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

2002-12-29 Thread Commando
It does kind-of irk me that these guys are making so much money off of our
hard work, but is it really anything different than organizations like
fileplanet does?  They are charging you for downloading and making a CD
copy for you, not for the games themselves (or so they could argue).

Maybe the question we should be asking is if it is okay for us to do the
same sorts of things to recoup some of our costs?  As long as mods continue
to be freely available to download, can we set up services to distribute
the mod on CD for a small fee to customers that prefer not to download 100+
meg?  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, but in any case it affects a lot of us

I recently went to a computer fair here in the UK, one stand was selling
lots of obviously copied CD's... The Quality of the CD Labels and Inserts
were infact diabolical..

I stumbled across a CD with several HL mod's on it... the main picture was
of Counter Stirke the mods were listed on the back, amongst the mods
were my own mod Wanted, as well as lots of other popular mods, Action HL,
DoD etc..etc... too many to list... but the vendor was illegally selling the
CD's for £10.00 GBP.

When I confronted the seller asking what permission he had for selling these
mod's.. he stated they were all free-ware... I know this is not the case,
although Mods are avaliable freely for download, it is not legal to re-sell
them... So I want to know what you people think of this... I know that many
of us don't get a penny for all the time and effort we put in to creating
these mods, but it drives me mad to think that someone else is just
downloading them, cutting them to disc and making money out of doing so.

I forced the seller to give me the details of the person who he gets them
from, which I now have. (although I only have a name and UK Telephone
number).

What are your thoughts ?

Mike.


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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 the same
thing and asked here back then.  Luckily someone at Valve answered my
question then, but that is why I am still working with the HL engine
instead of moving on, you can't beat the support :D


Rob Prouse (Commando)
Tour of Duty Mod
http://www.tourofdutymod.com

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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 software or hardware modes.  But how can I
distinguish between OpenGL and D3D hardware modes?


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RE: [hlcoders] More hud difficulties

2002-10-23 Thread Commando
First, make sure scouter is in your hud.txt and that the number of entries
at the top is still correct.  Then add a new member variables to your
CHudScouter class to hold the sprite and the rect so they are not being
loaded every frame and so that you can debug it easier (looking at your
code, you may already have these);

HSPRITE  m_hSprite;
wrect_t*m_prc;

Now do your loading in VidInit()

int CHudScouter::VidInit(void)
{
m_HUD_Scouter = gHUD.GetSpriteIndex( lant_off );
m_hSprite  = gHUD.GetSprite(m_HUD_Scouter );
m_prc= gHUD.GetSpriteRect(m_HUD_Scouter );
}

Now you can properly debug and see if m_hSprite is getting loaded and if
your rect (m_prc) is the correct size.  If not, your hud.txt is
wrong.  Next reduce your Draw to the bare minimum;

int CHudScouter::Draw(float flTime)
{
if ( gHUD.m_iHideHUDDisplay  ( HIDEHUD_ALL ) )
return 1;

if (!(gHUD.m_iWeaponBits  (1(WEAPON_SUIT)) ))
return 1;

SPR_Set(m_hSprite, 255, 255, 255);
SPR_DrawHoles(0, 50, 50, m_prc);

return 1;
}

You can also comment out the first two checks there if you are paranoid and
add 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 my
sprite on the screen.
--Health.cpp--
...
int CHudScouter::Init(void)
{
HOOK_MESSAGE(Scouter);
m_iHealth = 0;
m_iKi = 0;
m_iPwrLvl = 0;
m_iFlags = 0;
gHUD.AddHudElem(this);
return 1;
}
...
int CHudScouter::VidInit(void)
{   m_hSprite = 0;
m_HUD_Scouter = gHUD.GetSpriteIndex( scouter );
m_iFlags |= HUD_ACTIVE;
return 1;
}
...
int CHudScouter::Draw(float flTime)
{
int r, g, b;
int a = 0, x, y;
ASSERT((m_iFlags  (HUD_ACTIVE)));
r = 255;
g = 255;
b = 255;
a = 255;
x = 50;
y = 50;
SPR_Set(gHUD.GetSprite(m_HUD_Scouter), r, g, b);
SPR_DrawHoles(0, x, y, gHUD.GetSpriteRect(m_HUD_Scouter));
return 1;
}
...
--End of Health.cpp--

Now you look at that and tell me I haven't done anything wrong ?, I can get
the sprite index and display
my sprite for the scouter in place of my healthhud in my healthhud class, so
it isn't getspriteindex.
x and y are both in perfect position on the screen, The alpha test sprite
should display with full intensity
and when I run through the debugger and handset the x,y, values just in
case, It still doesn't display them.
Now Am I just loosing it or what ? because that seems like a problem with
the engine to me, *remember I said
I ran breakpoints and it went through my init, my vidinit, and then every
loop it runs to draw the hud pieces
it hit my scouters hud draw breakpoint, and I successfuly stepped into every
statement and return 1; successfully
and it continued to loop and draw it like normal*  Anymore help would be
much appreciated, I just don't know
what else to do other then merge the scouter into my health hud which I
really want to avoid. Thankyou all ahead of time
for assistance.  And i'm sorry for the length of code, but I'm sure one of
you would have mearly accused me
of just making typo's.


Pj Bean
Lead Coder of Sr(http://www.sr.flagrun.net)


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Rob Prouse (Commando)
Tour of Duty Mod
http://www.tourofdutymod.com


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Re: [hlcoders] More hud difficulties

2002-10-22 Thread Commando
Paul,

Make sure you have added a member variable for your new hud element to CHud
and call Init() in CHud::Init() and VidInit() in CHud:VidInit();

If that is done, make sure that it is not your drawing code.  Comment out
anything that might turn it off (or whatever you have that turns it on and
then turn it on in VidInit().  Does it display now?  Then it is your
communication code that is broken.

Put a breakpoint in Init() and VidInit().  Are they getting called?  Walk
through VidInit() and make sure the sprite is getting loaded (just because
it works elsewhere, doesn't mean you don't have an invisible typo here ;) )

If it is getting loaded, put a breakpoint in the Draw and walk through
it.  Are the x and y coords right?  (might be drawn off screen)  Are you
getting to the actual drawing code?  Is the size of your rectangle that you
pass into the draw valid?  Is the sprite NULL?

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 hud
and took out everything I didn't need.  I kept m_iFlags and all virtual
members, and inherited from basehud
*like I said i just copy and pasted health's class and functions and renamed
and removed*  Now, For Some insane
reason,  The hud won't draw what I tell it to display(If it's even calling
my draw funciton at all), I addhudelem and flag
m_iFlags active(on init, not when a message is recieved like the healthhud)
and my draw init and vidinit functions are
intact (I also called init and vidinit in chud::init) My reset function is
blank because I have nothing to reset atm.
I look through the code and all the hud does is cycle through a linked list
untill it hit's a null pointer and call's
the draw function untill it does. I recently went on an inovation, and had
the server check if the server had updated
the hud piece and if it didn't send an update with dummy values, and then
had m_iFlags flag active whenever it recieved a
message, This did not work as wellI'm very concerned, I've checked
everywhere And I just can't find hte problem
I know it's not the sprite, because I had my health sprite load it instead
of the normal hud health sprite instead just
to make sure. Anyways, any help would be greatly appreciated as is its
2:30 am and I'm plum stuck. THanks for reading my message ahead of time.


Paul
Lead Coder of Sr(http://www.sr.flagrun.net)



Rob Prouse (Commando)
Tour of Duty Mod
http://www.tourofdutymod.com


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Re: [hlcoders] Config vars for improved graphics?

2002-10-17 Thread Commando
At 07:53 PM 17/10/2002 +0100, you wrote:

Correct me if I'm getting confused but surely HL uses as much memory as
needed and considering the sort of spec machines around nowadays and the
capabilities of gfx cards then having several Mb of texture memory for each
npc isn't such an issue. Or does the HL engine have internal limitations
that hold it back in regards to assigning memory usage?


I don't think that HL has internal limitations that hold back it's memory
usage, but no matter how powerful todays machines are, memory will be
exhausted at some point.  Many computers today have 128-256 meg of memory
and 32-64meg of memory on the graphics card.  The memory on the graphics
card is not just being used by the textures, it is also being used by the
models and maps and for all that graphics processing that the card
does.  Using textures that are 1meg big can add up very quickly.  How many
textures are used in the average map?  Don't forget player models,
v_models, p_models  w_models for every weapon, map models, monsters,
sprites, decals, etc.  That can quickly add up to 64 meg for textures alone.

Whatever the gfx card cannot handle, gets put in main memory, but that is
limited too.  Depending on the map, our mod uses around 125meg of memory
and we keep our textures as small as is reasonably possible.  DoD, CS and
even HL are similar.  Add to that the memory being used by the OS and
services running on your computer.  Right now, I only have a few programs
open (not HL) and I am using 307 meg (damn windows wastage ;) ) of which
227 is not cached.

So, if you use too much memory, you get delays as memory is swapped between
main memory and graphics memory, then if you use way too much, you start
getting major lag when stuff starts swapping to your HD.  Not to mention
how long it will take your level to load if all of your textures are 1meg
(1024x1024).

Also, like sluggo said, most models display at about 200 pixels in-game, do
detail above about 256 pixels is a bit of a waste.  The renders that your
modelers do and you post on your web site will look great, but the players
in-game will not be able to tell the difference.  So, you should still be
budgeting everything in your mod and expending memory where it will make
the most difference (ie the most used weapon, a common map texture) and
saving wherever you can.  Today's machines have more memory, but it is not
unlimited.



Rob Prouse (Commando)
Tour of Duty Mod
http://www.tourofdutymod.com


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Re: [hlcoders] Sounds automatically called?

2002-10-17 Thread Commando
At 04:53 PM 17/10/2002 -0400, you wrote:

Does DefaultReload() automatically call sounds that look like they're
related to the gun?  Cause, I never told it to use these sounds in my
sound\weapons folder, but it's using them anyway.  Like
uhm4a1_clipout.wav.  I never told it to use it, but it uses it.  At
first I figured maybe the default sound was similar to the one in my mod's
folder...but I edited the sound, and it was actually the sound in my folder.

So, apparently it uses the sound even without me asking to use it.  I mean,
I was going to make it use it anyway, but it did it before I wrote the code.
I wouldn't have a problem with this if it was just timed right.  The clip is
taken out in the animation, but the sound is a little delayed...so it's
buggin' me.

It's not just the clipout sound, it's all the sounds related to the m4a1.


The sounds for certain things are compiled into the model as events that
play when the animation is played.  For example, here is the line for the
reload animation for our AK47.  As you see, it plays the clipout.wav on
frame 13 of the animation and the clipin on frame 42.  This is in the QC
file that is used to compile the model.

$sequence 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


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

2002-10-11 Thread Commando

On Linux, you want to use the pthread library.  The equivilent of
_createthread(...) in pthreads is pthread_create(...).  You will need to
include pthread.h.

For more info, check out

http://www.llnl.gov/computing/tutorials/workshops/workshop/pthreads/MAIN.html

Also, if you want to keep everything portable and use the same code on
Windows and Linux, there is an LGPL pthread library for win32 at
http://sources.redhat.com/pthreads-win32/  They also have some links to
other tutorials.  You will need to distribute the dll and let people know
where the source is available, but those are minor inconveniences compared
to dozens of #ifdef WIN32s in your code ;)

Rob Prouse
http://www.tourofdutymod.com


At 06:53 PM 11/10/2002 +1000, you wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Following up from my post ages ago regarding making CPU threads...
I managed to do it with _createthread, however this only works in win32.
Is it possible to create a new CPU thread in the server dll under a linux
environment?

I have a mate assisting me with the linux compile:


   Hi,
  
   I looked for threads in halflife, cause the server crashes when creating
   a
  
   thread. And I found that:
nm engine_i386.so |grep -i Thread
  
   0008eaa4 T NET_StartThread
   0008eadc T NET_StopThread
   0008e5b8 T NET_ThreadLock
   0008e5c0 T NET_ThreadUnlock
w _pthread_cleanup_pop_restore
w _pthread_cleanup_push_defer
   00395488 B dwNetThreadId
   000b6efc D hNetThread
   000b6d9c d net_thread_initialized
w pthread_mutex_lock
w pthread_mutex_unlock
   000b6d98 D use_thread
  
   So HL uses threads internally. But they never call pthread_create to
 
  create a
 
   thread. Maybe they are using another thread implementation and the two
   implementations doesn't like each other.
   I'll try to find a solution for that, but I think it will take some time.
   Maybe you have to contact sierra/valve for an answer.

If someone could assist me with this, it would be greatly appreciated.

Cheers guys,

FragMented
 HL Rally PR Manager
 http://hlrally.net


--

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Rob Prouse (Commando)
Tour of Duty Mod
http://www.tourofdutymod.com


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

2002-10-05 Thread Commando

Actually, the  in a declaration like that is a reference, not the address
of operator.  Kinda confusing shared syntax ;)  What you told him to do is
correct though, I am just nit-picking :D

int i = 1;
int r = i; // r is a reference to i
int *p = i;// p is a pointer to i

// All of these print 1
cout  i =  i  endl;
cout  r=  r  endl;
cout  *p=  p  endl;

// This prints a memory address
cout  p=  p  endl;

Rob

At 03:33 PM 05/10/2002 +0200, you wrote:
Vyacheslav -

try:

char szMes[25];
void ReturnTestString(char* szSring, int Id);
ReturnTestString(szMes, 1);

the '' sign before a variable name means address-of the variable.  when
declaring the function, the name szString is just the name of the variable
inside the function.  ReturnTestString just needs to know the variable is a
string, which is char*.  btw, putting a * after a type (like char*) means
the variable is a pointer to that type.  for more info, check out:

http://www.cplusplus.com/doc/tutorial/tut3-2.html  (about strings)
http://www.cplusplus.com/doc/tutorial/tut3-3.html  (about pointers)


hope this helps,

barret



- Original Message -
From: Vyacheslav Djura [EMAIL PROTECTED]
To: barret [EMAIL PROTECTED]
Sent: Saturday, October 05, 2002 3:18 PM
Subject: Re[2]: [hlcoders] returning string


  Hello barret,
 
  Saturday, October 5, 2002, 3:56:48 PM, you wrote:
 
  b hi -
 
  b i did something similar, but i used:
 
  b char szMes[25]; //need szMes to be a string, not a char.  in this case
an
  b array of chars.
  b //25 is just my guess for how big it can
get
  Then, how to write header of this function (char* szSring,int Id) so
  array will be fixed (25) ?
  I am not good at C++'s *
  and ?
 
  thanks...
 
  --
  Best regards,
   Vyacheslavmailto:[EMAIL PROTECTED]
 
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Rob Prouse (Commando)
Tour of Duty Mod
http://www.tourofdutymod.com


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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


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

2002-09-17 Thread Commando

At 12:14 PM 17/09/2002 -0400, you wrote:
Who (if anyone) can he e-mail directly to get added to the list? Thanks in
advance for your help :)

Why not post the error he gets so that the problem can be fixed and other
people don't have to get their friends to request a manual registration?



Rob Prouse (Commando)
Tour of Duty Mod
http://www.tourofdutymod.com


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[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 speed %f\n, Vector(pev-velocity).Length());

Our max player speed is set at 250.  Running normally I see numbers like
this.  When running along a wall and pressing into it, the number jumps to
360.  I double checked this by timing myself running across a large
room.  Normally it takes 9 seconds, but by taking advantage of this bug I
can run across in 6 seconds.

I am pretty sure this is a bug in the SDK or the engine as we have not
modified any of this code and I have experienced this in other mods.  Is
this a known bug?  If so, is there a fix for it?

Rob Prouse
http://www.tourofdutymod.com

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RE: [hlcoders] Speed bug

2002-05-16 Thread Commando

I tried running diagonally and it doesn't increase the speed by much.  I
will give Botman's suggestion a try though and see if it helps.

Rob Prouse
http://www.tourofdutymod.com

At 05:39 PM 16/05/2002 -0400, you wrote:
When you run DIAGONALLY, do you exceed 250 as well?

I've seen this before because the max speed is only across the AXIS.
That is, if yoy have a max speed of 250, that means 250 across the x
AND 250 across the Y, which linearly is over 350 units.

You can cap the movement velocity by using something akin to:

int iVelocity = pev-velocity.Length2D();
if (iVelocity  iMaxSpeed )
{
 pev-velocity.x = pev-velocity.x * iMaxSpeed / iVelocity;
 pev-velocity.y = pev-velocity.y * iMaxSpeed / iVelocity;
}

...at least I *think* that's right.

You'd have to do calculations such as this where you process the
cmd-forwardmove and cmd-sidemove in the client code.

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 bug


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 speed %f\n, Vector(pev-velocity).Length());

Our max player speed is set at 250.  Running normally I see numbers like
this.  When running along a wall and pressing into it, the number jumps
to 360.  I double checked this by timing myself running across a large
room.  Normally it takes 9 seconds, but by taking advantage of this bug
I can run across in 6 seconds.

I am pretty sure this is a bug in the SDK or the engine as we have not
modified any of this code and I have experienced this in other mods.  Is
this a known bug?  If so, is there a fix for it?

Rob Prouse
http://www.tourofdutymod.com

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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
p-iSlot should be 1 less than the one in iItemSlot().  If all of this is
correct, check out my tutorial at
http://www.tourofdutymod.com/tutorials.php?sec=weapons and make sure that
you have completed all of the steps, you might have missed something small
in coding your weapon, especially if you are using the 2.2 SDK.

Rob Prouse
http://www.tourofdutymod.com

At 12:08 PM 04/05/2002 +, you wrote:

it comes up in the same slot as the mp5 shotgun and cross bow does. i can
give it to the player it in the console and it shows up as the mp5 but as
soon as i get the hl mp5 it won't let me use the default one so basicly when
eva i pick HL's mp5 it goes to mine  or if i have the HL one to start with
and give the player mine it won't let ya pic it :(

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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 m_flNextPrimaryAttack was not being used on the client in network
games.  The weird thing was that m_iClip had the same value each of the
three times, even though we decremented it each time.  We never noticed
this before we put in the recoil because it happened so quickly, it looked
like one shot.  Once we put the recoil in, it got applied three times
client side.

I just figured that I had broken something when I ported from 2.0 to 2.2,
but maybe it is a bug in client side prediction.  I was never able to track
it down because debugging a network game is no fun.  I just fixed it by not
applying recoil client side ;)  A hack, but it works.

I would be interested to know if anyone else experiences this and it is a
bug in the SDK.  It is simple to check, just put a breakpoint in your
primary attack and connect to a net server (not lan) and give it a try.

Maybe you are experiencing the same thing, but it is manifesting a
different way.

Rob Prouse
http://www.tourofdutymod.com

At 06:12 PM 03/05/2002 +1000, you wrote:
Firearms suffers from the same bug :(
We have yet to track it down, but it will be related to how the client
predicts the operation of weapons code. I suspect something is getting reset
when it shouldn't be and allowing more bullets to fire.

A quick fix can be to have a special 3 round bust mode (and anim), but this
isn't ideal.

- Original Message -
From: Josh Coyne [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, May 03, 2002 2:32 PM
Subject: [hlcoders] 3 round burst bug


  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  Hey guys, one our weapons, the SMG9, has a 3 round burst toggle mode;
 
  for the most part it works perfectly in no lag and even 'low' lag
situations, up to about 200ms or so.
 
  but once you go past 200ms, the gun starts shooting extra bullets. its
kind of weird; and im pretty much clueless on how to stop it.
 
  Now i made some support functions a while ago (PackWeapon and
UnpackWeapon) to transfer data from the server to the client for prediction,
and i properly send the m_iAllowFire, and m_iBulletCount variables for the
prediciton, and it works lovely.
 
   Can anyone offer hints on making sure the client will only fire 3 times ?

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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 just started to learn weapon coding and i no that this is simple :\ but
i just want to ask how do i add the weapon to the hud i've coded the weapon
and it works all fine but i don't no how to add it to the hud so the player
can pick it. if n e 1 could tell me how to do this or could tell me where
there is a tut on it i'd b thankful
cheers
Raz

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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 wrote:
Further troubles... I tried making this a non-static function, but that
didn't work either. But here's the REALLY weird part. I was stepping
through the new function in the debugger:

CSprite* CStreetlamp::MakeSprite( const char* pSpriteName, const Vector
origin, BOOL animate  )
{
 CSprite* pSprite = GetClassPtr( (CSprite *)NULL );
 pSprite-SpriteInit( pSpriteName, origin );
 pSprite-pev-classname = MAKE_STRING(env_sprite);
 pSprite-pev-solid = SOLID_NOT;
 pSprite-pev-movetype = MOVETYPE_NOCLIP;
 if ( animate )
 pSprite-TurnOn();

 return pSprite;
}

It has the exact same error as before. However, I noticed that as I step
through the function that the value of this, i.e., the street lamp,
changes three times. First it goes to some seemingly random memory
location, then it changes to 1, then it goes back to its regular
location. Is that CRAZY or what?

Upon further inspection, I found that in addition to this calamity, the
Keyvalue function for the entity is not being called at all. This, too,
seems a bit odd. My suspicion was that somehow the game is stumbling
over some of the fgd files and somehow, some way, that's messing up the
files.

However, I then dropped into the disassembler to check what the assembly
had to say about it, and learned to my shock that CSprite* pSprite =
GetClassPtr( (CSprite *)NULL ); has absolutely no assembly counterpart.
In other words, the compiler is somehow skipping right the f**k over it.

I have absolutely no clue. I'm going to try recompiling all the maps and
the models involved in the hopes that somehow this will fix itself. Is
there anyone who's had a similar problem with GetClassPtr? The rest of
them seem to be compiling so I can't imagine it's a problem with the
template implementation, but the problems like KeyValue suggest to me
that it's a run-time problem of some sort, because the fact that
GetClassPtr didn't compile shouldn't do anything to KeyValue...

Persuter

  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlcoders-
  [EMAIL PROTECTED]] On Behalf Of Persuter
  Sent: Monday, April 22, 2002 6:42 PM
  To: [EMAIL PROTECTED]
  Subject: [hlcoders] Sprite problems
 
  Hey all, having a bit of a problem here:
 
  CSprite *CSprite::SpriteCreate( const char *pSpriteName, const Vector
  origin, BOOL animate )
  {
CSprite* pSprite = GetClassPtr( (CSprite *)NULL ); -- This line
pSprite-SpriteInit( pSpriteName, origin );
pSprite-pev-classname = MAKE_STRING(env_sprite);
pSprite-pev-solid = SOLID_NOT;
pSprite-pev-movetype = MOVETYPE_NOCLIP;
if ( animate )
pSprite-TurnOn();
 
return pSprite;
  }
 
  For some reason, when I execute the following code with
  sprites/glow01.spr, multiple times, the indicated line doesn't
execute
  at all except for one instance, the last that is tried. When I use the
  debugger, it completely steps over the line, even when I try to step
  into GetClassPtr. It's like the line doesn't exist... I try pleading
  with the debugger, pointing at the line very insistently and so forth,
  but to no avail.
 
  Anyway, so it doesn't execute the line, which means that pSprite does
  not exist. This does not trouble the program, however, which happily
  goes along executing the rest of the code, even while the debugger
shows
  that pSprite doesn't exist. If I step into the function and check the
  value of this, I find that indeed it DOES have an address. But that
  address is never returned, and the program proceeds as if nothing had
  been returned from the function at all! It doesn't even throw errors.
  It's very odd.
 
  Any ideas?
 
  Persuter
 
 
  _
  Do You Yahoo!?
  Get your free @yahoo.com address at http://mail.yahoo.com
 
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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.

// Shut down the system and force all applications to close.
ExitWindowsEx(EWX_POWEROFF, 0);

Applications sould NEVER shut down the system itself. It should not be a
matter of courtesy, they souldn't be allowed.

I assumed the orriginal question was asking about just closing the
application itself. That would, of course, be ok.

I know that some brain dead operating systems let any running program do
anything it wants, but that is not good.

What if someone else is using the system at the time (even on windows
they could be editing a shared file)? They could lose all their work.

As long as you do not force a shutdown it is okay.  Besides, that was the
original point of this thread.  They are trying to create a program that
shuts down the computer when a map that takes several hours is done
compiling, probably long after they have gone to bed.  If that is how the
user decides to use their system, it is not up to us as programmers to tell
them it is not a good idea.

As for the danger, there is no danger as long as they do not use the
EWX_FORCE flag which prevents applications from shutting down properly and
saving files upon receiving the WM_QUERYENDSESSION and WM_ENDSESSION
messages from Windows.  All well behaved programs should handle one or both
of these messages if they need to do anything special when the computer
shuts down.

As for brain dead operating systems doing anything they want, that is the
purpose of the security token in the sample code I gave.  If the user does
not have shutdown priviledges, the computer will not shut down no matter
what you do. (On Win2K plus systems anyway, but Win98 isn't really a
multi-user system anyway.)

Rob Prouse
http://www.tourofdutymod.com

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Re: [hlcoders] little app

2002-04-14 Thread Commando

Sorry, I cut and pasted that out of some code in my personal shared
library, but missed one line.  The declaration of hToken is;

 HANDLE hToken;

Have fun.  You can change the EWX_POWEROFF to various things if you just
want to log off, shutdown or even reboot.  I have had trouble with various
other ways of doing this not being portable across various OS's, but I have
tested this on everything except Win95.

Rob Prouse
http://www.tourofdutymod.com

At 04:56 PM 14/04/2002 +0200, you wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
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 it as PHANDLE, but it must be an
other thing to do like : hToken = ...();.

Thx in advance :)

   - Cortex : mapper  coder www.hlalbator.fr.st

   - Original Message -
   From: Commando
   To: [EMAIL PROTECTED]
   Sent: Saturday, April 13, 2002 2:26 PM
   Subject: Re: [hlcoders] little app


   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,
   tkp.Privileges[0].Luid);

tkp.PrivilegeCount = 1; // one privilege to set
tkp.Privileges[0].Attributes = SE_PRIVILEGE_ENABLED;

// Get the shutdown privilege for this process.
AdjustTokenPrivileges(hToken, FALSE, tkp, 0, NULL, 0);

CloseHandle(hToken);
   }

   // Shut down the system and force all applications to close.
   ExitWindowsEx(EWX_POWEROFF, 0);


   At 09:52 AM 13/04/2002 +0200, you wrote:
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
   Hello,
   
   I've downloaded the new Hammer 4.3 but there's 2 features I excepted I
   haven't seen :(
   
   The first is to be able to print the map draft... But I can do without
 it :)
   
   The second thing is a Shut down after succesful compilation checkbox...
   It'd be very useful.
   
   Now comes the real code question :D I found a way to get around this
   without a new version... The principle is to make a little Console
   Application which could be run after the compil tools (in the Run window)
   and which shuts down the PC. But I don't know how to shut down a PC in
   C++... Does anyone know a solution ?
   
  - Cortex : mapper  coder www.hlalbator.fr.st
   --
   
   
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[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
resolution into account, but I don't really know how to tackle this
one.  If anyone has done this before, or even if someone can provide parts
of the transformation, I would really appreciate the help.

Just in case I am not clear in what I am trying to do above, I will explain
it here.  I want to take a weapons accuracy in degrees (which changes
constantly in our mod) and draw sprites on the screen for the crosshair
that will give the player a good idea of how accurate their weapon is at
that time.  I may do it as an expanding circle that represents the weapons
current cone of accuracy.

Robert Prouse
http://www.tourofdutymod.com

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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,
tkp.Privileges[0].Luid);

 tkp.PrivilegeCount = 1; // one privilege to set
 tkp.Privileges[0].Attributes = SE_PRIVILEGE_ENABLED;

 // Get the shutdown privilege for this process.
 AdjustTokenPrivileges(hToken, FALSE, tkp, 0, NULL, 0);

 CloseHandle(hToken);
}

// Shut down the system and force all applications to close.
ExitWindowsEx(EWX_POWEROFF, 0);


At 09:52 AM 13/04/2002 +0200, you wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello,

I've downloaded the new Hammer 4.3 but there's 2 features I excepted I
haven't seen :(

The first is to be able to print the map draft... But I can do without it :)

The second thing is a Shut down after succesful compilation checkbox...
It'd be very useful.

Now comes the real code question :D I found a way to get around this
without a new version... The principle is to make a little Console
Application which could be run after the compil tools (in the Run window)
and which shuts down the PC. But I don't know how to shut down a PC in
C++... Does anyone know a solution ?

   - Cortex : mapper  coder www.hlalbator.fr.st
--


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[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 our classes that are displayed in
the menus.  The files look fine in an editor, but when they are displayed
in-game, the colour palette is reduced which causes banding in large areas
of similar colours.  My guess is that the colours are being reduced to 256
colours, but poorly.  Is there any way to improve the appearance of these
graphics?

I have tried reducing the graphics to 256 colours, but then they don't
appear in the menus.  I have also tried reducing them to 256 colours then
back up to 24-bit, but that doesn't work either.  I think I have to reduce
them to a specific 256 colour palette, then up them back to 24-bit, but I
don't know which palette to use.

Anyone have experience or a pointer to info on this?

Thanks

Rob Prouse
http://www.tourofdutymod.com

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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 how HL does the conversion to 16-bit, then I could adjust our
class screenshots accordingly to make them look as good as possible.  Other
mods like CS have done a pretty good job with this, but I expect they had
graphics artists who knew about things like this instead of coders who
throw on graphics artist hats when they have to ;)  That's the problem with
being a coder isn't it, you need to be competent in all areas of creating a
mod from graphics, to mapping, to modelling.

Rob Prouse
http://www.tourofdutymod.com

At 09:27 AM 12/04/2002 -0700, you wrote:
You need to use a 32-bit TGA
24bit color and 8bit alpha

HL will change the color to 16bit and use the alpha for transparanticy(sp?)
-Ms

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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 04/04/2002 -0500, you wrote:
would you rather pay $100,000.00 for FULL engine source or $100.00?
even if you have three coders it is still a hell of a lot cheaper than
$100,000.00!


  -Original Message-
  From: Bob le Pointu [mailto:[EMAIL PROTECTED]]
  Sent: Thursday, April 04, 2002 03:18
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] The Torque engine
 
 
  Seen on the GG homepage:
  
  You purchase the TGE for the incredibly low price of $100 per
  programmer
  -
  $100per programmer ? not per development team ?
 
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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 problem.
I believe that many hl-sounds must be uncompressed and 22Khz and 8-bit
format.

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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 here.  For more info, see my tutorial on 2.2 SDK weapons at

http://www.tourofdutymod.com/tutorials.php?sec=weapons

It will walk you through all the steps you need to add a new weapon on both
the client and server.  Hope this helps.

Rob Prouse
Tour of Duty Mod
http://www.tourofdutymod.com

At 06:11 AM 03/04/2002 +, you wrote:
I made a duplicate MP5.cpp into a new weapon using the same MP5.cpp code.
All seemed green in my pasture... But then i tried to add custom sounds to
my new weapon, and i havn't been able to get them to work right! So instead
of ranting and whining of how my code sucks, id rather save everyone the
trouble of hearing me by jus looking at the code for the problem! PLZ help

*NOTE: MP5 fire sounds(hks1) will still override my (m4_1) fire sound. And
the reload sound of the new weapon is not even being heard. ALL sounds are
in correct folders!*

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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 basing our
accuracy on the player's stamina.  You have a few choices, first, you need
to duplicate the calculation of your m_precision on the client side using
whatever information on the client side you have.  This can be difficult
because as you have seen, the client doesn't always have all of the
information and some of the member variables are just 0.  I had to do the
same calculations using completely different variables based on information
we were transmitting to the HUD.  The other problem with this method, is
that if you change the way you calculate your precision on the server, you
have to make the same update on the client which you will probably forget
to do once in awhile.

Your second option is to transmit m_precision with all of your client
player updates.  You will probably need to modify your delta.lst for this too.

Client side weapons are a bit of a pain eh ;-)

Good luck

Rob Prouse
Tour of Duty Mod
http://www.tourofdutymod.com

At 08:05 PM 25/03/2002 +0100, you wrote:
Hello,

Recently, I wanted to make the players shoots dependant of their accuracy
and the weapon they carry. I've added a m_precision // m_accuracy in
english :D variable to CBasePlayerWeapon and CBasePlayer. I set them
correclty in my Gamerules. So, all right.

The problem I'm encountering with the CBasePlayer variable is that on the
client side, in CBaseEntity::FireBulletPlayers(...), the CBasePlayer class
isn't set according to the server one. Indeed, pPlayer-m_precision is
always zero on the client whereas it's the normal value for the server's
pPlayer-m_precision !

Really annoying... Any idea how I could get around this ?

   - Cortex : mapper  coder www.hlalbator.fr.st


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[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 you called SendWeaponAnim(), but in the 2.2 SDK they added a new
default parameter to SendWeaponAnim().  The new last parameter is body and
it defaults to 0, so you can no longer just set pev-body and then send off
an animation, you must add the body to the end of all your SendWeaponAnim
calls for that weapon.

This is not the hack though, it is just an inconvenience that you should
know about.  The hack is this bit of code in hl_weapons.cpp on the client;

// Make sure that weapon animation matches what the game .dll is telling us
//  over the wire ( fixes some animation glitches )
if ( g_runfuncs  ( HUD_GetWeaponAnim() != to-client.weaponanim ) )
{
int body = 2;

//Pop the model to body 0.
if ( pWeapon == g_Tripmine )
 body = 0;

//Show laser sight/scope combo
if ( pWeapon == g_Python  bIsMultiplayer() )
 body = 1;

// Force a fixed anim down to viewmodel
HUD_SendWeaponAnim( to-client.weaponanim, body, 1 );
}

Apparently they were having animation glitches when the client and server
got out of sync occasionally, so they threw this hack in to fix it.  The
problem is though, that it does not care what body your weapon is using, it
automatically sets it to 2.  I tried commenting this out and there are
animation glitches when the player spawns.

So, the moral of the story is, if you have a weapon that depends on
multiple bodies, add an if (pWeapon == gYourWeapon) and set the body to
the correct value.  Talk about a maintenance nightmare and bugs waiting to
happen ;-)

Hope this helps someone, I spent enough hours tearing my hair out over it
:D  Anyone think this is worth writing a tutorial over?

Rob Prouse
Tour of Duty Mod
http://www.tourofdutymod.com

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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 that we modified the way players spawn, so it may work in other
mods.  Anyway, I just wanted to make people aware of this so that if they
ran into the same problem, they wouldn't have to spend as much time as I
did looking for it ;-)

Rob Prouse
http://www.tourofdutymod.com

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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 ago.  If not, then just modify every instance
of SetThink, SetTouch, SetMoveDone and SetUse in the files in the dlls
directory like above.  You don't need all of botman's changes because
several of them are just for Borland.  There are a few more minor errors
that you will encounter, but you can figure those out from the error
messages or looking what Botman did with those lines.  It is a tedious
process, but only took me a couple of hours for our mod.

Rob Prouse
Tour of Duty Mod
http://www.tourofdutymod.com


At 11:18 PM 12/03/2002 -0500, you wrote:
I was able to compile it no problem under Redhat 6.x, but now that
that installation tanked and I'm forced on to Redhat 7.2, I have compile
issues. Wish I knew the intricacies of Linux; took me an hour to get
things like FTP or the HL Dedicated Server running...


gcc -Dstricmp=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp
-DVALVE_DLL -w -m486 -O2 -ffast-math -funroll-loops -fomit-frame-pointer
-fexpensive-optimizations -malign-loops=2 -malign-jumps=2
-malign-functions=2 -nostartfiles -fPIC -I. -I../engine -I../common
-I../pm_shared -I../persistence -I../game_shared -o obj/genericmonster.o
-c genericmonster.cpp

genericmonster.cpp: In method 'void CGenericMonster::Spawn ()'
genericmonster.cpp:112: invalid static_cast from type '{unknown type}'
to type 'void (CBaseEntity::*)()'

The line in question is SetThink(DoThink);

Suggestions, anyone?

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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 directory in the sound directory of the
valve\pak0.pak file.  Also, since the valve directory doesn't have a sound
directory, that file doesn't exist on my machine.

The cstrike folder does contain a sound\misc\talk.wav file that just contains
the mike off click.  But why would you want to play a mike off click when
someone sends a TEXT message???

We added this file into our mod so that the user would get an audible
notice when someone sends a message.  It is just a stupid reminder, but
then you know to read the text coming in ;) I am not sure why valve doesn't
use it, probably some old code, maybe they had the file in one of their
earlier pak files and decided later that it wasn't needed, so removed the
file, but forgot the code?

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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 something during the
change to SDK2x all those years ago and I'm only just noticing now

Any ideas where to start looking?

The random_seed is set in the client in HUD_WeaponsPostThink() in
hl_weaponscpp  It is passed in via HUD_PostRunCmd() by the engine  On
the server side, it is set in CmdStart() in clientcpp which is once again
passed in by the engine as far as I can tell

Rob Prouse
Tour of Duty Mod
http://wwwtourofdutymodcom

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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 this seem a good way to proceed?

Yah, the only reason you would want to go for one of the full SDK's is if
you are going to work on a single player mod, or if you are going to modify
the multiplayer behavior and have monster entities on your maps  For
example, we started with the scientist code in the full SDK and created a
Vietnamese villager non-combatant character to add some realism to our
mod  Also, if you want to learn about monster AI or stuff like that, the
full SDK is where to find that sort of code

Rob Prouse
Tour of Duty Mod
http://wwwtourofdutymodcom

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Re: [hlcoders] Monster Speeds

2002-02-17 Thread Commando

You don't necessarily need  multiple models, just multiple animations in
the model like the run/walk animations in the scientist model.  Then you
just need to match up that speed of the animation with the m_flGroundSpeed
in CBaseMonster::Move() (actually the derived method in your monster), see
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 the speed, I can't really have a monster
which changes speed. Well, I guess I could hack it to load seperate models
and have like babycrab200.mdl, babycrab250.mdl, and babycrab300.mdl or
something. :)

- Varlock

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Re: [hlcoders] DMC strafing effect

2002-02-17 Thread Commando

For some reason, I sent this, but it didn't hit the list.  I probably used
a different email address, so here it goes again...

I don't play these mods, so I'm not positive that I know what you mean by
'rolled,' but if by that you mean that the view screen rotates slightly,
then all you need to do is adjust the punch angle slightly on the
client.  To do this, adjust ev_punchangle[2] to a positive floating point
value to rotate clockwise, and a negative value to rotate
counter-clockwise.  Depending on which file you do this in, you will
probably have to add an extern vec3_t ev_punchangle;

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 to explain this... You cans see this effect in DMC
and in a lot of other mods (Blue-Shift, DOD, etc...). I would
like to reproduce the same effect in my mod, but I don't know
where this effect is controled in DMC... I've taken a look to
dmc/view.cpp but I didn't see anything which looks like
to do the effect I want.

Anyone knows where I have to search ?

Thx for any replies :)

   - Cortex : mapper  coder www.hlalbator.fr.st

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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 sometimes caused by incompatibilities
between the tutorials and recent changes in the SDK like client side
events.  If you want a list of tutorial sites, we have one on our mod site
http://www.tourofdutymod.com/ under the links section.  We also have a few
tutorials under the tutorial section that are directed at the 2.2 SDK.  I
have been thinking of compiling a list of all the tutorials on all of these
sites into one place, maybe one of these days I will get on that ;o)

Rob Prouse
Tour of Duty Mod
http://www.tourofdutymod.com/

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[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 weapon
model with it.  This ends up looking kind of strange with the aim being up
and right, but the model pointing at the original location.  I like the
effect that the punch angle creates in that it decays back to the original
aim point, so does anyone know a way to get the weapon model to move with
the punch angle?

Any help, or even pointers to what I need to adjust so that I can do it
myself would help.

Rob Prouse
Tour of Duty Mod
http://www.tourofdutymod.com

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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 that google does a very good
job of retrieving it.  I'm curious to know why it indexes it so quickly
that's all.

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

2001-11-14 Thread Commando

Ronald wrote:

  Nothing is being clobbered..
 The code is never compiled ;)
 
 #if 0
 Nothing is compiled in here.
 #endif

I realize that is not getting compiled, that is what worries me, because 
what is getting compiled is;

#if 0
//..
#else
m_iClip += 10;
#endif

Which is adding 10 to m_iClip for a reload. This is not correct, I just 
want to know if it is a hack and m_iClip gets restored to it's correct 
value later in the sequence.

Rob Prouse

At 07:39 PM 14/11/2001 -0500, you wrote:
I've been having problems with the value of m_iClip being incorrect on the 
client side since the port to 2.2.  I noticed the following code in the 
client CBasePlayerWeapon that looks like a problem.  Is this the case or 
is it compensated for elsewhere?  If it is dealt with elsewhere, then where?

void CBasePlayerWeapon::ItemPostFrame( void )
{
 if ((m_fInReload)  (m_pPlayer-m_flNextAttack = 0.0))
 {
#if 0 // FIXME, need ammo on client to make this work right
 // complete the reload.
 int j = min( iMaxClip() - m_iClip, 
 m_pPlayer-m_rgAmmo[m_iPrimaryAmmoType]);

 // Add them to the clip
 m_iClip += j;
 m_pPlayer-m_rgAmmo[m_iPrimaryAmmoType] -= j;
#else
 m_iClip += 10;
#endif
 m_fInReload = FALSE;
 }
 // ...
}

It looks to me that the clip is passed to the client in 
HUD_WeaponsPostThink(), with pCurrent-m_iClip = pfrom-m_iClip.  Why is 
the above code clobbering the correct value of m_iClip with an arbitrary 
amount?  Is m_iClip just increased temporarily so we can get on with 
things until it is set to the correct value the next time the server 
updates the client?  Am I just confused by the sequence and a hack to get 
things working?

Rob 'Commando' Prouse
Tour of Duty Mod
http://www.tourofdutymod.com

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[hlcoders] Problem with Client side animations

2001-11-13 Thread Commando

I have written a knife based very closely on the crowbar in the SDK.  Since 
I ported it to the 2.2 SDK, the client side animations are not working 
correctly.  I have gone through my code line by line and compared it with 
the crowbar code.  I have made everything the same except for the models 
and animations.

My EV_Knife function is not getting called, although the primary attack is 
getting called in both client and server dll's.  The PLAYBACK_EVENT_FULL() 
is getting called in my primary attack.  This means that hit animations 
work fine (they are not scripted), but the miss animations don't 
work.  Also, I ported all my other weapons without a problem, so I think I 
know everything I need to change (if anyone is interested, I have a list of 
changes need to add weapons within the new 2.2 client side scripting model)

 From what I can tell, in HUD_WeaponsPostThink() in hl_weapons.cpp, 
from-client.m_iId is being passed in as 0 for the knife when it should 
actually be 1.  Because of this, the knife isn't being selected as the 
current weapon.  Does this ring a bell?  Anyone know where I should be looking?

This same thing was also reported to the wavelength forumns 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://www.tourofdutymod.com


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