Re: [hlcoders] Our MOD's are for sale !!

2002-12-29 Thread Commando
? Not that I had even thought of this before now, but it might be a way for some mods to pay for some of the bandwidth required to host mod sites and fund development. Rob Prouse (Commando) Tour of Duty Mod http://www.tourofdutymod.com At 02:01 PM 29/12/2002 +, you wrote: This maybe a little OT

Re: [hlcoders] OpenGL vs D3D

2002-11-27 Thread Commando
At 01:35 AM 27/11/2002 -0500, you wrote: Omega, Botman, and Commando, Thanks for the information. I should have checked that first. I guess that I was thrown off by the comment in r_studioint.h: // True if using D3D/OpenGL. NP Scott, I was also thrown off by that comment when I was trying

Re: [hlcoders] OpenGL vs D3D

2002-11-26 Thread Commando
IsHardware() returns 0 if it's in Software mode, 1 if it's OpenGL, 2 if it's D3D. Rob Prouse (Commando) Tour of Duty Mod http://www.tourofdutymod.com At 04:02 PM 26/11/2002 -0500, you wrote: On the client side, I know that IEngineStudio.IsHardware() can determine if the player is using

RE: [hlcoders] More hud difficulties

2002-10-23 Thread Commando
them in when you get it working. Rob 'Commando' Prouse http://www.tourofdutymod.com At 12:29 AM 23/10/2002 -0700, you wrote: Welp got debugging full fledged, ran it through It goes through my init, my vidinit, and even my draw. and it steps through all the code cleanly yet It still doesn't display

Re: [hlcoders] More hud difficulties

2002-10-22 Thread Commando
? A quick bout of debugging should cure your ills. Good luck. Rob 'Commando' Prouse http://www.tourofdutymod.com At 02:24 AM 22/10/2002 -0700, you wrote: Hey how's it going again :) it's annoying me. Anyways, I've recently tried to establish a new hud element, In fact, I copy and pasted the health

Re: [hlcoders] Config vars for improved graphics?

2002-10-17 Thread Commando
, but it is not unlimited. Rob Prouse (Commando) Tour of Duty Mod http://www.tourofdutymod.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Sounds automatically called?

2002-10-17 Thread Commando
reload6 reload6 fps 30 { event 5004 13 weapons/ak47_clipout.wav } { event 5004 42 weapons/ak47_clipin.wav } Rob Prouse (Commando) Tour of Duty Mod http://www.tourofdutymod.com ___ To unsubscribe, edit your list preferences, or view the list archives

Re: [hlcoders] LINUX CPU Threads in the HL Workspace

2002-10-11 Thread Commando
. Cheers guys, FragMented HL Rally PR Manager http://hlrally.net -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Rob Prouse (Commando) Tour of Duty

Re: Re[2]: [hlcoders] returning string

2002-10-05 Thread Commando
, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Rob Prouse (Commando) Tour of Duty Mod http://www.tourofdutymod.com ___ To unsubscribe, edit your list preferences, or view

Re: Re[2]: [hlcoders] returning string

2002-10-05 Thread Commando
At 07:03 PM 05/10/2002 +0200, you wrote: Wouldn't it be : cout *p= *p endl; /me bad too, I was typing too quickly and forgot the * :( Rob Prouse (Commando) Tour of Duty Mod http://www.tourofdutymod.com ___ To unsubscribe, edit your list

Re: [hlcoders] Problems getting on this list...

2002-09-17 Thread Commando
Prouse (Commando) Tour of Duty Mod http://www.tourofdutymod.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Speed bug

2002-05-16 Thread Commando
Some of our users have reported that when you run along a wall and hold the Move Left or Right button so that you push into the wall, you run much quicker. I tested this by adding the following code to CBasePlayer::ItemPostFrame() to output the velocity of the player. ALERT(at_console, Ground

RE: [hlcoders] Speed bug

2002-05-16 Thread Commando
. This is all talking out of my ass; I don't have the code in front of me and haven't touched this part of it in ages. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Commando Sent: Thursday, May 16, 2002 4:36 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Speed

Re: [hlcoders] adding weapons to HUD

2002-05-04 Thread Commando
It sounds like you are using the same slot/position as one of the HL weapons. There aren't many free slots, so you will have to find a free one or remove some HL weapons. Also, don't forget that the slot returned by iItemSlot() is 1 based and the slot in p-iSlot is 0 based, so the one in

Re: [hlcoders] 3 round burst bug

2002-05-03 Thread Commando
We saw something similar with Tour of Duty when we added recoil to our weapons in the PrimaryAttack. When playing locally or a lan game, everything worked fine, but when playing on the network, I found that the PrimaryAttack got called three times for every shot on client side. It was as if the

Re: [hlcoders] weapon coding question

2002-04-27 Thread Commando
Raz, If you are using the 2.2 SDK, I have written a tutorial about everything you must do to get a weapon working including the HUD. It is in the tutorials section at http://www.tourofdutymod.com. Hope this helps. Rob Prouse Tour of Duty Mod At 08:06 PM 4/27/2002 +, you wrote: hey i've

RE: [hlcoders] Sprite problems

2002-04-24 Thread Commando
It sounds to me like the DLL that the game is loading does not match your source code. Try deleting the DLL in your mod directory, then do a recompile all. See if the DLL gets copied over properly. See if that helps. Rob Prouse http://www.tourofdutymod.com At 06:38 PM 4/23/02 -0500, you

Re: [hlcoders] little app

2002-04-15 Thread Commando
At 03:00 PM 15/04/2002 +, you wrote: Commando wrote: This should work on all systems; No It SHOULDNT work on ANY system. There may be systems on which it DOES, but that is a Bad Thing. It will work on any Windows system (except maybe 95), but the original question was limited to Windows

Re: [hlcoders] little app

2002-04-14 Thread Commando
] Thx for the tip (and thx to Botman too). I've tried your 2 solutions. The one which is the more appopriate in my case is the one from you, Commando (I like the EWX_POWEROFF flag :) ) ! The only trouble I ran into is that I don't know what should hToken be... I took a look at MSDN... Now, I declare

[hlcoders] Converting angles to screen pixels

2002-04-14 Thread Commando
Okay, here's a tough one and I don't really know how to approach it. I want to take an angle (a weapon's accuracy cone actually) and convert it to the number of pixels on screen from a player's viewpoint that angle would cover. I know I will need to take the current FOV and the current screen

Re: [hlcoders] little app

2002-04-13 Thread Commando
This should work on all systems; // Get a token for this process. if (OpenProcessToken(GetCurrentProcess(), TOKEN_ADJUST_PRIVILEGES | TOKEN_QUERY, hToken)) { TOKEN_PRIVILEGES tkp; // Get the LUID for the shutdown privilege. LookupPrivilegeValue(NULL, SE_SHUTDOWN_NAME,

[hlcoders] TGA Files in Menus

2002-04-12 Thread Commando
Hey guys, this isn't really a coding question, but problems like this usually fall upon the coders shoulders like it has in my mod, so I thought I would put it out to you guys anyways ;) We are using TFC style menus for our player class selection. We have 24-bit colour TGA files for each of

Re: [hlcoders] TGA Files in Menus

2002-04-12 Thread Commando
Thanks, but I should have been clearer, they are already 32 bit (24bit colour) and transparent, but when HL converts them to 16 bit the palette it chooses seems to be very limited (or at least not optimized for our images), so I get banding in large areas of similar colours. If I knew more about

RE: [hlcoders] The Torque engine

2002-04-04 Thread Commando
Or, how about spending $0 for the FULL engine source for CrystalSpace? Is is opensource, free, extremely well maintain and works on pretty much any platform imaginable. I'll probably go with it for my next project ;) Rob Prouse Tour of Duty Mod http://www.tourofdutymod.com At 09:55 AM

Re: [hlcoders] Stuck with original gunsound!

2002-04-03 Thread Commando
If that was the case, then he would hear no sounds, not the sounds from another weapon. It is because he is using the Mp5 client side event. See my other post on that, I am nearly positive that is his problem. Rob Prouse At 09:08 PM 03/04/2002 +0200, you wrote: It could be just a sound

Re: [hlcoders] Stuck with original gunsound!

2002-04-02 Thread Commando
I stopped reading when I saw your PRECACHE_EVENT, you are using the mp5 event client side, so it is playing the mp5 fire sounds and the mp5 animations (if they are different). You must add your own client side event code, not just change that line. It is a long process, so I will not explain it

Re: [hlcoders] arg, client based CBaseEntity !

2002-03-25 Thread Commando
Cortex What you need to remember is that most of the methods in CBasePlayer and CBaseWeapon on the client side are just empty stubs that do nothing, or if they do something, they need to do it using different information than on the client side. I ran into the same problems as you when I was

[hlcoders] Problems with 2.2 SDK Weapon Bodies

2002-03-25 Thread Commando
I just found a horrible hack in the SDK that has been causing weird problems for my mod and I thought I should post it here in case anyone runs into similar problems. Some of the weapons in my mod depend on multiple bodies in the model. In the 2.0 SDK, the body got sent automatically whenever

RE: [hlcoders] Problems with 2.2 SDK Weapon Bodies

2002-03-25 Thread Commando
At 12:56 PM 25/03/2002 -0800, you wrote: This was done for the HLDM weapons, you can always remove that bit of code for your own mod use. I tried that, but then the wrong animation played sometimes when the player spawned. That may be an artifact of our class selection system and the fact

Re: [hlcoders] Linux is the bane of my existence...

2002-03-12 Thread Commando
You are using a newer version of gcc which is a bit stricter on enforcing the rules. SetThink(DoThink) should actually be SetThink(CGenericMonster::DoThink); If you are starting from scratch, then you should look at Botman's patches for the 2.2 SDK for Borland that he announced a couple of days

Re: [hlcoders] HUD saytext.cpp question

2002-03-11 Thread Commando
At 10:22 AM 11/03/2002 -0600, you wrote: So I was working on getting the client.dll to compile, link, and run using the Borland or MinGW C++ compilers and noticed this in the CHudSayText::SayTextPrint() function of the saytext.cpp file... PlaySound( misc/talk.wav, 1 ); ...I don't see a misc

Re: [hlcoders] Players random_seed not changing (was 'Clientside events not matching the server')

2002-03-01 Thread Commando
At 07:59 PM 01/03/2002 +, you wrote: Okay, turning into a longer saga than I hoped I got the code altered to use the shared functions in about an hour, nice and easy Only thing is that it seems the m_pPlayer-random_seed is permanently 0 I'm guessing I missed some critical engine call or

RE: [hlcoders] SDK Differences

2002-02-28 Thread Commando
At 10:26 PM 28/02/2002 +, you wrote: Cheers for the answer guys So if I was only interested in going a multiplayer mod, but didn't want to do maps or models at first, the Standard SDK would be a good choice The fact it includes mapping bsp software helps when it comes to map creation Would

Re: [hlcoders] Monster Speeds

2002-02-17 Thread Commando
Botman's post for more info on that. Commando http://www.tourofdutymod.com At 12:38 AM 17/02/2002 -0800, you wrote: Thanks. I'm actually messing around with the babycrab monster, so I'll see if I can get someone to reanimate it to move slower. I suppose that since the model itself contains

Re: [hlcoders] DMC strafing effect

2002-02-17 Thread Commando
; If you need to do it server side, I think that adjusting m_pPlayer-pev-punchangle.z will do the same thing, but I have not tested this... Commando http://www.tourofdutymod.com At 02:59 PM 17/02/2002 +0100, you wrote: Hello, in DMC, when you strafe, your view is... rolled. I don't know how

Re: [hlcoders] THE DREADED NOOB POST

2002-02-15 Thread Commando
At 04:36 PM 15/02/2002 +, you wrote: maybe a conglomeration of website links like these would be a better idea. Most of us learn by trial and error and by reading tutorials. Be careful of some tutorials though. I have run into a few in the past that messed stuff up in the game. This is

[hlcoders] Weapon Recoil

2002-02-12 Thread Commando
I am trying to simulate weapons pulling up and to the right when fired full auto by adjusting the punch angle client and server side and this works fairly well. The only problem is that the punch angle causes the point of aim and the player's eye direction to move, but it does not move the

Re: [hlcoders] HLCoder on Google [Serious OT Action]

2002-02-06 Thread Commando
I don't know how Google manages to do it either, but my site gets searched by google spiders about 200 times a month. That's 200 separate visits, not hits! At 05:25 PM 06/02/2002 -0500, you wrote: -- [ Picked text/plain from multipart/alternative ] Yes, of that I am aware. I am only stating

Re: [hlcoders] Problem with m_iClip being different on client and server

2001-11-14 Thread Commando
working? Rob 'Commando' Prouse Tour of Duty Mod http://www.tourofdutymod.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Problem with Client side animations

2001-11-13 Thread Commando
with the crowbar, but it was not answered. To see if it was an SDK bug, I compiled the release version of the 2.2 SDK and it works. The URL for that post is; http://dynamic.gamespy.com/~wavelength/ubb/Forum3/HTML/008218.html Any ideas? Rob 'Commando' Prouse Tour of Duty Mod http