Re: [hlcoders] Using CZero content in a mod

2005-08-30 Thread Knifa
I can literally smell the lag. Two projects... One for Oregon State University that I'm a co-PI on (means I helped write the grant request) that is to create a forest visualization system using game technology. I've got various images, etc. online for it at

Re: [hlcoders] m_Skins on models and other things

2005-06-07 Thread Knifa
Natural Selection dunno what ns is ? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Adam amckern Mckern [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, June 06, 2005 11:14 PM Subject: Re: [hlcoders] m_Skins on models and other things you mean

Re: [hlcoders] Third Party Mod crashes while starting a server

2005-04-07 Thread Knifa
to find out where that pointer is coming from. On Apr 6, 2005 3:27 AM, Knifa [EMAIL PROTECTED] wrote: Hi all. With the latest update, my mod (and other mods) crash with a memory error while trying to start a Server. Other people seem to be getting this problem too. So uh, Valve, what the hell did

Re: [hlcoders] Any problems with VB .Net?

2005-04-06 Thread Knifa
Um.. you need to use Visual C++ .NET, you can't use Visual Basic. I apologise if this has been asked before but will there be any problems if I were to compile the HL SDK 2.3 with VB .Net? If there are any, no matter how small, please do tell. If there is, mean I will have to install it later. I

[hlcoders] Third Party Mod crashes while starting a server

2005-04-05 Thread Knifa
uh, Valve, what the hell did you do? -Knifa -SourceForts ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Third Party Mod crashes while starting a server

2005-04-05 Thread Knifa
and double click your game. All should be well after that. On Apr 5, 2005 7:27 PM, Knifa [EMAIL PROTECTED] wrote: Hi all. With the latest update, my mod (and other mods) crash with a memory error while trying to start a Server. Running it through the debugger comes up: ntdll.dll!77f8d85d

[hlcoders] Dedicated Servers and Missing Scripts

2005-03-27 Thread Knifa
why it would do this, so does any one know? Also, what are the .ctx files in the scripts directory for? Thanks -Knifa ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo

Re: [hlcoders] Hl2 MP Weapon Adding Help

2005-03-22 Thread Knifa
You can only use those on the server side So just add #ifndef CLIENT_DLL things around it... You know _ I am trying to put my weapon into hl2mp and it gives me tons of errors. It says that UTIL_ScreenFade is an undeclared identifier when it is not. All of the functions it was using like

[hlcoders] Getting debug overlay text to show client side

2005-03-21 Thread Knifa
the debug overlay on there again? I'm doing it in a weapon, if that makes a diffrence. Thanks. -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] Getting debug overlay text to show client side

2005-03-21 Thread Knifa
of the clientside entities - there should be things like DrawCube( ), DrawLine(), DrawText( ). On Tue, 22 Mar 2005 00:05:24 +, Knifa [EMAIL PROTECTED] wrote: Hi all. How would I go about making debug overlay things to show client side, as well as server-side? I'm using debugoverlay-AddTextOverlay

[hlcoders] + parameters on srcds using the HL2MP

2005-03-16 Thread Knifa
Hi all. Is anyone having problems using + commands while starting up srcds? (like +map) On my mod, if you use it, it says it's missing a bunch of script files and crashes. Thanks. -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe

Re: [hlcoders] Anyone want to start a What to do while compiling hl2 list?

2005-03-16 Thread Knifa
but I've never timed it (amd 64 3500/1 gig ram). -- www.neotokyohq.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk

[hlcoders] Animation Crashes

2005-03-16 Thread Knifa
know what might be going on, other than that it has a bad sequence? -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo

Re: [hlcoders] ET's noobish stupid ping question: Lightmap Reload

2005-03-14 Thread Knifa
, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman

Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-13 Thread Knifa
-- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts

Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-13 Thread Knifa
archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com

Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-13 Thread Knifa
___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-13 Thread Knifa
The object was on the floor (well, sticking in) at the time. It will only have friction controllers if it's in contact with another object. If it's flying/falling then drag+gravity only is normal. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Knifa

Re: [hlcoders] Dedicated Servers

2005-03-10 Thread Knifa
the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-09 Thread Knifa
). Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts

Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-06 Thread Knifa
HL2DM got first released and loads of people put up crappy servers the symptoms that Knifa described was happening. But when better servers got put up the problems disappeared. Ok I have just had a quick look at steampowered's forums and I found this intresting bit of information. #20 Physical Mayhem

Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-05 Thread Knifa
Uh.. what? You can delate farter, and uninteresting. And move to a simulated phisic, or not phisic at all. And avoid swawning that much using a cycle for decor stuff. etc Ben Davison wrote: Deleting physics objects untill the server becomes stable? On Sat, 05 Mar 2005 03:01:19 +, Knifa [EMAIL

[hlcoders] Flag not being set?

2005-03-05 Thread Knifa
. When you fire at a combine site, the console says the flags are set to 0. The weirdest thing is, I hadn't even edited the code when it started doing this, and it was working before I recompiled. Does anyone know what might be wrong? -- Knifa SourceForts http://knd.org.uk/sourceforts

Re: [hlcoders] Flag not being set?

2005-03-05 Thread Knifa
be wrong? -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk

Re: [hlcoders] Printing things in the console for the client from the Server

2005-03-04 Thread Knifa
That's it, thanks alot. - Original Message - From: Knifa [EMAIL PROTECTED] Hi all. Is there anyway I can print things on the client from the server? Using Msg() only does it for the server. I think ClientPrint and ClientPrintAll will do what your after. ClientPrint( pPlayer

[hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-04 Thread Knifa
Hi all. While playing my mod, after a few minutes of play, physics objects starting bouncing around and act like they have no collisions. Is this something to do with my mod or is it a Source Engine bug? Thanks -- Knifa SourceForts http://knd.org.uk/sourceforts

Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-04 Thread Knifa
2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote: Hi all. While playing my mod, after a few minutes of play, physics objects starting bouncing around and act like they have no collisions. Is this something to do with my mod or is it a Source Engine bug? Thanks -- Knifa SourceForts http://knd.org.uk

Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-04 Thread Knifa
Mar 2005 02:27:56 +, Knifa [EMAIL PROTECTED] wrote: Yea, they stick in for about half a second then bounce really high, then they just go all over the place I've seen this problem when there are 2 many physics interactions going on for the server to handle. Do physics objects seem to go

Re: [hlcoders] Freeze Time

2005-03-03 Thread Knifa
? Téléchargez Yahoo! Messenger http://yahoo.ifrance.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts

[hlcoders] Printing things in the console for the client from the Server

2005-03-03 Thread Knifa
Hi all. Is there anyway I can print things on the client from the server? Using Msg() only does it for the server. Thanks -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives

Re: [hlcoders] HL2DM source: Assert( !UTIL_GetLocalPlayer )

2005-03-02 Thread Knifa
difference if I just removed the line in question, but I'm curious as per why this is even occurring in the first place. Is this a unique problem to me or is everyone getting this? Thanks, Thomas Dimson [EMAIL PROTECTED] -- Knifa SourceForts http://knd.org.uk/sourceforts

[hlcoders] Getting player from ConCommand

2005-03-01 Thread Knifa
Hi all. How would I get the player who is running a command on a server? Also, client's can't run commands that are defined only on the server, right? Thanks. -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list

Re: [hlcoders] Getting player from ConCommand

2005-03-01 Thread Knifa
command, but I don't know what I'd do for that. Are you working with a server plugin? And clients cannot run commands that are defined only on the server, which is shown when you make a ConCommand in a Server Plugin the client cannot execute it directly. - Original Message - From: Knifa

[hlcoders] Create A Server options

2005-02-26 Thread Knifa
Hi all. Where are the options for the Create A Server panel set? Like Teamplay, etc. I can't find it in any of resource files. (Also, sorry for creating lots of threads after each other) Thanks ___ To unsubscribe, edit your list preferences, or view the

Re: [hlcoders] Create A Server options

2005-02-26 Thread Knifa
I already extracted CreateAGameserverPage.res and something else like that, but they don't have them in it. I believe you could probably extract it from the GCF using gcfscape? And it will use that resource file instead of the file already in the GCF? On Sat, 26 Feb 2005 23:54:46 +, Knifa

Re: [hlcoders] Create A Server options

2005-02-26 Thread Knifa
, 26 Feb 2005 23:54:46 +, Knifa [EMAIL PROTECTED] wrote: Hi all. Where are the options for the Create A Server panel set? Like Teamplay, etc. I can't find it in any of resource files. (Also, sorry for creating lots of threads after each other) Thanks

Re: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-25 Thread Knifa
list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-25 Thread Knifa
thing should keep all other traces/physics from hitting it. Players can definitely walk through SOLID_BSP entities as long as their collision groups don't collide. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Knifa Sent: Friday, February 25, 2005 8

Re: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-25 Thread Knifa
Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Knifa Sent: Friday, February 25, 2005 8:00 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting a trace to hit off a non solid entity It all works (and the way I had it before it worked too) I need to know

[hlcoders] Making sparks with g_pEffects

2005-02-25 Thread Knifa
Hi all. I'm trying to make sparks using g_pEffects-Sparks( tr.endpos ); In my weapon (which is based on the pistol) but it isn't created. The stunstick does it the same way when you switch to it and it works, but it doesn't work for me. Does anyone know why? -- Knifa SourceForts http://knd.org.uk

Re: [hlcoders] Making sparks with g_pEffects

2005-02-25 Thread Knifa
, 25 Feb 2005 22:10:35 +, Knifa [EMAIL PROTECTED] wrote: Hi all. I'm trying to make sparks using g_pEffects-Sparks( tr.endpos ); In my weapon (which is based on the pistol) but it isn't created. The stunstick does it the same way when you switch to it and it works, but it doesn't work for me

[hlcoders] GetCurrentCommand() in CBasePlayer

2005-02-25 Thread Knifa
Hi everyone. Does anyone know the equivalent of GetCurrentCommand() in CBasePlayer for the HL2DM (or updated) SDK? Thanks -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives

[hlcoders] Getting a trace to hit off a non solid entity

2005-02-24 Thread Knifa
Hi all. I've made a new brush entity called func_fortsite, when a player from the other team of who's fort site this is tries to fire a weapon (weapon_freezer) while in this brush, it should stop. Right now, I have it using flags and it works all well while the Solid Type is SOLID_BSP, but I want

Re: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-24 Thread Knifa
It's HL2 and I'm using TraceLine. I just tried using TraceHull, but I don't get what hullMin and hullMax are supposed to be. I tried them just the start and end of the trace, but that didn't work. What are they for/What should I put in them? Knifa wrote: I've made a new brush entity called

Re: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-24 Thread Knifa
put those specific weapons' tracelines into the collision group. Note that the weapon group isn't on the entity, but passed in to the UTIL_TraceLine() call. The fortsite group goes on the entity. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Knifa Sent

Re: [hlcoders] STOPP FUCKING

2005-02-23 Thread Knifa
://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa Domino Mod http://knd.org.uk/dominomod/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Crashes with the HL2MP SDK

2005-02-21 Thread Knifa
I added it in, but got a precompiled header error, then I fixed that and everything went all slow, and I got errors from DbgHelp.h :| On Mon, 21 Feb 2005 01:13:48 +, Knifa [EMAIL PROTECTED] wrote: I think its okay. Everything works perfect while your the server. Minidumps?,,, http

Re: [hlcoders] Crashes with the HL2MP SDK

2005-02-21 Thread Knifa
2005 01:13:48 +, Knifa [EMAIL PROTECTED] wrote: I think its okay. Everything works perfect while your the server. Minidumps?,,, http://www.codeproject.com/debug/postmortemdebug_standalone1.asp Jeffrey botman Broome ___ To unsubscribe, edit your list

[hlcoders] Respawning all players

2005-02-20 Thread Knifa
Hi all. How would I go about respawning ALL of the players on a server? I'm thinking I'd need to loop through them, but I don't know. Thanks. -Knifa ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] Respawning all players

2005-02-20 Thread Knifa
HL2DM: Which code are you working with? HL2MP blank, HL2DM, or a Server Plugin? - Original Message - From: Knifa [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, February 20, 2005 10:13 AM Subject: [hlcoders] Respawning all players Hi all. How would I go about

Re: [hlcoders] Respawning all players

2005-02-20 Thread Knifa
, or a Server Plugin? - Original Message - From: Knifa [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, February 20, 2005 10:13 AM Subject: [hlcoders] Respawning all players Hi all. How would I go about respawning ALL of the players on a server? I'm thinking I'd need to loop through

[hlcoders] Crashes with the HL2MP SDK

2005-02-20 Thread Knifa
Hi all. I'm working on a mod called SourceForts where you build forts and fight each other in teams. Everytime a player tries to do something, the game crashes (client, not server) If you're hosting it, everything works fine. The only things I've done are Added a weapon to freeze physics

Re: [hlcoders] Crashes with the HL2MP SDK

2005-02-20 Thread Knifa
I think its okay. Everything works perfect while your the server. i would be looking to see if you have implemnted your calls in the weapon function correct in the mp game rules, or what ever it is you use. --- Knifa [EMAIL PROTECTED] wrote: Hi all. I'm working on a mod called SourceForts where

[hlcoders] Making timers

2005-02-19 Thread Knifa
Hi all. How would I go about setting up round timers? I want to have it so that a timer goes for 10 minutes (mp_buildtime) then, when that ends, do something and start another timer, then do something with that. (Sorry if that didn't make any sense) Thanks.

Re: [hlcoders] Making timers

2005-02-19 Thread Knifa
___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa Domino Mod http://knd.org.uk/dominomod/ ___ To unsubscribe, edit your list

[hlcoders] Checking to see if it's a multiplayer game

2005-02-05 Thread Knifa
Hello. How would I check if the player is in an SP game or an MP game? Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Checking to see if it's a multiplayer game

2005-02-05 Thread Knifa
Ah. Thanks alot. Knifa wrote: Hello. How would I check if the player is in an SP game or an MP game? Thanks. maxClients is 1 in single player, = 2 in multiplayer. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread Knifa
There's no offline mode? Does that mean no one can have LAN Partys with CS/HL2DM? I'm not sure what all the fuss over no-offline mode is anymore. I admit, that I complained about it at first, but after working with the SDK for awhile now, I don't have any problems with it, nor do many, many other

[hlcoders] Getting where a trace hit on the world

2005-01-29 Thread Knifa
Hello. If a trace didn't hit an entity, how do I get where it hit on the world? -Knifa ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Errors while spawning a prop_physics

2005-01-29 Thread Knifa
Hi all. I'm spawning a physics prop (domino) by doing: CPhysicsProp *domino = (CPhysicsProp *)CreateEntityByName(prop_physics ); domino-SetModel( DOMINO_MODEL ); domino-SetAbsOrigin( tr.endpos ); domino-Spawn(); domino-CreateVPhysics(); But when it trys to spawn, HL2 says:

Re: [hlcoders] Steam: Technology failure

2005-01-25 Thread Knifa
I agree, it does use ALOT of memory. It's not like it even needs it. The downloads go pretty quick for me though. Make an option to turn off the skins? Can't be Steam made smaller, quicker and friendlier? Why that worm rotten IE must be used for rendering of couple of news messages? Why it eats so

Re: [hlcoders] Modeling Made Easy.

2005-01-21 Thread Knifa
The only thing wrong with it is that it crashes all the time. Thanks I'm using it at the moment, its like ms paint, but you make a model from it! And its JAVA! w00t! Tei, you find the best stuff, and tell us about it, keep it up! --- Hasan Aljudy [EMAIL PROTECTED] wrote: wow .. this is awesome!

[hlcoders] Changing game title

2005-01-01 Thread Knifa
Okay, I've editied the title of my mod in scripts/gameinfo.txt But the text comes up as weapons and random characters. How do I get it to be normal text? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Changing game title

2005-01-01 Thread Knifa
Nevermind, sorted it by editing SourceScheme.res in \resource Changed the TitleFont from HalfLife2 to another font. Okay, I've editied the title of my mod in scripts/gameinfo.txt But the text comes up as weapons and random characters. How do I get it to be normal text?

Re: [hlcoders] Changing game title

2005-01-01 Thread Knifa
Thanks. You need to change the ClientTitleFont in resource\ClientScheme.res On Sun, 02 Jan 2005 03:49:38 +, Knifa [EMAIL PROTECTED] wrote: Okay, I've editied the title of my mod in scripts/gameinfo.txt But the text comes up as weapons and random characters. How do I get it to be normal text

Re: [hlcoders] PlayerSpawn

2004-12-31 Thread Knifa
Gravity still being put to the spectators? Ok it seems to be working some what but when I go into spectator mode now I fall and fall and fall ... Not sure why this happens actually. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To:

Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Knifa
I need the HL2DM code for some CTF type mods I'm going to make. The current multiplayer source code is just like it says, It's completley empty.. The score board doesn't even work, neither does weapon reloading and about a hundred other things. Honestly im not that excited about getting my hands

Re: [hlcoders] CS:S as SDK mod base

2004-12-27 Thread Knifa
I would prefer the HL2DM Code for a base, if it started as CS:S, milions of annoying CS/T type mods would start popping up. PS: Can anyone tell me how to make a new thread for mailing lists? I'm sort of new to these things. Hi, I know that you folks already discussed this stuff a bit but most of

Re: [hlcoders] CS:S as SDK mod base

2004-12-27 Thread Knifa
okay, thanks. Jeffrey botman Broome wrote: Knifa wrote: PS: Can anyone tell me how to make a new thread for mailing lists? I'm sort of new to these things. Send a new message (not a reply) to: hlcoders@list.valvesoftware.com -- Jeffrey botman Broome

Re: [hlcoders] HL2 Crash immediatly...

2004-12-27 Thread Knifa
Bad game code? Elektordi wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've created a mod from scratch (or somthing like that...) and I did some modifications which I don't remember and then HL2 crashed (return to desktop, no error msg)

Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Knifa
A day's worth for someone that is actully good at coding. I am a newb :/ Teddy wrote: Uhhh whoops. Nevermind me, i'm on crack :) Knifa: you can fix most of those things in about a day's worth of coding. It's even easier now, thanks to this thread: http://forums.thewavelength.net/index.php