, you have hackers creating the latest hacks for it. If you can't beat 'em, join 'em? leming wrote: 3dsmax does have a hardware

Re: [hlcoders] ogc required to play??

2002-01-07 Thread Tim Holt
I feel like the whole thread of this conversation is going the wrong way. Ppl keep wanting to make more and more complex/technical solutions to this problem of cheating. Signatures, IDs, etc. etc. etc. It's very much like if someone breaks into your house - so you put bars on the window,

Re: [hlcoders] ogc required to play??

2002-01-07 Thread Tim Holt
The problem with any kind of membership required to play system is that you are not going to get cheaters on those sites in the first place. My bet is that cheaters want to hop onto public servers, be relatively anonymous, and kick some butt via cheating. I would love to see some stats on

Re: [hlcoders] ogc required to play??

2002-01-07 Thread Tim Holt
to keep violators out. It should be relatively simple to code, and hack-proof (unless they hack the server computer itself). You could even encrypt the WONID/password file. -Scott Tim Holt wrote: I feel like the whole thread of this conversation is going the wrong way. Ppl keep

Re: [hlcoders] (no subject)

2002-01-26 Thread Tim Holt
My doctor did that once. Was the craziest thing. I'd go to scratch my ear, and my ankle would twitch. Ken Birdwell wrote: Some versions of Max rename the bones without asking. Use $renamebone from to to make a unified list. See player_shared.qc for an example. -Original

Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-28 Thread Tim Holt
No can do. you're stuck with the 8000x8000x8000 (plus or minus) limit. HateFace wrote: I want to make a big map. I need to make WorldCraft's editing area bigger...how do I do this? JD ___ To unsubscribe, edit your list preferences, or

Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-28 Thread Tim Holt
- Original Message - From: Tim Holt [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, January 28, 2002 5:31 PM Subject: Re: [hlcoders] Making WorldCraft's editing area bigger? Well you might be able to make it bigger, but what do you do when you compile and your build tools say you've got

Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-29 Thread Tim Holt
The trade off I believe though is this: you need to shrink your textures down quite a bit so you're not a midget in giant pixel land. Suppose you made the character 1/2 size, and scaled all your textures 1/2 as well to keep things looking good. I imagine you'd put a heavier load on the

Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-30 Thread Tim Holt
Hmm. Must be Matt Boone's Day of Defeat? Mugsy _ wrote: Damn you Tim Holt! The one time I feel like posting and you steal my thunder! From: Mugsy _ [EMAIL PROTECTED] Reply-To: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Making WorldCraft's editing area bigger

Re: [hlcoders] GeForce 4 [Here we go with the OT again]

2002-02-06 Thread Tim Holt
And you people want to archive your own personal copies of the list :^) Nathan Taylor wrote: -- [ Picked text/plain from multipart/alternative ] nVidia announces the GeForce 4 today. www.nvidia.com Give it a little kiss, but don't get to close, it packs a punch. Lakario

Re: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-12 Thread Tim Holt
Hehe - you might like how this thread on the DoD forums has gone... http://forums.dayofdefeatmod.com/forums/showthread.php?s=threadid=18959perpage=15pagenumber=1 Tim Holt wrote: LOL - so maybe you can write a simple HL client for the phone? Then you can get in some games on the communte

Re: [hlcoders] Single Player modding.

2002-02-18 Thread Tim Holt
Well if you were going to try and pick up chicks, wouldn't you go to a bar where chicks hung out? :^) Nathan Taylor wrote: -- [ Picked text/plain from multipart/alternative ] I'm not going to bitch like the last time, but is it just me or should this not be a place for recruiting? I

Re: [hlcoders] Brainstorming: simulating entity behaviour in a laboratory environment

2002-02-18 Thread Tim Holt
an ancient device to help me keep track of what all the ents where called and how the entire idea flowed. This device is known as PAPER. That's right, i drew out my plans, so i could keep track of them. Maybe you should try it! -av Tim Holt wrote: Was recently working on a pretty complex

Re: [hlcoders] External communication

2002-02-20 Thread Tim Holt
Actually, one thought is that if the source got massively released, people who support systems such as metamod/adminmod could work in some better cheat stops. James Williams wrote: Not really, I've just been curious to see it myself because I'd really like to know how they made the launcher

Re: [hlcoders] Creating brush based ents in the code

2002-02-22 Thread Tim Holt
Interesting idea. I'd been wishing for the same kind of thing - basically to have brush based prefabs you could pull into a map much like a .mdl file. MUCH easier for mappers to build these (and reuse them) than .mdl files. Paul 'MoOg' Samways wrote: That's great info, thanks. Thankfully I

[hlcoders] Need some information on netvis performance and limits...

2002-03-02 Thread Tim Holt
Well, no answers yet to emails to Zoner, so what the heck - ask the list :^) I'm working on a connection broker system for netvis right now, and am trying to figure out what some limits are of netvis How many clients realistically can it manage? And what is it's effective compression

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

2002-03-07 Thread Tim Holt
Perl. Most definitely perl. _Phantom_ wrote: C# is too new to have been used for stuff like that... however I dare say M$ will start using C# for UI stuff and maybe for light tasks. - Original Message - From: Pat Magnan [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday,

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

2002-03-07 Thread Tim Holt
: Thursday, March 07, 2002 12:42 PM Subject: RE: [hlcoders] OT: what do langauge microsoft use for their apps? ocaml. Most definitely objective caml. david -Original Message- From: Tim Holt [mailto:[EMAIL PROTECTED]] Sent: Thursday, March 07, 2002 12:38 PM To: [EMAIL PROTECTED] Subject

[hlcoders] Build tool enhancement (semi OT)

2002-03-18 Thread Tim Holt
This is a map build too enhancement, so it's semi on/semi off topic, but none the less I thought it might be appropriate to post about it here. Here's a description of the tool (from it's homepage at http://countermap.counter-strike.net/Mapster/... It is a wrapper for netvis to allow

Re: [hlcoders] sick of hearing crap like this

2002-03-19 Thread Tim Holt
Read the http://list.valvesoftware.com/pipermail/hlcoders/2002-February/001645.html thread :^) Christopher Long wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] After gaming on servers i've been fortunate enough to put up with the crap of

Re: [hlcoders] RE: hlcoders -- confirmation of subscription -- re quest 393241

2002-04-03 Thread Tim Holt
-- [ Picked text/plain from multipart/alternative ] Give me fire shorts! Yacketta, Ronald wrote: Go! go! go! -Original Message- From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]] Sent: Wednesday, April 03, 2002 09:21 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] RE: hlcoders --

[hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Tim Holt
Originally posted April 1 but vanished. Reposted today... The DoD team has been working on this for some time, and I just wanted to announce here to you guys. We've managed to code up a client side server for HL - which decidedly blurs the distinction between client and server. Now, any

[hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Tim Holt
The DoD team has been working on this for some time, and I just wanted to announce here to you guys. We've managed to code up a client side server for HL - which decidedly blurs the distinction between client and server. Now, any client can be a server and any server a client. What this means

Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Tim Holt
Oh and by the way, the rumors about Kaazaa style spyware embedded in the clients is false. Drive light activity when not actually playing a game is probably just some screwed up microsoft thing. Tim Holt wrote: The DoD team has been working on this for some time, and I just wanted

Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Tim Holt
Atomic [EMAIL PROTECTED] wrote: Hum...it's interesting but... Each player becomes a server ... so each players must have a good connection. I'll think about this, it interests me ; On 3 Apr 2002 at 10:08, Tim Holt wrote: Oh and by the way, the rumors about Kaazaa style spyware embedded

[hlcoders] This list is good...

2002-04-11 Thread Tim Holt
Well I know it sounds dumb, but this list is good. It's a great conversation. It's probably survived my subscribe-to list longer than any news group or email list so far! And I admit that I have just been re-reading The Cluetrain Manifesto :^) http://www.cluetrain.com -- I think...I think

Re: [hlcoders] QOOLE

2002-04-12 Thread Tim Holt
I was an original Qoole purchaser back a few years - used it for Q1 TF mapping. I loved it EXCEPT for that exact error you mentioned. Drove me so crazy having to fix maps all the time. I chucked it and went standard. Kuja wrote: Even tho valve just released the new version of WC (valve

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, but the

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

2002-04-15 Thread Tim Holt
... / Zoot - Original Message - From: Tim Holt [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 15, 2002 6:25 PM Subject: Re: [hlcoders] 64 players servers are no problem... :-) -- [ Picked text/plain from multipart/alternative ] This sounds a lot like my april fools joke post

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

2002-04-15 Thread Tim Holt
to implement. It's almost like saying Hey we can make 64 player games by writing our own game Of course you can. david -Original Message- From: Tim Holt [mailto:[EMAIL PROTECTED]] Sent: Monday, April 15, 2002 10:26 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] 64 players servers

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

[hlcoders] Something I'd like to see some mod do...

2002-04-16 Thread Tim Holt
Put in a field where players can set their location. Could be just country (or region of country for larger countries), or even latitude/longitude. But probably just choose country from a list. Now, when you're on a server, show a map of the world, and show where the players are. I've always

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

2002-04-16 Thread Tim Holt
-- [ Picked text/plain from multipart/alternative ] Maybe if you incorporate mapster protocols in there too it will help? :^D http://countermap.counter-strike.net/Mapster Chris Blane wrote: Had a feeling I might start seeing this topic crop up on the list Zipster. :) Still no luck with that

Re: [hlcoders] Demo formatting

2002-04-19 Thread Tim Holt
Nice summary :^) Don't forget that when you do this, you've got no sound. I (gratuitous pimage) had to build a sound track for a DoD demo movie I did using Goldwave. You can watch this (gratuitously pimped) movie (using the DivX codec) at http://www.nacse.org/~holtt/maps/dod/bombrun3.avi

Re: [hlcoders] Demo formatting

2002-04-19 Thread Tim Holt
-- [ Picked text/plain from multipart/alternative ] Hmm interesting! botman wrote: Don't forget that when you do this, you've got no sound. I (gratuitous pimage) had to build a sound track for a DoD demo movie I did using Goldwave. You can watch this (gratuitously pimped) movie (using the

Re: [hlcoders] 1109 to contain any code we should know about?

2002-04-20 Thread Tim Holt
-- [ Picked text/plain from multipart/alternative ] What about Tracker? Philip (Fiber) wrote: There doesn't seem to a linux version of HL so I don't think that bringing steam across would help(sure, you could load up steam, but you wouldn't be able to play). -Original Message- From:

Re: [hlcoders] Updated SDK for 1109?

2002-04-22 Thread Tim Holt
-- [ Picked text/plain from multipart/alternative ] I'm waiting for 2.0.0.0 myself... Nathan Taylor wrote: You still have till 1.1.1.0 for that. Woah I like the sound of that ;) - Lakario This has been another thrillingly useless mail from the mind of Nathan, cheers. - Original Message

[hlcoders] Fun and games and amateur analysis of 1.1.0.9 update hardware surveyresults...

2002-04-24 Thread Tim Holt
-- [ Picked text/plain from multipart/alternative ] Dunno of you all like to read the hardware survey results from the 1.1.0.9 update, but I do. See http://valve.speakeasy.net/ Stuff I see that catches my eyes... * People with fast connections get the patch first (hence the huge skew

Re: [hlcoders] Fun and games and amateur analysis of 1.1.0.9 updatehardware survey results...

2002-04-24 Thread Tim Holt
PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Tim Holt Sent: Wednesday, April 24, 2002 3:07 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Fun and games and amateur analysis of 1.1.0.9 update hardware survey results... -- [ Picked text/plain from multipart/alternative ] Dunno of you all like

Re: [hlcoders] Fun and games and amateur analysis of 1.1.0.9 updatehardware survey results...

2002-04-24 Thread Tim Holt
be telling. Persuter gettin his two bits in... :) --- Kuja [EMAIL PROTECTED] wrote: I was the first one to submit that survey :D -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Tim Holt Sent: Wednesday, April 24, 2002 4:07 PM To: [EMAIL PROTECTED] Subject

Re: [hlcoders] Wicked3d and Sprites

2002-04-26 Thread Tim Holt
-- [ Picked text/plain from multipart/alternative ] No doubt he's currently sending out emails to the other staff right now saying, My students are complete fucking retards and he's really thinking more and more about that industry job that pays twice as much. Seriously - give teachers a break.

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

2002-05-10 Thread Tim Holt
It's pretty easy to see that this one line will keep this topic alive way longer than it ever would have been otherwise :^) John Newfield wrote Thanks for the useless email though, Nathan. You never disappoint. ___ To unsubscribe, edit your list

[hlcoders] New anti-cheat update...

2002-05-15 Thread Tim Holt
-- [ Picked text/plain from multipart/alternative ] We've updated the security module used by secure Counter-Strike servers. Your server should update itself in the next while, so you don't need to do anything. This version of the security module detects versions of OGC and

Re: [hlcoders] New anti-cheat update...

2002-05-15 Thread Tim Holt
Well I assume that OGC and all these other hacks affect all mods - not just CS. So is this something all mods can inherit? Or does revealing how to make it work basically show how to get around it? [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Be an officially

Re: [hlcoders] Isn't the guy that did the fullmoon sky on thislist?

2002-05-15 Thread Tim Holt
Yes! http://list.valvesoftware.com/pipermail/hlcoders/2002-April/002534.html Tim Holt wrote: Werd. I thought someone posted on here once that they'd made it. ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] Isn't the guy that did the fullmoon sky on thislist?

2002-05-16 Thread Tim Holt
time Holt Paul Samways wrote: Heh. I think I've had more recognition for that sky than for coding a mod. How sad is that? ;) - Original Message - From: Tim Holt [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, May 16, 2002 1:43 AM Subject: Re: [hlcoders] Isn't the guy that did

Re: [hlcoders] DEM

2002-05-24 Thread Tim Holt
-- [ Picked text/plain from multipart/alternative ] There isn't a description, or it has no format? :^) botman wrote: sorry if i'm using the wrong list. Does anybody know where i can get a DEM-File Format Description ? There isn't one for the Half-Life demo file format. Jeffrey botman Broome

Re: [hlcoders] DEM

2002-05-24 Thread Tim Holt
generator with just a single seed number. Save world? Write 50302 to a file. Maybe that's how DEM files work then! Daniel Koppes wrote: Unless you can decrypt the network stream, then no, it has no format. - Original Message - From: Tim Holt [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent

Re: [hlcoders] Confusing bit of code in the HL AI

2002-06-07 Thread Tim Holt
] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Tim Holt Sent: Thursday, June 06, 2002 11:19 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Confusing bit of code in the HL AI -- [ Picked text/plain from multipart/alternative ] Hmm, must be getting really close to next HL release, the Valve

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

2002-06-21 Thread Tim Holt
-- [ Picked text/plain from multipart/alternative ] ramble Some of this security stuff is nuts. This guys problem is like me contacting someone and saying Oh better watch out! Someone could break the glass on your house and GET INSIDE! The creative imagination can come up with a million flaws

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

2002-06-21 Thread Tim Holt
friends after dinner. Chris Bokitch wrote: lawn mowing mod? where can i get that? it'll be at the expo for sure! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Tim Holt Sent: Friday, June 21, 2002 8:40 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Fwd

Re: [hlcoders] vehicles

2002-06-21 Thread Tim Holt
Driving up walls is good? :^) Or do you mean up slopes? Jorrit Heusinkveld wrote: i got working vehicles but i can`t get them drive up a wall like in cs this is my code: void CFuncVehicle :: Stop( void ) { pev-speed = 0; } void CFuncVehicle::Wall( void ) { TraceResult

Re: [hlcoders] 1.1.0.0 SDK Question

2002-06-27 Thread Tim Holt
-- [ Picked text/plain from multipart/alternative ] I have a hunch that They Who Give (aka Valve) would not conciously NOT release the SDK nor just forget. Daniel Koppes wrote: Uh. I imagine if he wanted to know the relevance in the cosmic sense of time he would have asked some nutcase

[hlcoders] RE: Palladium

2002-10-08 Thread Tim Holt
The Palladium is public by Microsoft however MS employees decided it would be fun to release other details such as the trusted code part which means microsoft checks anythign and everything before its runtime, this infact won't be practical and... Sounds like Steam to me :^)

[hlcoders] Taking screens to create an environment map (sky) in-game?

2002-12-03 Thread Tim Holt
I would swear at one point I saw something on how to take a set of shots while in-game that would create a skybox. You know, the ft,bk,lf,rt,up,dn files in gfx/env. But of course now I can't find the reference. Does anyone know how to do this at all? Tim Holt DoD Mapping

Re: [hlcoders] Taking screens to create an

2002-12-04 Thread Tim Holt
From: Vyacheslav Djura [EMAIL PROTECTED] Hello Tim, btw, I thought there is some console command to create set of sky files from your current position. Is it true? -- Vyacheslav Level-designer Deep-Shadows(http://www.deep-shadows.com) Yes Vyacheslav, that's exactly

[hlcoders] The answer to the making a sky shot question...

2002-12-05 Thread Tim Holt
From Martin Otten @ Valve... there is such a command envmap (not in software mode) that saves .bmps for ll 6 box sides (using the current origin). use cvar gl_envmapsize n to set the size of these images n*n ). I think this isn't used for skyboxs, but for environment maps, placed on

[hlcoders] RE: Transparent color on model? (omega)

2002-12-24 Thread Tim Holt
Use your imagination - you can do a lot more than just that with it :^) Probably for cs 1.6's riot shield -omega Blackened Interactive - http://blackened-interactive.com Front Line Force - http://www.flfmod.com ___ To unsubscribe, edit your list

[hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen?

2005-05-31 Thread Tim Holt
I've been doing conventional HUD type displays, and have been using the DrawLine graphics primitive to draw various graphics items on them just fine. Now I want to take one of those displays and have sitting in 3d game space via the vgui_screen entity. It works up to a point, with my text

RE: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen?

2005-06-02 Thread Tim Holt
of it in action at http://www.oregonstate.edu/~holtt/tamucc/ekg.jpg and a quick dirty movie clip at http://www.oregonstate.edu/~holtt/tamucc/c1-1.wmv Quoting Tim Holt [EMAIL PROTECTED]: Interesting - thanks Yahn, I'll check that out. A post in the VERC forums suggests maybe the DrawFilledRect

Re: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen?

2005-06-02 Thread Tim Holt
Part of a prototype/demo mod looking at ways to teach/convey medical training via games. A serious games project. Quoting Ben Davison [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] Seems very cool, what is it for? On 6/2/05, Tim Holt [EMAIL PROTECTED] wrote: I

Re: [hlcoders] npc_citizen entity issue

2005-06-04 Thread Tim Holt
Check the m_Type value in npc_citizen.cpp (if you're approaching this fro the code point of view). If you're setting them up in a map, go to the Type Keyvalue, which you can set to Default, Downtrodden, Refugee, Rebel or Unique Quoting Spektre [EMAIL PROTECTED]: I'm having a problem trying to

RE: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-16 Thread Tim Holt
Purely from a players point of view, the rape that some server side plugins do to players is the worst sin of all. As soon as I see any server side plugins active on a server, I leave. I don't want annoying sounds downloaded to me, menus, screen displays, or key rebindings etc. On the other

Re: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-17 Thread Tim Holt
I'm suprised there isn't more sharing of source code - basically open source modules for specific features like this, HUD display elements, etc. Quoting [EMAIL PROTECTED] [EMAIL PROTECTED]: The problem is that if you make something that has to be included in the mod source code, no one will

RE: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-17 Thread Tim Holt
I'm very much with you on that Alfred. I will quickly leave any server with crazy stuff on it. And don't worry I know who to blame :^) Server side stuff can be sort of intersting in a good way though - it is in a way a chance for people to mod a mod. For example someone made smoke grenades for

Re: [hlcoders] non-game mods for steam

2005-06-28 Thread Tim Holt
I wanted to re-reply to this now when I've got a little bit more time. Actually, there is a rather new and thriving movement to use games for more serious uses. The phrase Serious Games is often used to describe them. What are Serious Games? Well there are a lot of different definitions, but at

[hlcoders] Some questions on map size/scale

2005-07-22 Thread Tim Holt
According to some SDK FAQs... The maximum map size is currently set at +/-16384 units (16x the horizontal area of Half-Life 1, 64x overall volume). Mods can choose their own unit scale for the world. For example, 1 unit could be made to be equal to 1 foot, or to 1/10 of an inch. Physics will

Re: [hlcoders] Some questions on map size/scale

2005-07-22 Thread Tim Holt
. Physics, player view height, player bounding boxes, etc. That's the kind of scaling stuff that needs more than just me saying Make it so! Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]: Tim Holt wrote: Which leaves the part about setting the unit scale. Any pointers from anyone about

RE: [hlcoders] Some questions on map size/scale

2005-07-25 Thread Tim Holt
@list.valvesoftware.com Subject: Re: [hlcoders] Some questions on map size/scale I would also like to know how to set this, however I doubt I will use it... but I've wondered about this too. Tim Holt wrote: Back to the original quote from the SDK FAQ... Mods can choose their own unit

Re: [hlcoders] PlanetHalflife POTD Alien Slave from garys mod

2005-07-30 Thread Tim Holt
It's probably in the skybox Quoting DAV [EMAIL PROTECTED]: Hi, Any idea of how they enlarge the Alien Slave model we can see here: http://www.planethalflife.com/potd/index.asp?id=497208 How did they do it? Thanks, davcin ___ To

Re: [hlcoders] Keeping track of information inside the game

2005-08-01 Thread Tim Holt
Some kind of persistence framework would be pretty useful for a number of mods I imagine. Was the original poster looking for something that stored persistent data on a server by server basis, or a centralized server for everyone playing the game? If centralized, it seems like a web-services

Re: [hlcoders] Keeping track of information inside the game

2005-08-02 Thread Tim Holt
This debate is pretty rediculous. The very idea that somehow using MySQL makes you tied up in some kind of legal space is just mind boggling. Almost like debating the Microsoft Windows EULA. As if you'd dump Windows (as a HLCodder) purely because you don't agree with terms and conditions.

RE: [hlcoders] Keeping track of information inside the game

2005-08-02 Thread Tim Holt
Which of course would be against the basic Valve SDK license I imagine - to charge or profit off your mod. So again, not a problem is it? Quoting Spencer 'voogru' MacDonald [EMAIL PROTECTED]: I thought the keyword was, if you use MySQL in a program that's for commercial use, you have to pay

[hlcoders] Idea for massive numbers of Detail Objects - hair brained?

2005-08-05 Thread Tim Holt
I want to bounce an idea off the list and see if anyone thinks it's hair brained or not. I want to create a display environment with a lot of detail objects. Like on the order of 100,000 of them or more. Trees specifically. But instead of being defined by ground material and the detail.vbsp

Re: [hlcoders] Source SDK's API calls: An inquiry on Source's compatability SpeedTreeRT's middleware solution

2005-08-09 Thread Tim Holt
Joshua, I'm also very interested in this. I'm working on a forest visualization project at Oregon State University, and had considered SpeedtreeRT as well. I have a hunch where you would integrate it, or how. Take a look at DetailObjectSystem.cpp - which handles the detail stuff (fading out

Re: [hlcoders] Source SDK's API calls: An inquiry on Source's compatability SpeedTreeRT's middleware solution

2005-08-09 Thread Tim Holt
is at 1/4 scale to increase the appearance of the size of the map. Quoting Ben Davison [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] A bit OT: But did you advertise this mod on hl2world, because I remember seeing something like this and being amazed. On 8/9/05, Tim Holt

Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Tim Holt
Of course what you really need to have for that swinging weapon is for it to know just where it impacted, and stop swinging at that point. Then play a clunk impact sound at that point, based on what you hit. Could one totally get away from the idea of a swing animation and instead directly

Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Tim Holt
a VPhysics object that's attached to the player at a point and tries to stay oriented forward, and it will interact naturally with the environment. Just my two cents. On 8/15/05, Tim Holt [EMAIL PROTECTED] wrote: Of course what you really need to have for that swinging weapon

Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-16 Thread Tim Holt
Basically isn't that all carrying around a small physics prop via use is? Just in that case there's no view model with a hand. Quoting Tei [EMAIL PROTECTED]: El mar, 16-08-2005 a las 16:43 +1000, Jeff Fearn escribió: On 8/16/05, Skyler York [EMAIL PROTECTED] wrote: Maybe just make the view

[hlcoders] Adding an overview display via CMapOverview

2005-08-16 Thread Tim Holt
I'd like to add the standard CMapOverview overview to my project. Player holds down key, map pops up. Player lets go of key, map goes away. Would I be correct in basically duplicating the code here and there that manages the scoreboard (except the intermission drawing, etc.) and replace it with

Re: [hlcoders] Adding an overview display via CMapOverview

2005-08-16 Thread Tim Holt
Ah never mind, I answered my own question (with some help from Ginger Lord) and documented it on the wiki at http://developer.valvesoftware.com/wiki/VGUI2:_Overview_Display Quoting Tim Holt [EMAIL PROTECTED]: I'd like to add the standard CMapOverview overview to my project. Player holds down

Re: [hlcoders] Accepting mouse input in the overview map

2005-08-18 Thread Tim Holt
I was thinking of tackling this by having the mini overview be as it is now - no mouse interface. But then also an alternate overview map which is actually a modal dialog - like the MOTD display is (have to click OK to continue). Quoting Kamran [EMAIL PROTECTED]: That's pretty impossible, if

RE: [hlcoders] Accepting mouse input in the overview map

2005-08-19 Thread Tim Holt
serves me. Quoting Ian Warwick [EMAIL PROTECTED]: It's possible you just need to subclass from vgui::Frame rather than vgui::Panel, and mouse input will work, this is what I did. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt Sent: 18 August

RE: [hlcoders] Accepting mouse input in the overview map

2005-08-19 Thread Tim Holt
] On Behalf Of Tim Holt Sent: 18 August 2005 18:51 To: hlcoders@list.valvesoftware.com; Kamran Cc: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Accepting mouse input in the overview map I was thinking of tackling this by having the mini overview be as it is now - no mouse

[hlcoders] Using CZero content in a mod

2005-08-28 Thread Tim Holt
So exactly what is the legality/status/etc. for using CZero content in a HL/HL2 mod? Legit? There's a lot of music in there that's actually got some interesting potential uses, plus models. ___ To unsubscribe, edit your list preferences, or view the

Re: [hlcoders] Using CZero content in a mod

2005-08-29 Thread Tim Holt
/background020003.jpg Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]: Tim Holt wrote: So exactly what is the legality/status/etc. for using CZero content in a HL/HL2 mod? Legit? There's a lot of music in there that's actually got some interesting potential uses, plus models. See this thread

Re: [hlcoders] Using CZero content in a mod

2005-08-29 Thread Tim Holt
. In Oct/Nov there will be the Serious Games Conference in Washington DC. Tim Quoting Kamran [EMAIL PROTECTED]: Cool, what's it about? Tim Holt wrote: Work actually - I work at OSU and currently am doing two different serious games mods using HL2. There's a lot of interest in using games

Re: [hlcoders] Using CZero content in a mod

2005-08-30 Thread Tim Holt
Smell away, the point is to create a visualization system, not a multiplayer frag fest :^) Also there's no LOD nor any number of other optimizations going on (yet). Also, smell the fact that it is a paying job to develop it over a 2 year period (just started 2 months ago). I'm trying to wave a

Re: [hlcoders] Using CZero content in a mod

2005-08-30 Thread Tim Holt
visualization, it is not. On Tuesday 30 August 2005 12:12 pm, Tim Holt wrote: Smell away, the point is to create a visualization system, not a multiplayer frag fest :^) Also there's no LOD nor any number of other optimizations going on (yet). Also, smell the fact that it is a paying job

Re: [hlcoders] Using CZero content in a mod

2005-08-31 Thread Tim Holt
My i'm not a lawyer guess is that this is not the case. Valve certainly is the final rights holder, etc. of the content. It would be nice to get some kind of clarification on this though. Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]: Andrew (British_Bomber) wrote: -- [ Picked

Re: [hlcoders] Model Surface Properties

2005-09-03 Thread Tim Holt
If you can get the material, can you then get the UV map info and figure out where on the material the contact is? With that you could start to do simple zone areas on the material. Quoting [EMAIL PROTECTED]: I want to be able to group faces/triangles of a collision mesh in one of my models

[hlcoders] poser parameters in a v_ model?

2005-09-06 Thread Tim Holt
Is there any reason one couldn't put a poser parameter on a v_ model's arm, so that code could control where the arm is positioned? I'm thinking of how to make very fine action controls that have to be dynamic. Getting a pointing finger to exactly hit a button rather than vaguely poke at the

RE: [hlcoders] poser parameters in a v_ model?

2005-09-07 Thread Tim Holt
to control the vent (for some weird reason) so take a look at that. From: Tim Holt [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] poser parameters in a v_ model? Date: Tue, 6 Sep 2005 13:43:04 -0700 Is there any reason one

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