Re: [hlcoders] Quick List; Server Browser

2009-01-27 Thread Adrian Finol
Hey James, Could you send me a link to your mod? I would like to take a look at why the quick list is behaving this way. As for the search criteria, the list looks for Not Empty, Not Full, VAC Enabled and No Password. -Original Message- From: hlcoders-boun...@list.valvesoftware.com

Re: [hlcoders] Quick List; Server Browser

2009-01-27 Thread Adrian Finol
filter. When I had tested this before, the only servers with players were in Europe, and so.. yeah you get the picture. :) So, it seems nothing is wrong after all. Sorry for the false alarm! Thanks again, James Adrian Finol wrote: Hey James, Could you send me a link to your mod? I would like

Re: [hlcoders] TF2 style player collisions

2008-08-18 Thread Adrian Finol
Programming Subject: Re: [hlcoders] TF2 style player collisions That would be very helpful. It's a common piece of code a lot of mods want to implement. Dan On Fri, Aug 15, 2008 at 9:49 PM, Adrian Finol [EMAIL PROTECTED] wrote: TF2 players are only solid to enemies. The way we do all the soft

Re: [hlcoders] TF2 style player collisions

2008-08-15 Thread Adrian Finol
TF2 players are only solid to enemies. The way we do all the soft collision behavior on the client is by modifying their user commands. Basically we figure out if you're near a non-solid team mate and modify your forwardmove and sidemoves accordingly. Doing it this way is why it feels smooth and

RE: [hlcoders] CrossBow_Bolt: Stick Out More...

2006-12-29 Thread Adrian Finol
Look for CreateCrossbowBolt inside c_stickybolt.cpp on the client project, that's where the client side bolt is created. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gus Sent: Thursday, December 28, 2006 8:42 AM To: hlcoders@list.valvesoftware.com

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-24 Thread Adrian Finol
/06, Garry Newman [EMAIL PROTECTED] wrote: Yeah kinda. I'm based off HL2, and mounting CS:S using the filesystem-mount and addsearchpath (to tail) commands. I'll try it with a new mod to make sure it isn't something that only happens with GMod.. On 5/23/06, Adrian Finol [EMAIL PROTECTED] wrote

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-23 Thread Adrian Finol
I just tried to reproduce this by following these steps and I couldn't get it to happen. This is what I did so let me know if I missed something: I changed HL2DM's GameInfo.txt to also mount the cstrike folder so I could load cs_office and all its resources. I loaded HL2DM on msdev and built

RE: [hlcoders] Is there such a thing as a NULL model?

2005-11-27 Thread Adrian Finol
You can always return false in C_BaseCombatWeapon::ShouldDraw if is not being carried by the local player. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Saturday, November 26, 2005 6:28 PM To: hlcoders@list.valvesoftware.com Subject: Re:

RE: [hlcoders] Is it possible to have client-side Entity only?

2005-09-20 Thread Adrian Finol
There are a few examples of client-side only entities in the SDK. Check c_gib.cpp for C_Gib or c_baseanimating for C_ClientRagdoll. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Marcus Matèrn Sent: Tuesday, September 20, 2005 9:14 AM To:

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

2005-09-07 Thread Adrian Finol
Pose Parameters can be used to blend between frames or animations. Most of the NPCs in Half-Life 2 use pose parameters to blend between 8 different run or walk animations (One for each direction). And in the case of the AR2 it just blends between two keyframes (one open and one closed).

RE: [hlcoders] How to make a beam fade out?

2005-06-20 Thread Adrian Finol
Creating the beam with the FBEAM_FADEOUT flag should do what you want. By the way, you can find all the valid beam flags in game_shared\beam_flags.h. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick Sent: Monday, June 20, 2005 7:33 AM To:

RE: [hlcoders] HL2MP Speed hack

2005-03-05 Thread Adrian Finol
You forgot to preface your email with ProTip: -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Lance Vorgin Sent: Friday, March 04, 2005 10:59 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HL2MP Speed hack Dude put all anticheat related

RE: [hlcoders] Using Dissolve to make disappear a ragdoll.

2005-03-02 Thread Adrian Finol
Yes, the ragdoll is released as soon as the effect is done. Check C_EntityDissolve::ClientThink( void ) in c_entitydissolve.cpp. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis Gonzalez Sent: Wednesday, March 02, 2005 7:05 AM To:

RE: [hlcoders] Assert error

2005-02-22 Thread Adrian Finol
What does GetClassname() return? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Tuesday, February 22, 2005 4:43 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Assert error This is a multi-part message in MIME format. -- [

RE: [hlcoders] Valve's Zoom Function

2005-01-22 Thread Adrian Finol
CHudZoom in cl_dll\hl2_hud\hud_zoom.cpp is what you're looking for. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David Nelson Sent: Saturday, January 22, 2005 3:01 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Valve's Zoom Function Ok

RE: [hlcoders] RE: HL2DM SDK in January or February? Matt, i discovered something

2005-01-18 Thread Adrian Finol
Random number? Where is that number coming from? We need more info to help you fix this problem. What happens if you do this: int pitch = GetOuter()-LookupPoseParameter( aim_pitch ); if ( pitch 0 ) return; SetOuterPoseParameter( pitch, -90 ); Does your player model

RE: [hlcoders] Blame Yahn for this one?

2005-01-06 Thread Adrian Finol
Something like that... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Yahn Bernier Sent: Thursday, January 06, 2005 9:00 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Blame Yahn for this one? I think Adrian was trying to get the HL2

RE: [hlcoders] should I wait for hl2dm sdk?

2004-12-16 Thread Adrian Finol
We are planning on releasing the HL2DM source code but don't have a date for it right now. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kyle Keating Sent: Wednesday, December 15, 2004 8:35 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] should I wait

RE: [hlcoders] M_iPrimaryAmmoType

2004-12-13 Thread Adrian Finol
Did you add the ammo type? Search for CAmmoDef *GetAmmoDef() and you'll see how HL2 adds ammo types. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Xas Sent: Tuesday, December 14, 2004 12:17 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders]

RE: [hlcoders] NPCs acting differently

2004-12-05 Thread Adrian Finol
Is your gamerules initializing relationships correctly? Check CHalfLife2::InitDefaultAIRelationships in hl2_gamerules.cpp to see how HL2 does it. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gerald Sent: Saturday, December 04, 2004 4:21 PM To: [EMAIL

RE: [hlcoders] HL2 Dev CPU Requirements

2004-10-21 Thread Adrian Finol
Hah! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Brian Satertek Irelan Sent: Thursday, October 21, 2004 3:30 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] HL2 Dev CPU Requirements You have to have a widescreen LCD monitor like all the guys at

RE: [hlcoders] Shield

2004-09-25 Thread Adrian Finol
Having a shield is a state. When you pickup a weapon_shield it removes that entity and then sets the picker's m_bOwnsShield (part of CSPlayer) to true. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Freecode Sent: Saturday, September 25, 2004 2:02 PM To:

RE: [hlcoders] Shield

2004-09-25 Thread Adrian Finol
But did you know the name of the variable? I think not! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Saturday, September 25, 2004 4:29 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Shield Adrian Finol wrote: Having

RE: [hlcoders] RE: Incoming Msg

2004-09-01 Thread Adrian Finol
Agreed! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Pavol Marko Sent: Wednesday, September 01, 2004 10:52 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] RE: Incoming Msg omg anyone ban this one please :) It's annoying... - Original Message

RE: [hlcoders] Quiet!!!!

2004-06-04 Thread Adrian Finol
Shhh, Alfred's sleeping. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Friday, June 04, 2004 3:52 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Quiet Hello?... Hello? Is anyone there?... (tumbleweed rolls by)... It

RE: [hlcoders] :-)

2004-05-19 Thread Adrian Finol
Now that's funny. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of tei Sent: Wednesday, May 19, 2004 8:15 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] :-) the virus come from here: (map) http://telejano.berlios.de/option/tomasz1.gif (city itself)

RE: [hlcoders] client side PVS/PAS ent question

2004-05-16 Thread Adrian Finol
Try this: //returns true if the player is in the same PVS bool CheckPVS(int iPlayerIndex) { cl_entity_t *pLocalPlayer = gEngfuncs.GetLocalPlayer(); cl_entity_t *pPlayer; pPlayer = gEngfuncs.GetEntityByIndex( iPlayerIndex ); if( pPlayer == NULL || pLocalPlayer ==

RE: [hlcoders] ^_^ mew-mew (-:

2004-05-13 Thread Adrian Finol
tl;dr -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of StealthMode Sent: Thursday, May 13, 2004 10:51 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] ^_^ mew-mew (-: It would be real easy for Valves IT people to block this lamers ip on the incoming

RE: [hlcoders] Weeeeee! ;)))

2004-03-06 Thread Adrian Finol
We have replaced Alfred with a monkey, it might take a while to get used to it, so don't freak out! Thanks! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Friday, March 05, 2004 1:38 AM To: [EMAIL PROTECTED] Subject: [hlcoders]

RE: [hlcoders] Weeeeee! ;)))

2004-03-06 Thread Adrian Finol
! ;))) Adrian Finol wrote: We have replaced Alfred with a monkey, it might take a while to get used to it, so don't freak out! Does the monkey fling his poo like Alfred does? :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view

RE: [hlcoders] PM_PreventMegaBunnyJumping()

2003-08-24 Thread Adrian Finol
PROTECTED] Sent: Saturday, August 23, 2003 3:27 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] PM_PreventMegaBunnyJumping() On Sat, 23 Aug 2003, Adrian Finol wrote: The 1.7 and 0.65 are just two numbers we chose after testing and tweaking the code around. If you read the code

RE: [hlcoders] PM_PreventMegaBunnyJumping()

2003-08-23 Thread Adrian Finol
The 1.7 and 0.65 are just two numbers we chose after testing and tweaking the code around. If you read the code, BUNNYJUMP_MAX_SPEED_FACTOR is used as a cap on how fast you can go. We still let you bunny hop, but instead of going uncapped like before (reaching speeds of mach 3!) we now slow you

RE: [hlcoders] (no subject)

2003-07-18 Thread Adrian Finol
Just ran out of coffee, Anyone seen Alfred lately? -Original Message- From: Erik Johnson [mailto:[EMAIL PROTECTED] Sent: Friday, July 18, 2003 2:37 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] (no subject) For now, we're going to keep Alfred around at Valve. -Original

RE: [hlcoders] default.cfg

2003-04-12 Thread Adrian Finol
If what you want is set default keys when a config file is not found, the values are in the kb_def.lst file under /gfx. -Original Message- From: Kyle [mailto:[EMAIL PROTECTED] Sent: Saturday, April 12, 2003 12:37 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] default.cfg Yes, when

RE: [hlcoders] 9wb problems

2003-03-29 Thread Adrian Finol
If they are always looking to the right maybe you still have controllers in your model? I've seen that behavior before and it was caused by that. About the animations that don't play properly, what happens? There is hardcoded numbers for animations that are full body (no gait sequence). You

RE: [hlcoders] Mouth movement for voice

2003-02-26 Thread Adrian Finol
You shouldn't need to do anything code wise. Does your model has a controller called mouth? That should be all you need to get voice comm to do what you want. -Original Message- From: Mazor [mailto:[EMAIL PROTECTED] Sent: Wednesday, February 26, 2003 2:19 PM To: [EMAIL PROTECTED]

RE: [hlcoders] ATI RADEON [7200] card problems.

2003-01-13 Thread Adrian Finol
You can turn this off by setting the ati_npatch cvar to 0. Just enter ati_npatch 0 in the console. -Adrian -Original Message- From: Vyacheslav Djura [mailto:[EMAIL PROTECTED]] Sent: Monday, January 13, 2003 9:34 AM To: [EMAIL PROTECTED] Subject: [hlcoders] ATI RADEON [7200] card

RE: [hlcoders] Transparent color on model?

2002-12-23 Thread Adrian Finol
There will be after we release the next patch. You can assign rendermodes to textures, like additive. You can also mask out colors in a texture. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] Sent: Monday, December 23, 2002 10:57 AM To: [EMAIL PROTECTED] Subject:

RE: [hlcoders] decals

2002-11-29 Thread Adrian Finol
gEngfuncs.pEfxAPI-R_DecalRemoveAll ( int i ); The name is missleading, since it doesn't remove all decals but one. So you want to do something like this: for ( int i = 0; i (int)CVAR_GET_FLOAT( r_decals ); i++ ) gEngfuncs.pEfxAPI-R_DecalRemoveAll ( i ); If you don't have the

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

2002-06-06 Thread Adrian Finol
That code sets the COND_ENEMY_OCCLUDE flag if the enemy is NOT visible. Hence the !FVisible. If it's visible, then it removes the flag. Assert is a debug function, it will break (stop) the debugger if the condition passed is not met. -Original Message- From: geoff c [mailto:[EMAIL

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

2002-06-06 Thread Adrian Finol
have compiled in Debug mode), such as: ASSERT FAILED: whatever -Original Message- From: Adrian Finol [mailto:[EMAIL PROTECTED]] Sent: Thursday, June 06, 2002 6:27 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Confusing bit of code in the HL AI That code sets

RE: [hlcoders] Wierdest thing ever....

2002-05-04 Thread Adrian Finol
It's not safe to try to draw anything to the HUD outside the HUD Draw code. If you try to call it from someplace else, the screen might not be set in the proper way to render them. DrawPlayer is further down the pipeline and is not set to draw in ortho projection mode. Hence it will rendered

RE: [hlcoders] 3 round burst bug

2002-05-03 Thread Adrian Finol
The prediciton code will call it every frame. Thats why your PrimaryAttack function kerps getting called. You should check if runfuncs is true wich gets set only for one frame when the update comes. That way you can be sure that it will only be done once. Thats why events only get fired once,

RE: [hlcoders] Scope Sprites

2002-04-30 Thread Adrian Finol
You can also check if the currententity is the viewmodel on the model rendering code and just return when it goes to draw it. -Original Message- From: Sebastian Steinlechner To: [EMAIL PROTECTED] Sent: 4/30/2002 4:03 AM Subject: Re: [hlcoders] Scope Sprites Actually, there IS a

RE: [hlcoders] v_weaponmodels skin changing

2002-04-15 Thread Adrian Finol
I tried changing the skin from HUD_DrawNormalTriangles and the engine got the skin info correctly when it was going to render the model. So it should work fine if called from the client.dll. It seems the skin value is not getting propagated for the View model from the server to the client.

RE: [hlcoders] Accessing another client's iuser variable

2002-03-26 Thread Adrian Finol
You can always check the sequence number on the client, in the model rendering code for that player. If it's set to your animation you can just tag that player as swinging the sword and do your magic trail thingy =). -Original Message- From: Georges Giroux [mailto:[EMAIL PROTECTED]]

RE: [hlcoders] Counter-Strike : Condition Zero

2002-03-24 Thread Adrian Finol
Most of the tech will indeed be avaliable for people to use since most changes where done in the engine. Stuff like the use of masked textures on models and stuff like that. I've been working on moving the whole particle system into a separate .dll so that can be distributed and mod authors

RE: [hlcoders] iuser4 variable ??

2002-03-22 Thread Adrian Finol
Woah, I sent this a day ago. -Original Message- From: Adrian Finol [mailto:[EMAIL PROTECTED]] Sent: Wednesday, March 20, 2002 12:39 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] iuser4 variable ?? The value on the server will stay correct cause it's not sent over the wire. You

RE: [hlcoders] iuser4 variable ??

2002-03-21 Thread Adrian Finol
The value on the server will stay correct cause it's not sent over the wire. You need to add your var to the delta.lst file so you can send it correctly to the client. Check your delta.lst file, you'll see that the other 3 iusers are already there. -Original Message- From: Cortex

RE: [hlcoders] Re: hlcoders digest, Vol 1 #291 - 14 msgs

2002-02-18 Thread Adrian Finol
Here we go, just put this on hl_weapons.cpp. // For storing predicted sequence and gaitsequence and origin/angles data static int g_rseq = 0, g_gaitseq = 0; static vec3_t g_clorg, g_clang; /* == Game_GetSequence == */ void

RE: [hlcoders] Models and sequences

2002-01-23 Thread Adrian Finol
One thing to remember is that any transformation applied to the model client side has to be duplicated on the server in order to mantain hit detection in order. We had this problem with CS, where the client was doing all the blendings ( 9 to be exact ) while the server had no idea about what

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-05 Thread Adrian Finol
#define TE_BOX 31 // coord, coord, coord boxmins // coord, coord, coord boxmaxs // short life in 0.1 s // 3 bytes r, g, b Use that TempEnt on the server. - Adrian -Original Message- From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]] Sent:

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-05 Thread Adrian Finol
PROTECTED] Subject: RE: [hlcoders] Items.cpp (MyTouch) Lad you know what your talking about.. I sure in the heck don't ;) -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Adrian Finol Sent: Saturday, January 05, 2002 7:53 AM To: '[EMAIL PROTECTED]' Subject

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-05 Thread Adrian Finol
Actually, I just noticed, you're sending the TE to pev-origin. Thats whats crashing you. Should be only pev. - Adrian -Original Message- From: Adrian Finol [mailto:[EMAIL PROTECTED]] Sent: Saturday, January 05, 2002 12:40 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Items.cpp

RE: [hlcoders] GetBonePosition

2001-12-20 Thread Adrian Finol
matter. I want the world position, but either way it does it all I have to do is either add or subtract the entity's origin. From: Adrian Finol [EMAIL PROTECTED] Reply-To: [EMAIL PROTECTED] To: 'Patrick Phillips ' [EMAIL PROTECTED], '[EMAIL PROTECTED] ' [EMAIL PROTECTED] Subject: RE: [hlcoders

RE: [hlcoders] MOVETYPE_NONE for player

2001-12-17 Thread Adrian Finol
Actually, It would be better if you used g_engfuncs.pfnSetClientMaxspeed. Setting it to something really low, 1 would do just fine: g_engfuncs.pfnSetClientMaxspeed( ENT( player-pev ), 1 ); The reason I dont recomend using EnableControl, is cause some player gets halted too ( not only

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

2001-12-06 Thread Adrian Finol
Last time we have you for a sleep over!, I'm telling mom!. -Original Message- From: Ken Birdwell To: '[EMAIL PROTECTED]' Sent: 12/5/01 6:39 PM Subject: RE: [hlcoders] [OT] question to valve, curious no sounds kind of nasty, like we're refusing and keeping it to ourselves. The answer