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2011-04-14 Thread Josh Coyne
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2011-04-06 Thread Josh Coyne
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[hlcoders] (no subject)

2011-04-04 Thread Josh Coyne
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[hlcoders] Networking Entities

2005-10-11 Thread Josh Coyne
-- [ Picked text/plain from multipart/alternative ] Hello, I am trying to create a custom fire entity (Valve's looks pretty, but wont work for a molotov effect), and the server entity works just fine. I tested it with a mix of engine-ClientCommand and then implementing the damage logic.

[hlcoders] Source SDK decryption problem?

2005-10-05 Thread Josh Coyne
-- [ Picked text/plain from multipart/alternative ] Hopefully someone from Valve can help me out, I just re-installed Steam a few days ago from a clean install, and I downloaded the Source SDK, but I now get this message when I t ry to `play` it: MountFilesystem( 221 ) failed:

Re: [hlcoders] Source SDK decryption problem?

2005-10-05 Thread Josh Coyne
-- [ Picked text/plain from multipart/alternative ] That worked, thanks! :) On 10/5/05, Andrew Timson [EMAIL PROTECTED] wrote: On 10/5/05, Josh Coyne [EMAIL PROTECTED] wrote: I just re-installed Steam a few days ago from a clean install, and I downloaded the Source SDK, but I now get

Re: [hlcoders] Pak file in Source?

2005-09-12 Thread Josh Coyne
-- [ Picked text/plain from multipart/alternative ] Same to me as well :) On 9/12/05, CommandoSR [EMAIL PROTECTED] wrote: I did this according to what you said, but HL2 crashes with the following error: Runtime Library Runtime error! Program hl2.exe R6025 -pure function call [OK]

Re: [hlcoders] Pak file in Source?

2005-09-06 Thread Josh Coyne
-- [ Picked text/plain from multipart/alternative ] Okay, Thanks. Josh On 9/6/05, Adam amckern Mckern [EMAIL PROTECTED] wrote: The bsp files support assets geting compresed into them, i think this is the nearest it can get. (look up pakrat) Please prove me wrong Adam --- Josh Coyne

Re: [hlcoders] Pak file in Source?

2005-09-06 Thread Josh Coyne
:[EMAIL PROTECTED] On Behalf Of Josh Coyne Sent: Tuesday, September 06, 2005 4:45 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Pak file in Source? -- [ Picked text/plain from multipart/alternative ] Okay, Thanks. Josh On 9/6/05, Adam amckern Mckern [EMAIL PROTECTED

Re: [hlcoders] Pak file in Source?

2005-09-06 Thread Josh Coyne
-- [ Picked text/plain from multipart/alternative ] Ya know what I'm not a good listener, I didnt see the uncompressed word in there. Nevermind. Thanks for the response though :) On 9/6/05, Josh Coyne [EMAIL PROTECTED] wrote: Awesome, thanks Jay! When you say not as optimized, would the game

[hlcoders] Pak file in Source?

2005-09-05 Thread Josh Coyne
-- [ Picked text/plain from multipart/alternative ] Hello guys, I havent seen it anywhere so I figured I would ask here. Does the source engine support .pak files like the original Half-Life? if it does not is there an equivalent format (other than .gcf of course) that is used? Thanks, Josh

[hlcoders] Parametric Animation SDK 2.3

2004-05-31 Thread Josh Coyne
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I remember reading somewhere on how to set up parametric animation(that CS uses) for your own mod, and how to set up the .qc files and such. Does anyone happen to have that somewhere, or the link for

[hlcoders] client side PVS/PAS ent question

2004-05-16 Thread Josh Coyne
When it comes to reading players into cl_entity structs, is there any simple way to check if the players in question are in the local players PVS/PAS ? I ask because I'm doing alot of things client side such as blood trails and laser beams and last time around i ran into a big problem where blood

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

2004-05-16 Thread Josh Coyne
; return true; } -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Josh Coyne Sent: Sunday, May 16, 2004 7:51 PM To: [EMAIL PROTECTED] Subject: [hlcoders] client side PVS/PAS ent question When it comes to reading players into cl_entity structs

Re: [hlcoders] SDK 2.3 Observer

2004-05-15 Thread Josh Coyne
, but could dig into specifics with you if one particular aspect is troubling you. Josh Coyne wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Couldn't seem to find anything in the hl coders archive, so here goes: It doesn't seem like the 2.3

[hlcoders] SDK 2.3 Observer

2004-05-14 Thread Josh Coyne
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Couldn't seem to find anything in the hl coders archive, so here goes: It doesn't seem like the 2.3 code easily lets you make someone an observer. In The Wastes i want to add survival mode, where

Re: [hlcoders] Coding For a HL2 Mod

2003-07-20 Thread Josh Coyne
To the best of my knowledge hlcoders is not a recruitment station; but rather current hl coders discussing actual code. There are places that will list people who are looking for work in upcoming mods; such as the halflife help wanted section on planethalflife.com and i believe a few other places

Re: [hlcoders] tents and sprites

2003-06-25 Thread Josh Coyne
You can precache it client side, something like: int handle = gEngfuncs.pfnSPR_Load( texture_name ); - Original Message - From: Mike Beamish Blowers [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, June 25, 2003 7:29 AM Subject: Re: [hlcoders] tents and sprites I don't think

Re: [hlcoders] Compiling HL In Profile/Debug mode ?

2003-06-24 Thread Josh Coyne
Thanks mate I realized my linked list for client side entity's crashed in debug mode, now i remember why i put //TODO: STL there :) - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, June 24, 2003 8:20 AM Subject: Re: [hlcoders] Compiling HL In

[hlcoders] Compiling HL In Profile/Debug mode ?

2003-06-23 Thread Josh Coyne
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Are there any links available on how to get a Profile/Debug HL client.dll or server.dll running properly? mine always crashes :0 -- ___ To unsubscribe,

[hlcoders] Net problems: choke

2003-06-19 Thread Josh Coyne
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Has anyone else had any seemingly rare problems where their mod gave some people an unusually high choke? In one server on the first map, My choke was nearing 100 and It was as if i lagged out but

Re: [hlcoders] Net problems: choke

2003-06-19 Thread Josh Coyne
Yea i know what you mean. The only real message I changed between last version and this is fixing a problem with our 3rd person laser beam effect. They had a tendency to pop up in the middle of nowhere so I popped the code from the weapon classes into the player class This is at the very top of

[hlcoders] Disconnected players

2003-06-17 Thread Josh Coyne
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi I'm coding in a last man standing game mode for my mod and seem to be running into a problem. The logic code works perfectly, however when someone disconnects the game hangs when the round should

Re: [hlcoders] Tactical Defense- day1

2003-03-03 Thread Josh Coyne
All of those should be possible, for the nerve gas I'd use some sort of client side particle system for a cool effect :) not sure on bicep.dll though. - Original Message - From: Damakalaka! [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, March 03, 2003 11:40 PM Subject: [hlcoders]

Re: [hlcoders] Models and memory management

2003-01-29 Thread Josh Coyne
Yea theres a way but im not entirely sure how... - Original Message - From: Entropy [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, January 29, 2003 12:13 AM Subject: RE: [hlcoders] Models and memory management Ken Birdwell wrote: It rarely happens, but you can't count on

[hlcoders] OT: Dlls and C++

2003-01-22 Thread Josh Coyne
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Ive been working on using C++ in external dlls that are later loaded at runtime; and i have a question: While i need a function to new a class, do i need one for delete or can i just call delete ptr;

Re: [hlcoders] myristate@planethalflife.com

2002-12-08 Thread Josh Coyne
wat - Original Message - From: Starbreaker [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, December 08, 2002 6:50 PM Subject: Re: [hlcoders] [EMAIL PROTECTED] lol, my 2 cents. 8) - Original Message - From: Philip (Fiber) [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent:

Re: [hlcoders] VAC

2002-12-02 Thread Josh Coyne
owned - Original Message - From: Eric Smith [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, December 02, 2002 1:21 PM Subject: RE: [hlcoders] VAC We're working on having additional mods take advantage of the VAC security modules. We'll release more information when we're ready.

[hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlcoders] Valve´s programmers need more sleep?

2002-11-10 Thread Josh Coyne
o u knoe : - Original Message - From: Pat Magnan [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, November 10, 2002 6:02 PM Subject: [hlcoders] Re: [hlcoders] Re: [hlcoders] Valve´s programmers need more sleep? snip Valve's programmers need more sheep? Ya, c'mon we all

Re: [hlcoders] Fog in Software Mode?

2002-10-29 Thread Josh Coyne
cool. how do you do the uh, colors - Original Message - From: Michael Shimmins [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, October 29, 2002 2:40 AM Subject: RE: [hlcoders] Fog in Software Mode? You don't actually have to do that, nor do the sounds seemed muffled. By just

Re: [hlcoders] Fog in Software Mode?

2002-10-28 Thread Josh Coyne
could you layer colored quads using billboard code? Wouldn't that be faster ? granted it wouldnt be as smooth as GL fog but it'd probably look similar. - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, October 28, 2002 11:56 AM Subject: Re: [hlcoders]

Re: [hlcoders] Sprite File Format

2002-10-28 Thread Josh Coyne
probably safer just to use sprgen.exe source. I'm fairly sure the format has changed somewhat, considering Quake used a global palette whereas in HL it's per-texture/sprite - Original Message - From: Francis DeathWish Woodhouse [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday,

Re: Re[2]: [hlcoders] Checking for a specific texture on level

2002-10-13 Thread Josh Coyne
Yea i've done it before, i use it client side to reference entities that dont need server side information. I was just saying i dont think the SDK provides an automated way to do it. - Original Message - From: Vyacheslav Djura [EMAIL PROTECTED] To: Josh Coyne [EMAIL PROTECTED] Sent

Re: [hlcoders] Checking for a specific texture on level

2002-10-12 Thread Josh Coyne
The only thing that pops immediately in my head is parsing the .bsp manually :\ - Original Message - From: Sniper [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, October 12, 2002 12:08 PM Subject: [hlcoders] Checking for a specific texture on level I've been wondering, would it

Re: [hlcoders] Lots 'o precaching.

2002-10-12 Thread Josh Coyne
*shrug* I suppose you would piss off some of your fans, but alot of em would finally upgrade if you moved to SS2 or UT2003 if they liked your mod that much. The Opera mod is doing the same thing and alot of their fans are gonna upgrade for it :) - Original Message - From: Daniel Koppes

Re: [hlcoders] Particle System

2002-06-27 Thread Josh Coyne
well he does have a point. linked lists arent exactly the fastest things around. They however are easy to implement; so chances of bugs, and further yet memory leaks are lower if you understand what the concepts are. In the end i suppose it just boils down to personal preferences. - Original

[hlcoders] The HUD Owns me

2002-06-23 Thread Josh Coyne
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Thats right. second time i tinker with the HUD and it doesnt like me being here. This time im trying to tile a scanline sprite across the screen for our mod's Thermal vision. the scanline sprite is

Re: [hlcoders] The HUD Owns me

2002-06-23 Thread Josh Coyne
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

Re: [hlcoders] The HUD Owns me

2002-06-23 Thread Josh Coyne
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

Re: [hlcoders] Player physics

2002-06-11 Thread Josh Coyne
turning and acceleration are somewhat different; acceleration in HL is generally when you move forward slowly then of course build up speed... if you mean that then you need to look around in the pm_shared.c file, and i believe from there PM_PlayerMove - Original Message - From: Georges

Re: [hlcoders] Quiet List

2002-05-28 Thread Josh Coyne
or graduation in my case - Original Message - From: Kuja [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, May 28, 2002 4:52 PM Subject: RE: [hlcoders] Quiet List Finals week for highschoolers... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On

Re: [hlcoders] Newb questions

2002-05-14 Thread Josh Coyne
i think u have to include stdafx.h maybe I got that error when i did that in Win32 coding and putting that first thing fixed it. - Original Message - From: Big Ogre [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, May 14, 2002 4:29 PM Subject: [hlcoders] Newb questions Hi, newb

Re: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Josh Coyne
:X - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, May 13, 2002 2:51 AM Subject: Re: [hlcoders] Re: triApi speed problems is it supost to use 3GB or are you just a sloppy programmer :) - Original Message - From: David Flor [EMAIL

Re: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Josh Coyne
D: nastey - Original Message - From: David Flor [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, May 13, 2002 11:09 AM Subject: RE: [hlcoders] Re: triApi speed problems Generally, if I remember correctly, under a standard Win2K installation, the applications take 2Gb and the

Re: [hlcoders] string to #define

2002-05-06 Thread Josh Coyne
hmm a possible idea could be a string table maybe an array of string/code structs, like typedef struct { char cStringId[256]; int iId; }weaponchar_id_t; then you could perhaps have like weaponchar_id_t WeaponCodes[] = { { WEAPON_GARAND,2 }, { WEAPON_1911, 1}, NULL, //

Re: [hlcoders] string to #define

2002-05-06 Thread Josh Coyne
macros dont work in string blocks, at least not in MSVC - Original Message - From: Dynerman David M [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, May 06, 2002 11:20 PM Subject: RE: [hlcoders] string to #define That wasn't the question Marcelo, what I thought (and was wrong)

Re: [hlcoders] string to #define

2002-05-06 Thread Josh Coyne
up with a lot of string compares. The particular method I am thinking of ( I might be remembering some magical C++ dream I had ) acutally involved converting a string into a variable name directly. But I'm most likely on crack. From: Josh Coyne [EMAIL PROTECTED] Reply-To: [EMAIL PROTECTED

Re: [hlcoders] Crashing Me...why?

2002-05-04 Thread Josh Coyne
hmm, test for a null pointer? if(hpll_info != NULL) ConsolePrint(hppl_info-name); else ConsolePrint(Null Pointer); or something similar . :) - Original Message - From: Nate Lovallo [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, May 03, 2002 10:18 PM Subject: [hlcoders]

Re: [hlcoders] Spectator VGUI (Observer)

2002-05-02 Thread Josh Coyne
/http://hlpp.valveworld.com/tu ts/s pectator.htm - Trevor - Original Message - From: Josh Coyne [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, May 01, 2002 6:59 PM Subject: [hlcoders] Spectator VGUI (Observer) This is a multi-part message in MIME format. -- [ Picked

Re: [hlcoders] Hunted gameplay?

2002-05-01 Thread Josh Coyne
This is a multi-part message in MIME format. -- This should help. Please note that Ive been working on it the past 2-3 days, so it still may have a bug or two; however I comment my code so hopefully you can understand most of it. :) The bulk of the round timer code is in CWastesLMS::Think, with

Re: [hlcoders] Hunted gameplay?

2002-05-01 Thread Josh Coyne
lol; i see thanks for the tip, ill just paste the code here It's a mere 199 lines, which while its very basic, should at least show you the basics of this stuff... I do have some debug messages in there to show when a round starts and ends Again, i wrote this over yesterday and today, so it

[hlcoders] Spectator VGUI (Observer)

2002-05-01 Thread Josh Coyne
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

Re: [hlcoders] Scope Sprites

2002-04-29 Thread Josh Coyne
hmm; that may be a better solution. thx. - Original Message - From: Sebastian Steinlechner [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 29, 2002 3:30 PM Subject: Re: [hlcoders] Scope Sprites Yes, it does... here's how I did it, I'm calling this from

[hlcoders] Scope Sprites

2002-04-28 Thread Josh Coyne
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

Re: [hlcoders] weapon coding question

2002-04-27 Thread Josh Coyne
a good place to start(where i did anyway) is to just look at the CGlock class and look in there the HUD placement i believe is iItemSlot, and ItemInfo functions. - Original Message - From: Lee Shaw [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, April 27, 2002 4:06 PM Subject:

[hlcoders] VGUI question

2002-04-26 Thread Josh Coyne
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey guys. Is it possible to scale an image (pref TGA) in the VGUI? like if i want a certain texture to appear 2x size,or resize to another resolution, etc. Regards, Josh --

Re: [hlcoders] VGUI question

2002-04-26 Thread Josh Coyne
Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Josh Coyne Sent: Friday, April 26, 2002 3:51 PM To: [EMAIL PROTECTED] Subject: [hlcoders] VGUI question This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey guys

Re: [hlcoders] Fun and games and amateur analysis of 1.1.0.9 update hardware survey results...

2002-04-25 Thread Josh Coyne
i remember coding on a 200 K6-2... fun. - Original Message - From: Lord Booga [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, April 25, 2002 3:51 AM Subject: Re: [hlcoders] Fun and games and amateur analysis of 1.1.0.9 update hardware survey results... 700 mhz? You're lucky - i

Re: [hlcoders] 1000+ are nice?

2002-04-23 Thread Josh Coyne
I think that was their 'streaming' software screwing up on you. An ingenious way to bypass the strict memory limitations of the PS2 was to chop up the city streets into blocks and only render the block you're in(and maybe some neighboring blocks) - Original Message - From: Nathan Taylor