this in Visual Basic, you'll have to handle the float as a
IEEE floating point format (or write a simple C function to recast from
float to int, passing in the pointer to the float and returning an int value
to the Visual Basic code).
botman
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. There
may be an easier way, but I don't know anything about VB.
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are talking about
taking weapon models from Counter-Strike (not Condition Zero), I would think
Valve's previous policy of allowing MOD makers to borrow content would still
apply here.
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(search for posts in hlcoders and hlds_apps from HoundDawg and you'll
probably find it).
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the .qc file for your player model and maybe someone on this
list will spot something.
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// windows specific stuff here
#include windows.h
#else
// linux specific stuff here
#endif
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= (packet_size - 10) / 6)
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, WON will
keep sending you the same batch of IPs over and over again.
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and take a look at it...
http://planethalflife.com/botman/bsp_tool.shtml
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I asked here because can't understand some parts of your code...Maybe
you can answer on my questions? Thanks :)
The lightmap data functions I pretty much ripped from Alexey Goloshubin's
Poly Engine source code...
http://www.ii.uib.no/~alexey/
Jeffrey botman Broome
specified for that map
(i.e. larger hulls will prevent you from getting closer to walls and smaller
hulls will allow you to get closer to walls).
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little
particles, but sprites would probably be faster).
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server in gdb and look at the traceback to determine where
it crashed.
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The water-hack fog seems to work pretty well in Software Mode.
Except for the sounds becoming muffled (which is an engine water effect),
and forcing you to modify the water physics to behave like land physics.
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the AdminMOD forums, I'm sure lots of other people have already done
this.
But, you can't do this from the plain vanilla Half-Life banning options.
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Bit odd how it appeared to work before, maybe I'm just going crazy and it
didnt...
anyways, cheers for that, it was driving me crazy, guess I'd better either
install an older copy or linux or an older copy of GCC in tandom with it
:)
...or try using kgcc instead of gcc.
Jeffrey botman
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activate those. I even tried specifying my
program arguments to load my mod directly
http://www.thewavelength.net/oldsite/coding/tutorials/34.htm
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, so if you got a old Voodoo based card, the
only way you can run it in a window is by running software mode
Now on the Category drop down list, change it to Additional Dlls
Now point it to the .dll you want to debug
Hit Ok
And now just hit F5 to beging your debug session
Pink
Jeffrey botman
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That was mean.
I'm just trying to point out that you can't believe everything you hear or
read. The saying they can't print it if it isn't true, is not a true
statement.
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not believe anything that you read unless it
comes directly from the company that is making the product. And you should
not necessarily believe anything in this e-mail either, since I am only
stating an opinion, not absolute fact.
Jeffrey botman Broome
Lets ask Botman.
Botman, will it be a new SDK?
As an employee of Gearbox Software, I am not allowed to comment on
unreleased (and unannounced) projects (or components of projects) that
Gearbox or Valve is working on.
You'll just have to wait and see for yourself what's made available
bit behind in our e-mail are we? Just getting back from a 2 week
holiday? :)
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or constantly disruptive (i.e. has been
disruptive on more than one occasion).
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to disable them.
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At least we came to some sort of consensus.
To Botman:
I just did not appreciate Scott's, I am too smart, I know I am right, I
don't have the time for this... attitude. Then again, I haven't really
talked to very many people this week either... :P
I think everybody has a bad day every once
looping through 10,000 particles could
take hundreds of times longer on a linked list than on an array (depending
on the speed of your memory bus).
Jeffrey botman Broome
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is running on a listenserver).
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are
replying to. Thanks!
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I'm confused now since it it's more than a short while after the release.
Will the SDK be out after 1.1.1.1?
What do you consider to be a short while? In a cosmic sense it's only been a
fraction of a millisecond since the 1.1.1.0 update was released. :)
Jeffrey botman Broome
panties in a bunch!
At least on the hlcoders e-mail list you don't get all the flamewars that
occur on the HLDS Win32 or Linux e-mail lists. I swear that 90% of the
people on those lists are 13 years old (or younger).
Jeffrey botman Broome
again to see if that's solid. It keeps
backing up from the end point until it hits non-solid space. Like the comment
says, it shouldn't really happen, but it does occasionally. (probably
something to do with floating point rounding errors). :)
Jeffrey botman Broome
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want to look at if
you really what to understand how the trace line in Half-Life works. The Quake
I source is available from the ftp.idsoftware.com website.
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sometimes people go on vacation (holiday) and don't take their laptops
with them to read the hlcoders e-mail list posts (like they should). :)
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and didn't feel the need to e-mail the guy back about his
exploit.
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lawn mowing mod? where can i get that? it'll be at the expo for sure!
I've been paying some kid $20 a week to play that MOD! :)
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the body angles of the vehicle
entity to match.
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some of
the collision detection stuff on gamedev.net to see if they give you any
ideas...
http://www.gamedev.net/reference/list.asp?categoryid=45#99
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= entity.max.y)
(player.z = entity.min.z) (player.y = entity.max.z))
{
// think inside the box
}
...of course this assumes that the bounding box of the entity is axially
aligned (aligned with the X, Y, and Z axis).
Jeffrey botman Broome
tracing using
hulls, but what do I know?).
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, are you getting back from _heapchk()?
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position. Just look for all of the Task_t and Schedule_t stuff
inside each monster's .cpp file. You might want to walk through each
monster's GetSchedule function with the debugger to trace through the code
that it executes when running the AI schedules.
Jeffrey botman Broome
Well, but how can I get the execl function working with hl.exe -game albator
Try doing a _chdir() before the execl().
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I can't imagine it will be that long before Q2 source goes public
domain. Or has it already? I know Q1's did.
Persuter
Yes. Thanks Carmack!...
ftp://ftp.idsoftware.com/idstuff/source/
q2source-3.21.zip is the Quake II engine source code.
Jeffrey botman Broome
it says is that the Ricochet Mod
source will be included in the SDK. It also says that Ricochet will be part of
the 1.1.1.0 engine update (at least that's the way I read it). It doesn't say
that the updates and the SDK will be released at the same time. You're reading
too much into it.
Jeffrey botman
(svc_spawnstatic from q1src) ..
but it doesn't produce any sound :D
So if anyone knows how to use this function please reply :)
I take it you don't want to use play on the client...
CLIENT_COMMAND(pEdict, play sounds/whatever.wav\n);
...which will only play on that one client?
Jeffrey botman Broome
the calls to
PM_ClipVelocity() will prevent this problem.
Jeffrey botman Broome
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are playable even without a connection to WON (so no
public/private key exchange is happening). Perhaps the key used to encrypt
the demo is stored as part of the demo when you begin recording it (since
you need that key to unencrypt it later to view it).
Jeffrey botman Broome
[Signature removed by administrator: Signature can not exceed 20GB]
what did you try to attach?
It's a joke. April Fool! :)
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plenty of examples of entities in the SDK (players, monsters,
weapons, ammo, etc. are all entities).
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in the control
panel to see if VSYNC is enabled or not. (P.S. most people will have VSYNC
enabled since this is the default).
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post any bug related issues here!).
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overkill for such a simple problem.
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was using a command.pdf file that I had downloaded from the i.am.halflife
website a couple of years ago to search for video mode stuff and that's where
the vid_xxx stuff came from.
Jeffrey botman Broome
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that to the server.
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plugged all the buffer overflow problems in the engine
network code)! :)
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with Steam is does allow this! Now all
you've got to do is hack into the domain name server and redirect the
speakeasy.net domain to your rogue server and start serving up all kinds of
nasty Steam code! ;)
Jeffrey botman Broome
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areas where you will drawing something on top of it), draw the
second layer, then to remove the second layer, redraw the entire lower image
(not just the part that got masked out).
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/hlds_linux/2002-April/005913.html
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This should help.
Attachments are not allowed on this list (to help prevent viruses).
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this message a few days ago from Ken...
http://list.valvesoftware.com/pipermail/hlcoders/2002-April/002954.html
MAXSTUDIOCONTROLLERS is 8 (in engine\studio.h)
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be to parse the .mdl file, scan through all the bones and
bone controllers and trying to determine the limits of the model's size based
on that. Just get your modeler to tell you what the bounding box of the model
is and use those values for the UTIL_SetSize().
Jeffrey botman Broome
the files in SDK N-1 to SDK N and you see what was
changed.
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Is there going to be a HL2 that delivers? And will it be released before I
pass away?
That depends on how long it takes someone to kill you! :)
Jeffrey botman Brome
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://www.chatbear.com/cgi-bin/board.pl?action=viewthreadthreadid=662,1019
314557,21782id=201582boardid=1479view=flatold
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Please, this list is about HL *coding*. If you feel the need to add to the
Steam confusion, do it on the hlds list, please.
Or, even better, do it in the Steam forum with the rest of the whiners,
bitchers and moaners.
Jeffrey botman Broome
to help resolve
them.
This isn't directed toward you Jonathan, but I don't see how it does anybody
any good to post speculation on how Steam will cause the downfall of
humanity and gaming as we know it. Wait until more details are available
before condemning it.
Jeffrey botman Broome
to post your question in the coding forums at
www.planethalflife.com/wavelength
The folks there are a little more likely to reply to newbie coding problems
(but the replies you get are usually not as technically accurate as you'd
get in this list).
Jeffrey botman Broome
from
the origin of another player. If the tracelines get blocked by a world brush
then you know the other player in the PVS isn't visible.
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using TotalRecorder...
http://www.highcriteria.com/
...to record the sound track while the demo is playing and then use that wav
file when creating the AVI? I would think this would be a pretty simple way to
put the sound back into demos.
Jeffrey botman Broome
(a string) was to provide a single function to
return the unique identifier for a player (WONid or SteamID depending on
what was used for authorization).
Is this correct?
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Alfred is a Valve employee now? When did that happen? Congrats Al!
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I don't know how many of you hang out in /. (slashdot.org), but they have a
link to an article on Salon.com about MODs for games (DoD is focused on for
Half-Life). Check it out, it's worth the read...
http://www.salon.com/tech/feature/2002/04/16/modding/index.html
Jeffrey botman Broome
button while
unsaved work is still present).
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layer between these servers and try it out.
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for 1 cycle).
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Wow :) Cool... But, what is the format the player has to save his file ?
(pldecal.wad ?)
Check the tutorial on the Wally web site (see the animated stuff in the middle
of the page)...
http://www.telefragged.com/wally/tutorials/hl_color_decals.html
Jeffrey botman Broome
Sure, hue is the first value of HSV, and I'am only using this one when
setting the top and bottom color, but the color isn't right either.
Perhaps you aren't doing something right. Show some code.
Jeffrey botman Broome
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/ 255.0f; // make float 0.0 - 1.0
g = color.green / 255.0f;
b = color.blue / 255.0f;
UTIL_RGBtoHSV(r, g, b, h, s, v);
...)???
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be an other
thing to
do like : hToken = ...();.
hToken is a HANDLE;
OpenProcessToken() returns the token.
Here's the complete source code example...
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/sysinfo/shu
tdown_7z8u.asp
Jeffrey botman Broome
you can just call rundll32.exe with the api call when you are done
I guess you mean something like this...
http://www.techtv.com/callforhelp/answerstips/story/0,24330,2330147,00.html
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of the model and display that (of course it won't
be animated).
The other alternative is to create your own game menu application that
displays things however you want. Start Half-Life by execing the hl.exe
with -game MOD +maxplayers N +map mapname from within your game menu.
Jeffrey botman Broome
I've noticed that a few mods have added items to the
Multiplayer-Customize-Advanced menus. Does anyone know how to do this or
the location of information or a tutorial?
Take a look at the settings.scr and user.scr files.
Jeffrey botman Broome
properly before
trying to get the VecBModelOrigin(). The pev-origin will always be (0,0,0)
for brush models.
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but has different key/values and that's causing your crashing problem.
Try putting some debug code in DispathSpawn() to print out the classname of the
entity that is being spawned. Maybe the last entity spawned it the one causing
the problems. Or maybe not! :)
Jeffrey botman Broome
boundries.
Jeffrey botman Broome
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confirm 393241
Roger!
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reference
you'll get.
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of
precached entities and load these into memory so that they can be quickly
displayed (or played in the event of sounds). Clients will not successfully
connect to the server if they don't have these same files available for
precaching.
Jeffrey botman Broome
on this list. See that
thread for the details.
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be a problem.
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of the application data in obscure
Windows folders (like Windows\Application
Data\{BR549_OTHER_SCREWY_CRAP_HERE}\BLAH\BLAH).
God, I hate the way Windows stores things! BRING BACK .INI FILES!!! :)
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), reformat your hard disk and
reinstall Windows and all your apps again.
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it says.
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doing this (unless you like looking at machine code/source code mixed
listings).
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