[hlcoders] new in the list

2003-08-15 Thread Tei
Hi! I am new in the list. I am actually a Quake1 coder and I am interested to port some HL features to Quake1. I am in this list to learn something about Half-Life. Thanks! 1 saludo Tei ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] Map Overviews

2003-08-15 Thread Tei
El Fri, 15 Aug 2003 10:35:12 -0700 (PDT) Brian A. Stumm [EMAIL PROTECTED] dijo: my 0.01 cents (99% crap): maybe the better way can be to make a txt file with the name of all bsp maps in your mod, load these maps and move player to 0 0 4096, send a screnshots to client console and move to

Re: [hlcoders] Re: HL MDL body limitation?

2003-08-17 Thread Tei
El Sat, 16 Aug 2003 21:12:18 +0200 Rockefeller [EMAIL PROTECTED] dijo: Related question: Its posible to examine the HL netcode? You know, the SVC_ events, the ParseBaseline data, the Its modelindex send as a byte or a short over the net? I am newbie. Where to get this info exactly?

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

2003-08-17 Thread Tei
El Fri, 15 Aug 2003 22:46:01 -0700 Michael A. Hobson [EMAIL PROTECTED] dijo: ASP only runs on Micro$haft IIS -- the most remotely hacked web server on earth. maybe not: apache-asp run ASP perlscript apps in any apache compatible system (wide range support..) Now... return to HLCODERS.

Re: [hlcoders] new in the list

2003-08-17 Thread Tei
a lot more atmosphere and flexibility in map design with HL features i guess. Who knows? these headcrabs where funny :D --Tei Hi! I am new in the list. I am actually a Quake1 coder and I am interested to port some HL features to Quake1. I am in this list to learn something about

[hlcoders] QC Scripting for Console?

2003-08-19 Thread Tei
will make something powerfull than console scripts and will write full apps. And has QC is multiplataform, recompile will not be need (a MacOS/X conprog.dat will work for windowsXP ...) Any proyect to add QuakeC support for Half-Life? TIA. --Tei Example: A small console app can provide smooth

Re: [hlcoders] QC Scripting for Console?

2003-08-19 Thread Tei
El Tue, 19 Aug 2003 14:40:13 +0300 (EEST) Jussi Kivilinna [EMAIL PROTECTED] dijo: On Tue, 19 Aug 2003, Tei wrote: I am newbie. I am surprising how flexible is HL. Can be posible a zeroping mod for HL? Yes.. most mods are. A mod where hit/nothit is calculated clientside. All weapons

Re: [hlcoders] RE: HL MDL body limitation?

2003-08-19 Thread Tei
El Tue, 19 Aug 2003 17:19:26 +0200 Marco Leise [EMAIL PROTECTED] dijo: May I go a bit off topic? Yes? Thx :D I am about to create an alien jungle map and thought it would be the best to split the jungle in 512x512 units squares and 'plant' some models on them. The mod uses an altered vis code

Re: [hlcoders] RE: HL MDL body limitation?

2003-08-21 Thread Tei
El Tue, 19 Aug 2003 17:54:40 +0200 Marco Leise [EMAIL PROTECTED] dijo: I have ear about some compiling utility that work like your altered vis code (but will hidde also walls..(and for a old BSP version). ).. I fear If you profile your mod the fakevis function will be the big dog.

Re: [hlcoders] PM_PreventMegaBunnyJumping()

2003-08-23 Thread Tei
El Sat, 23 Aug 2003 15:45:59 -0500 botman [EMAIL PROTECTED] dijo: You wouldn't want to clamp jumping to the normal forward speed of a player as jumping is a gathering of kinetic/potential? energy in the skeletal/muscular system and a release quickly to accelerate, it has to be somewhat

[hlcoders] Re: [n00b] fixed viewpoint

2003-08-30 Thread tei
and rescue us from boredoom. Maybe this SmashTV mod will have some fun, finnaly :D [on-topic] He!.. where i cand download the SRC for some HL mod? I will learn the hard way, from code :D [/on-topic] -Tei postdata: The most fun game I have played whas Secret Agent from Apogee, anyway. postdata

Re: [hlcoders] player pitch

2003-08-31 Thread tei
Hello Mark, Sunday, August 31, 2003, 11:20:07 PM, you wrote: MG Hi, MG Is it possible to vary the player models pitch (pev-angles.x) (for MG aligning to slope, say). Reason I ask is everytime I try and change it, it's MG back to '-10' by the time it gets to the next frame and I can't see

Re[2]: [hlcoders] [n00b] fixed viewpoint

2003-09-02 Thread tei
voogru wrote: Try to give it a model, I had a wierd problem with using SET_VIEW and v the entity did not have a model. Hmm, so what do I do if I don't want it to have a model? Tony server send to client entitys with model, if a entity not have model, not send you can attach a camera

[hlcoders] SKU?

2003-09-03 Thread tei
NDA. WARNING. NO DISCLOUSURE AGREMENT. IF YOU CONTINUE READING THIS MAIL, YOUR SOUL; YOUR CAR; YOUR WHOLE LIFE; WILL BE OPTIONALLY OWNED BY [insert ominous name here] CORPORATION. PRESS [Pg Down] IF YOU AGREE OR [Reset computer] IF YOUR DISAGREE. About:

Re: [hlcoders] an hl sound bug

2003-09-09 Thread tei
JSB I'm not sure which version of hl it started in, but I've really noticed JSB this lately.. I don't know how easily it can be fixed (or if anyone JSB there at valve will even fix it, it's just irritating), again this is JSB another post where that I'm not sure where to send it; so I'm posting

Re: [hlcoders] sobig @ valve

2003-09-09 Thread tei
Message- G From: [EMAIL PROTECTED] G [mailto:[EMAIL PROTECTED] On Behalf Of tei G Sent: Tuesday, September 09, 2003 8:50 AM G To: [EMAIL PROTECTED] G Subject: Re: [hlcoders] sobig @ valve G Maybe not. G I know some new malware (virus concept is now outdated) pick email G address from various

[hlcoders] ODE?

2003-09-10 Thread tei
Humm... maybe its posible to add some support for ODE for HL? Most interactions where at engine side, I suspect, but maybe you can overwrite these with values from a real phisic library like ODE. ODE work as GPL **OR** BSD, Its ok to use for something comercial :]

Re: [hlcoders] Half-Life 2 rendering api

2003-09-11 Thread tei
__About Will be sad if HL2 will not have a linux dedicated servers. For perfomance, and popularity issues. __Some Guess___ But I guess Valve will have to fix a lot of mistakes that windows coders make: This is from a valve BSP file :

Re[2]: [hlcoders] Half-Life 2 rendering api

2003-09-12 Thread tei
From: tei [EMAIL PROTECTED] P To: [EMAIL PROTECTED] P Sent: Friday, September 12, 2003 12:21 AM P Subject: Re: [hlcoders] Half-Life 2 rendering api __About Will be sad if HL2 will not have a linux dedicated servers. For perfomance, and popularity issues

[hlcoders] Steam port collision.

2003-09-12 Thread tei
If you play half-life you need steam to authenticate yourself. Apparently Steam uses the same port that QuakeWorld clients use (UDP 27001) . This means you can't run both at the same time. Read more here: http://www.fuhquake.net/forum/viewtopic.php?t=1706 Seems like Valve is triing to

[hlcoders] Tei try Steam.

2003-09-12 Thread tei
Hello. I am a modder, and I am testing some new alien technology forgothen, and forbidden for humans eons ago, something called Steam. My system is localiced Spanish, as start as a HL+CS Retail, but bored of retail, I have remove (now is CS Mod ). Installing Steam is now stoped with this:

Re: [hlcoders] Tei try Steam.

2003-09-13 Thread tei
It doesn't freeze. It just takes a while. It took me about 15 mins to do it, when all I had selected was half-life itself. BAS It took me 5 hours to transer my current install of hl + tfc over to BAS steam, its cache convert deal. And thats prior to it downloading anything. BAS After the 5

[hlcoders] Mod Idea!

2003-09-13 Thread tei
He.. whats about a Agent USA mod for HL? http://www.spacejunk.org/review.php?ID=132 Bin Laden is spreading a killing machine fungus and you are a CIA agent that travel from city to city with the only available vaccine. If you get yourself infected becomed in a zombie state, waiting other player

Re: [hlcoders] Steam/Mod/Coding concerns- attn: Valve

2003-09-15 Thread tei
RBB I'm having trouble doing this for hlds. I create my shortcut with the RBB target: RBB C:\Program RBB [EMAIL PROTECTED] RBB server\hlds.exe -console -game cstrike +maxplayers 32 +sv_lan 1 +map RBB cs_assault RBB Working directory is C:\Program RBB [EMAIL PROTECTED] server. RBB I get an

Re: [hlcoders] Steam and pak files

2003-09-15 Thread tei
Where this info come from? This work for everthing media? :D time to learn the hard link function of NTFS volumes :D http://www.clourd2.com/slash/steam2.gif G Just install them in your steamapps\email\game\mod\maps folder, it G should work fine (did for me) G -EvilGrin G -Original

[hlcoders] mouse windomed suggestion

2003-09-16 Thread tei
I run hl.exe -window problem: my hl.exe (46/1.1.1.0) not free the mouse with console down. To free the mouse, you need to use a menu option... but then.. mouse not work ingame! Some code in hl.exe center the mouse every frame to window_center_x, window_center_y. Will be nice if this code

Re: [hlcoders] Won being retired -- how do we test non-valve mods?

2003-09-16 Thread tei
Can you give more details on the exact error message? WON will not be retired until we have resolved all the important issues with 3rd party mods (i.e running and debugging them). Hehehe... all? I know a site that list 400 mods http://mods.moddb.com/?mf=tmf_gme=1start=400 maybe

[hlcoders] HL2 source-faq man

2003-09-16 Thread tei
Commenting that: http://collective.valve-erc.com/index.php?faq=source_mod_faqprintable=yes Ask: What is the maximum map size for Half-Life 2? Valve: 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

Re: [hlcoders] Finding Redundant Code Unused Variables

2003-09-18 Thread tei
This doesn't really relate to HL at all, but is there something I can use to locate redundant code and unused variables quickly? FZ Visual C++ with warning level 4? :) At least for the unused variables. FZ Florian. I guess can be easy to automate a perl script that collect any function

Re: [hlcoders] Displaying enemy name on hud

2003-09-18 Thread tei
I am newbie, and this post whas surprising for me. Its the monster name data available client side? If not, you are breaking client-server model, your hud data (monster, health,etc..) will show only in the server, but not at other players. I guess you already know that Maybe the hud stuff work

[hlcoders] hl1 engine suggestions

2003-09-19 Thread tei
hello. 1. videos will be nice if future versions of HL1 engine support video-as-texture, or videos-fullscreen, like .roq or with some cheap encoding technology (bink maybe not be posible) I think that the actual console is lame. With a looped video animation you can have somethine nice...

[hlcoders] Re: hl1 engine suggestions

2003-09-19 Thread tei
Hello Cortex, C Now that HL2 is nearly coming out, do you really it's worth trying to C implement new things in HL1 ? I personnaly think it'd be a lost of time... C Now, all the mods will move to the HL2 engine, and no more players will stay C on HL1 (or at least in the months following the

[hlcoders] Re: Re: hl1 engine suggestions

2003-09-19 Thread tei
Hello Cale, Saturday, September 20, 2003, 1:17:07 AM, you wrote: CMD Not Quake 1 graphics engines, which HL1 was based on. No shaders... yes CMD Quake 2, but they only used parts of the netcode of the Q2 engine. Thats doest not matter. 99% Quake2 or Quake1 engines implement, can be theoricall

[hlcoders] HL1/2 more ideas (only for fun)

2003-09-20 Thread tei
I doubt to send this, has most people think that is late to have HL1 suggestions, but.. he!.. maybe some people will get this idea and use in some way, or something. Only for fun factor, more suggestions here: - - I have a idea, that work, about 2D games with a Half-Life engine (HL1/HL2.. )

[hlcoders] Half-Life Terrain Engine Idea.

2003-09-21 Thread tei
Hello Cortex, Sunday, September 21, 2003, 1:42:50 PM, you wrote: C For your debug question, here's a post of Alfred (from VALVe) 3 days ago : C ## C Alfred Reynolds wrote: To debug in steam you will need to do the following: 1) Install steam. 2) Run steam at least once and launch

[hlcoders] raw2map tool and FilePlanet

2003-09-21 Thread tei
FilePlanet is removing some mods and tools, the raw2map (refered in my last mail about terrain engine with half-life1 ) is not more at FilePlanet, to solve this is have uploaded this tool to my own webpage here: http://telejano.berlios.de/option/raw2map2001[1].04.17.zip Thats all.

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

2003-09-26 Thread tei
querybot :admin masskick;restart; querybot :close Heee.. adding a command interface to query some asp or php app may introduce Half-Life at internet world complextravaganza and flourismystique, much beyond simpleworld and one-way minds! duh!. Tei, free freak features fuggestions for free

[hlcoders] Re: Finding the true center point of an entity

2003-09-27 Thread tei
Hello Sniper, S Is it somehow possible to determine the exact center point of a brush based S entity that has a brush based origin? The usual call to Center() is S worthless. S Center() returns pev-absmin + pev-absmax * 0.5. S Absmin and absmax however are generated by using the model's

Re: [hlcoders] Steam SDK?

2003-09-29 Thread tei
Maybe this only have sense if you plan to generate games that will use the Steam distribution method (also paying method? maybe this doesn't not care). This is suppose other reason Valve breaking the rule #1... KISS: keep it simple, stupid. Murphi Laws is all about how actually Steam work, but I

Re: [hlcoders] Host_Error under Steam

2003-10-02 Thread tei
Hello Charlie, CC We're running some NS playtests under Steam, and one of the big problems were having is something called a Host_Error. Suddenly, everyone on the server will get kicked off the server, and will be CC back in their Steam UI. Written to everyone's console is this ominous error

[hlcoders] Re: HL2 Source Leaked

2003-10-02 Thread tei
I doubt thats true. People hare overexted because HL2 looks like the more amazing release from... from... Quake1 maybe. I am over-excited, too. Anyway If this occur, not problem. Valve will suthdown 2/3 projects that will start from the leaks, and the code will become older has Valve enhance

[hlcoders] AI Ideas.

2003-10-02 Thread tei
pseudocode: New function: fun MoveToEnemy { if (visible(me.origin, enemy.origin) ) { enemy.lastseenbysomehome = enemy.origin me.lastseelocation = enemy.origin walk (enemy.origin) } else if (visible(me.origin, me.lastseelocation) and visible(me.lastseelocation,

[hlcoders] Re: Re: HL2 Source Leaked

2003-10-02 Thread tei
SB The code being leaked, means competitors etc, can learn SB from the code. Beyond that it gives cheaters an upperhand SB and will expose any security holes that would have better been SB fixed in private. SB -sb Hehehe... WOW! This is a snip of code from Kernel32: ¦KERNEL32.DLL ?FR

[hlcoders] Re: Re: Re: HL2 Source Leaked

2003-10-02 Thread tei
Quoting myself: --- Rule #1 Never use Outlook Express Troyan solved. Period. Rule #2 Kill anithing unknom from memory (use Wininternal Administrator pack if need to log file and register access is paranoid enough) Keystroke solved. Period. Rule #3 Use Linux for server

[hlcoders] Re: Re: Re: Re: HL2 Source Leaked

2003-10-03 Thread tei
Hello Vyacheslav, Friday, October 3, 2003, 7:22:45 AM, you wrote: VD Hello tei, VD well, yeah... You TheBAT (http://www.ritlabs.com) instead of Outlook. Believe me - it is much VD better, much more stable and secure. Besides it doesn't use any VD Internet Explorer controls... Yea, actually

[hlcoders] Re: Porting HL2 to Linux

2003-10-04 Thread tei
Hello tom, t Hi folks, t a question: will valve port HL2 to Linux? If they made a dedicated server t for Linux, the engine has to compile. And then it's only a small t step to port the whole application. Posible? maybe. A good thing? maybe not. Small market? Not all Linux user will want to use

[hlcoders] Re: Re: Porting HL2 to Linux

2003-10-04 Thread tei
I suggest not to use these binarys, and still ask Valve to do a real binary for platform X (X= Linux, Mac, ... ), at least for singleplayer. t How ask? Everytime I sent them an email, I don't get any answer. t Perhaps they aren't interested in it? Maybe. t tom Maybe, but read about the people

[hlcoders] Re: HL2 Source Leaked

2003-10-04 Thread tei
Hello tom, Then again, hindsight really is 20/20 - you wouldn't be having this problem if you used linux as your corporate desktop :) t But under Linux there is no 'Visual Studio', and someone who comes t from the win32 world doesn't want to miss this tool, although i think t vi/emacs make is

[hlcoders] Re: Porting HL2 to Linux

2003-10-04 Thread tei
Hello Stan, Hi folks, a question: will valve port HL2 to Linux? If they made a dedicated server for Linux, the engine has to compile. And then it's only a small step to port the whole application. They only need to implement SB Not true by any means. It would be extremely difficult to SB

Re[2]: [hlcoders] RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?

2003-10-04 Thread tei
Hello Marco, ML (sorry, valve :/) I still think this is too conservative. Valve can't always be there with a HL update when a new cheat appears. So these independent developers like UnitedAdmins are needed and ML they really do a great job and have good morals. They harm absolutly noone when

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

2003-10-05 Thread tei
Cool. I can make a Quake1 mod, with all wad files, and bsp files. As my engine load Half-Life maps, can make a perfect clone of Counter-Strike mod, or maybe a singleplayer mod about terrorist :D ToS Bad example, the license says we're allowed to do that. ToS -omega ToS example: ToS You

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

2003-10-05 Thread tei
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 area? or illegal? Hehehe... what a mine field is

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

2003-10-05 Thread tei
Hello Daniel, Soo.. its illegal or gray area to *distribute* a zip file with all cs maps with the wad needed? Or... Its legal to distribute and is illegal to use these files? DK 'Use' not 'Distribute' But maybe I can isolate hl content at one zip, and quake1 content other zip: zip1: -

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

2003-10-05 Thread tei
Hello Daniel, DK Possibly not illegal to distribute (unless it is with the expicit purpose DK of using them with your q1 cs clone), but illegal to use them with ANYTHING DK that isn't HL (so you can probably use CS textures in Op4 for example). Where you have read that? At SDK_EULA? But you

[hlcoders] Re: Re: HL2 Source

2003-10-05 Thread tei
list? You stupid cunt. James Manip writes: http://www.thedrydock.net/adminspace/manip/Compile_Half_Life_2.txt - Original Message - From: tei [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, October 05, 2003 10:28 AM Subject: [hlcoders] Re: Re: HL2 Source Heee

[hlcoders] whats bad about a zip file with cs_siege.bsp?

2003-10-05 Thread tei
You can use and distribute anything for hl, *IN* hl = 1) You can use anithing for hl, *IN* hl (Ok) 2) You can distribute anything for hl, *IN* hl (problem) How i distribute something *IN* hl?? Example zip file conents: b.bsp w.wad t.txt Whats changes are needed to be correct? Whats *IN*

[hlcoders] Re: Re: Re: HL2 Source

2003-10-05 Thread tei
Hello Brian, Sunday, October 5, 2003, 8:44:22 PM, you wrote: BAS On Sun, 5 Oct 2003, Manip wrote: what is interesting about that? That is what I heard just after the news broke on Slashdot. Obviously it isn't accurate but it was so soon after the original post... BAS your news

[hlcoders] LINUX ABUSE REPORT

2003-10-06 Thread tei
Hello. This mail is about illegal software and steal code. Some guy is reporting to use a SO nicknamed LINUX that include steal code from SCO and break DRM USA laws to reproduce DVD. I guess he use this illegal software to run bs-linux.com and I suggest to remove bs-linux.com DNS entry

[hlcoders] Re: Implications...

2003-10-06 Thread tei
is: What implications will this have with all the other game manufacturers? Of course iD software wouldn't download the leak and rip off sections of code (hopefully), but what if one of their employees comes into posession P of said leak and is 'inspired' by it? My opinion (tei): My hobby

[hlcoders] Re: Implications...

2003-10-06 Thread tei
Hello Slash, I agree with your conclusion, but not with your ideas. S I think the code itself is not what is important- it's S the ideas behind the code. I'm sure Carmack could code S all the features of HL2 himself, but it takes a highly S inspired and innovative team like Valve to come up S

Re[2]: [hlcoders] pfnCVarGetString(ip)

2003-10-07 Thread tei
Hello Brian, Tuesday, October 7, 2003, 5:52:39 AM, you wrote: So I'm adding my own query api to the server via a engine-hook-mod deal... I want to grab info like map, hostname, ip, port etc like the SERVER PROTOCOL from the SDK allows. So I used pfnCVarGetString(ip) to grab some of

[hlcoders] Open Letter To Hacker Community

2003-10-09 Thread tei
. If you have fun hacking, download Uplink game. If you want to fight DRM, send slow letters to your Congressman. Query him publically. If you want you piece of pie, *make better games*. Let other people have his fun with Valve. -Tei pd: my english is crap

[hlcoders] Re: Open Letter To Hacker Community

2003-10-09 Thread tei
Hello Andrew, AS I actually think that to a degree the DRM present in Steam and HL2 is AS actually an improvement on what we get currently. Why? AS For a start, Steam allows me to access a copy of HL2 from anywhere that has an internet connection, AS and I can instantly start downloading it

Re[2]: [hlcoders] Open Letter To Hacker Community

2003-10-10 Thread tei
Hello Phil, P Firstly, I would encourage you to get your definition of 'hacker' correct P before you start shaking your finger at them. Open Letter to Hacker Community was better than Open Letter to Hacker, Cracker, ScriptKiddie, Virii, Troyan Makers etc... people. I know hacker mean a guy

[hlcoders] Re: Open Letter To Hacker Community

2003-10-10 Thread tei
Had not obligation other than be fair and make friends. Soo If you remove Q1 compatibility from Worldcraft... you gain enemys!.. not good. Ooops... maybe compatibility is droooped ? maybe... but is forbid at the license AND people as discovered a way to workaround (HACK HACK HACK) the

[hlcoders] the dead is horse, yet

2003-10-10 Thread tei
Enough for me. I am sorry for my complains, this is a nice coders mail list, or its the target. So.. I will forget all about and return to make more bluffy suggestions to the HL2 team or HL1 modders here. Return to the roots. :] --Tei posdata1: I have send a mail to the webmaster

Re: [hlcoders] Weird bug

2003-10-11 Thread tei
ToS A long time ago when I first started working on Omega Wing I totally ToS removed all the regular weapon support and re-wrote it all. This ToS included removing all the code for the viewmodel, because I wasn't going ToS to have them. hum,, ToS Now I need it back, so I compared sdk's and

Re[2]: [hlcoders] Weird bug

2003-10-11 Thread tei
Hello Tony, ToS No, it's not drawing at all. ToS It's never hitting StudioDrawModel. HL have 3th person camera? I know with thirdperson viewmodel not draw, but viewentity is show. Its normal that viewmodel is hidden at 3th person. ___ To

[hlcoders] hl2/hl1 ideas

2003-10-12 Thread tei
=== ON THE FLY GAMEMENUS.RES WITH CONSOLE? === Can be cool to generate this menus from console: menuclear addmenu Chat Room connect chatroom0.mypeskiserver addmenu TFC Room connect chatroom1.mypeskiserver addmenu

[hlcoders] Mod Idea : Minimal Mod.

2003-10-13 Thread tei
I have a simple mod idea, and maybe is already coded: - HL1 minimal, scheleton. A mod that run, only, not more than the lines needed to build and launch by the engine. Can be usefull to make total conversions, and to add stuff in a incremental way. Also usefull to learn HL. If the code is

Re: [hlcoders] if its worth it... where to begin !

2003-10-13 Thread tei
Jeffrey botman Broome wrote: Manip wrote: Oh also, if your having trouble finding this information instead of making just a blog why not focus some attention on helping others in your current situation get going :) Something Wiki (http://c2.com/cgi/wiki) based would be nice for users to be able

Re: [hlcoders] can someone please explain this?

2003-10-18 Thread tei
maybe you can examine the code that macros generate, most compilers have the option to see this code (cl.exe will have this option!.. ) ,maybe some problem corrupt what you want. other suggestions is to rewrite your code other way or disable temporally the compiler optimization options (#pragma

Re: [hlcoders] TriAPI Question

2003-10-19 Thread tei
somewhere is the buffer, If you can draw your thing after the d3devil think or after the opengenius thing will work, I guess. How to get this buffer? I dont know. Tony omega Sergi wrote: Yeah, with D3D you need access to the object; which isn't exposed in hl. I was able to grab the direcSOUND

Re: [hlcoders] PNG format

2003-10-26 Thread tei
Marco Leise wrote: Am Sun, 26 Oct 2003 22:15:57 - hat Geoff [EMAIL PROTECTED] geschrieben: Surely OGG Vorbis (http://www.vorbis.com) would be a better choice than mp3? :) -EvilGrin Believe it or not, I have the OGG Vorbis SDK on my PC :) But I think there is not much difference between OGG

[hlcoders] HL1 / HL 2 / Steam suggestion.

2003-10-29 Thread tei
I have work at a some cyberlocal. My experience about config files is that every user have is own, or use one from other user and edit. As users move from comp to comp in cyberlocals or move from cyberlocal to cyberlocal or from home to cyberlocal (and somethimes from home to work!) can be very

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

2003-10-30 Thread tei
Jeffrey botman Broome wrote: tei wrote: I have work at a some cyberlocal. My experience about config files is that every user have is own, or use one from other user and edit. As users move from comp to comp in cyberlocals or move from cyberlocal to cyberlocal or from home to cyberlocal

Re: [hlcoders] Model load failed functionality

2003-11-07 Thread tei
maybe the value is send over the net and cant be enlarged withouth a pen^H^H^H rearrangement of netcode Sniper wrote: It'd also be nice if the precache limit could be upped to 1024 rather than 512 (?). While you're on the topic of models, that is. -Sniper Sven Co-op Lead Programmer

Re: [hlcoders] Model load failed functionality

2003-11-07 Thread tei
Alfred Reynolds wrote: I want to change the functionality of the engine when a model fails to load. Right now if you have developer mode set it will throw a fatal error and quit. This is good for developers as it quickly exposes problems BUT lots of users also have developer 1 set and they don't

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

2003-11-11 Thread tei
Cool. Maybe this stuff can be recycled to use for RPG mods :D, or graphic point click adventures :D Alfred wrote: Apart from the obvious functions (i.e GetFileSize()) they are changes for CS:CZ. There is a tutorial system in CS:CZ to help newer players learn the ropes. Daniel Koppes wrote: What

Re: [hlcoders] Player Revival on Linux

2003-11-18 Thread tei
[EMAIL PROTECTED] wrote: Hi, I'm using the following code to respawn players in a metamod plugin for Counter-Strike. It works wonderfully on windows but _crashes_ my linux server when I enter the command. Here's the code... any insight on why it could be doing this? -David

Re: [hlcoders] Question about tga vgui images

2003-11-25 Thread tei
0,0,1 is also black for human eyes Kyle wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] In regards to these functions relating to the vgui: LoadTGAForRes( setImage( Is there any way to load a TGA file and draw it without a transparent

Re: [hlcoders] Client side radar question

2003-11-26 Thread tei
Rockefeller wrote: Kyle wrote: But you gota admin omega, my nazi account with your name with the swastika avatar was damn funny! It might be the fact that i'm german, but i don't see ANY fun in calling someone a nazi, in no case. Never. Rockefeller I hate people with skin no power of 2 :D

[hlcoders] Re: [OT] Client side radar question

2003-11-26 Thread tei
[..] Rockefeller I hate people with skin no power of 2 :D posdata: Oh dawn!.. I forgot to give credits to the original autor of the posdata test somewhere in the net. I am sorry for that, the original message (OT), and this (OT). Crap!. That is not mine: In order for (some) games skins to

Re: [hlcoders] RE: New Free Cybercafe Software

2003-11-27 Thread tei
Stan Bubrouski wrote: On Wed, 2003-11-26 at 17:21, Ogre wrote: Hi, It sounds like you are using some version of Windows... There are a plethora of registry keys that you can use to lock down the desktop, internet settings, and even the specific applications you do not wish the users to use.

Re: [hlcoders] Req: liblist.gam fix mp.dll

2003-12-01 Thread tei
Florian Zschocke wrote: S. Hendriks wrote: Therefor a little request, could steam just only do this ONCE? Its okay when steam updates and such and then overwrites my original file but it would be just ok if it did this once, so i don't have to 'mess around'. How about if Steam had a CVS like

Re: [hlcoders] pfnMessageBegin...

2003-12-04 Thread tei
Humm... thats remind something... I have make a test, eons ago, in my own engine. We have some special tag for gibs to autofade out. The result whas horrible laggy because the changes where soo often that the engine whas need to send every update for every gib for everyframe.. ARGGH!!... Can be

Re: [hlcoders] pfnMessageBegin...

2003-12-05 Thread tei
Deadman Standing wrote: Or just make the client side handle the fade so the server sends only 1 message and clients do the rest. Yes. I suspect with HL its easyer this way... and maybe handle some fake damage with torchs and others decors. footsteps, of course (already at hl), heathbeats

[hlcoders] Tei Suggestions Attacks!

2003-12-26 Thread tei
Hehehe... too long withouth more funny Tei suggestion for the incoming HL1/HL2 engines(*). New Suggestion: - Split Screen Support. * Ability to split the screen 2 and 4 * Ability to attach a viewport to a entity * Support to attach a input device to a viewport controler * Server ability

Re: [hlcoders] Tei Suggestions Attacks!

2003-12-27 Thread tei
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 device to a viewport controler * Server ability to receive random viewport controler. * Ability to play demos has splitscreen,

Re: [hlcoders] VIS issues

2004-01-10 Thread tei
/remove wires/tris from gray to white. The numpad can be usefull to navigate this word. Press (s) to save, press (l) to load. (t) can be usefull to retarget to nearest node or whatever is posible to retarget on PVS tree. (I know very littel about PVS itself) --Tei free has beer postdata: I know a vis

Re: [hlcoders] Scripting

2004-01-10 Thread tei
Codiac wrote: You can do a lot of this stuff using Spirit of Halflife http://spirit.valve-erc.com/ Jeff. Cool mod!. Very complete. Huge. + about that: You can use entitys to change some mod values, like player model, speed, ...weapons models, damage, skin.. So a new map can dramatically

Re: [hlcoders] VIS issues

2004-01-12 Thread tei
I think actual VIS tools where really 'simple' apps. Not easy to understand, how work or what generate (but not imposible, you can read good papers aboud vising somewhere in the net)... but small apps. I think can be posible to enhance vising tools in more complex ways that actually. A good

[hlcoders] Article about Gamma

2004-01-12 Thread tei
Some guy has written a interesting article about gamma here: http://www.quakesrc.org/forum/viewtopic.php?t=2534 I know is not directly Half-Life applicable, but maybe can be a interesting paper to read. Avec plaisir/Que les aproveche/Good food men! ___

Re: [hlcoders] Article about Gamma

2004-01-13 Thread tei
Sniper wrote: Brings up a very good point. Almost everyone on the planet feels the need to set their monitor brightness to 85,000,000 for some reason. What the hell happened in the last few years? Shadows are no longer apart of gaming either, and level designers these days tend to make maps

[hlcoders] postdata:

2004-01-15 Thread tei
I am sorry if you found something not legal in the refered page. Hem.. maybe whats a better idea to share this linke with a icq with other hlcoders people and get opiniones before to post that here. I am sorry if whas a bad idea. I think not. :~ ___ To

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

2004-01-15 Thread tei
Maybe this can help somehome in this hlcoders list. 1 saludo Tei. Original Message Subject: [quark] Off Topic : i found an LEGAL Half-Life 2 model importer for 3ds max r6 !! Date: Thu, 15 Jan 2004 03:26:34 +0100 (CET) From: Helmut Berger [EMAIL PROTECTED] Reply-To: [EMAIL

Re: [hlcoders] Steam problem

2004-01-15 Thread tei
Matt wrote: If i load qbasic and try to run steam it wont run, then if i close qbasic run steam, quit it, then run qbasic again it wont go into fullscreen mode..? fake usefull response: qBasic use some library with the same name of some qbasic library? you can try filemon (from wininternal

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

2004-01-15 Thread tei
Sniper wrote: This doesn't look LEGAL to me. Unless he had support from Valve, he downloaded the illegal version of Half-Life 2 to do this. Why does he have the Half-Life 2 models in pictures all over the place? Pathetic. -Sniper I agree with you. Looks like he use illegal content to test the

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

2004-01-17 Thread tei
Marco Leise wrote: :( ... what about the model importers in the QuArK level editor now? Are they all illegal, because someone had to look at released source code from Quake or the Half-Life SDK and use some models as test cases? I wrote an article about the structure of Half-Life models now and

Re: [hlcoders] License issues when writing code to display Half-Life models

2004-01-18 Thread tei
Marco Leise wrote: I know the license :[ Ok, I *used* some files from the SDK to aquire the basic knowledge of the file format and used case studies with other parts of the models. I *reproduce* some code as soon as I try to read in Half-Life models no matter what code I use, right? We can

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