On Sat, 16 Aug 2003 21:12:18 +0200, Rockefeller
<[EMAIL PROTECTED]> wrote:
>> Its called limitations of 32bit archetecture.
>
>You can encode 8 combinations within 3 bits. And a model with 8
>combinations works.
>
>But with 4 heads, 2 main bodies, 4 extensions ( == 32 possible
>combinations, 5 bit
On Mon, 21 Oct 2002 15:19:59 -0500, "Jim Hunter"
<[EMAIL PROTECTED]> wrote:
>Does anyone know for certain whether the impact_position member of usercmd_s is
>currently used by anything? Or is it safe to
>appropriate it for my own nefarious purposes?
Not used by anything.
__
The HL server doesn't use threads internally. The symbols listed are
leftover from some experimental code (not used now) which was only for
Win32 anyway.
On Fri, 11 Oct 2002 18:53:32 +1000, "FragMented"
<[EMAIL PROTECTED]> wrote:
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>--
>[ Picked text/p
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And cracked (no-won) servers (see below). This thing hits cracked servers
but not normal ones? Oh no, what are we going to do?!?!?! :)
> -Original Message-
> From: Kuja [mailto:[EMAIL PROTECTED]]
> Sent: Friday, June 21, 2002 1:19 PM
> To
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Yes, a client needed the files, didn't have them, and asked to download them
from the server (which also didn't have them).
> -Original Message-
> From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, June 18, 2002 1:26 AM
>
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We certainly HAVE "denied that it's been completely canned." I wonder how
many times Doug Lombardi has to say that TF2 is still being developed before
it sinks in and people stop saying that Valve is neither confirming nor
denying the existence of T
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> -Original Message-
> From: M
ASSERT() in the HL SDK will actually just print a message to the console
(when your have compiled in Debug mode), such as:
ASSERT FAILED:
> -Original Message-
> From: Adrian Finol [mailto:[EMAIL PROTECTED]]
> Sent: Thursday, June 06, 2002 6:27 PM
> To: '[EMAIL PROTECTED]'
> Subject: RE
ps/multi-serve
>
>
> oh, so is it possible to put the spectators in one group to
> get rid of the
> annoying sound when someone follows you in the water?
>
> - Original Message -
> From: "Leon Hartwig" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED
Multi-serve is actually not something new in the SDK, you've been able to do
it for a while. What's new will be Ricochet, where you will see a specific,
operational implementation of it.
Now, speaking of this, is anyone already using trace groups in their mods
(pev->groupinfo, UTIL_SetGroupTrace
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If your stuff is compatible with 1109, it will be compatible with 1110.
There won't be a new SDK release for 1110.
> -Original Message-
> From: David Dynerman [mailto:[EMAIL PROTECTED]]
> Sent: Wednesday, May 29, 2002 9:27 AM
> To: [EMAIL P
I'm sure it depends on which preprocessor is being used, but I doubt most
modern ones do this.
> -Original Message-
> From: Dynerman David M [mailto:[EMAIL PROTECTED]]
> Sent: Monday, May 06, 2002 7:35 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] string to #define
>
>
> The pre-p
n I do then?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of
> Leon Hartwig
> Sent: Wednesday, May 01, 2002 2:08 AM
> To: '[EMAIL PROTECTED]'
> Subject: RE: [hlcoders] HLDS
>
>
> Try editing common/exefunc
Try editing common/exefuncs.h and add two more dummy funcs to the end of the
struct, so it looks like this at the end:
...
void(*unused24)(void);
void(*unused25)(void);
void(*unused26)(void);
void(*unused27)(void);
}
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> From: Mark Gornall [mailto:[EMAIL PROTECTED]]
> Sent: Thursday, April 25, 2002 3:35 AM
>
> oh great, I've only just got the last one going for my next release :(
>
> I'm tempted to drop support for it, they're a pain to produce the
> overviews
> wh
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> From: [DRP]Avatar-X [mailto:[EMAIL PROTECTED]]
> Sent: Wednesday, April 24, 2002 10:41 PM
>
> 46 : 495254 : Mann auf Feuer
> 53 : 558185 : [BD]MaKaVeLi
> 43 : 46537 : Venom, Homeless Kitty
> 44 : 399677 : Ryan
> 38 : 42354 : Phu
Here is the server_studio_api_t struct. Do you already know about the
Server_GetBlendingInterface() function that you need in your server DLL? I
can't remember exactly what Eric did or didn't explain in his message a
while back.
typedef struct server_studio_api_s
{
// Allocate number*si
> From: botman [mailto:[EMAIL PROTECTED]]
> Sent: Monday, April 22, 2002 1:43 PM
>
> > Ah, but I guess I would have to use a Steam client to connect.
> > Dang.
>
> No, the 3109 RC1 Linux release will also accept connections
> from standard
> Half-Life clients (updated to 1.1.0.9 before connecting)
> From: Florian Zschocke [mailto:[EMAIL PROTECTED]]
> Sent: Monday, April 22, 2002 12:56 PM
>
> Eric Smith wrote:
> >
> > You won't be able to authenticate with WON using the
> pre-release installer.
> > Run with "+sv_lan 1" in your command line and you should be fine.
>
> Is this the same case wi
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Oh also, if you know of bugs in the SDK (you mentioned bugs in your message
below) source, the place to report them is [EMAIL PROTECTED]
> -Original Message-
> From: Florian Zschocke [mailto:[EMAIL PROTECTED]]
> Sent: Sunday, April 21, 2002
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There won't be an updated SDK for 1109. There will definitely be one for
the release after. There will probably be beta SDK releases between 1109
and the next release. I think that about covers it the won't/will/might
be's. :)
As for compilers, I
Too late. I win.
> -Original Message-
> From: Erik Johnson [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, April 16, 2002 4:55 PM
> To: '[EMAIL PROTECTED]'
> Subject: RE: [hlcoders] CS Retail support (false registry entry)
>
>
> This key represents the version you originally installed from
The picture shows 1.0.0.9, not 1.1.0.9. It's the version you initially
installed, not your current version including updates. For current version
# I think you have to look in the sierra.inf file.
> -Original Message-
> From: Nathan Taylor [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, Ap
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It's not safe for you to touch anything in an edict_t except for entvars
(usually accessed via CBaseEntity->pev).
Here are the functions that Phineas Bot uses to count players.
Apologies for what e-mail might do to formatting:
int UTIL_ClientsInGam
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This is correct. I mentioned last week that the Steam SDK has nothing
to do with HL and its mods and that some time in the near future we'll
be giving you info about how Steam relates to HL Mods.
> From: Pat Magnan [mailto:[EMAIL PROTECTED]]
> Sent
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The SDK mentioned there has nothing to do with Half-Life modding...
There will be an update to the HL SDK when it's needed, but most of the
work needed to get a HL mod up in Steam is already done, since it's
mostly work in the engine. Don't worry,
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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
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Are you setting it up to be sent in the proper place server-side? i.e.
in UpdateClientData() for clientdata_t deltas. As well as making sure
delta.lst is set up correctly, as Ronald and Eric mentioned...
> -Original Message-
> From: Corte
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You can't change weapon_data_t. You need to use the user fields for
what you're doing. This is exactly why they exist.
> -Original Message-
> From: Chris Glein [mailto:[EMAIL PROTECTED]]
> Sent: Sunday, March 17, 2002 10:59 AM
> To: [EMAI
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Doesn't RH 7.2 come with kgcc? If so, use that instead of gcc, since it
actually is egcs 1.1.2.
> -Original Message-
> From: Dynerman David M [mailto:[EMAIL PROTECTED]]
> Sent: Wednesday, March 13, 2002 8:21 AM
> To: [EMAIL PROTECTED]
> Sub
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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
> Yeah, that was after I tried moving the wavs, sorry for the
> confusion there.
> We don't normally have a pak0.pak, I just made one to see if
> other wavs got
> listed as I noticed they aren't listed if they're just
> loading seperate
> wavs.
>
> ---
oo, but it's two fvox sounds from the
> valve/pak0.pak, i'd be
> worried if they didn't have it. But like you said, it's the only real
> conclusion.
>
> - Original Message -
> From: "Leon Hartwig" <[EMAIL PROTECTED]>
> To: <[EMAIL P
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Nevermind, forcing unmodified doesn't do what I said anyway...
The only obvious idea I have left is that maybe your clients have an old
.pak file and they don't even have the sound file in question. When
they connect, the server sends it to them...
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Are you forcing unmodified on these files? If so, I think right now the
engine reads and computes an md5 to send to the client each time a
client connects. That would explain the 'Packfile:' reference...
> -Original Message-
> From: Paul
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How about the map itself (jm_mutie)? Anything in there that is using
those sounds?
How about playing sentences from sound/sentences.txt that might use
these sounds (HEV_SHOCK, HEV_FIRE, etc)?
> From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]]
It's a software mode problem. Adrian's going to fix it!
Now, as to why Botman is using software mode when he has a perfectly
OpenGL-capable GeForce2 (OR SO HE WOULD LIKE US TO BELIEVE!) is another
question...
> -Original Message-
> From: Dynerman David M [mailto:[EMAIL PROTECTED]]
> Se
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> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]
> Sent: Monday, March 04, 2002 4:15 PM
>
> Heh heh, Ghost busters.
Hence the nickname 'egon' ...
--
[ winmail.dat of type application/ms-tnef deleted ]
--
___
> From: Paul Kirby [mailto:[EMAIL PROTECTED]]
> Sent: Friday, February 22, 2002 6:17 PM
>
> > Is Paul Kirby a bot?
>
> Why you say that??
I think because they failed to notice that your messages contained more info
than just saying hello.
___
To unsubsc
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> From: Florian Zschocke [mailto:[EMAIL PROTECTED]]
> Sent: Friday, February 22, 2002 9:26 AM
>
> botman wrote:
> >
> > >
> > > Remains the question whose fault that is, the SDK source's or the
> > > compiler's fault.
> >
> > It is the MOD developer'
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> From: Florian Zschocke [mailto:[EMAIL PROTECTED]]
> Sent: Friday, February 22, 2002 9:35 AM
>
> Florian Zschocke wrote:
> >
> > Have you tried to use the cleaned up version from Will Day? I
> > dunno if the SDK compiles as a whole
>
> Okay, it does
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http://list.valvesoftware.com/pipermail/hlcoders/2002-January/001406.htm
l
> -Original Message-
> From: Georges Giroux [mailto:[EMAIL PROTECTED]]
> Sent: Friday, February 15, 2002 7:49 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Bo
'PF_MessageEnd_I: Unknown User Msg' error messages are on the server
side, not the client. Either you are sending this message before the
REG_USER_MSG() for this message has been executed, or you are sending
messages before the engine is ready to send any user messages. When the
server first sta
We now welcome you back to regularly scheduled programming.
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test
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If you need to coordinate over the Internet (vs just on a LAN), you'll
want to avoid VSS at all costs. CVS is definitely the best low-cost
(it's free!) option. If you use CVS, there is a plugin for MSVC++
called 'Jalindi Igloo' that will integrate
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Dunno why it got held. Usually this happens with subscribe/unsubscribe
requests and stuff like that. I don't know the exact words mailman
looks for and I didn't see anything strange in the message you sent. Oh
well, I approved it, so it should be
Nope. If something happens with that, this will be one of the first places
you'd hear about it.
-Original Message-
From: Nathan Taylor [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, January 29, 2002 2:36 AM
Any word yet?
___
To unsubscribe, edit y
I'll contact you off the list and we can report back here if we find
something that would be interesting for others to know...
> -Original Message-
> From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]]
> Sent: Friday, January 25, 2002 10:28 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcode
Yeah, I assumed that's where this was happening. It's not even exec'ing
that file, just the simple act of adding "exec server.cfg" (or whatever)
to the command buffer is too much. You don't have "servercfgfile" set
to some insanely long value, do you? :) Other than that, there has to
be other s
Too much unproccessed stuff already in the server's command buffer? You
+exec'ing anything else on the command line or anything like that?
> -Original Message-
> From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]]
> Sent: Thursday, January 24, 2002 7:27 PM
> To: [EMAIL PROTECTED]
> Subjec
The only circumstance in which this is handled in 8 bits is network
transmission, which can be changed by modifying delta.lst. That's what
it's there for. Surprise or no surprise, it's not hard coded in the
engine and the engine will happily handle as many sequences as you like.
You should be ab
The only place that MAXSTUDIOSEQUENCES limit is used is in the studiomdl
code ($Src/utils/studiomdl), which can be changed if that's the tool you
use to compile models. There is no limit on the number of sequences the
engine itself is capable of using. DoD 2.0, which will be released
soon, has p
Sorry, we apparently got hammered by a bug/exploit in mailmain 2.0.6 and the
lists were down all day. I noticed a couple of hours ago, upgraded, and we
should be good to go again. The list server is chugging away sending out
the backlog of queued up messages, so if you sent a message during the
I don't know what version you have, but OGC has never loaded that way.
OGC didn't come out until after that was fixed, so it couldn't exploit
it. OGC comes with a few files including an .exe and a special loader
DLL that help load its client DLL. Yeah, I said it's fixed. Not sure
what version o
> -Original Message-
> From: Florian Zschocke [mailto:[EMAIL PROTECTED]]
> Sent: Wednesday, January 02, 2002 7:04 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] ogc required to play??
>
>
> Leon Hartwig wrote:
>
> > know anyone who has rev
This was fixed long ago
and the hacks have progressed way beyond that anyway. All of the client
and GL hacks out now use some kind of loader that does things like patch
the running HL process directly to allow custom DLLs to load (or to load them
itself).
As long as code is going
to be r
can patronise them
> whenever you
> see them again :D
>
>
> - Original Message -
> From: "Leon Hartwig" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Monday, December 31, 2001 9:14 AM
> Subject: RE: [hlcoders] ogc required to play?
Maybe this was humor, but just in case...successful exec's don't display
any console message. A file (or cvar) that is associated with a cheat
was found and this guy was banned for it, but you can't tell which one
based on this shot. The only thing this shot shows are some files he
was found "cl
Guys, there is no point in responding to these "unsubscribe" mails.
Whenever we see them, we just unsubscribe these people manually. It
takes about ten seconds. Please just ignore these messages and save us
all from having to read three or four messages per unsubscribe request
rather than just o
I don't think his problem is one message per second...Probably more like
he's trying to send tens or hundreds per second. The buffer can accept
something like 4k of data before overflowing.
> -Original Message-
> From: Reedbeta [mailto:[EMAIL PROTECTED]]
> Sent: Wednesday, November 28,
This happens when a player's pending data buffer fills up. People see this
when a player is really lagged or their connection to the server is
otherwise going bad. This could also be happening if you are trying to send
client(s) too much data with messages. If the only messaging change you've
m
Is this one of those 'one hand clapping' type of questions?
> -Original Message-
> From: Oskar 'Zoot' Lindgren [mailto:[EMAIL PROTECTED]]
> Sent: Sunday, November 25, 2001 8:14 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Virus on the list ?
>
>
> why can´t i send to this list an
Make sure DECLARE_MESSAGE() and HOOK_MESSAGE() are set up correctly on
the client for the message type that the error indicates, as well as the
callback function that handles the message.
> -Original Message-
> From: Cortex [mailto:[EMAIL PROTECTED]]
> Sent: Monday, November 12, 2001 12:
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