Re: [hlcoders] Porting HL2 to Linux

2003-10-05 Thread Cortex
And do you think that it will prevent the stolen source from being
distributed ?

What is done IS done. As ugly as it is, we cannot do anything to prevent
people downloading it... And there's no point in trying to make a poster
guilty because he downloaded the sources. It surely is tactless to post it
on a VALVe-owned list, but even if we fight against sources downloaders on
this list, it will have no impact, since only a few persons read posts
there... (in comparison to the total number of people interested by HL2).

What would a judgement bring to you ? Some people WILL have the sources on
their computers... This *is* inevitable.

I really find this idea silly, but it must be the bad habitude of making
lawsuits for nothing...

=- Michaël Cortex Monerau -=



Stan Bubrouski wrote:
 Bulk wrote:

 Gee I sure hope you didn't just post illegal HL2 source code a
 public list run by valve..

 Regards,

 -- Bulk
 Site Manager
 http://www.thewavelength.net


 Well in your reply you did too.  Tom thinks
 because he is in the Netherlands he is safe.
 Tom forget the Netherlands does have IP laws,
 does have theft laws, and his ISP does have
 a terms of service of agreement.  And unfortunately
 for Tom by posting the source in the US he
 has broken US laws as well, since he posted
 the source in a Listserv hosted and mirrored
 in the US.  Only Valve can react to the crime
 part, however anyone can report offenders
 sharing the code to Valve and to the user's
 ISP.

 -sb



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Re: [hlcoders] STEAM! just nine questions

2003-09-21 Thread Cortex
For your debug question, here's a post of Alfred (from VALVe) 3 days ago :

##
Alfred Reynolds wrote:
 To debug in steam you will need to do the following:
 1) Install steam.
 2) Run steam at least once and launch half-life and have it load.
 3) Place your mod in the directory of the program you launched in step
 2 (i.e c:\program files\steam\steamapps\email addr\Half-Life) 4)
 Copy
 the SteamApp.cfg file (created from the text below) into the
 programs
 directory (i.e c:\program files\steam\steamapps\email
 addr\Half-Life\SteamApp.cfg 5) Edit SteamApp.cfg to point to the
 correct username, password, install path and AppID. The AppID value
 should be 70 (meaning Half-Life).

  The version entry should be 0 for now, if we ever update the content
 for your chosen AppID you will need to increment this number (we will
 phase this field out soon).

 6) Copy Steam.dll from the base steam directory into the program
 directory (i.e copy c:\program files\steam\steam.dll  c:\program
 files\steam\steamapps\email addr\Half-Life\).

 7) Launch hl.exe in the debugger like usual, just add -steam to the
 command line. If you forget -steam you will launch hl.exe using
 steam.exe and you will be unable to use the debugger (unless you
 attach
 to the process).


 We will be releasing details on customizing the UI soon.

 - Alfred



  SteamApp.cfg  Cut Here


 ##
 # SteamApp.cfg
 #
 # Steam Client App configuration-override file
 #
 # This file is read by the Steam code in the Client
 # Application, and controls configurable parameters that
 # affect only that App.
 #
 # To be effective it must be placed in the App directory
 # (for example, c:[EMAIL PROTECTED]).
 #


 ##
 #
 # Debug-launch settings
 #
 # Use these settings when you are running your application directly
 # from your debugger (ie, not launching the App from the Steam UI)
 # In such cases, you need to tell Steam which application
 # you are running and the version you want to use.  Each application
 has # an ID number and each version of your application has a version
 ID
 number. # You also need to indicate the username you are running Steam
 under. #
 # SteamInstallPath should point to the directory where the
 corresponding Steam.exe # resides
 #
 # To do a debug launch:
 #
 # - do at least one launch from the UI first to ensure the Minimum
 Footprint files #   are present
 # - leave the Steam UI running
 # - copy this file into the App directory
 # - fill out the following config parameters
 # - copy Steam.dll into the App directory
 # - run the app directly or through the debugger, with -steam on the
 command line #
 # You may leave it setup and still do normal launches through the
 # Steam UI. However, if you comment out the SteamInstallPath
 parameter, # you must also REMOVE Steam.dll from the App directory,
 or else the # launch will fail with The local Steam service is not
 running. #
 # SteamAppId=0
 # SteamAppVersionId=0
 # SteamInstallPath=u:\Steam
 # SteamAppUser=user

  End of SteamApp.cfg 


For the others questions, I can't help you...

=- Michaël Cortex Monerau -=


[EMAIL PROTECTED] wrote:
 Oh boy. I will say this first. I like the potential the software has,
 so don't
 get my wrong because my name is steamsucks. steamsucks because I don't
 understand it. So I am asking for some help in understanding the
 software so I
 can like steam and get my mod out to the public.  I think steam is a
 step in
 the right direction

 Having said that, i have some questions.

 1. What is a .gcf file? Is that the new pak file or something? Where
 are the
 packfiles. I had a pak file for my mod, but it seems to try to
 download my
 whole pac every time I created or connected to a server! SO I
 unpacked the pack
 to just folders and that took care of that problem and loaded much
 much faster.
 I would guess this, it steam everyting in the pak is PURE serevr side
 and thus
 forces clients to download each time, otherwise the files are left to
 the
 client. IS this some kind of cheat protection, im confused. Also I
 called
 regards to this function: SPR_Load. I seems to produce an error
 message in the
 console when it fails to load a sprite (this was not the case in the
 old
 function). I am doing some very unique sprite loads in my mod which
 checks to
 see if first.. the files are my mod's dir, then in valve's and when
 it fails
 the first, it gets the next. And it worked great until steam came out
 because
 my now console gettings flooded with error message which I'm actually
 expecting
 to get. I guess I will have to do a search for the file name before
 calling
 SPR_Load. Not sure if anyone else had that problem.

 2. How the heck am I going to package my mod! do I guess peoples
 emails
 address.. InstallPath + [EMAIL PROTECTED]/half-life

Re: [hlcoders] Re: hl1 engine suggestions

2003-09-20 Thread Cortex
# answer below #

tei wrote:
 Hello Cortex,

 Now that HL2 is nearly coming out, do you really it's worth trying to
 implement new things in HL1 ? I personnaly think it'd be a lost of
 time...

 Now, all the mods will move to the HL2 engine, and no more players
 will stay on HL1 (or at least in the months following the coming out
 of HL2).

 Why do you want to have new things in HL1 ? You plan to stay on the
 HL1 engine for a long time ?

 =- Michaël Cortex Monerau -=

 Good question. Continue with HL1?

snip

I understand that HL1 is quite stable, has a lot of players on it, etc...
But I think that we can't go back to HL1, when HL2 will take up all
players... Why do you think HL2 won't be as fun as HL1's hldm was ? Hardcore
gamers don't care about graphics, but if they can have fun WITH beautiful
graphics (and beautiful effects as the physics, etc...), I'd be surprised
they'd want to go back to their beloved HL1 :)

However, there WILL be some players that will stay on HL1 : those who have
tiny hardware, or those who don't want to buy a game, etc... But they will
be really a few, as far as I can imagine.

Now, consider your request from a commercial point of view (and that was
more my point in my post). Do you really think that VALVe (or any other
company) would spend money (if they put a Coder on the shot) to have some
new features in the old HL1 (although they are present in the new HL2) ? If
I had to take the decision for my company, I'd surely say No, we can't
afford this. Since the new HL2 comes out, there is no need anymore to ADD
new things to HL1 ! There is a moral need to support HL1 players with patchs
if they really need them, but adding features appears to me to be quite
fool...

Moreover, consider that HL2's SDK will be more fun ! Hopefully it is better
C++-written :)

=- Michaël Cortex Monerau -=



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Re: [hlcoders] Re: hl1 engine suggestions

2003-09-20 Thread Cortex
Stan Bubrouski wrote:
 Cortex wrote:
 Yeah but just cause HL2 is coming out, doesn't mean
 all mods will have HL2 versions ready, so loyal players
 will want to continue with the old engine.  In my case
 I won't be able to play HL2 for a while since it would
 require me getting a new system.  So it would nice to
 continue bug-fixes, etc... on old HL1, some minor
 improvements I'm sure could be made.  Personally I'm
 really getting into Natural Selection, one of the best
 HL mods I've ever seen.

OK. But, mods can run on the actual HL version whithout any upgrade... So
new features doesn't fit with this argument, I think. Do you think that
teams who work on HL1 will want to stay on HL1 to have some quite new
features ? My guess is that most of them will move to HL2...

 However, there WILL be some players that will stay on HL1 : those
 who have
 tiny hardware, or those who don't want to buy a game, etc... But
 they will
 be really a few, as far as I can imagine.

 That's not really true.  Lot's of people run HL on
 older hardware.  Not everyone can afford nice new
 systems and expensive video cards every six months.
 We have bills to pay :P

Yep, I agree with you. I have the same computer since 2 years and a half,
and I don't want to buy a new system for now.

 And you seem to be forgetting, if the HL1 engine was
 dead why are they releasing CS1.6 and HL1.1.2 etc...?
 Seems to me there are some new features in that Steam
 stuff :)

The new features that are included into HL1 and CS are only parts of the new
projects of VALVe. Don't think that they are NEW features made for HL1
only... I'm not going to give you example, since I don't want to divulgate
some quite secret informations, but an example of what I say is the new
features of CS:CZ (shield, etc...) are included in CS 1.6 : new things made
for other projects are put into HL1 to make it a la mode.

I have several other examples, but I can't tell them...I'd like to. Sorry.

 Now, consider your request from a commercial point of view (and that
 was
 more my point in my post). Do you really think that VALVe (or any
 other
 company) would spend money (if they put a Coder on the shot) to have
 some
 new features in the old HL1 (although they are present in the new
 HL2) ? If

 Why not? They are stilling selling HL1/CS in stores
 aren't they?  They are still adding features to this
 day why stop now during Steam's launch???  That seems
 like bad business.

As I said, the new features added are not made for HL1, but rather made for
an other project and added to HL1 optionnally.

 I had to take the decision for my company, I'd surely say No, we
 can't
 afford this. Since the new HL2 comes out, there is no need anymore
 to ADD
 new things to HL1 ! There is a moral need to support HL1 players
 with patchs
 if they really need them, but adding features appears to me to be
 quite
 fool...


 Again I refer to the HL versions currently on Steam,
 maybe I'm being foolish but I definately see new
 features and improvements still going into HL and
 since future updates are planned...ya know... heh ;-)

Sorry, but I haven't even installed Steam yet :-( I'm quite away from the
HL1 Community since I finshed up my mod... But I think Steam makes its first
steps, and quick-made updates are a good way to test it.

 Moreover, consider that HL2's SDK will be more fun ! Hopefully it is
 better C++-written :)


 Indeed.

;-)

 =- Michaël Cortex Monerau -=



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Re: [hlcoders] Re: Re: hl1 engine suggestions

2003-09-20 Thread Cortex
Really impressive what you've done with the HL1 engine !

Congratulations !

=- Michaël Cortex Monerau -=

Tony omega Sergi wrote:
 You can do detail textures now.
 I've done all kinds of things with OpenGL in HL, by doing it in the
 CLIENT dll, and so has others.

 From moving clouds, to 24bit TGA texture loading, model rendering, I
 did
 the rendering types on models that the newer hl engine has native
 support for 2 years ago (albeit a little bit better since I supported
 alpha channel), continuation of what I said about 24bit tga textures;
 I
 can load 32bit tga's too, and use alpha channels. Etc etc.

 FLF2's flashbang effect was done with OpenGL (I MAY put it into FLFD,
 I
 haven't decided ;) ) There's all kinds of things you can do _without_
 valve needing to do it for you.

 All I'd like done is a few minor bug fixes, like the client side sound
 playing, and I forget what else I've mentioned before on here, I'd
 have
 to find it ;)

 Here are some examples of things you can do:
 http://omega.frontline2.com/imgdump/clouds3.avi
 http://omega.frontline2.com/imgdump/override3.jpg
 (these next 3 aren't the greatest quality..cause the texture sucked)
 http://omega.frontline2.com/imgdump/fl2_window_alphamask_test01.jpg
 http://omega.frontline2.com/imgdump/fl2_window_alphamask_test02.jpg
 http://omega.frontline2.com/imgdump/fl2_window_alphamask_test03.jpg
 alpha blending again: (32bit tga, alpha channel)
 http://omega.frontline2.com/alphatest/alphatest0002.jpg
 http://omega.frontline2.com/alphatest/alphatest0003.jpg
 http://omega.frontline2.com/alphatest/alphatest0004.jpg
 http://omega.frontline2.com/alphatest/alphatest0005.jpg
 of course we cannot forget the imfamous flashbang I mentioned:
 (note: this video is 100% ingame footage, no editing whatsoever except
 the text, the fading is NOT transitions)
 http://www.frontlineforce.com/omega/fl2_flashbang-fxdemo-alternate.avi
 some stuff x-0ut did:
 http://xout.blackened-interactive.com/dump/Mom_Im_on_TV!.jpg
 http://xout.blackened-interactive.com/dump/multiple_portals1.jpg
 http://xout.blackened-interactive.com/dump/multiple_portals2.jpg
 http://xout.blackened-interactive.com/dump/multiple_portals3.jpg
 http://xout.blackened-interactive.com/dump/multivolume.jpg
 http://xout.blackened-interactive.com/dump/detail_test1.jpg
 http://xout.blackened-interactive.com/dump/detail_test2.jpg
 http://xout.blackened-interactive.com/dump/normalmaps_test1.jpg
 http://xout.blackened-interactive.com/dump/normalmaps_test2.jpg
 http://xout.blackened-interactive.com/dump/normalmaps_test2b.jpg
 http://xout.blackened-interactive.com/dump/simple_shadows.jpg
 http://xout.blackened-interactive.com/dump/reflective_glass1.jpg
 http://xout.blackened-interactive.com/dump/infinity.jpg
 http://xout.blackened-interactive.com/dump/camtest2.jpg



 As you can see the possibilities are almost endless =)


 -omega
 http://www.frontline2.com


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Cale
 'Mazor'
 Dunlap
 Sent: September 20, 2003 6:45 AM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] Re: Re: hl1 engine suggestions

 I didn't know you could do the 'detail texture' thing. That's cool.

 But with scrolling textures and stuff, that's pretty much already
 taken
 care of, albeit a little tougher. Its done using individual images, so
 it all depends on the framerate set by the graphics artist.

 I would like to use things like rscripts, they seem to be a little
 nicer
 both on memory and performance compared to literally 'flipping' the
 image like a flipbook.

 I'm sure valve is pretty much scrapping the HL1 engine now that HL2 is
 comin out, maybe they'll make some modernizations to it, but that's
 most
 likely going to be about it. HL2 supports shaders and all that neat
 stuff, so if you DO want to use shaders and things, HL2 is gonna be
 nice
 for that. Hell, HL2 is gonna kickass to begin with ;)

 -Cale

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of tei
 Sent: Friday, September 19, 2003 6:53 PM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] Re: Re: hl1 engine suggestions

 Hello Cale,

 Saturday, September 20, 2003, 1:17:07 AM, you wrote:

 Not Quake 1 graphics engines, which HL1 was based on. No shaders...
 yes
 Quake 2, but they only used parts of the netcode of the Q2 engine.

 Thats doest not matter.

 99% Quake2 or Quake1 engines implement, can be theoricall exist for
 Half-Life. Example: rscripts.

 A rscript is a file that set/reset flags for textures, example:

 waterfall
 {
   scroll  0 -4
 }

 With that this texture will scrolldown at a speed of 4.

 Is this imposible or posible with half-life? Its this usefull?

 Other example:

 sand
 {
   detailtexture grain.pcx
 }

 wood
 {
   detailtexture fiber.pcx
 }


 This also work for models:


 model/2hand.mdl
 {
   shadow 0
 }

 model/lavaball.mdl
 {
   fullbright 1
 }

 rscripts where supported for both, quake1 and quake2 based engines.

 My

Re: [hlcoders] Entity's think functions stopping?!

2003-09-16 Thread Cortex
Try to put a SetThink at the end of the function, perhaps your think
function calls another function that does a SetThink (0)...

Just a thought :)
Hope this helps.

=- Michaël Cortex Monerau -=
http://www.hlalbator.fr.st


Cale 'Mazor' Dunlap wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Once again, here at Firearms, we feel that creating the most botched
 up code is our number one priority. thus we have some really weird
 bugs.

 Currently, the worst bug holding us back from releasing 2.8 is our
 fa_sd_object entities (search and destroy objects) are not respawning.
 I have a member variable that holds the respawn time (gpGlobals-time
 +
 5.0 for testing purposes), this is set when the object gets destroyed.
 There's another function, the think function, which is called every
 second to see if the object has been destroyed or not, if it was
 destroyed, it is SUPPOSED to respawn it. Our problem is that the think
 functions only get called once. I know this because I threw an alert
 in the top of the think function. When the object is spawned, the
 think function is set: SetThink(SDThink), then the time to think is
 placed below that: pev-nextthink = gpGlobals-time + 1.0. In the
 think function, this is continually added onto, to hopefully continue
 the think loop: in the think function: pev-nextthink =
 gpGlobals-time +
 1.0.

 Now why is it only getting called once if its supposed to think again
 in 1 second?! Its driving me crazy.

 -Cale 'Mazor' Dunlap
 Firearms Programmer



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Re: [hlcoders] clientside weapon prediction

2003-09-11 Thread Cortex
You can use a static variable in PrimaryAttack client side. Then, you return
from the function if not enough time has elapsed since your previous shot...

=- Michaël Cortex Monerau -=

Rockefeller wrote:
 hi,

 when trying to do some advanced weapon coding i discovered a strange
 behavior of the client weapon prediction.
 I'm using a counter in PrimaryAttack(). On the server everything works
 perfectly, but on client the counter is almost always wrong.

 Now here's the problem: PrimaryAttack() gets called MANY times on
 client
 when its just called once on the server.

 m_flNextPrimaryAttack is set in PrimaryAttack(), but on next frame it
 seems to be gone, m_flNextPrimaryAttack is still 0, and
 PrimaryAttack()
 gets called again! That changes not until a few frames later (maybe
 when
 the next server packet arrive?)

 I reproduced this what i think is a bug with an clean version of
 SDK2.3.

 Add this to hl_weapons.cpp before calling into PrimaryAttack():
 gEngfuncs.Con_Printf(attack: %f\n, gEngfuncs.GetClientTime());
 Take a pistol and fire once. You see many calls into PrimaryAttack().


 Maybe there's something wrong with my HL? Can someone plz try to
 reproduce this? If this is indeed a bug, it's very bad: it makes the
 random_seed useless.

 Rockefeller


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Re: [hlcoders] STL with HL SDK

2003-07-04 Thread Cortex
nop, it works great :)

-= Michaël Cortex Monerau =-

[EMAIL PROTECTED] wrote:
 I have not tried this, but does anyone know if there are any issues
 with
 using the Standard Template Library with the HL SDK?

 Thanks!

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Re: [hlcoders] Linux compilation problem

2003-06-21 Thread Cortex
Thx a lot for the url. Indeed, it solves my problem with PM_Move (and PM_xxx
in fact).

But now, hlds asks for VecBModelOrigin__FP9entvars_s again :(

I've tried to define the mangled function it with extern C (yep, crappy
hack :( ), but it didn't find...

What's the matter again ?

Michaël Cortex Monerau.
cort at meloo dot com
== C++ power ! ==

Pat Magnan wrote:

http://www.thewavelength.net/forums/index.php?act=STf=13t=8382s=5a32ae437
13bc6b242369bbb911d2af1

 That thread may be helpful, you're having similar problems, using
 g++, you
 get into name mangling issues. I also think since you're copying libs
 about, something strange happened when you installed a
 compiler/library.
 The correct symlinks to libblah.so.x are setup if things are installed
 correctly, or your ld.so.conf is not updated properly.

 PM_Move is C code, so compiling with g++, you get a mangled name, and
 the
 engine won't find it.

 At 05:00 PM 6/20/2003 +0200, you wrote:
 mmh :(
 Doesn't work either... HLDS asks for :
 VecBModelOrigin__FP9entvars_s.

 Please !! Why do I have so many problems with linux :p ?

 Cortex.

 D. Hofer wrote:
 For me it works only when i compile it with gcc and link it with
 g++... so
 set gcc as the compiler, run the makefile then change the compiler
 to
 g++ (in the makefile) and run it again.

 cya Spin

 On Fri, 20 Jun 2003 15:05:10 +0200, Cortex [EMAIL PROTECTED] wrote:

 Hi,

 The solution of Botman didn't work (-lstdc++).

 I tried the brut way... I have copied the libstdc++[bla].so.2 to my
 /lib directory, and now, hlds finds it.

 However, now, it doesn't find HL SDK symbols :( RGGG

 If I compile with g++, it doesn't find PM_Move.
 If I compile with egcc, it doesn't find BModelSize (or something
 like
 that,
 with a horrible mangled name). HLDS doesn't seem to find the
 mangled
 name...
 Have I to change the mangling name version of the compilator ?

 (Rest of the answer below).

 Florian Zschocke wrote:
 I think my problem comes from the fact I use _snprintf and some
 STL...

 What is _snprintf? Usually that _something is M$ stuff (like
 _strnicmp(). God knows why they have to prefix them with an
 underscore). Using STL should be no problem, we use deques from
 the
 STL in Admin Mod
 and can link with libstd++ fine.

 _snprintf is a function I used to remplace ALL the sprintf in the
 SDK...
 Indeed, I had a memory problem and thought it was a buffer overrun
 caused
 by
 a too long sprintf. It didn't come from sprintf, but I let the
 _snprintf.

 But now, this problem is resolved if I place the libstdc++ in /lib.

 When
 I put the -static option instead of -shared and when I
 compile
 with egcc, it doesn't find these symbols...

 Uhm, you don't want to use -static. YOu want to produce a dynamic
 shared object, a .so, so you will need to link with -shared which
 tell the
 linker that you want a DSO created.

 OK.

 So, how could I link statically to libstdc++ so that the .so
 contains the libstdc++[bla].so ?

 You cannot. The libstdc++[bla].so is just that, a DSO. You cannot
 link statically against a DSO. If you want to link statically
 against a
 library you need to use the static version of the library, the
 archive.
 You need to link against libstdc++[bla].a --

 OK, I think I'll let the libstdc++ thing, and distribute
 libstdc++[Bla].so.2
 with my mod... Crappy, but if it solves the pb, it's good ;)

 Thx for your helps

 Cortex.


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Re: Re[2]: [hlcoders] hl2 and coop

2003-06-20 Thread Cortex
MoD wrote:
 I think it was more 'we invite mod teams to add coop' instead of 'we
 have mod teams working on it'
 -Beef


 Until I manage to find the interview take evrything I say with a ton
 of salt.

Here's the original interview... Read the truth guys :)

##
STEWART: Finally, will there be a co-operative mode? (I'm probably pushing
my luck here, since you said you want to keep the multiplayer side of HL2 a
big secret... but hey... you can't blame me for trying...)

GABE: We aren't doing a cooperative mode, but a couple of MOD teams want to
do one so we'll work with one of them.

##

Michaël Cortex Monerau.
cort at meloo dot com
== C++ power ! ==


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Re: [hlcoders] Linux compilation problem

2003-06-20 Thread Cortex
Hi,

The solution of Botman didn't work (-lstdc++).

I tried the brut way... I have copied the libstdc++[bla].so.2 to my /lib
directory, and now, hlds finds it.

However, now, it doesn't find HL SDK symbols :( RGGG

If I compile with g++, it doesn't find PM_Move.
If I compile with egcc, it doesn't find BModelSize (or something like that,
with a horrible mangled name). HLDS doesn't seem to find the mangled name...
Have I to change the mangling name version of the compilator ?

(Rest of the answer below).

Florian Zschocke wrote:
 I think my problem comes from the fact I use _snprintf and some
 STL...

 What is _snprintf? Usually that _something is M$ stuff (like
 _strnicmp(). God knows why they have to prefix them with an
 underscore). Using STL should be no problem, we use deques from the
 STL in Admin Mod
 and can link with libstd++ fine.

_snprintf is a function I used to remplace ALL the sprintf in the SDK...
Indeed, I had a memory problem and thought it was a buffer overrun caused by
a too long sprintf. It didn't come from sprintf, but I let the _snprintf.

But now, this problem is resolved if I place the libstdc++ in /lib.

 When
 I put the -static option instead of -shared and when I compile
 with egcc, it doesn't find these symbols...

 Uhm, you don't want to use -static. YOu want to produce a dynamic
 shared object, a .so, so you will need to link with -shared which
 tell the
 linker that you want a DSO created.

OK.

 So, how could I link statically to libstdc++ so that the .so
 contains the libstdc++[bla].so ?

 You cannot. The libstdc++[bla].so is just that, a DSO. You cannot link
 statically against a DSO. If you want to link statically against a
 library you need to use the static version of the library, the
 archive.
 You need to link against libstdc++[bla].a --

OK, I think I'll let the libstdc++ thing, and distribute libstdc++[Bla].so.2
with my mod... Crappy, but if it solves the pb, it's good ;)

Thx for your helps

Cortex.


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Re: [hlcoders] Linux compilation problem

2003-06-20 Thread Cortex
mmh :(
Doesn't work either... HLDS asks for : VecBModelOrigin__FP9entvars_s.

Please !! Why do I have so many problems with linux :p ?

Cortex.

D. Hofer wrote:
 For me it works only when i compile it with gcc and link it with
 g++... so
 set gcc as the compiler, run the makefile then change the compiler to
 g++ (in the makefile) and run it again.

 cya Spin

 On Fri, 20 Jun 2003 15:05:10 +0200, Cortex [EMAIL PROTECTED] wrote:

 Hi,

 The solution of Botman didn't work (-lstdc++).

 I tried the brut way... I have copied the libstdc++[bla].so.2 to my
 /lib directory, and now, hlds finds it.

 However, now, it doesn't find HL SDK symbols :( RGGG

 If I compile with g++, it doesn't find PM_Move.
 If I compile with egcc, it doesn't find BModelSize (or something like
 that,
 with a horrible mangled name). HLDS doesn't seem to find the mangled
 name...
 Have I to change the mangling name version of the compilator ?

 (Rest of the answer below).

 Florian Zschocke wrote:
 I think my problem comes from the fact I use _snprintf and some
 STL...

 What is _snprintf? Usually that _something is M$ stuff (like
 _strnicmp(). God knows why they have to prefix them with an
 underscore). Using STL should be no problem, we use deques from the
 STL in Admin Mod
 and can link with libstd++ fine.

 _snprintf is a function I used to remplace ALL the sprintf in the
 SDK...
 Indeed, I had a memory problem and thought it was a buffer overrun
 caused
 by
 a too long sprintf. It didn't come from sprintf, but I let the
 _snprintf.

 But now, this problem is resolved if I place the libstdc++ in /lib.

 When
 I put the -static option instead of -shared and when I compile
 with egcc, it doesn't find these symbols...

 Uhm, you don't want to use -static. YOu want to produce a dynamic
 shared object, a .so, so you will need to link with -shared which
 tell the
 linker that you want a DSO created.

 OK.

 So, how could I link statically to libstdc++ so that the .so
 contains the libstdc++[bla].so ?

 You cannot. The libstdc++[bla].so is just that, a DSO. You cannot
 link statically against a DSO. If you want to link statically
 against a
 library you need to use the static version of the library, the
 archive.
 You need to link against libstdc++[bla].a --

 OK, I think I'll let the libstdc++ thing, and distribute
 libstdc++[Bla].so.2
 with my mod... Crappy, but if it solves the pb, it's good ;)

 Thx for your helps

 Cortex.


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Re: [hlcoders] Linux compilation problem

2003-06-19 Thread Cortex
Florian Zschocke wrote:
 Cortex wrote:

 OK. I search for the command to link statically to a particular lib,
 but I didn't find it. Do you know it ?

 You can check the Admin Mod Makefile for more info, but in essecne it
 boilds down to this:

 STDCPPLIB=/usr/lib/libstdc++-libc6.2-2.a.3
 SHLIBLDFLAGS=-shared -nodefaultlibs -lc -lgcc

 $(TARGET) : $(OBJS)
 $(CXX) $(CFLAGS) -o $@ $(OBJS) $(STDCPPLIB) $(LDFLAGS)
 $(SHLIBLDFLAGS)

 or

 g++ [other flags...] -o library.so [objects...]
 /usr/lib/libstdc++-libc6.2-2.a.3 [other libs like -ldl -lm] -shared
 -nodefaultlibs -lc -lgcc

I tried that, but it doesn't work either :(

I think my problem comes from the fact I use _snprintf and some STL... When
I put the -static option instead of -shared and when I compile with
egcc, it doesn't find these symbols...

So, how could I link statically to libstdc++ so that the .so contains the
libstdc++[bla].so ?

Michaël Cortex Monerau.
cort at meloo dot com
== C++ power ! ==


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Re: [hlcoders] Linux compilation problem

2003-06-15 Thread Cortex
Florian Zschocke wrote:
 Cortex wrote:

 LoadLibrary failed on
 /home/cstrike/hlds_l/albator/dlls/hl_alb_i386.so:
 /home/cstrike/hlds_l/albator/dlls/hl_alb_i386.so: undefined symbol:
 cerr

 You need to link against the libstdc++, either statically or
 dynamically. Run ldd on your DSO to see if it links against it.
 You probably didn't link with g++ but with gcc.

yep, I compiled with egcs... I've tried with g++, and now, I have to test it
(in fact, I don't test it, it's an other guy :p).

Thx for your help.

Michaël Cortex Monerau.
cort at meloo dot com
== C++ power ! ==


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Re: [hlcoders] Linux compilation problem

2003-06-15 Thread Cortex
Florian Zschocke wrote:
 You need to link against the libstdc++, either statically or
 dynamically. Run ldd on your DSO to see if it links against it.
 You probably didn't link with g++ but with gcc.

OK, now, I got an other pb :(
It doesn't find 'libstdc++-libc6.0-1.so.2'... Indeed, if I run ldd on my
.so, it says that this libstdc++ isn't linked to my .so.

How can I link it to my .so ? thx :)

Michaël Cortex Monerau.
cort at meloo dot com
== C++ power ! ==


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Re: [hlcoders] Linux compilation problem

2003-06-15 Thread Cortex
botman wrote:
 OK, now, I got an other pb :(
 It doesn't find 'libstdc++-libc6.0-1.so.2'... Indeed, if I run ldd
 on my .so, it says that this libstdc++ isn't linked to my .so.

 How can I link it to my .so ? thx :)

 You need to modify your LD_LIBRARY_PATH environment variable or make
 sure
 the shared library (.so file) is in one of your library directories
 (/usr/lib, /usr/shlib/, etc.).

The exact version of the libstdc++ isn't present in my lib directories, it
is perhaps the problem. But, anyway, official .so (ricochet, valve, dmc)
don't link to libstdc++ (try a ldd on them). However, mine does link to
'libstdc++-libc6.0-1.so.2'. With ldd, it gives me :
'libstdc++-libc6.0-1.so.2' = not found
libm.so.6 = /lib/.
#and the two other libs classic .so link to#

So, I think I should just link the missing libs (statically ?) directly into
my .so.

 See the readme file in the Linux dedicated server distribution about
 how to
 set up shared libraries correctly for the hlds_l server.

Does the problem really come from this ? The server that helps me to make
the tests run successfully other mods like cs or dod.

 Note: It sounds like you just don't have the C++ package installed
 correctly (did you install the runtime libraries when you installed
 the compiler, they
 may be separate packages depending on your Linux distribution).

As the server runs successfully other mods, I'd be suprised the problem
comes from configuration.

Michaël Cortex Monerau.
cort at meloo dot com
== C++ power ! ==


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Re: [hlcoders] Linux compilation problem

2003-06-15 Thread Cortex
Florian Zschocke wrote:
 botman wrote:

 I believe the Valve MODs are compiled and linked with 'gcc' and not
 'g++'. The g++ compiler is probably where you are getting the
 standard C++ library (libstdc++) requirement from.

 If you ling with g++ it will automatically link against the libstdc++
 dynamically. If you want to link against it statically, you should use
 gcc and add the static library explicitely on your commandline.

OK. I search for the command to link statically to a particular lib, but I
didn't find it. Do you know it ?

Great thx.

Michaël Cortex Monerau.
cort at meloo dot com
== C++ power ! ==


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Re: [hlcoders] velocity

2003-03-07 Thread Cortex
Thx for your idea. I didn't take this method because I want to have a
better control on the trajectory of the disc (to break it if it comes
straightforward to the surface it reflects on, etc...).

I got it to work anyway. I have set a think function in the Touch
function. Then I re-set the right velocity to the projectile in the think
function (just the frame after the touch function has been called) and it
works.

After reflection, I figured out the problem I ran through was not a bug.
The fact that a projectile goes along the wall when it hits it is made for
the hornetgun. The hornets have exactly this behaviour : when they encounter
a wall, they move along it. It must be handled in the engine somewhere after
the call of DispatchTouch for the projectile...

So, my solution is a kind of hack, but it works ;)

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738


omega wrote:
 Why not just set MOVETYPE_BOUNCEMISSILE
 Or whatever it is? So it flies like a rocket (with no gravity) and
 bounces?


 -omega
 Frontline Force - http://www.flfmod.com


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Cortex
 Sent: March 5, 2003 2:38 PM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] velocity

 Hi,

 I'm stuck in a very weird bug there... I want to create a weapon
 as the
 discs launcher in Unreal Tournament (1). So, my weapon should throw
 projectiles (model) that rebounds on each wall.

 I've managed to code the whole thing. Actually, I set a touch
 function
 and when the disc's touching a wall, I do some calculation with the
 plane
 normal and the velocity to get the new velocity vector. Then I set the
 new
 calculated velocity to pev-velocity.

 When the Touch function terminates, all is right, pev-velocity
 has the
 right value.

 The problem is *after*. The engine (I suppose) changes the
 velocity of
 the object and one of its value (x, y or z) is reseted to 0 !! It's
 always
 the axis of the plane normal that is reseted to 0 in pev-velocity :(
 So, my
 projectile moves along the wall...

 I've tried several things as setting a think function to see the
 evolve
 of the pev-velocity, but at any think call, pev-velocity.x (or y, or
 z) is
 0. I cannot change this... I tried to move the object away from the
 wall not
 to get him stuck in it, but it didn't resolve the pb :(

 Hey ! What's the matter ???
 Thx in advance for any answer and feel free to ask for deeper
 explanations
 if I didn't good explain...

   - Cortex : HL ALBATOR coder  mapper
   - [EMAIL PROTECTED]  ICQ : 71548738


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Re: [hlcoders] ducking

2003-03-05 Thread Cortex
Look for a comment about iuser3. If my memory is good, iuser3 (or iuser4)
stores the Duck/Unduck state of the player.

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738

Mark Gornall wrote:
 Hi,
   Is there a simple way to make the duck hold for a certain time once
 the duck key has been pressed. By default it just drops out
 immediately and you stand right back up.
  The only way I got it to work for a set time was to change the
 client input code so that forces an 'in_duck' keypress for the time
 period, but I'm not really happy with that way since I want control
 of the process on the server if possible.
  If I try to force pev-button |= IN_DUCK; on the server it doesn't
 work, the player still stands up as soon as the duck key is released?

 Thanks
 Mark.


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Re: [hlcoders] Single Player Weapon Damage

2003-03-05 Thread Cortex
Jeff Thornhill wrote:
 I was actually hoping for a way to do it without skill.cfg , but
 yeah, I know about changing the values in there.  Was looking for a
 hard coded method though.

In my mod, I simply modify the function that loads the skills and put an
arbitrary statement for each SkillData members... It works fine.

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738


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[hlcoders] velocity

2003-03-05 Thread Cortex
Hi,

I'm stuck in a very weird bug there... I want to create a weapon as the
discs launcher in Unreal Tournament (1). So, my weapon should throw
projectiles (model) that rebounds on each wall.

I've managed to code the whole thing. Actually, I set a touch function
and when the disc's touching a wall, I do some calculation with the plane
normal and the velocity to get the new velocity vector. Then I set the new
calculated velocity to pev-velocity.

When the Touch function terminates, all is right, pev-velocity has the
right value.

The problem is *after*. The engine (I suppose) changes the velocity of
the object and one of its value (x, y or z) is reseted to 0 !! It's always
the axis of the plane normal that is reseted to 0 in pev-velocity :( So, my
projectile moves along the wall...

I've tried several things as setting a think function to see the evolve
of the pev-velocity, but at any think call, pev-velocity.x (or y, or z) is
0. I cannot change this... I tried to move the object away from the wall not
to get him stuck in it, but it didn't resolve the pb :(

Hey ! What's the matter ???
Thx in advance for any answer and feel free to ask for deeper explanations
if I didn't good explain...

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738


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Re: [hlcoders] Additive Rendermode - Pics

2003-03-04 Thread Cortex
Does the additive effect reduce the framerate ?
A while ago, we discussed on this list the cost of an additive operation
when it's applied to the whole screen...

Just curious :) Anyway, really good work !

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738

Skyler York wrote:
 [ Converted text/html to text/plain ]

 Pics, for those interested...

 http://144.132.11.143/zipster/TestMap.jpg[1]

 http://144.132.11.143/zipster/TestMap2.jpg[2]

 In each pic, top row it texture overlay, bottom row is additive
 rendermode entity.  The first pic has renderfx of 15, the second pic,
 200.
 From: Skyler York
 Reply-To: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] Additive Rendermode
 Date: Mon, 03 Mar 2003 22:42:58 -0800

 [ Converted text/html to text/plain ]

 Well actually, I'm not making a MOD, just making some modifications
 to
 Zoner's
 compile tool code base (actually, Tony Moore's special edition with
 all the extra features) And Laurie, thanks for the hint. I had that
 code at one time, but got rid of it because it didn't produce my
 expected results, all because of a bug I just found elsewhere in my
 code :) It turns out someone (*looks around suspiciously*) forgot to
 put a '+ 1' inside a subscript somewhere, and instead of passing RGB
 values to a function, it was passing
 the
 red value in place of the green value as well (RRB), totally
 screwing over
 the
 algorithm that fetches the best palette indices.

 After that fix, it worked perfectly. It's difficult to tell the
 different between the real entity rendermode and the precompiled
 texture blend. Maybe I'll get a screen up...
 From: Ken Birdwell
 Reply-To: [EMAIL PROTECTED]
 To: '[EMAIL PROTECTED]'
 Subject: RE: [hlcoders] Additive Rendermode
 Date: Mon, 3 Mar 2003 18:31:01 -0800

 For now, if possible, I recommend using a fixed palette. :/ It
 won't be
 real
 pretty, but it'll get your mod up and running and folks playing it.

 -Original Message-
 From: Alfred [mailto:[EMAIL PROTECTED]
 Sent: Monday, March 03, 2003 6:18 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Additive Rendermode



 You may want to ask Alfred Reynolds directly, I think he's
 done some work with loading textures post initialization.

 Unfortunately I haven't done anything like this with the SDK
 codebase :(

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 -
-
 Tired of spam? Get advanced junk mail protection[1] with MSN 8.

 ===References:===
 1. http://g.msn.com/8HMZENUS/2734

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 --

 MSN 8 helps ELIMINATE E-MAIL VIRUSES. [3] Get 2 months FREE*.

 ===References:===
   1. http://144.132.11.143/zipster/TestMap.jpg
   2. http://144.132.11.143/zipster/TestMap2.jpg
   3. http://g.msn.com/8HMYENUS/2743

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Re: [hlcoders] SMD Exporter for max 5

2003-02-21 Thread Cortex
Hi,

I just ran through a bug with modeling using 3DS Max 5 and I planned to post
it there.

To answer your question, the plugin which is distibuted with the HL SDK for
the 4.x version of 3DS Max works with 3DS Max 5 (see below).

With all the tests my modeler (and me) ran to the same conclusion : the
geometry of the model is good exported to SMD (we haven't testes with
skeletons since we compiled only world models). Nevertheless, textures
informations are TOTALLY wrong... It looks as if the UVW mapping coordinates
were totally wrong under HLMV, whereas it looks good under 3DS Max 5...

We've made some tests on old .max which were made with previous versions of
3DS Max, and after opening them under 3DS Max 5 and exporting them with the
same SMDExporter plugin, it worked !!

So, to stick together the informations, the textures informations seem to be
bad exported by the exporter under 3DS Max 5 when the model is started from
scratch. But those textures informations are well exported by the same
plugin with an old .max source file...

So, the conclusion is, what is the difference(s) between the old and the new
.max file... We don't know. A default hidden option must have changed with
the 5th version of 3DS Max but we didn't figure out which one...

Any help would be greatly appreciated on this... We're stuck in a very weird
bug there :(

  - Cortex : HL ALBATOR coder  mapper
  - a href=/faq.html#spam[EMAIL PROTECTED]/a  ICQ : 71548738

Phil wrote:
 Since I moved up to max 5, I've just noticed that there appears to be
 no SMD exporter for max 5. Does anybody know where I can get one?

 Thanks,
 Philip

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Re: [hlcoders] Vgui ScrollBar Question

2003-01-30 Thread Cortex
Hi,

I just coded that for my mod. The only workaround I found was to multiply by
10 the range (so, to go from 0 to 255 the range would be 0 to 2550). Then,
the slider was right and its size was fine.

For any other question about this scrollbar, feel free to mail me, I should
be able to answer you ;)

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738

[LMS]007 wrote:
 I'm trying to make he scroll bar work independently of ScrollPanel. I
 just want a little slider bar to handle some client variables which
 relate to color! So in theory ill have the scroll bar inclement or
 decrement some hex valve or something like that. Problem is i can't
 get the slider bar to scale. So scarily i want a scroll bar to have
 high range with a very small slider bar (16 pixels or something). But
 the slider seems to be hardcoded, or rather the range seems to be
 hardcoded even tho I change all the ranges. There is a ctor to create
 and change the slider size and it does not seem to work for me. I
 think I have tried almost every function in the ScrollBar class and
 SliderBar class with no luck. The only thing i managed to do was
 change the tga for the buttons, lol.

 Anyway help is always appreciated!
 thx
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Re: [hlcoders] Bugtraq: hl exploits

2003-01-10 Thread Cortex
Sebastian Steinlechner wrote:
 Actually, this advisory isn't researched to the end. The main problem
 lies in cl_dll's text_message.cpp. Looking at
 CHudTextMessage::MsgFunc_TextMsg() it's clear to see that there are
 MANY potential buffer overflows. e.g., READ_STRING is able to return
 a char array as long as 2048 chars, however, MsgFunc_TextMsg() does
 only declare an array of 128 chars, where the string returned by
 READ_STRING is copied into via strcpy without any checks.

And ? What can be done if a buffer overflows ? It's perhaps a basic
question, but I really don't know anything about *hacking*. And I'm sure I'm
not the only one there :)

Well, explain it only if it can't give enough info about making hack for HL
!

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738


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Re: [hlcoders] vgui messages problem

2003-01-05 Thread Cortex
It seems that you haven't a valid HOOK_MESSAGE, DECLARE_MESSAGE decladed
with your message.

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738

Vyacheslav Djura wrote:
 Another problem with VGUI - my window was heavily modified
 TeamSelection window and now I've made separate class from it with own
 message. I've declared message everywhere, but when I am trying to
 send it from client I receive: User msg: No pfn Notepad 98...What
 does that mean? Thanks again :)


 Best regards,
  Vyacheslav Hoaxer Djura

 --
--
 Distinct Reality mod
 (www.wrenchsoftware.com/dreal/dreal.html)

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Re: [hlcoders] Saving and the HLSDK

2002-12-29 Thread Cortex
Oups, I didn't notice that lol
sorry :\

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738

Philip wrote:
 You can still get to the menu by pressing ESC.



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]] On Behalf Of Cortex
 Sent: Sunday, December 29, 2002 8:40 PM
 To: [EMAIL PROTECTED]

 You could do :
 CLIENT_COMMAND (pPlayer-pev, unbindall); (where pPlayer is
 a pointer to the player).

 Then, all the keys won't have any effect. Then, after the end
 of the sequence, you call :
 CLIENT_COMMAND (pPlayer-pev, exec config.cfg); and all the
 binds will reappear :p

   - Cortex : HL ALBATOR coder  mapper
   - [EMAIL PROTECTED]  ICQ : 71548738

 Ryan Professional Victim Desgroseilliers wrote:
 I've run into something of a problem during my coding work for the
 Nightwatch mod, regarding the way Half-Life handles saving.
 There are
 a few situations where saves of any kind would be quite problematic
 both programmatically and from a design standpoint, such as the
 introductory camera sequence, and I've been trying for some time to
 find a way to stop players from saving at those points
 using the SDK,
 with no luck. Since this is a single player mod and cheating isn't
 really an issue, the Quick Save functionality can probably
 be worked
 around fairly easily by simply removing the bind option, but I can
 find no way to stop saves initiated from the menu interface.

 Does anyone know of a way that the engine could be prevented from
 accepting save commands?

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

2002-12-29 Thread Cortex
An other solution would be to include in all the mods a CANNOT BE SOLD
label in the installers... It wouldn't prevent the sellers to sell the CD,
but the customer could ask the reseller for justification...

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738

Michael Shimmins wrote:
 Write them a harsh Letter of Demand stating your intention to persue
 legal action should they not stop what they are doing.

 This usually gets a good response, works even better if you have a law
 firm to do it for you.

 Michael Shimmins

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]] On Behalf Of Mike
 Beamish Blowers
 Sent: Monday, December 30, 2002 1:02 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Our MOD's are for sale !!


 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] Saving and the HLSDK

2002-12-28 Thread Cortex
You could do :
CLIENT_COMMAND (pPlayer-pev, unbindall);
(where pPlayer is a pointer to the player).

Then, all the keys won't have any effect. Then, after the end of the
sequence, you call :
CLIENT_COMMAND (pPlayer-pev, exec config.cfg);
and all the binds will reappear :p

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738

Ryan Professional Victim Desgroseilliers wrote:
 I've run into something of a problem during my coding work for the
 Nightwatch mod, regarding the way Half-Life handles saving. There are
 a few situations where saves of any kind would be quite problematic
 both programmatically and from a design standpoint, such as the
 introductory camera sequence, and I've been trying for some time to
 find a way to stop players from saving at those points using the SDK,
 with no luck. Since this is a single player mod and cheating isn't
 really an issue, the Quick Save functionality can probably be worked
 around fairly easily by simply removing the bind option, but I can
 find no way to stop saves initiated from the menu interface.

 Does anyone know of a way that the engine could be prevented from
 accepting save commands?

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Re: [hlcoders] Adding new weapons, ammo, engine crashing

2002-12-23 Thread Cortex
Have you tried to debug your code in MSVC ? Then, you'll see where it
crashes using the stack window.
It can be an odd pointer problem :p It's often the dummy things that make
the most strange problem :p

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738


Bodek wrote:
 Hi!

 I'm new here and I have problems with adding new weapons. First od
 all I will try to explain what I do in sdk (I'm sure everything I
 done properly). But every time I'm picking up the weapon (my or
 orginal weapon (like shotgun) engine crashes with annoying windows
 message 'Program run bad code...' (I'm not sure it's equivalent to
 english message, because I'm from Poland and I'm using polish version
 of MS Windows, but I'm think you know what I mean) or sometimes when
 weapon were picked up and I'm trying to shoot(any weapon), game
 crashes again with this same windows message.
 1. New weapon based on MP5 source code (a little changed code), also
 is a new ammo
 2. Weapon and ammo was precached with
 UTIL_PrecacheOtherWeapon(),UTIL_PrecacheOther() in weapons.cpp
 3. In cl_dlls/hl/hl_weapons.cpp I'm added: new variable based on my
 new weapon class:

 CTripmine g_Tripmine;
 CSqueak g_Snark;
 CMinigun g_Minigun;  //my weapon

 4. HUD_PrepEntity( g_Minigun, player);
 5. HUD_WeaponsPostThink() - in this function I'm added a piece of
 code like this:

 case WEAPON_MINIGUN:
  pWeapon = g_Minigun;
  break;

 6. I'm also added some code into ev_hldm.cpp file (function like
 EV_FireMP5)
 7. in hl\hl_events.cpp added gEngfuncs.pfnHookEvent(
 events/minigun.sc, EV_FireMinigun );

 Also I added some code in other files, but just cvars for new ammo.
 What's wrong ?

 I'm sorry if I asking of thing which might be asked and solved in
 past but I didn't viewed all the archive of this list.

 with respect for real programmers

 Bodek



 ***r-e-k-l-a-m-a**

 Masz dosc placenia prowizji bankowi ?
 mBank - zaloz konto
 http://epieniadze.onet.pl/mbank
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Re: [hlcoders] Transparent color on model?

2002-12-23 Thread Cortex
Hey cool :p Is it a CS:CZ feature ported to HL or a new VALVe-coded
feature to the engine ?

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738

Adrian Finol wrote:
 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: [hlcoders] Transparent color on model?


 All:

 Is there a way to make a single color on a model transparent, like the
 alphatest color on a sprite?

 Thanks,
 Scott

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Re: [hlcoders] VGUI Image Problem

2002-12-17 Thread Cortex
Hi,

The first thing I had to suggest is to delete/re-set all the images you need
every time a thing needs to change... It's a quite brute method, but for
testing, it could be a good thing (you can try to draw a pict in the middle
of the screen to test).

Anyway, your HUD looks pretty cool :)

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738

Caleb 'Ghoul' Delnay wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I've recently finished my VGUI HUD.  The last thing I added in was a
 VGUI version of the ammo history (displays items you pick up on the
 right).  This all works fine and dandy no problems..  at least not at
 first.  The whole HUD uses a considerable amount of images, 1 for
 ammo (changed using setImage when you switch weapons), 12 for the
 history (changed again using setImage), 2 for the armor and health,
 and like 16 for each weapon.

 The HUD works perfectly without a flaw, at least for the first part.
 As the game progresses and I pick up more and more items, suddenly
 the wierdest happens.  All the images that aren't completely static
 (ammo, history, weapons) vanish.  They refuse to be drawn, while the
 armor and health images always stay perfectly fine.  This completely
 boggles me and leads me to almost think a VGUI image can only be
 changed so many times with setImage before it causes choas?
 Perhaps some pictures will help.

 Here is the HUD normally, all working correctly.

 http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug0.jpg

 Normally if I had recently picked something up it would appear on the
 right side like it should, but in when this picture was taken I had
 not picked anything up, so of course there is no image.  Also, the
 browser for the weapons is not open, so nothing there.  Now, the
 bugged picture.

 http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug1.jpg

 So then, now as you can see everything that isn't static is gone.  I
 had just picked up some trip mines and they of course didn't show up
 in the history.  In the weapon selector no images are present, at the
 bottom the primary ammo isn't present.  The secondary is because only
 2 weapons use secondary ammo, and they are handled differently.  The
 health and armor are there still of course because they aren't
 modified ever ingame.

 The only thing I can think of for such behavior is some wierd bug
 with changing images (setImage and setPos).  Either that or I'm just
 completely missing something.  :(

 If anyone has any ideas, please respond.  :)

 Caleb 'Ghoul' Delnay
 Project Leader: Kill Or Be Killed
 http://www.llamanade.net/kobk/


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Re: [hlcoders] What to do when people blatently steal your code?

2002-12-05 Thread Cortex
You could speak with Mark on IRC (with other people seeing the conversation)
and you ask him for exact details in the code... If he can't answer, you
prove to the community that YOU have written the code !

However, to do this, you must have done some tricks that he couldn't
understand...

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738

Tom wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I know this is slightly OT, but ill go on anyway :)

 I used to code for SvenCoop, www.svencoop.com and made the mp3 player
 for it, both Sniper and Shimms can vouch for this. Then a coder named
 Mark joined the team, but was eventually kicked as we suspected he
 had stolen parts of our code, and he was found to have entered rouge
 code. Then a few days go, some shots on PHL showed our mp3 player in
 their mod. We then got into discussions with planet halflife on what
 to do as we wanted to warn them of mark.

 Then we found this on their site:

 Well lately we have been receiving complaints from the Sven Co-Op
 team saying that we stole their mp3 player code, because Real DM
 Co-Leader, and lead coder, Mark, was a previous coder for them. While
 the SC team is claiming we stole the code which was originally
 written by previous coder, Tom. Mark has told me that he wrote the
 majority of the code for SC mp3 player, and Tom helped him with it.
 However, Sven Viking has said otherwise...
 [...]
 However, someone from the SC team is also accusing us of stealing
 other parts of the code for Real DM and that is just pure lies. I
 don't even consider the mp3 player Stealing because Mark wrote the
 majority of it, however, accusing us of stealing other code just
 because of an assumption, is not right.

 The mp3 player was completly written by me ( with advicehelp from
 another1 another ex-coder of svencoop), and its just lying that he
 claims he wrote it.

 Anyhow, we are trying to get it sorted, but im not sure there is much
 we can do, any thing you can think of?

 --tom


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Re: [hlcoders] Command Line Info

2002-12-01 Thread Cortex
hey ;) I didn't know that... But for me, HL is never on top of MSVC even if
I don't launch HL with -topmost when I debug...

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738

Sebastian Steinlechner wrote:
 Hallo,

 Doesn't really have anything to do with server launchers, but just to
 add a pretty usefull commandline:
 -notopmost
 This prevents HL from sitting on top of MSVC when you're debugging it.


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Re: [hlcoders] HUD colors

2002-11-28 Thread Cortex
That's what I said !

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738

- Original Message -
From: Steve Rukuts [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, November 28, 2002 9:30 AM
Subject: Re: [hlcoders] HUD colors


 --
 [ Converted text/html to text/plain ]

 DOUBLY DOUBLY BETTER:

 Don't bother to define a new name for a new colour. No point at all.

 And the last six characters after the define are the colours in hex
format.

 =cool thanks.
 =
 =Dave
 =Aka Starbreaker
 =
 =
 =- Original Message -
 =From: Cortex
 =To:
 =Sent: Wednesday, 27 November, 2002 20:29
 =Subject: Re: [hlcoders] HUD colors
 =
 =
 = in hud.h, you've a #define RGB_YELLOWISH at the top of the file. It
 = defines the RGB color (in hexadecimal) of the color which is used in
all
 =the
 = hud code. If you change only this value, the little divide bar
between
 = health and armor will stay in yellow. To change this (I don't remember
 =very
 = well), you have to search for FillRGBA, and then modify the line
which
 = draws the bar.
 =
 = - Cortex : HL ALBATOR coder  mapper
 = - [EMAIL PROTECTED]  ICQ : 71548738
 =
 = Starbreaker wrote:
 =  I know this has been talked about before, but I cannot seem to find
 =  any of my notes about it.
 = 
 =  Where in the code do I change the HUD colors???
 = 
 =  Dave
 =  AKA Starbreaker
 = 
 = 
 =  ___
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 =  archives, please visit:
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 =
 =
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 =hlcoders
 =
 =
 =
 
 Steve Rukuts
 Wrench Software
 Webmaster / Co-Founder / Original Design: Operation: Messiah
 
 e-mail: [EMAIL PROTECTED]
 MSN: [EMAIL PROTECTED]
 ICQ: 98613165
 
 The contents of this e-mail may be confidential.
 If some annoying computer error occurs and it gets
 sent to people other than the intended recipient,
 do nothing, and delete it from your computer.
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Re: [hlcoders] HUD colors

2002-11-27 Thread Cortex
in hud.h, you've a #define RGB_YELLOWISH at the top of the file. It
defines the RGB color (in hexadecimal) of the color which is used in all the
hud code. If you change only this value, the little divide bar between
health and armor will stay in yellow. To change this (I don't remember very
well), you have to search for FillRGBA, and then modify the line which
draws the bar.

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738

Starbreaker wrote:
 I know this has been talked about before, but I cannot seem to find
 any of my notes about it.

 Where in the code do I change the HUD colors???

 Dave
 AKA Starbreaker


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Re: [hlcoders] Getting map names

2002-11-20 Thread Cortex
Steve Rukuts wrote:

 I've been trying to help someone on the forums, and his question intrigues
me.
 Is there any way to get the map name that is currently playing from the HL
 engine?

 I've seen it done in Admin mod (plugin_sank_consgreet), but we both cant
work
 out how to do it in Half-Life.

 Any help would be greatly appreciated.

Client-side = gEngfuncs.pfnGetLevelName();

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738


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[hlcoders] Memory leak

2002-11-20 Thread Cortex
Hi,

I've a problem right now :( I'm coding independant scrollbars in on of my
VGUI menus. I made them working, but there's a thing I can't manage to
correct :(

I've overloaded the CommandButton class to have the button at the
extremity of my scrollbars working. However, if use either the original
class (CTFSliderButton) or my class for the buttons, I always get a heap
chunk
corruption (assert failed in hpdebug.c when I quit HL (in debug mode, the
problem is located in
ntdll.dll). I've pointed out that if I remove this lines from the
constructor of my button, all gets right :

// This leaks !!
InputSignal* is = new CHandler_CommandButtonHighlight((CommandButton*)this);
addInputSignal(is);

Does someone know what happens ? I've tried to investigate more than that
but I didn't find anything which could help me...

OK, have you any idea of what's going on ?

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738



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Re: [hlcoders] VERC Collective

2002-11-17 Thread Cortex
It'd be really great if all the mod developers could meet there... I'll try
to write some tuts ;)

I think we should do more publicity for this site...

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738

Chris Bokitch wrote:
 Some of you may have used the Coding Collective.  I think the site
 was ok, but it never really lived up to what I wanted.  Adding to
 that, it and the Mapping Collective didn't leave much room for other
 topics, and all of the content was fairly static.

 So... the user base and content from the Mapping and Coding
 Collectives has been imported into a new site -- the VERC Collective.
 I know, what a unique naming scheme. :)  I'm setting up the VERC
 Collective to be the main focal point of the VERC network community
 as well as a place for all members to develop and post content on
 (content which goes through an editorial process before being passed
 to the public).

 The site is still being worked on fairly actively, but it's in a
 pretty good state right now.  Mostly just polishing is left.  All of
 the content development, maintenance, and commenting features are
 implemented, as well as the browsing and searching.

 So... check out the site, sign up, create content, comment on other
 people's content, send me feedback, do whatever you want. :)

 http://collective.valve-erc.com/

 Chris.

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Re: [hlcoders] detecting mapchange client-side

2002-11-13 Thread Cortex
Oh, yes. It could be an other solution ;) I didn't notice this comment.

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738

Sebastian Steinlechner wrote:
 Hallo,

 Wednesday, November 13, 2002, 18:56,
 Cortex [EMAIL PROTECTED] wrote:

 I finally got it to work !! I use the method that is used in the new
 (SDK
 2.3) overview code. It checks at each call of Reset if the name of
 the map has changed (using gEngfuncs.pfnGetLevelName()). If it has
 changed, I delete my rain until I get a new message from the server.

 You could also use void TeamFortressViewport::Initialize( void ); in
 vgui_teamfortressviewport.cpp. A comment above this function says it's
 called everytime the map changes. Works fine for me.


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[hlcoders] detecting mapchange client-side

2002-11-12 Thread Cortex
Hi,

I've a problem since several months (but I didn't tried to fix it for
several months ;p). In fact, I want to detect mapchange from client-side.

Nowadays, I check it from the CHud::Redraw function :
if (!intermission)

else
// It's an intermission

It works fine for intermissions. But my problem is with some brute map
change. For instance, if the user types map blabla, my code won't detect
it...

For the story, I want to detect that to disable rain at map change (else,
the rain will continue to fall in the next level !).

Any help would be greatly appreciated.

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738



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Re: [hlcoders] VALVE, pls help with that.

2002-11-10 Thread Cortex
Hi,

Is it a view model ?
And, have you tried to swap the order of the SetEnd SetStart attachment
? In a far test, I had seen that the order of the pBeam-SetEnd and
pBeam-SetStart had an effect...

Just a thought, perhaps my memory's going crazy ;)

Vyacheslav Djura wrote:
 Hello HLCODERS, especially VALVE programmers,

   I asked this question several times, but no one helped me, you are
   my last hope :\ please, answer this question.

   I have a model which has several attachemnts. I must draw a beam
   between them, but beam attaches only to one attach point, I don't
   know why, but second is some attach point at players body. I tried
   that also on displacer model (which has more then 3 att. points) and
   others, but beam attches only to one point. I used
   SetStartAttachemtn adn SetEndAttachment...

   Please, help! :D


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Re: [hlcoders] Drawing laser beam

2002-11-06 Thread Cortex
server-side, you can use CBeam. For client-side, use also
gEngfuncs.pEfxAPI-...
If you want to, I can explain one of the two solutions.

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738

Le Wednesday, November 06, 2002 10:01 AM [GMT+0100=CET], John Frings
[EMAIL PROTECTED] me disait :

 I would like draw a laserbeam from the weapon that is fired to the
 first thing the bullet hits (wall or player). Just a thin red or
 green straight beam (semi trasparent if possible) and I can't even
 start to figure out how to do it.

 /John

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Re: [hlcoders] Overview functions missing?

2002-11-03 Thread Cortex
overview.cpp must be excluded from the compilation. Perhaps you're compiling
it... As I understood, it's just an example file :)

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738

Le Sunday, November 03, 2002 4:43 AM [GMT+0100=CET], Michael Shimmins
[EMAIL PROTECTED] me disait :

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Hi,

 I'm trying to find the definition of Overview_GetOverviewStat and
 Overview_WorldToScreen(.).  I just ported from 2.1 to 2.3 and when I
 try to compile its telling me that those two functions are not
 members of cl_enginefuncs_s which according to cldll_int.g is
 correct, however I don't know what is supposed to go in those
 functions to just write them my self.

 Thanks for your help,
 Michael mailto:shimms;tae-mod.com  Shimmins
 Sesechial Software

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Re: [hlcoders] Unique sci skins

2002-10-27 Thread Cortex
The different scientists' skin are tied up into four submodels. So, in your
code, you only have to do :
SetBodygroup( void *pmodel, entvars_t *pev, int iGroup, int iValue )

with the correct pmodel, pev, iGroup and iValue.

iValue should have a value between 0 and 3 (or 1 and 4, you'll have to
test). For the scientist model, the group which controls the head is the
second one. So, iGroup could be either 1 or 2 (do we begin at 0 ? you'll
have to test too). pev is of course pScientist-pev. pmodel can be found
using :

GET_MODEL_PTR (ENT(pev));

here you are ;) I hope I've good understood your question and that it'll
help
;)

  - Cortex : HL ALBATOR coder  mapper
  - [EMAIL PROTECTED]  ICQ : 71548738


Le Sunday, October 27, 2002 4:56 PM [GMT+0100=CET], brian c.strider
[EMAIL PROTECTED] me disait :

 Hello,

 I was wondering if anyone knew how to edit a scientist entity so that
 he could have a different skin? I would like to have various
 scientists in the same level with different skins, would anyone know
 a way to code this in or is it allready possible and I'm just
 overlooking it.

 My guess was to add the command body 1,2,3.. in the sci's smart
 edit mode, but i have no idea, thanks in advance folks.

 Brian Striker2 Strider



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Re: [hlcoders] Question and problem concerning the Hud

2002-10-19 Thread Cortex
Do you use GetSpriteRect ?? It seems to be a problem like that...

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738

Paul Bean Jr. [EMAIL PROTECTED] nous disait :

 Hey, I'm new to the Halflife programming scene, not new to c++
 however, but looking at this thing sometimes makes me feel that ways,
 anyways on to the real problem.  I'm trying to
 get a feel on how exactly i should make my hud look, and I want to
 use my own sprites,
 so I create a sprite (i make two of them, same exact sprite just one
 to use for 320 and one for 640) and create a hud.txt which looks
 briefly like below(i'll only show clip's of it to reduce spam and
 merely get my point across)
 --hud.txt--
 22
 //Sr hud god ...measuring these things with photoshop suxorz
 //320
 hud_main 320 320hud1 53 57 152 151
 number_1 320 320hud1 5 5 9 10
 
 //640
 hud_main 640 640hud1 53 57 152 151
 number_1 640 640hud1 5 5 9 10
 ...
 --End of hud.txt--
 As you can see i actualyl only have 22 sprites i want to load, so now
 I'm like ok...
 cheap quick hack, I'll just reposition the y coordinate and tell
 healthhud class to use hud_main instead of cross.  I compile her in
 debug setting, load her up and try my mod bam. It blits FIRST the
 specified image i told it to clip and blit onto the screen it THEN
 places the WHOLE sprite file (not just the dimensions I
 specified)more or less a little diagnolly lower and to the right,
 NEXT to it. I don't get it what's going on ? what did I do wrong
 ? my sprite is an additive and I don't change anything to the source
 except what sprite it should use --Health.cpp--
 m_HUD_dmg_bio = gHUD.GetSpriteIndex( dmg_bio ) + 1;
 //Cheap hack, I don't mind using cross as my hud :)
 m_HUD_cross = gHUD.GetSpriteIndex( hud_main );
 --End of Health.cpp--
 now i've searched and searched for real non incompetent
 tutorials(although I appreciate what little infomration i could
 squeeze out of the others, believe me) and have found no wrong doing
 in what I've done, yet come out with horid results. I have a
 screenshot of the problem for later in depth reference for anyone is
 intersted*notes the chirping crickets and guesses no one is* so
 If anyone could give me any feedback whatsoever on this problem
 please do so( it also blits a little green tiny box at the bottom of
 my screen which i think is just a casualtie that will be solved when
 this issue is) Thankyou ahead of time, this is my first post and a
 lengthy one as you can tell, thanks for bearing with me and reading
 the message, I hope to contribute to more posts now that i've
 recently subscribed to the list.


 P.s. On a side note, I shouldnt use additive sprites if i want to use
 full color sprites and not make them transparent huh ? I see DOD uses
 an alpha test sprite for their hud_main piece

 Thankyou,
 Pj Bean (AKA Nakusku)
 Lead Coder of Saiyan Rebirth(http://www.sr.flagrun.net)


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Re: [hlcoders] Why doesn't zoom work anymore ?

2002-10-17 Thread Cortex
As I remember, you have to set m_pPlayer-pev-fov too.
If it doesn't help, please post the piece of code where you set the FOV :)
I've a Foved weapon, so I'll be able to compare with my code and to help
you ;)

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738

Mike  [EMAIL PROTECTED] nous disait :

 Hi,

 We've recently changed SDK's from 2.1 to 2.2... everything works fine
 except I can't alter the FOV anymore...

 We are using the same weapon code as in the previous SDK, but it
 doesn't want to zoom.

 I've even tried changing the FOV from the console while running the
 game... I get conformation that the value has changed, but the view
 doesn't...

 i.e.:

 Type in console:FOV
 reply is:fov is 0

 Type in console:FOV 20

 Type in console:FOV
 reply is:fov is 20

 So the value is definately changing.  Has anyone got any ideas why ?

 Mike.


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[hlcoders] little bug in the SDK 2.3 ?

2002-10-17 Thread Cortex
Hi,

I'm porting my mod to SDK 2.3. While browsing the files, I found :

 return !!gEngfuncs.GetPlayerUniqueID( iPlayer, playerID );

int the bool HACK_GetPlayerUniqueID (int iPlayer, char PlayerID[16]);
function, in cl_dll/vgui_ScorePanel.cpp.

It's weird... I think it must be a taping error, but I'd like to have a
confirmation from you, guys ;)

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738



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Re: [hlcoders] little bug in the SDK 2.3 ?

2002-10-17 Thread Cortex
Oh yes, it could be a good explanation.
But, why wouldn't it be :
return (gEngfuncs.GetPlayerUniqueID( iPlayer, playerID ) != 0);

? It's much more concise... And it doesn't look as a mistake :p

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738

David Flor [EMAIL PROTECTED] nous disait :

 Don't know if it's meant to be that way, but the !! convention
 ensures that the value is ALWAYS either a one or a zero.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Cortex
 Sent: Thursday, October 17, 2002 10:24 AM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] little bug in the SDK 2.3 ?


 Hi,

 I'm porting my mod to SDK 2.3. While browsing the files, I found :

  return !!gEngfuncs.GetPlayerUniqueID( iPlayer, playerID );

 int the bool HACK_GetPlayerUniqueID (int iPlayer, char PlayerID[16]);
 function, in cl_dll/vgui_ScorePanel.cpp.

 It's weird... I think it must be a taping error, but I'd like to
 have a confirmation from you, guys ;)

  - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
  - email : [EMAIL PROTECTED]ICQ : 71548738



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Re: [hlcoders] HL v SDK 2.3 - First Person mode?

2002-10-16 Thread Cortex

Peter Immarco [EMAIL PROTECTED] nous disait :

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 The what's new doc for HL SD version 2.3 says it added a first
 person mode.  This confuses me because HL's default mode is a first
 person shooter?  So what does this mean?

It talks about the in-eye view mode in spectator mode ala CS 1.5 or DOD.

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738



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Re: [hlcoders] VALVe : map to dxf...

2002-10-13 Thread Cortex
Hi, (answer at bottom)

David Speyrer [EMAIL PROTECTED] said :

 This code assumes that every vertex in the solid can be referred to
 by a unique index, so a rectangular solid would have 8 verts with
 indices from 0 to 7. CreatePointIndexList fills out an array with the
 indices of verts on the given face in clockwise winding order.
 GetConnectionVertex returns the vertex between the two given edges.
 The code for CreatePointIndexList is below.

OK, I don't understand two things :( Now, I've managed to add the triangular
faces that are not referenced in the.map file and I only need to get the
CreatePointIndexList loop working...

As I've understood, all the vertices have an unique ID (set arbitrarly).
Then, the CreatePointIndexList returns the indexes of the vertices on the
face in clockwise winding order.

I've two questions...
- how do I set the indexes of the vertices ? Is there a specifical
order ?
- why is there a GetConnectionVertex function ?? As I've
understood, the edges are the extremity of the face. So, they are vertices
too ! And why would it be vertices BETWEEN them ?

Thanks for your answer(s) ;)

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738



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[hlcoders] VALVe : map to dxf...

2002-10-07 Thread Cortex

Hello,

I'm trying to create a map to dxf converter, using the code that Valve gave
gratefully (http://www.coding.valve-erc.com) ;) But I don't understand the
LAST (!!) loop :( Here's the malicious piece of code :) :

   // triangulate each face and write
   for(i = 0; i  m_nFaces; i++)
   {
  CSSFace face = m_Faces[i];
  PINT pVerts = CreatePointIndexList(face);

  for(int v = 0; v  face.nEdges; v++)
 pVerts[v]++;

  for(v = 0; v  face.nEdges-2; v++)
  {
 fprintf(stream, 0\nVERTEX\n8\n%s\n10\n0\n20\n0\n30\n
0\n70\n128\n71\n%d\n72\n%d\n73\n%d\n, szName,
v == 0 ? pVerts[0] : -pVerts[0],
pVerts[v+1],
v == (face.nEdges-3) ? pVerts[v+2] : -pVerts[v+2]
);
  }
   }

I only need more informations about the CSSFace class (the members), the
CreatePointIndexList and the calculation of the nEdges member of CSSFace
:) Then, I'll be able to understand what gets done, and be able to merge it
to my code.

Thanks to anyone who could help me ;)

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738



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Re: [hlcoders] assigning problem

2002-10-05 Thread Cortex

You only have to do that (if I've good understood you problem ;) ) :

CFuncTest* pTest = (CFuncTest*)CBaseEntity::Instance(pEdict);.
Then, you can use pTest as a CFuncTest.

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738

Vyacheslav Djura [EMAIL PROTECTED] nous disait :

 Hello coders!

   I need to print property of entity which is in front of us, but
   that property is a property of my class CFuncTest and before I print
   this value (m_iKind) I am checking if entity was func_test. Then I
   do the following:

   CFuncTest *pTest;
   pTest =  CFuncTest::Instance(pEdict); //found entity is edict
   ALERT( at_console, Kind is %d\n, pTest-m_iKind);

   but that doesn't - it always returns zero (though value is set to 1
   or other except zero). I guess that is because instance will always
 return   CBaseEntity properties only. I tried

   pTest = (*CFuncTest)Instance(pEdict)

   but result is the same. In Delphi that could be done by pTest :=
   (pEntity as CFuncTest), but how can I do that in C++???
   I'll be glad if someone will help me with that :)

   thanks.

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Re: [hlcoders] SDK Licence Question

2002-10-03 Thread Cortex

Plenty of mods are distributed in many different magazines... I don't think
there's a problem with the SDK licence. The only thing you can't do is to
sell it. It isn't the case, because the user buys the mag, not your mod ;)

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738

Kuja [EMAIL PROTECTED] nous disait :

 Dear HlCoders,
 My mod, recently released Digital Paintball, was contacted by a
 leading magazine asking if they could include it on a disc with other
 demos and games. I was wondering if this violated the licence
 agreement,

 (b) reproduce, distribute and license the Mod in object code form,
 solely to licensed end users of Half-Life, without charge.  , and if
 it does, where can I get permission for this action?

 Thanks in advance,
 Jeff 'Kuja' Katz
 www.digitalpaintball.net

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Re: [hlcoders] MAP to DXF code

2002-09-18 Thread Cortex

Great thanks Chris (and David :p ) !

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738

Chris Bokitch [EMAIL PROTECTED] nous disait :

 David Speyrer sent me the code for converting .map to .dxf, as used in
 Hammer, for public use.  I know some people here wanted access to
 that. I've posted it at the Coding Collective, here -

 http://coding.valve-erc.com/?alias=map2dxf

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Re: [hlcoders] Particle System

2002-06-28 Thread Cortex

*Normally*, Windows _should_ clean up the memory you've allocated...

But I think it's not very safe to trust Windows lol
So, always use delete.

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738

- Original Message -
From: Florian Zschocke [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, June 28, 2002 10:33 AM
Subject: Re: [hlcoders] Particle System


| Tom schrieb:
| 
|  while on the subject of linked lists, why is it that all of the
tutorials
|  (and my C++ book) never delete any of the memory they have created?!
| 
|  Is it just bad programming or can you leave it for windows to clean up?
|
| It's bad programming.
|
| Florian.
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Re: [hlcoders] More Drag and Drop vgui Probs

2002-06-28 Thread Cortex

Why don't you simply set the button position according to the mouse position
? Something like :

// pseudo-code :)
GetMousePos(x, y);
SetBoutonPos(x, y);

Perhaps there's an evidence I didn't think about, but I think it'd be a good
solution for your problem... There may be a little jump of the button at
the beginning of the drag-process but nothing very crappy...

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738

- Original Message -
From: Nate Lovallo [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, June 27, 2002 9:32 PM
Subject: [hlcoders] More Drag and Drop vgui Probs


| Ok, ive basically got it working, but theres 2 problems.
| 1. The button lags behind my mouse, and ofter the cursor leaves the button
when you drag it.  For now im just
| makig it stop dragging if this happens, but Id really like to make it
catch upto the mouse.
|
| 2. Everytime first time cursorMoved gets called after mouePressed, it sets
the buttons position to the middle of
| the screen
|
| here is my code:
|
| void CHandler_DragIt:: mousePressed(MouseCode code,Panel* panel)
| {
|
| panel-getApp()-getCursorPos(mousex,mousey);
| m_bDragging = true;
| m_pCommandButton-getPos(m_iaDragStart[0],m_iaDragStart[1]);
| ConsolePrint( mousedown\n );
|
| }
| void CHandler_DragIt::mouseReleased(MouseCode code,Panel* panel)
| {
|
| ConsolePrint( mouseup\n );
| m_bDragging = false;
| App::getInstance()-setMouseCapture(null);//???
| }
| void CHandler_DragIt::cursorMoved(int x,int y,Panel* panel)
| {
| if(m_bDragging)
| {
| char sz[32];
| panel-getApp()-getCursorPos(x,y);
| m_pCommandButton-setPos((x-m_iaDragStart[0]),(y-m_iaDragStart[1]));
| sprintf (sz,  %d , %d\n, (x-m_iaDragStart[0]), (y-m_iaDragStart[1]));
| ConsolePrint(sz);
| }
| }
|
| Cheers
| Inbeastic
|
|
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Re: [hlcoders] Particle System

2002-06-26 Thread Cortex

Why don't you use Client-side tracelines ?
I use them for my TriApi rain and it works well.
I do one and get the end position of each poly. Then I make them go down
until they reach the en position.

And, it's worth asking :) why do I get a Trace backup 0.0 message at the
console sometimes ? It's really annoying :(

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738



- Original Message -
From: Yacketta, Ronald [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, June 26, 2002 3:25 AM
Subject: [hlcoders] Particle System


| Folks,
|
| I recall a recent conversation regarding the use / tutorial etc someone
| had of a particle system for HL. I went searching my .pst's and could
| not find a reference nor in the HL archives.
|
| Might someone know of a POC (Point Of Contact) for the particle system
| that was discussed?
|
| Regards,
| Ron
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Re: [hlcoders] Particle System

2002-06-26 Thread Cortex

OK, thx... And, finally... I didn't really understood what you said before.
I quote from your previous message :
It keeps backing up from the end point until it hits non-solid space.  Like
the comment says, it shouldn't really happen, but it does occasionally.

What shouldn't really happen but does occasionally ?
Thx for the help :)

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738

- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, June 26, 2002 4:34 PM
Subject: Re: [hlcoders] Particle System


|  And, is there a tip to get around this ?
|
| To get around what?  The message saying backup past 0???
|
| No.  This message is generated internally in the engine.  If you don't
want to
| see this message then turn developer mode off (developer 0).
|
| Jeffrey botman Broome
|
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Re: [hlcoders] The HUD Owns me

2002-06-24 Thread Cortex

You can do it without using hud.txt. You only have to delete the lines with
GetSpriteRect, and draw the sprites with the last parameter equal to NULL :

SPR_DrawAdditive(0,x,y,NULL);

Here you are :)

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738


- Original Message -
From: Josh Coyne [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, June 23, 2002 9:24 PM
Subject: Re: [hlcoders] The HUD Owns me


| nevermind..
|
| allright i did it the hud.txt way and it worked. i think i fudged the
| GetSpriteRect  but it works now :X
|
| - Original Message -
| From: Josh Coyne [EMAIL PROTECTED]
| To: [EMAIL PROTECTED]
| Sent: Sunday, June 23, 2002 3:12 PM
| Subject: Re: [hlcoders] The HUD Owns me
|
|
|  Do i need to? i referenced the sprite directly
| 
|  - Original Message -
|  From: Sebastian Steinlechner [EMAIL PROTECTED]
|  To: [EMAIL PROTECTED]
|  Sent: Sunday, June 23, 2002 2:53 PM
|  Subject: Re: [hlcoders] The HUD Owns me
| 
| 
|This time im trying to tile a scanline sprite across the screen for
| our
|   mod's Thermal vision. the scanline sprite is 256^2 but it only shows
up
| as
|   20^2 in the HUD?
|  
|   You did add the sprite to your hud.txt, didn't you?
|  
|   ---
|   Sebastian Steinlechner
|  
|   ___
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|  please visit:
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|  
| 
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|
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Re: [hlcoders] pmove-forward/up/right

2002-06-18 Thread Cortex

They must be the view vectors... They are also movement vectors. I always
thought that :)

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738

- Original Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, June 18, 2002 5:05 PM
Subject: [hlcoders] pmove-forward/up/right


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I was wondering if anybody could give me an explanation of what each of
these were? My original thought was that they must just divide the view
angle up into forward/up/right components, but then why are they each
vectors and not a vector in total? (each one being x/y/z of the view?). Also
are they relative to the world or to the player? Or am i totally wrong?


Any help appreciated

--

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Re: [hlcoders] Zone Entities

2002-06-16 Thread Cortex

You can make something like this in the Think function :

for ( loop_through_all_players )
{
if ( pPlayer-pev-origin.x  pev-abs.x ...
/*some other tests to verify that the origin of the*/
/*players is between hte absmax and absmin values*/ )
{
// set the flag :
pPlayer-m_CortexsFlag |= IN_ZONE; // lol
}
else
{
pPlayer-m_CortexFlag
}
}

Here you are :) So, you don't need to set a Touch() function.

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738


- Original Message -
From: Mazor [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, June 16, 2002 12:50 PM
Subject: RE: [hlcoders] Zone Entities


| Then wouldn't the flag end up flip flopping every frame? One frame on,
| one frame off, one frame on, one frame off it would cause a headache
| when trying to examine it... wouldn't it?
|
| -Mazor
|
| -Original Message-
| From: [EMAIL PROTECTED]
| [mailto:[EMAIL PROTECTED]] On Behalf Of Daniel
| Koppes
| Sent: Sunday, June 16, 2002 5:24 AM
| To: [EMAIL PROTECTED]
| Subject: Re: [hlcoders] Zone Entities
|
| Well... does a player trigger the Touch() function every frame as long
| as he
| is inside the entity?
|
| You could clear the flag in the players PreThink() function, and set it
| in
| the Touch() function.
|
| Thusly, if they leave, the flag is no longer updated and is cleared.
|
| Or something like that.
|
|
| - Original Message -
| From: Mazor [EMAIL PROTECTED]
| To: [EMAIL PROTECTED]
| Sent: Sunday, June 16, 2002 9:44 PM
| Subject: [hlcoders] Zone Entities
|
|
|  This is a multi-part message in MIME format.
|  --
|  [ Picked text/plain from multipart/alternative ]
|  I need to figure out how to code in zone type entities into my mod. I
|  can get the base entity part, but I need to figure out how to flag a
|  player when he's in the entity and then how to reset the flag when
| he's
|  exited the entity's bounds. any ideas how?
| 
|  -Mazor
|  ___
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| please visit:
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| 
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Re: [hlcoders] HL Desktop and SDK

2002-06-14 Thread Cortex

new desktop ?? What do you mean by this ???

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738

- Original Message -
From: DeNiro [EMAIL PROTECTED]
To: hlcoders [EMAIL PROTECTED]
Sent: Friday, June 14, 2002 9:31 AM
Subject: [hlcoders] HL Desktop and SDK


| Is the new desktop going to be in the SDK? I can think of several apps I
| would build if I had access to it :)
|
|
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Re: [hlcoders] hl.exe bug report ?

2002-06-10 Thread Cortex

Well, but how can I get the execl function working with hl.exe -game albator
??

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738

- Original Message -
From: Cortex [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, June 09, 2002 9:32 PM
Subject: Re: [hlcoders] hl.exe bug report ?


| wow... thx :) I understand now the Change directory command of
| Worldcraft/Hammer.
|
| All works fine now :) It was quite easy :)
|
|  - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
|  - email : [EMAIL PROTECTED]ICQ : 71548738
|
| - Original Message -
| From: Kuja [EMAIL PROTECTED]
| To: [EMAIL PROTECTED]
| Sent: Sunday, June 09, 2002 9:20 AM
| Subject: RE: [hlcoders] hl.exe bug report ?
|
|
| | Yeah, the shortcut has to start in the hl directory, or it doesnt know
| how
| | to find your mods.
| |
| | -Original Message-
| | From: [EMAIL PROTECTED]
| | [mailto:[EMAIL PROTECTED]]On Behalf Of Cortex
| | Sent: Sunday, June 09, 2002 2:02 AM
| | To: [EMAIL PROTECTED]
| | Subject: [hlcoders] hl.exe bug report ?
| |
| |
| | Hi,
| |
| | a month ago, I distributed the first private release of my mod to a few
| | players, to get them test it. In the install procedure, a link is added
to
| | the start menu, with arguments : -game albator. When the testers have
ran
| | the mod by this link, in the LAN/Create game menu, the maps of HL
| Classic,
| | instead of mines, were displayed. Really annoying... I really don't know
| | what happen, since when I use Start menu/Run... - ...\hl.exe -game
| | albator, all works fine...
| |
| | Recently, for the need of my mod, I made a little DOS app which use
execl
| to
| | launch hl.exe. Here is the line which launches HL :
| |
| | _execl(hlpath, hlpath, -console, -game Albator, -dev, 0);
| |
| | The bug which was reported by the beta-testers happens when I use the
DOS
| | app... So, it's very weird, because all my new game (btns_main,
etc...)
| | interface is loaded !
| |
| | The other thing which amazes me is that FLF, FA, CS (etc...) uses simple
| | links like the one I use. They work fine for them... So, it'd be a
single
| | problem with MY mod or something else has already ran into this ???
| |
| | Thx in advance for any answer...
| |
| |  - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
| |  - email : [EMAIL PROTECTED]ICQ : 71548738
| |
| |
| | ___
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| | please visit:
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| |
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| |
|
|
|
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Re: [hlcoders] hl.exe bug report ?

2002-06-10 Thread Cortex

OK !!! It works great :)

Thx a lot !!

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738

- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, June 10, 2002 3:50 PM
Subject: Re: [hlcoders] hl.exe bug report ?


|
|  Well, but how can I get the execl function working with hl.exe -game
albator
|
| Try doing a _chdir() before the execl().
|
| Jeffrey botman Broome
|
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Re: [hlcoders] hl.exe bug report ?

2002-06-09 Thread Cortex

wow... thx :) I understand now the Change directory command of
Worldcraft/Hammer.

All works fine now :) It was quite easy :)

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738

- Original Message -
From: Kuja [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, June 09, 2002 9:20 AM
Subject: RE: [hlcoders] hl.exe bug report ?


| Yeah, the shortcut has to start in the hl directory, or it doesnt know
how
| to find your mods.
|
| -Original Message-
| From: [EMAIL PROTECTED]
| [mailto:[EMAIL PROTECTED]]On Behalf Of Cortex
| Sent: Sunday, June 09, 2002 2:02 AM
| To: [EMAIL PROTECTED]
| Subject: [hlcoders] hl.exe bug report ?
|
|
| Hi,
|
| a month ago, I distributed the first private release of my mod to a few
| players, to get them test it. In the install procedure, a link is added to
| the start menu, with arguments : -game albator. When the testers have ran
| the mod by this link, in the LAN/Create game menu, the maps of HL
Classic,
| instead of mines, were displayed. Really annoying... I really don't know
| what happen, since when I use Start menu/Run... - ...\hl.exe -game
| albator, all works fine...
|
| Recently, for the need of my mod, I made a little DOS app which use execl
to
| launch hl.exe. Here is the line which launches HL :
|
| _execl(hlpath, hlpath, -console, -game Albator, -dev, 0);
|
| The bug which was reported by the beta-testers happens when I use the DOS
| app... So, it's very weird, because all my new game (btns_main, etc...)
| interface is loaded !
|
| The other thing which amazes me is that FLF, FA, CS (etc...) uses simple
| links like the one I use. They work fine for them... So, it'd be a single
| problem with MY mod or something else has already ran into this ???
|
| Thx in advance for any answer...
|
|  - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
|  - email : [EMAIL PROTECTED]ICQ : 71548738
|
|
| ___
| To unsubscribe, edit your list preferences, or view the list archives,
| please visit:
| http://list.valvesoftware.com/mailman/listinfo/hlcoders
|
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Re: [hlcoders] Quiet List

2002-05-28 Thread Cortex

or the holydays :D

lol

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738

- Original Message -
From: Philip (Fiber) [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, May 29, 2002 5:20 AM
Subject: RE: [hlcoders] Quiet List


| Or the middle or Term 2 (no significant stuff apart from that NCEA bs)
| for highschoolers over here.
|
| [Signature removed by administrator: Signature can not exceed 20GB]
|
| -Original Message-
| From: [EMAIL PROTECTED]
| [mailto:[EMAIL PROTECTED]] On Behalf Of Kuja
| Sent: Wednesday, May 29, 2002 8:52 AM
| To: [EMAIL PROTECTED]
| Subject: RE: [hlcoders] Quiet List
|
| Finals week for highschoolers...
|
| -Original Message-
| From: [EMAIL PROTECTED]
| [mailto:[EMAIL PROTECTED]]On Behalf Of Derek Lau
| Sent: Tuesday, May 28, 2002 5:12 AM
| To: [EMAIL PROTECTED]
| Subject: Re: [hlcoders] Quiet List
|
|
|
|
| Dormant..
| From: Nathan Taylor [EMAIL PROTECTED]
| Reply-To: [EMAIL PROTECTED]
| To: HLCoders [EMAIL PROTECTED]
| Subject: [hlcoders] Quiet List
| Date: Tue, 28 May 2002 04:24:40 -0400
| 
| --
| [ Picked text/plain from multipart/alternative ]
| Is it just that I haven't been getting mail or has the list been
| basically
| dormant for the last several days?
| 
| 
| Lakario
| ModDev.netGet more from the Web.  FREE MSN Explorer download :
| http://explorer.msn.com
| ___
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| please visit:
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| 
|
|
|
|
| _
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|
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Re: [hlcoders] Light entities

2002-05-23 Thread Cortex

or just include effects.h (or lights.h, I'm not sure and I haven't
HL SDK on this computer).

Cortex

You need to know which light it is you want to turn on and off.

In your code, you are trying to toggle a light you reference with
CLight, but thats an
unidentified variable.

Use the GET_ENTITY_BY_STRING or similar functions to get a pointer
to the entity.

-av



Rob z wrote:

 ok im not the best of coders sooo a lil more help would be nice
after
 looking at what botman wrote and reading through some code about
the
 GetClassPtr() function i was hoping this would work ( to test i
am putting
 the code in the client command function )

 CBaseEntity *pLight = NULL;
 pLight = GetClassPtr( (CLight *)NULL );
 pLight-Use(NULL, NULL, USE_TOGGLE, 0);  // toggle on or
off

 but it returns me some errors that im not very sure what to do to
solve. can
 anyone help?
 error C2065: 'CLight' : undeclared identifier
 : error C2059: syntax error : ')'

 i think that CLight is the wrong thing to put to find the light
entity but i
 have no idea what to put :(

 _

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--
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My Homepage: www.cyberwyre.com


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---
Ce mel a été envoyé avec Meloo http://www.meloo.com

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Re: [hlcoders] Half-life demo tools

2002-05-15 Thread Cortex

Yes, but I don't think Scott is asking for a program like GeekPlay...
GeekPlay plays the demo but it doesn't give you the possibility of editing
the .dem files !

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]ICQ : 71548738

- Original Message -
From: Skyler York [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, May 15, 2002 5:39 AM
Subject: Re: [hlcoders] Half-life demo tools


| [ Converted text/html to text/plain ]
|
| Aw, wait, it's just a viewer front end.  Never mind; carry on :P
| From: Skyler York
| Reply-To: [EMAIL PROTECTED]
| To: [EMAIL PROTECTED]
| Subject: Re: [hlcoders] Half-life demo tools
| Date: Tue, 14 May 2002 20:30:27 -0700
| 
| [ Converted text/html to text/plain ]
| 
| Don't any of you read PlanetHalfLife?!
| 
| http://www.planethalflife.com#PQN367462[1]
| 
| A utility called GeekPlay, and I quote:
| 
| GeekPlay is a demo utility for Half-Life. It lets you browse and watch
| client
| recorded (or HLTV recored) demos with ease. With a GUI you will be able
to
| see
| the information about the demo before playing it, such as an image of the
map
| and playernames. GeekPlay also offers customization to suit your needs
with
| commandline options, has special features such as a mini filebrowser,
| automatic resolution changer, teamsay stripper, playback speed changer
and
| playback support for old demos. GeekPlay works with all Half-Life mods
that
| uses the standard demo protocol.
|
| --

| Send and receive Hotmail on your mobile device: Click Here[1]
|
| ===References:===
|   1. http://g.msn.com/1HM305401/45
|
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Re: [hlcoders] Half-life demo tools

2002-05-15 Thread Cortex

lol !!
I didn't see this line on the previous mail ! I hope this is a joke ;) Else,
it would have been really annoying to download 20 GB lol
- Original Message -
From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, May 15, 2002 2:14 PM
Subject: Re: [hlcoders] Half-life demo tools


| [Signature removed by administrator: Signature can not exceed 20GB]
|
| what did you try to attach?
|
|
|
| - Original Message -
| From: Philip (Fiber) [EMAIL PROTECTED]
| To: [EMAIL PROTECTED]
| Sent: Wednesday, May 15, 2002 11:16 AM
| Subject: RE: [hlcoders] Half-life demo tools
|
|
|  Hmmm, the only solution would really be to convert it to an avi and then
|  use a video editing program.
| 
|  [Signature removed by administrator: Signature can not exceed 20GB]
| 
|  -Original Message-
|  From: [EMAIL PROTECTED]
|  [mailto:[EMAIL PROTECTED]] On Behalf Of Cortex
|  Sent: Wednesday, May 15, 2002 9:06 PM
|  To: [EMAIL PROTECTED]
|  Subject: Re: [hlcoders] Half-life demo tools
| 
|  Yes, but I don't think Scott is asking for a program like GeekPlay...
|  GeekPlay plays the demo but it doesn't give you the possibility of
|  editing
|  the .dem files !
| 
|   - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
|   - email : [EMAIL PROTECTED]ICQ : 71548738
| 
|  - Original Message -
|  From: Skyler York [EMAIL PROTECTED]
|  To: [EMAIL PROTECTED]
|  Sent: Wednesday, May 15, 2002 5:39 AM
|  Subject: Re: [hlcoders] Half-life demo tools
| 
| 
|  | [ Converted text/html to text/plain ]
|  |
|  | Aw, wait, it's just a viewer front end.  Never mind; carry on :P
|  | From: Skyler York
|  | Reply-To: [EMAIL PROTECTED]
|  | To: [EMAIL PROTECTED]
|  | Subject: Re: [hlcoders] Half-life demo tools
|  | Date: Tue, 14 May 2002 20:30:27 -0700
|  | 
|  | [ Converted text/html to text/plain ]
|  | 
|  | Don't any of you read PlanetHalfLife?!
|  | 
|  | http://www.planethalflife.com#PQN367462[1]
|  | 
|  | A utility called GeekPlay, and I quote:
|  | 
|  | GeekPlay is a demo utility for Half-Life. It lets you browse and
|  watch
|  | client
|  | recorded (or HLTV recored) demos with ease. With a GUI you will be
|  able
|  to
|  | see
|  | the information about the demo before playing it, such as an image of
|  the
|  map
|  | and playernames. GeekPlay also offers customization to suit your
|  needs
|  with
|  | commandline options, has special features such as a mini filebrowser,
|  | automatic resolution changer, teamsay stripper, playback speed
|  changer
|  and
|  | playback support for old demos. GeekPlay works with all Half-Life
|  mods
|  that
|  | uses the standard demo protocol.
|  |
|  |
|  
|  --
|  
|  | Send and receive Hotmail on your mobile device: Click Here[1]
|  |
|  | ===References:===
|  |   1. http://g.msn.com/1HM305401/45
|  |
|  | ___
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|  please visit:
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|  |
|  |
| 
| 
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[hlcoders] Questions about C#

2002-05-04 Thread Cortex

Hello,

This morning, I went to the library to buy a book about C++. The one I had
before was to superficial. But, it isn't the subject of this message :D

I saw much more books about C# than about C++ ! I was amazed ! I thought
this Micro$oft new langage was just a try ! I have a few questions about
this langage :

- will it remplace the C++ ? And have I to learn the *depth* of C#
rather than C++ (because C++ will be out of date soon ?) ?

- is it more powerful than C++ ? I think it's a oriented object langage,
but I wonder if it's really more powerful than C++ for applications which
doesn't use Windows's interface (like DLL, HL SDK, etc...)

- Can it be used with HL SDK ?

I hope you'll understand what I mean and you have the answers to this
:-)

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


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Re: [hlcoders] Hunted gameplay?

2002-05-01 Thread Cortex

I think the major part of the stuff would take place in
CYourGameRules::PlayerKilled (), where you test if the killed player is the
HUNTED or not, and you do the corresponding action (reboot the round,
continue the round, etc..).

The rest of the stuff is the round-based match. There are tutorials on how
to do a round-based gameplay... I made one for my mod, so if you have
questions, feel free to ask me some explanations :)

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

- Original Message -
From: Cale Dunlap [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, May 01, 2002 9:34 AM
Subject: [hlcoders] Hunted gameplay?


 I want to get a 'Hunted' gameplay type mode for my mod. I tried using a
 round based system thats heavily modified, but its just far too difficult
 for me to convert. Does anybody know of any tutorials or sites that could
 help with this? I just need two teams, one team being limited to one
person
 who is the 'hunted'. When that player dies, a new 'hunted' is chosen, and
 that old 'hunted' person, switches to the other team, the 'hunters' where
 the rest of the players in the server are held. Any ideas? Tutorials?
Sites?
 ANYTHING?! Thanx!

 -Mazor

 _
 Get your FREE download of MSN Explorer at
http://explorer.msn.com/intl.asp.

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Re: [hlcoders] Spectator VGUI (Observer)

2002-05-01 Thread Cortex

I tried to add a button but it never appeared in the spectator VGUI menu :(

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

- Original Message -
From: Josh Coyne [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, May 02, 2002 3:59 AM
Subject: [hlcoders] Spectator VGUI (Observer)


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey, Are there any guides on the web(or just general info here) about
setting up a chasecam similar to well... almost every round based
mod(CStrike,AHL,DoD,etc)

Our mod has Last Man Standing, and I have the basics worked out so we have
spectators and such; however im afraid our spectators dont have a good VGUI
hud yet( and an interface to the chasecam and such). If you guys have any
info on that, that would be duly appreciated

Regards,
Josh

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Re: Re[2]: [hlcoders] UTIL_ScreenFadeAll

2002-04-30 Thread Cortex

ALL RIGHT !!!
I got it to work fine :)

Thx to all who helped me :)

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

- Original Message -
From: Cruise [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, April 30, 2002 12:21 PM
Subject: Re[2]: [hlcoders] UTIL_ScreenFadeAll


 -BEGIN PGP SIGNED MESSAGE-
 Hash: MD5

 I used the VGUI :P

 Just a Class that literally draws a VGUI Panel across the full screen
 and then you can play with the opacity and colour and speed of effects
 to your hearts content...

 Just a thought...


  Hm, I needed just one line for that effect:

  UTIL_ScreenFadeAll(Vector(255, 255, 255), 0.8, 1.0, 255, 0);

  This will fade the screen to white and back.

  - Original Message -
  From: Cortex [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Tuesday, April 30, 2002 11:43 AM
  Subject: Re: [hlcoders] UTIL_ScreenFadeAll


  mmmhhh... Thx for the tip, but it doesn't as good as I expect :(
  Indeed, I wanted to fade really the screen... With your method, the
screen
  is instantaneous blacked out (I've tried to change the duration
value,
  but
  in vain :(  ).
 
  Am I the only one to have this problem ??
 
- Cortex : mapper  coder www.hlalbator.fr.st
 
  - Original Message -
  From: Mike Blowers [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Tuesday, April 30, 2002 10:55 AM
  Subject: Re: [hlcoders] UTIL_ScreenFadeAll
 
 
   I've previously done a similar thing... Here's the 2 lines of code I
  used:
  
   //Turn on
   UTIL_ScreenFade( m_pPlayer, Vector(50,50,50), 0, 5, 200,
FFADE_STAYOUT);
  
   //Turn off
   UTIL_ScreenFade( m_pPlayer, Vector(50,50,50), 0, 1, 200, FFADE_OUT);
  
   I think you'll find the problem is you are using FFADE_IN to remove
the
   STAYOUT effect, which won't work... you need FFADE_OUT.
  
   Mike.
   - Original Message -
   From: Cortex [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Tuesday, April 30, 2002 7:34 AM
   Subject: [hlcoders] UTIL_ScreenFadeAll
  
  
Hello,
   
I'm having trouble with this function :(
I wanted to fade the screen juste before a round ends. So, I put
this
  on
   the
right place :
   
UTIL_ScreenFadeAll ( Vector(0,0,0), 3, 1, 255, FFADE_OUT |
   FFADE_STAYOUT );
   
But, I want that the screen returns to his normal state ! So, I put
  this
   in
an other function :
   
UTIL_ScreenFadeAll ( Vector(0,0,0), 3, 1, 255, FFADE_IN );
   
The problem I have is that the FFADE_IN effect doesn't work...
If
  I
   set
it a green color (for test purpose only :) ), the green stays all
the
  time
at the screen (so, it does the same with the black). It's really
  annoying
for gameplay LOL
   
It must be a big error from me but I can't figure it me out :( Does
  anyone
see it 
   
  - Cortex : mapper  coder www.hlalbator.fr.st
   
   
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 [ Cruise / www.casual-tempest.net ]

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 GSoB8LbVazq6az2eKi/i7E8etNe4y5qZjqyIs2WrviNVgk8d90ySquZFUgQNDh0t
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RE: [hlcoders] Scope Sprites

2002-04-29 Thread Cortex

you could also build a view model which masks a part of the screen...
For the binoculars in my mod, I built a serie of sprites for EACH resolution...
I recommend you not to do that... It's really a pain ! If I have to
recode a scope, I think (and I hope :D) I won't rebuild hundred of
sprites !

Cortex.

Half-Life can't scale sprites by default.

You could either code a method of scaling, or just do the norm and
tile
sprites.  I think it takes about 16 sprites to do it.

Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Josh Coyne

Sent: Monday, April 29, 2002 2:50 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Scope Sprites


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
has anyone here had some experience with making a blackout portion
on
the HUD(using sprites) to simulate a scope, on a sniper rifle(or in
my
case a scoped revolver)?

I'm having a bit of trouble, as it doesnt seem the HL Hud can do basic

sprite scaling :|
--

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---
Ce mel a été envoyé avec Meloo http://www.meloo.com

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Re: [hlcoders] Scope Sprites

2002-04-29 Thread Cortex

I don't understand how you got it to work using TriApi ! How did you get the
coordinate of the polys you had to display ? It has to depend from the view
angles, don't they ?

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

- Original Message -
From: Sebastian Steinlechner [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 29, 2002 6:26 PM
Subject: Re: [hlcoders] Scope Sprites


What I did for Poke646 was using four 256*256 sprites (stored as 4 frames in
one file) to display a scope border with triapi. You can either draw the
sprites in a Hud-Member function, that way you can work directly with screen
coordinates, or you can do some math to draw it in world coordinates. That
way you can also calc in some bob quite easily (which I didn't do, though).
Might look a bit crappy when you run HL in really high resolutions, but it
looks quite fine in 1024 and 1280 resolutions.

Well, just another idea, though.

cya,
TheTinySteini

Half-Life can't scale sprites by default.

You could either code a method of scaling, or just do the norm and
tile
sprites.  I think it takes about 16 sprites to do it.

Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Josh Coyne

Sent: Monday, April 29, 2002 2:50 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Scope Sprites


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
has anyone here had some experience with making a blackout portion
on
the HUD(using sprites) to simulate a scope, on a sniper rifle(or in
my
case a scoped revolver)?

I'm having a bit of trouble, as it doesnt seem the HL Hud can do basic

sprite scaling :|
--

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---
Ce mel a été envoyé avec Meloo http://www.meloo.com

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Re: [hlcoders] SET_SIZE()

2002-04-24 Thread Cortex

I think so. Use UTIL_SetOrigin before calling SET_MODEL.

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

- Original Message -
From: Daniel Johansson [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, April 25, 2002 12:44 AM
Subject: Re: [hlcoders] SET_SIZE()


Ok, thanks.

How about UTIL_SetOrigin, should I use that?

/Daniel

- Original Message -
From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, April 24, 2002 10:31 PM
Subject: Re: [hlcoders] SET_SIZE()


pev-mini?
- Original Message -
From: Cortex [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, April 24, 2002 10:08 PM
Subject: Re: [hlcoders] SET_SIZE()


Why don't you use the SET_MODEL ( pev, your_model ); ? This links the
model into world and set automatically its size..

I think this should help you :)

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

- Original Message -
From: Paul 'MoOg' Samways [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, April 24, 2002 5:42 PM
Subject: Re: [hlcoders] SET_SIZE()


*cough* english mailing list *cough*

- Original Message -
From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, April 24, 2002 3:16 PM
Subject: Re: [hlcoders] SET_SIZE()


ser man på... en svensk till
- Original Message -
From: Daniel Johansson [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, April 24, 2002 4:10 PM
Subject: [hlcoders] SET_SIZE()


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Hey all!

 Im playing around with models ingame, like spawning player models and then
make them play an animation.
 But now I have come to this little problem. I have an entity so the mapper
can choose what model to spawn
 and now when I spawn the model I dont know the size of it so I tried a
playermodel and set the size according
 to what was set in player.cpp spawn function. But now I was kinda
wondering if there is any way of getting the
 size of a model ie GET_SIZE (does not exist btw). Anyone care to enlighten
me on this if they can?

 Thanks
 Daniel Johansson
 [EMAIL PROTECTED]

 --

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Re: [hlcoders] Strange HUD Class error

2002-04-18 Thread Cortex

Hello,

I had a similar problem with a class derived from CMenuPanel. If I set
nothing to the new member, it crashed. If I set normally its value, it no
longer crashes... Try to set its value in the VidInit function (you must
initialize your HSPRITE in VidInit or Draw but not in Init)...

Just a thought because your problem looks really strange ;-(

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

- Original Message -
From: Michael Shimmins
To: [EMAIL PROTECTED]
Sent: Thursday, April 18, 2002 1:44 PM
Subject: [hlcoders] Strange HUD Class error


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey all,

I've just tried adding a sprite to an existing hud class we coded a
while ago.  The hud class (which had sprites in it before) is derived
from CHudBase and has HSPRITE definitions in the private: section.  The
class is called CHudNVG.  I added a HSPRITE to it, and no matter what
its called it crashes the game when CHud::Init is called on the next
class after CHudNVG's .Init() call.  It doesn't matter which classes
.Init() it is, its crashing on it.

If I take the HSPRITE definition out it runs smoothly.

Any ideas?

Michael Shimmins mailto:[EMAIL PROTECTED]
The Absconder Effect (http://www.tae-mod.com http://www.tae-mod.com/ )


--

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Re: [hlcoders] QWERTY - AZERTY

2002-04-16 Thread Cortex

Oups... I've done a mistake :( Yes, I talk about the top left corner of the
keyboard...

I've already taken a look at kb_def.lst, but this file controls only the
control configuration panel I think...

I'll try to modify it anyhow...

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

- Original Message -
From: Philip (Fiber)
To: [EMAIL PROTECTED]
Sent: Tuesday, April 16, 2002 10:10 AM
Subject: RE: [hlcoders] QWERTY - AZERTY


Perhaps it's something to do with the bindings in config.cfg or
kb_def.lst? Just a thought.

BTW, ZXCVBN are the keys in the bottom left habd corner of out
keyboards (QWERTY is the top left). And I live in NZ.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Cortex
Sent: Tuesday, April 16, 2002 7:11 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] QWERTY - AZERTY


As you might know, in Europe (France for me :) ), we haven't the same
keyboard as you, in England or America... Instead of QWERTY, our 6
first letters at the bottom left of the keyboard are AZERTY.

However, in HL our keyboard acts as if it's an american keyboard...
Then, to type a at the console, we have to hit the q key... It's not
really a handicap but it's annoying...

Now, my question :) How could I convert the QWERTY keyboard to an
AZERTY keyboard (game dll ?? client dll ?? an other little app ?? ).
A french program (HLKeyFr) has managed to do what I want but I can't
include it in my mod. Moreover, I'd be glad not to use the program of
another one in my mod...

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


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Re: [hlcoders] QWERTY - AZERTY

2002-04-16 Thread Cortex

OK... As I thought, it doesn't work :( It changes the effect of the keys
under the customize controls menu, but in the console, the keyboard is
still in QWERTY mode :(

Any another idea ? It'd be great that someone at Valve point me in the right
direction to hook the command keys and make them work normally with my
keyboard...

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


- Original Message -
From: Philip (Fiber)
To: [EMAIL PROTECTED]
Sent: Tuesday, April 16, 2002 10:10 AM
Subject: RE: [hlcoders] QWERTY - AZERTY


Perhaps it's something to do with the bindings in config.cfg or
kb_def.lst? Just a thought.

BTW, ZXCVBN are the keys in the bottom left habd corner of out
keyboards (QWERTY is the top left). And I live in NZ.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Cortex
Sent: Tuesday, April 16, 2002 7:11 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] QWERTY - AZERTY


As you might know, in Europe (France for me :) ), we haven't the same
keyboard as you, in England or America... Instead of QWERTY, our 6
first letters at the bottom left of the keyboard are AZERTY.

However, in HL our keyboard acts as if it's an american keyboard...
Then, to type a at the console, we have to hit the q key... It's not
really a handicap but it's annoying...

Now, my question :) How could I convert the QWERTY keyboard to an
AZERTY keyboard (game dll ?? client dll ?? an other little app ?? ).
A french program (HLKeyFr) has managed to do what I want but I can't
include it in my mod. Moreover, I'd be glad not to use the program of
another one in my mod...

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


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Re: [hlcoders] little app

2002-04-15 Thread Cortex

thx :)

- Original Message -
From: Commando
To: [EMAIL PROTECTED]
Sent: Monday, April 15, 2002 12:13 AM
Subject: Re: [hlcoders] little app


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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Re: [hlcoders] PlayerCustomization()

2002-04-15 Thread Cortex

Does it mean that a spray logo (= tag) could be animated ?

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

- Original Message -
From: botman
To: [EMAIL PROTECTED]
Sent: Monday, April 15, 2002 3:59 PM
Subject: Re: [hlcoders] PlayerCustomization()


 Is there any information about PlayerCustomization??

See the engine\custom.h file.

Here's the comments from the client.cpp file in the SDK...

/*

PlayerCustomization

A new player customization has been registered on the server
UNDONE:  This only sets the # of frames of the spray can logo
animation right now.

*/
void PlayerCustomization( edict_t *pEntity, customization_t *pCust )

The only thing the code uses is t_decal to set the number of frames of the
spray can logo animation.  The rest are unused.

Jeffrey botman Broome

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Re: [hlcoders] little app

2002-04-14 Thread Cortex

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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Re: [hlcoders] TriAPI weirdness

2002-04-14 Thread Cortex

I don't know any solution, but the effect is pretty cool :)

- Original Message -
From: Sebastian Steinlechner
To: [EMAIL PROTECTED]
Sent: Sunday, April 14, 2002 5:17 PM
Subject: [hlcoders] TriAPI weirdness


Hello,

Now here's something I can't explain.
I messed around a bit with those triangles and came across a weird bug. I'm
displaying triangles using TRI_TRIANGLES_FAN and kRenderNormal in a second
rendercycle. The triangles do not have a texture, they are colored simply by
calling Color4f. Works fine, until...
... I pick up a weapon. Look at what happens:

http://gymnasium.sarstedt.org/rpg.jpg
http://gymnasium.sarstedt.org/satchel.jpg
http://gymnasium.sarstedt.org/egon.jpg

Simply by switching between the weapons, the color changes! Why? It should
be a greenish triangle, but it changes to orange or black!?

Would be nice if someone could clear things up.

cya,
TheTinySteini

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Re: [hlcoders] TriAPI weirdness

2002-04-14 Thread Cortex

mm... Finally, I thought something... You could also use a completly
white sprite as Texture for your Tri Api poly.

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

- Original Message -
From: Cortex
To: [EMAIL PROTECTED]
Sent: Sunday, April 14, 2002 5:24 PM
Subject: Re: [hlcoders] TriAPI weirdness


I don't know any solution, but the effect is pretty cool :)

- Original Message -
From: Sebastian Steinlechner
To: [EMAIL PROTECTED]
Sent: Sunday, April 14, 2002 5:17 PM
Subject: [hlcoders] TriAPI weirdness


Hello,

Now here's something I can't explain.
I messed around a bit with those triangles and came across a weird bug. I'm
displaying triangles using TRI_TRIANGLES_FAN and kRenderNormal in a second
rendercycle. The triangles do not have a texture, they are colored simply by
calling Color4f. Works fine, until...
... I pick up a weapon. Look at what happens:

http://gymnasium.sarstedt.org/rpg.jpg
http://gymnasium.sarstedt.org/satchel.jpg
http://gymnasium.sarstedt.org/egon.jpg

Simply by switching between the weapons, the color changes! Why? It should
be a greenish triangle, but it changes to orange or black!?

Would be nice if someone could clear things up.

cya,
TheTinySteini

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Re: [hlcoders] little app

2002-04-14 Thread Cortex

Thx a lot Botman :)
It works great now :) I've taken the code from the adress you've given (and
I've added a flag : EWX_POWEROFF) :) I should take a look more often at the
MSDN site !

I've published the shutdown.exe file to :
http://www.hlalbator.fr.st/shutdown.exe (perhaps it could interest some of
you...)

Voili :)

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

- Original Message -
From: botman
To: [EMAIL PROTECTED]
Sent: Sunday, April 14, 2002 5:09 PM
Subject: Re: [hlcoders] little app


 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 = ...();.

hToken is a HANDLE;

OpenProcessToken() returns the token.

Here's the complete source code example...

http://msdn.microsoft.com/library/default.asp?url=/library/en-us/sysinfo/shu
tdown_7z8u.asp

Jeffrey botman Broome

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[hlcoders] little app

2002-04-13 Thread Cortex

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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Re: [hlcoders] How to add items to Advanced menu?

2002-04-12 Thread Cortex

You just have to modify the user.scr file in your mod directory :) The
syntax is the same as settings.scr :)

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


- Original Message -
From: Commando
To: [EMAIL PROTECTED]
Sent: Friday, April 12, 2002 9:30 AM
Subject: [hlcoders] How to add items to Advanced menu?


I've noticed that a few mods have added items to the
Multiplayer-Customize-Advanced menus.  Does anyone know how to do this or
the location of information or a tutorial?

Rob Prouse
http://www.tourofdutymod.com

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Re: [hlcoders] Qc file

2002-04-11 Thread Cortex

Thx for the info :)
I'll forward the info to my modeler :)

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


- Original Message -
From: Adam Saltsman
To: [EMAIL PROTECTED]
Sent: Thursday, April 11, 2002 9:58 AM
Subject: Re: [hlcoders] Qc file


this is really easy actually - here's an example from Ghost Ops:

$texturegroup skin
{
{ boots.bmp chrome_goggles.bmp detail.bmp face.bmp }
{ boots2.bmp chrome_goggles2.bmp detail2.bmp face2.bmp }
}

That compiles our guy with a 'night' skin (all black, essentially) and
an urban camo skin - as long as all your bitmaps are in the same
directory you should be fine,

Adam Atomic

PS - there seems to be some kind of limit to the number of skins that
can be compiled into a model - anyone know anything about that?  Is it a
memory thing or what?


Cortex wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello,

I know that this question would be more appropriate in a modeling list, but
I don't known anyone :( Anyhow, it's a code problem too :)

In my mod, we need a model with 2 skins, but we haven't found yet how to
make the model use 2 skins (in the qc file).

We know it's possible because it's done in several mods (OP4, etc...).

Thx in advance :)

  - Cortex : mapper  coder www.hlalbator.fr.st
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Re: [hlcoders] Accessing another client's iuser variable

2002-03-26 Thread Cortex

Why din't you use a MSG_ALL (MESSAGE_BEGIN, etc...). You could add a custom
class derived from CHudBase... Then you implement your class as needed.

I don't know if it's really interesting, but it could help :)

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


- Original Message -
From: Christopher McArthur
To: [EMAIL PROTECTED]
Sent: Tuesday, March 26, 2002 9:15 PM
Subject: Re: [hlcoders] Accessing another client's iuser variable


Is the iuser3 variable sent across in the AddToFullPack function in
client.cpp on the server.dll.
If its not in there, then it will not be sent across the network to all
clients like you want.


- Original Message -
From: Georges Giroux [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, March 26, 2002 1:51 PM
Subject: [hlcoders] Accessing another client's iuser variable


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Hello,

 I need some help or advice...this is my problem:
 -Two clients, client A, client B.
 -1 server

 -On the server, iuser3 for client A is set to 55 (for example)
 -On the server, iuser3 for client B is set to 45 (for example)

 When client A receives entity information, I'd like to be able to access
 client B's iuser3 variable as well. The problem is, it is always set to 0!
 Client A's own iuser3 is properly sent (delta.lst, etc etc) as well
 as Client B's own iuser3. It's just from Client A I want to access
 Client B's iuser3 in these two functions (in cl_dll\entity.cpp):

 HUD_ProcessPlayerState
 HUD_TxferPredictionData

 Any ideas/suggestions?

 Georges

 --

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Re: [hlcoders] Windowed mode driving me nuts! [OT?]

2002-03-25 Thread Cortex

When I reformat my hd a month ago, I got the same thing :(
I don't know what has happend but now, this problem no longer appears :)

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

- Original Message -
From: Jim Hunter
To: [EMAIL PROTECTED]
Sent: Sunday, March 24, 2002 9:59 PM
Subject: [hlcoders] Windowed mode driving me nuts! [OT?]


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I'm having problems getting Half-Life to behave properly in windowed mode.
When I Alt-Tab away from Half-life, or when I hit a breakpoint, the game
window loses focus but is still in the foreground.  This only happens when
it's in a game, not with any of the menu screens.  I had this problem before
and somehow fixed it but can't remember how.  Then a started over with a
fresh SDK and it's back, even though I THINK I copied all my settings over.
Here are the settings on the Debug page:

Executable for debug session:  d:\Half-Life\hl.exe
Working directory:  D:\Half-Life\
Program arguments:  -developer -sw -game weightless +sv_lan 1 +maxplayers 8
+map bounce

Any idea what I've done wrong?

Jim
--

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[hlcoders] arg, client based CBaseEntity !

2002-03-25 Thread Cortex

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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Re: [hlcoders] arg, client based CBaseEntity !

2002-03-25 Thread Cortex

Yeah, that's what I thought too... I took a look at delta.lst (I posted the
question about delta.lst a few days ago :) ) but I really have no idea where
I should add the DEFINE_DELTA line :( I think that there are only encoded
structures in delta.lst, not a whole class (CBaseEntity). Am I wrong ?

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

- Original Message -
From: botman
To: [EMAIL PROTECTED]
Sent: Monday, March 25, 2002 8:47 PM
Subject: Re: [hlcoders] arg, client based CBaseEntity !


 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 ?

You'll have to add your new variable to the stuff that gets sent to the
client.
Remember that things that you add to the server don't get stored on the
client
unless you send them to the client.

There was a thread about delta.lst just a few days ago on this list.  See
that
thread for the details.

Jeffrey botman Broome

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Re: [hlcoders] strange install error

2002-03-23 Thread Cortex

I think it's a liblist.gam problem...

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

--- Mugsy _ [EMAIL PROTECTED] wrote:
 Just running through a special version of a patch i'm making, and i'm
 getting this error when I try to connect to a game through the multiplayer
 browser:

 You cannot connect to a server running custom game dod until you install
the
 custom game

 Now, I can join servers from the command line no prob, and the mod is
 obviously loaded, because all the interface is the dod interface.

 Any ideas?

 Mugsy

 _
 Get your FREE download of MSN Explorer at
http://explorer.msn.com/intl.asp.

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Re: [hlcoders] iuser4 variable ??

2002-03-22 Thread Cortex

I found the problem... It was in delta.lst. I didn't set the correct
precision for the DELTA_INTEGER :(

All works fine now :)
I'm taking a look at NetworkEntity.doc (according to Leon :) ) and I learn a
lot of things :)

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

- Original Message -
From: Adrian Finol
To: '[EMAIL PROTECTED]'
Sent: Wednesday, March 20, 2002 9:38 PM
Subject: RE: [hlcoders] iuser4 variable ??


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 [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, March 20, 2002 8:44 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] iuser4 variable ??


Hello,

I'm having trouble with the iuser4 variable... I use the 3 other iuser
variables for the spectator mode, but the iuser4 doens't work :( The
pmove-iuser4 is always at zero :( However, the pPlayer-pev-iuser4 (so,
server side) is normally set...

I added this two lines in entity.cpp (if I good remember me, they were
already present...) :
state-iuser4 = client-iuser4; // in HUD_TxferLocalOverrides
pcd-iuser4 = ppcd-iuser4; // in HUD_TxferPredictionData


Any idea ??

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


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Re: [hlcoders] iuser4 variable ??

2002-03-20 Thread Cortex

Yeah Thx for the infos, all works right now :) I've put this in
delat.lst :

DEFINE_DELTA( iuser4, DT_INTEGER, 5, 1.0 )

instead of the other line I mentioned yesterday !

I'll take a look at NetworkEntity.doc today at school :D

Thx again :)

Good night :)))

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

- Original Message -
From: Leon Hartwig
To: [EMAIL PROTECTED]
Sent: Wednesday, March 20, 2002 10:17 PM
Subject: RE: [hlcoders] iuser4 variable ??


This is a multi-part message in MIME format.
--
Depends where you put it in delta.lst and if you've supported it
accordingly in the source.

The last two numbers are the number of bits the variable gets sent with
(2 bits = only 4 unique values possible), and a pre-multiplier for being
able to send floats, angles, etc. with decimal precision (for integers,
shorts, bytes, etc, you should always just use 1.0).

See the NetworkEntity.doc file in the SDK for complete details.  Er,
details anyway.  Probably not complete. :)


 -Original Message-
 From: Cortex [mailto:[EMAIL PROTECTED]]
 Sent: Wednesday, March 20, 2002 1:00 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] iuser4 variable ??


 I put this in delta.lst :

 DEFINE_DELTA( iuser4, DT_INTEGER, 2, 1.0 )

 Is that correct ? I don't know what is the two last numbers (
 2, 1.0 ).
 Could you explain me what it is ?

--
[ winmail.dat of type application/ms-tnef deleted ]
--

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Re: [hlcoders] Changing orientation of player model

2002-03-17 Thread Cortex

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I think you could use pPlayer-pev-punchangle ( .x for upside and down, .y for 
horizontal)

  - Cortex : mapper  coder www.hlalbator.fr.st
  - Original Message -
  From: Jim Hunter
  To: [EMAIL PROTECTED]
  Sent: Sunday, March 17, 2002 9:12 AM
  Subject: [hlcoders] Changing orientation of player model


  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  Is it possible to change the orientation of the player model other than rotation 
around the z axis (yaw)?  For example, is it possible to have the player model 
rendered upside down?  Horizontal?
  --

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Re: [hlcoders] pEnt != NULL and driving me nuts

2002-03-13 Thread Cortex

I had a similar problem whenI used SDK 2.0. I had the console spammed with
ALERT pEnt != NULL @ cbase.cpp l.159 (or something similar).

I didn't find the cause of this but I hadn't modify the gamerules... So,
perhaps the
messages you become don't come from the GameRules class but from an other
function.

Just a possibility...

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

- Original Message -
From: Christopher Long
To: [EMAIL PROTECTED]
Sent: Wednesday, March 13, 2002 2:42 AM
Subject: Re: [hlcoders] pEnt != NULL and driving me nuts


Well thanks goes to you all but the solution cruise posted worked for me.
I am not doing anything bot related.
Even after using the solution posted by cruise everytime i try to call
UTIL_PlayerByIndex() or the changed one UTIL_CBasePlayerByIndex()
i still get the annoying ALERT pEnt != NULL. I find this very disturbing and
although the original problem is solved these statements still are flowing
around.

All other calls to UTIL_PlayerByIndex() through the sdk work without fail
giving no ALERTS spewing into the console. But anytime i try to do it from
my modified gamerules it gives one for every player not connected so if i
have a 8 player game it'll throw 7 at me each time a player is killed, i
connect or some other function gets called that invokes the RecountTeams()
function.

I'm starting to think maybe i did something a long time ago that was naughty
and never bothered with these alerts before.

As a last question could someone maybe please explain to me why
for(int i = 1; i  gpGlobals-maxClients; i++)
{
   CBasePlayer *plr = UTIL_PlayerByIndex(i);
   if( plr  plr-IsPlayer()  plr-IsAlive() )
   {
   }
}
would generate an ALERT pEnt!=NULL console statement. the alert comes from
cbase.h or .cpp can't remember but its in a debug statement.
What actually does pEnt != NULL mean anyway?

thanks again
Christopher Long
- Original Message -
From: Leon Hartwig [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, March 13, 2002 3:41 AM
Subject: RE: [hlcoders] pEnt != NULL and driving me nuts


 This is a multi-part message in MIME format.
 --
 If you are dealing with bots, there are some special considerations
 (you'll probably want to do some stuff in the disconnect callback), but
 for reasons other than what this thread is concerned with.  For your
 problem, you shouldn't need to touch any of that.  Here is an example
 function that I use in Phineas Bot that counts all the valid, connected
 clients:

 int UTIL_ClientsInGame( void )
 {
 int iCount = 0;

 for ( int iIndex = 1; iIndex = gpGlobals-maxClients; iIndex++ )
 {
 CBaseEntity * pPlayer = UTIL_PlayerByIndex( iIndex );

 if ( pPlayer == NULL )
 continue;

 if ( FNullEnt( pPlayer-pev ) )
 continue;

 if ( FStrEq( STRING( pPlayer-pev-netname ),  ) )
 continue;

 iCount++;
 }

 return iCount;
 }
 --
 [ winmail.dat of type application/ms-tnef deleted ]
 --

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Re: [hlcoders] HUD saytext.cpp question

2002-03-11 Thread Cortex

I noticed that... When I was *only* a player (and not a coder), I noticed
that
I got some 'Unable to open file misc/talk.wav' at the console. I wondered
what
was the cause of this message but I didn't find any answer...

When I *became* coder, I commented out the 'PlaySound(misc/talk.wav);'
line not
to have this message at the console.

I think this line is there to play a sound (like a chime) to indicate that a
new
message has been received (a chat message for example). A similar sound is
played in Wolfenstein when you get a new chat message... It indicates you
that
you _have_ to look at your message list...

Only my thought :)

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


- Original Message -
From: botman
To: [EMAIL PROTECTED]
Sent: Monday, March 11, 2002 5:22 PM
Subject: [hlcoders] HUD saytext.cpp question


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???

P.S. I like the name of this function...

EnsureTextFitsInOneLineAndWrapIfHaveTo( i );

...it's pretty easy to tell what it does without even looking at the code.
:)

Jeffrey botman Broome


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Re: [hlcoders] HW.DLL crashing because of new weapon...

2002-03-04 Thread Cortex

A good tool to use in this case could be Call stack. Sometimes I had
similar problems and thanks to the Call Stack, I've found what pointer
pointed to null :)

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

- Original Message -
From: Ralph Hartley
To: [EMAIL PROTECTED]
Sent: Monday, March 04, 2002 4:28 PM
Subject: Re: [hlcoders] HW.DLL crashing because of new weapon...


Jonah Sherman wrote:

 The debugger brings me to hw.dll, which is why i cannot figure it out.

I had a similar, but not identical, problem for a few weeks recently.
The game would run fine in normal, single player mode, but crashed in
HW.DLL the first time you SAW another player. Thirdperson mode always
crashed in exactly the same way.

The problem tured out to be that the playermodel wasn't getting
prechached on the client. I had a great deal of trouble finding it,
because there was no indication I could find of what the null pointer
was supposed to point to.

In my case, the problem was a regresion - stuff that worked before
suddenly quit. I wasn't using cvs at the time (of course I am now), so
backing out all my recent changes was not easy, the problem turned out
to be in a file I didn't remember editing at all.

Of course, this happened just before a promised release :-(

Ralph Hartley

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