Re: [hlcoders] Re: HL MDL body limitation?

2003-08-18 Thread Leon Hartwig
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 encoded) you are FAR from any int, byte or whatever
limit, and that does NOT work.
So i guess it's not an 32 bit architecture limitation. :)

body seems to be a byte in the engine, for StudioModelRenderer sets it
to 255 for MP hires models.
I commented out that line, added a debug output, and that shows that the
value set in the server dll gets to StudioModelRenderer correctly.

I'm quite sure that this is an engine limitation or bug...

I don't remember off the top of my head how it's encoded or if there
is a hard limit in the engine, but you might try fiddling with
delta.lst.  It looks like the default is to send to the client 8 bits
for body.  Increasing that might solve your problem.  If not, you're
probably out of luck.

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

2002-10-11 Thread Leon Hartwig
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:

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

I have a mate assisting me with the linux compile:


  Hi,
 
  I looked for threads in halflife, cause the server crashes when creating
  a
 
  thread. And I found that:
   nm engine_i386.so |grep -i Thread
 
  0008eaa4 T NET_StartThread
  0008eadc T NET_StopThread
  0008e5b8 T NET_ThreadLock
  0008e5c0 T NET_ThreadUnlock
   w _pthread_cleanup_pop_restore
   w _pthread_cleanup_push_defer
  00395488 B dwNetThreadId
  000b6efc D hNetThread
  000b6d9c d net_thread_initialized
   w pthread_mutex_lock
   w pthread_mutex_unlock
  000b6d98 D use_thread
 
  So HL uses threads internally. But they never call pthread_create to

 create a

  thread. Maybe they are using another thread implementation and the two
  implementations doesn't like each other.
  I'll try to find a solution for that, but I think it will take some time.
  Maybe you have to contact sierra/valve for an answer.

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

Cheers guys,

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

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RE: [hlcoders] Fwd: Half-life fake players bug

2002-06-21 Thread Leon Hartwig

This is a multi-part message in MIME format.
--
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: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] Fwd: Half-life fake players bug


 His exploit doesnt won auth. Some servers like lan servers dont
 require won
 auth right?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]]On Behalf Of
 [EMAIL PROTECTED]
 Sent: Friday, June 21, 2002 3:34 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Fwd: Half-life fake players bug


 Are you test this ?
 This works in some servers may be is some configuration but this is the
 message

 Working i.e.
 C:\hl\winhlfill xxx.xxx.xxx.xxx

 Address:xxx.xxx.xxx.xxx:27015
 Hostname:   
 Description (game): CounterStrike
 Map name:   de_clan2_fire
 Protocol:   46
 Players:1
 Max players:11
 Secure: 1
 Operating System:   l
 Password protected: 0
 Type:   d
 GameDirectory:  cstrike
 Lan:1
 Proxy Target:   1
 cldll:  1
 SVonly: 0
 Mod Version:1
 Proxy Address:  (null)

 Getchallenge: 3468305035
 Connect: B 4294967295 180 200.42.0.0:14771
 Connect: B 4294967295 181 200.42.0.0:30106
 Connect: B 4294967295 182 200.42.0.0:22929
 Connect: B 4294967295 183 200.42.0.0:1150
 Connect: B 4294967295 184 200.42.0.0:21548
 Connect: B 4294967295 185 200.42.0.0:6617
 Connect: B 4294967295 186 200.42.0.0:14798
 Connect: B 4294967295 187 200.42.0.0:1416
 Connect: B 4294967295 188 200.42.0.0:4169
 Connect: B 4294967295 189 200.42.0.0:16105
 Connect: 9Server is full.

 Not working ie

 Address:xxx.xxx.xxx.xx
 Hostname:   xxx.xxx.xxx.xx
 Description (game): Day of Defeat
 Map name:   dod_caen2
 Protocol:   46
 Players:16
 Max players:18
 Secure: 0
 Operating System:   w
 Password protected: 0
 Type:   d
 GameDirectory:  dod
 Lan:1
 Proxy Target:   0
 cldll:  1
 SVonly: 0
 Mod Version:2
 Proxy Address:  (null)

 Getchallenge: 998534727
 Connect: 9Counter - Strike Dedicated Server (no-won).
 Connect: 9Counter - Strike Dedicated Server (no-won).
 Connect: 9Counter - Strike Dedicated Server (no-won).
 Connect: 9Counter - Strike Dedicated Server (no-won).
 Connect: 9Counter - Strike Dedicated Server (no-won).
 Connect: 9Counter - Strike Dedicated Server (no-won).
 Connect: 9Counter - Strike Dedicated Server (no-won).
 Connect: 9Counter - Strike Dedicated Server (no-won).
 Connect: 9Counter - Strike Dedicated Server (no-won).
 Connect: 9Counter - Strike Dedicated Server (no-won).
 Connect: 9Counter - Strike Dedicated Server (no-won).
 Connect: 9Counter - Strike Dedicated Server (no-won).
 Connect: 9Counter - Strike Dedicated Server (no-won).
 Connect: 9Counter - Strike Dedicated Server (no-won).



 - Original Message -
 From: Erik Johnson [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Friday, June 21, 2002 12:48 PM
 Subject: RE: [hlcoders] Fwd: Half-life fake players bug


  As far as we can tell, this exploit wasn't ever possible.
 
  Erik
 
  -Original Message-
  From: botman [mailto:[EMAIL PROTECTED]]
  Sent: Friday, June 21, 2002 4:15 AM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] Fwd: Half-life fake players bug
 
 
   Well, if it is as he says, where valve either selectively ignored his
   emails, or didn't care to acknowledge them, and it came to the point
   where a bug was posted on the net, serves valve right.
 Atleast he cared
   to explain the bug, and simply not release a bunch of programs that
   would create havok over the entire server population. Up to
 valve to fix
   it now that it is in the open, instead of working in private. Shame.
 
  From the posts in the Linux HLDS list, people have already
 tried this and
 it
  doesn't work with the x.1.1.0 release.  Valve must have already
 fixed this
  prior to x.1.1.0 and didn't feel the need to e-mail the guy
 back about his
  exploit.
 
  Jeffrey botman Broome
 
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[hlcoders] Tracegroups/multi-serve

2002-05-30 Thread Leon Hartwig

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(), etc)?  The reason I ask is because
I'm planning to change it a little bit and I want to make sure my changes
don't break anyone's code.  Basically right now, only sounds emitted by a
player entities are filtered by group.  Sounds emitted by other entities are
not filtered and are sent to all clients regardless of group.  I plan to
change this in the 1110 engine release so that all sounds are filtered based
on the emitting entity's group, regardless of whether the emitting entity is
a player or not.  I just want to make sure this is not going to be a problem
for anyone.  Speak up now if it is.

If you don't have any idea what trace groups are or if you are using them,
then this won't affect you at all.

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RE: [hlcoders] string to #define

2002-05-06 Thread Leon Hartwig

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-processors scan through source files replacing the define with
 the value.

 I'm not 100% sure, but about 95% that it looks in strings as well, so

 someFuncThatTakesAString(WEAPON_GARAND);

 will get changed to

 someFuncThatTakesAString(2); //constant string 2\0

 before its compiled.
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RE: [hlcoders] HLDS

2002-05-01 Thread Leon Hartwig

Ah yes, I see.  In windows, dedicated servers now load swds.dll rather than
sw.dll.  You can change the proper occurrences in sys_ded.cpp and
engine.cpp.  You may still need to make the other change I outlined
originally.


 -Original Message-
 From: David Flor [mailto:[EMAIL PROTECTED]]
 Sent: Tuesday, April 30, 2002 11:16 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] HLDS


 That's not the issue. The error I'm getting:

 The application or DLL D:\Games\HalfLife\sw.dll is not a
 valid Windows
 image. Please check this against your installation diskette.

 In looking at the DS, within the Eng_Load function it does a call to
 Sys_LoadLibrary to open that DLL. I'm guessing that that
 DLL either no
 longer exists or is in some different format. So what can 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/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);
 } exefuncs_t;

 I had thought that the dedicated server code from the
 existing SDK would
 work with *109, but I overlooked this.  I think this should
 be the only
 change you need.  Let us know if it works.


  -Original Message-
  From: David Flor [mailto:[EMAIL PROTECTED]]
  Sent: Tuesday, April 30, 2002 10:53 PM
  To: [EMAIL PROTECTED]
  Subject: [hlcoders] HLDS
 
 
  Question out of curiosity... With 1.1.0.9, it seems that some of the
  DLLs have changed slightly. Because of that, it seems that
 the source
  to the Half-Life Dedicated Server is now somewhat dated and doesn't
  work.
 
  For The Opera, of which we planned to release a patch in
 the coming
  days, the custom built Dedicated Server
 opera_dedicated.exe crashes.
 
  Is it the case that changes to DLL handling make the HLDS source no
  longer work? If so, when can we expect source that does work?
 
  Tnx  Rgds...
  David Flor
 
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RE: [hlcoders] HLDS

2002-04-30 Thread Leon Hartwig

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);
} exefuncs_t;

I had thought that the dedicated server code from the existing SDK would
work with *109, but I overlooked this.  I think this should be the only
change you need.  Let us know if it works.


 -Original Message-
 From: David Flor [mailto:[EMAIL PROTECTED]]
 Sent: Tuesday, April 30, 2002 10:53 PM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] HLDS


 Question out of curiosity... With 1.1.0.9, it seems that some of the
 DLLs have changed slightly. Because of that, it seems that
 the source to
 the Half-Life Dedicated Server is now somewhat dated and doesn't work.

 For The Opera, of which we planned to release a patch in the coming
 days, the custom built Dedicated Server opera_dedicated.exe crashes.

 Is it the case that changes to DLL handling make the HLDS source no
 longer work? If so, when can we expect source that does work?

 Tnx  Rgds...
 David Flor

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RE: [hlcoders] 1109 HLTV bugs

2002-04-25 Thread Leon Hartwig

This is a multi-part message in MIME format.
--
 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
 when you've got 17+ maps, nobody uses it and it crashes my maps if it
 doesn't have a info_player_start in it, even though I still think
 it should
 look for the 'mpentity' in liblist.gam as the start entity.

I'm pretty sure this was fixed in a patch to the last release, several
months ago.  Are you still seeing it now with the new release?

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RE: [hlcoders] RE: 1109/NS out-of-date problem?

2002-04-22 Thread Leon Hartwig

 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 with the pre-release Linux server?

No, the purpose of the Linux release is to actually test it out there in the
wild, so it does authenticate.  :)
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RE: [hlcoders] RE: 1109/NS out-of-date problem?

2002-04-22 Thread Leon Hartwig

 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).

non-Steam clients would have to authenticate with WON, though (unless you
run the server in LAN mode), and the 1109 beta you guys have won't
authenticate.
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RE: [hlcoders] Model Blending Problem

2002-04-22 Thread Leon Hartwig

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*size bytes and zero it
void*( *Mem_Calloc )
( int number, size_t size );
// Check to see if pointer is in the cache
void*( *Cache_Check )
( struct cache_user_s *c );
// Load file into cache ( can be swapped out on demand )
void( *LoadCacheFile )
( char *path, struct cache_user_s *cu );
// Retrieve pointer to studio model data block from a model
void*( *Mod_Extradata )
( struct model_s *mod );
} server_studio_api_t;
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RE: [hlcoders] Updated SDK for 1109?

2002-04-21 Thread Leon Hartwig

This is a multi-part message in MIME format.
--
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'm already making the changes so both GCC 2.91.66 and GCC
2.95.2 will build the SDK.  So, you can look forward to that.  As for other
compilers (MingW and Borland would be the only other likely candidates),
that may or may not happen.  It depends on how much time, probably mine :),
is available.

I'm not sure if this has already been covered, but the interface change for
1109 is a new func in enginefuncs_t, GetPlayerAuthID().  The only mods that
need to worry about this are obviously the ones that want to do anything
with user IDs (won/steam), and mods that act as a proxy or passthrough for
the server DLL (like metamod, most bots, etc).  The end of the enginefuncs_t
struct will now need to look like this if your mod falls into the above
categories:

// Forces the client and server to be running with the same version
of the specified file
//  ( e.g., a player model ).
// Calling this has no effect in single player
void(*pfnForceUnmodified)   ( FORCE_TYPE type,
float *mins, float *maxs, const char *filename );

void(*pfnGetPlayerStats)( const edict_t
*pClient, int *ping, int *packet_loss );

void(*pfnAddServerCommand)  ( char *cmd_name,
void (*function) (void) );

// For voice communications, set which clients hear eachother.
// NOTE: these functions take player entity indices (starting at 1).
qboolean(*pfnVoice_GetClientListening)(int iReceiver, int
iSender);
qboolean(*pfnVoice_SetClientListening)(int iReceiver, int
iSender, qboolean bListen);

const char *(*pfnGetPlayerAuthId)   ( edict_t *e );
} enginefuncs_t;



 -Original Message-
 From: Florian Zschocke [mailto:[EMAIL PROTECTED]]
 Sent: Sunday, April 21, 2002 12:40 PM
 To: HL coders
 Subject: [hlcoders] Updated SDK for 1109?


 Since there were changes to the interface my guess is that there
 will be an update to the SDK when 1109 got released.

 I would like to suggest to base future updates of the SDK on the
 conversions of botman and Will Day which fixed some bugs and
 brought the SDK up to par. That would make life way easier for
 those of us who do not use MSVC for their development.

 So, Valve, any chance to see a SDK which actually compiles on gcc
 or MingW?

 Florian.
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RE: [hlcoders] Updated SDK for 1109?

2002-04-21 Thread Leon Hartwig

This is a multi-part message in MIME format.
--
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 12:40 PM
 To: HL coders
 Subject: [hlcoders] Updated SDK for 1109?


 Since there were changes to the interface my guess is that there
 will be an update to the SDK when 1109 got released.

 I would like to suggest to base future updates of the SDK on the
 conversions of botman and Will Day which fixed some bugs and
 brought the SDK up to par. That would make life way easier for
 those of us who do not use MSVC for their development.

 So, Valve, any chance to see a SDK which actually compiles on gcc
 or MingW?

 Florian.
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RE: [hlcoders] CS Retail support (false registry entry)

2002-04-16 Thread Leon Hartwig

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, April 16, 2002 4:49 PM
 To: HLCoders
 Subject: Re: [hlcoders] CS Retail support (false registry entry)


 --
 [ Picked text/plain from multipart/alternative ]
 sorry to steal this topic a little, but
 www.moddev.net/uploads/1109.jpg  why in the heck does my
 registry claim the current version is 1.1.0.9 when it is
 obviously is not?

 -Lakario
 - Original Message -
 From: Erik Johnson
 Sent: Tuesday, April 16, 2002 1:05 PM
 To: '[EMAIL PROTECTED]'
 Subject: RE: [hlcoders] CS Retail support

 Here's the best place currently to find the Half-Life install:

 HKEY_LOCAL_MACHINE\SOFTWARE\VALVE\HALF-LIFE\InstallPath

 Here's the best place currently to find the Counter-Strike directory:

 HKEY_LOCAL_MACHINE\SOFTWARE\Sierra OnLine\Setup\CSTRIKE\Directory

 After the 1.4/1.1.0.9 release, the launcher for both titles will write
 out to a value at:

 HKEY_CURRENT_USER\Software\Valve\CounterStrike\InstallPath
 HKEY_CURRENT_USER\Software\Valve\Half-Life\InstallPath

 every time it runs. You'll want to switch over to using these for
 getting the path to where they have the product installed, as it'll
 be much more accurate.


 -Original Message-
 From: Pat Magnan [mailto:[EMAIL PROTECTED]]
 Sent: Tuesday, April 16, 2002 10:48 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] CS Retail support


  wondering if people know what needs doing to a mod to support CS
 retail.
 


 We're busily testing our mod out with a handful of beta testers, some
 of whom run CS Retail.

 Apart from the general things like providing all the needed content
 that differs between CS Retail's PAK and the valve/PAK0.PAK (which
 isn't an issue, if all our models are our own), the only issue I ran
 into was with the installer.

 Unfortunately, I'm at work and don't have the installSheild version I
 need to look at it, but the normal registry keys that you
 need to check
 for Halflife, won't find CS retail. There's a couple different keys to
 that you have to query to get the path to CS Retail/Halflife.

 Depending on whether you'll eventually be replacing the stuff in the
 Halflife PAK in the future or not, you might just want to pull the
 missing artwork from the PAK0.PAK and put it into your mod's dir now.
 That means one installer for CS Retail and Halflife.

 At least we've managed to get away with one until now ;)

 If someone else can't come up with the registry keys here in a day or
 two, send me an email, and I'll send you the specifics.

 Cheers,

 Pat 'sluggo' Magnan
 Tour of Duty mod
 http://www.tourofdutymod.com
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RE: [hlcoders] CS Retail support (false registry entry)

2002-04-16 Thread Leon Hartwig

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
 CD (1.0.0.9
 was the version number for the Game of the Year CD).

 -Original Message-
 From: Nathan Taylor [mailto:[EMAIL PROTECTED]]
 Sent: Tuesday, April 16, 2002 4:49 PM
 To: HLCoders
 Subject: Re: [hlcoders] CS Retail support (false registry entry)


 --
 [ Picked text/plain from multipart/alternative ]
 sorry to steal this topic a little, but
 www.moddev.net/uploads/1109.jpg 
 why in the heck does my registry claim the current version is
 1.1.0.9 when
 it is obviously is not?

 -Lakario
 - Original Message -
 From: Erik Johnson
 Sent: Tuesday, April 16, 2002 1:05 PM
 To: '[EMAIL PROTECTED]'
 Subject: RE: [hlcoders] CS Retail support

 Here's the best place currently to find the Half-Life install:

 HKEY_LOCAL_MACHINE\SOFTWARE\VALVE\HALF-LIFE\InstallPath

 Here's the best place currently to find the Counter-Strike directory:

 HKEY_LOCAL_MACHINE\SOFTWARE\Sierra OnLine\Setup\CSTRIKE\Directory

 After the 1.4/1.1.0.9 release, the launcher for both titles will write
 out to a value at:

 HKEY_CURRENT_USER\Software\Valve\CounterStrike\InstallPath
 HKEY_CURRENT_USER\Software\Valve\Half-Life\InstallPath

 every time it runs. You'll want to switch over to using these for
 getting the path to where they have the product installed, as it'll
 be much more accurate.


 -Original Message-
 From: Pat Magnan [mailto:[EMAIL PROTECTED]]
 Sent: Tuesday, April 16, 2002 10:48 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] CS Retail support


  wondering if people know what needs doing to a mod to support CS
 retail.
 


 We're busily testing our mod out with a handful of beta testers, some
 of whom run CS Retail.

 Apart from the general things like providing all the needed content
 that differs between CS Retail's PAK and the valve/PAK0.PAK (which
 isn't an issue, if all our models are our own), the only issue I ran
 into was with the installer.

 Unfortunately, I'm at work and don't have the installSheild version I
 need to look at it, but the normal registry keys that you
 need to check
 for Halflife, won't find CS retail. There's a couple different keys to
 that you have to query to get the path to CS Retail/Halflife.

 Depending on whether you'll eventually be replacing the stuff in the
 Halflife PAK in the future or not, you might just want to pull the
 missing artwork from the PAK0.PAK and put it into your mod's dir now.
 That means one installer for CS Retail and Halflife.

 At least we've managed to get away with one until now ;)

 If someone else can't come up with the registry keys here in a day or
 two, send me an email, and I'll send you the specifics.

 Cheers,

 Pat 'sluggo' Magnan
 Tour of Duty mod
 http://www.tourofdutymod.com
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RE: [hlcoders] Counting players

2002-04-02 Thread Leon Hartwig

This is a multi-part message in MIME format.
--
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_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;
}


int UTIL_HumansInGame( 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;

if ( FBitSet( pPlayer-pev-flags, FL_FAKECLIENT ) )
continue;

iCount++;
}

return iCount;
}


 -Original Message-
 From: Paul Samways [mailto:[EMAIL PROTECTED]]
 Sent: Tuesday, April 02, 2002 10:05 AM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] Counting players


 I assumed this would be easy but our inclusion of bots has
 left this in a
 bit of a mess.

 I was just using the CountPlayers function in the multiplay
 gamerules and
 noticed that when I kick a bot it's still counted as a player.

 ie.

 I'm on the server alone, players == 1,
 I add a bot, players == 2,
 I kick the bot, players still == 2

 Now the bot's not listed any more and the server doesn't
 count it in it's
 player count, all that stuff is fine, just this isn't.

 Now I presume I can just set edict-free to true when a bot
 disconnects to
 rectify this (as UTIL_PlayerByIndex will ignore it then), but
 I don't want
 to just do that without knowing if that's going to have more far flung
 implications. Is this safe to do?

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RE: [hlcoders] Steam SDK

2002-03-30 Thread Leon Hartwig

This is a multi-part message in MIME format.
--
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: Saturday, March 30, 2002 10:11 AM

 I could be wrong, but I wonder if that SDK is at all necessary for mod
 authors? I was physically present at the talk, and I got the distinct
 impression that the SDK is for other game developers who want to
 distribute their product via steam (i.e. not Halflife mod authors, say
 if Black  White were going to be distributed that way).

 Hopefully, one of the Valve folks can clear this up before
 poor Michael
 gets inunndated (sp?) by everyone on this list. ??

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RE: [hlcoders] Steam

2002-03-23 Thread Leon Hartwig

This is a multi-part message in MIME format.
--
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, you will hear more about it
from us when it's time.  More information for mod developers should be
available within the next couple of months.


 -Original Message-
 From: Deepak Manglani [mailto:[EMAIL PROTECTED]]
 Sent: Saturday, March 23, 2002 11:46 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Steam


 www.steampowered.com and the valve press release both say
 that the steam sdk
 is available
 cant seem to find it anywhere though.

 anyone know?

 dpac.

 - Original Message -
 From: Martin Webrant [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Saturday, March 23, 2002 9:56 AM
 Subject: [hlcoders] Steam


  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  How will the steam software work for regular mod makers (those of us
  that haven't been bought up yet :P)
  Will there be a new SDK? Saw that you guys fixed the annoying gauss
  kickback bug, thats really good!
  /Martin
  www.planethalflife.com/agmod

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RE: [hlcoders] iuser4 variable ??

2002-03-20 Thread Leon Hartwig

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 ?

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RE: [hlcoders] Extending weapon_data_t

2002-03-17 Thread Leon Hartwig

This is a multi-part message in MIME format.
--
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: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] Extending weapon_data_t


  Can't you use the user fields that already exist in weapon_data_t?
 I can, yes. And if the weapon_data_t structure can't be
 edited, that's what
 I'll do.

 I just find it odd that you have some extremely
 weapon-specific members like
 m_flPumpTime in the weapon_data structure, but it seems like
 you can't add a
 new one if your weapon code calls for it.  In my case I'm
 adding some data
 that has to do with some different reload handling that is
 used by a couple
 of different weapons.  It doesn't make any sense to me to
 have the more
 general attribute stuck in iuser4 or something, while the shotgun-only
 variable m_flPumpTime is hardcoded into the struct.

 Assuming, of course, that that's the case.  I'm really hoping
 it isn't, and
 I'm just missing a step.  Anybody know?

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RE: [hlcoders] Linux is the bane of my existence...

2002-03-13 Thread Leon Hartwig

This is a multi-part message in MIME format.
--
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]
 Subject: RE: [hlcoders] Linux is the bane of my existence...


 Or just install EGCS 1.2 and compile with that, it ignores these
 mistakes.

 david

 -Original Message-
 From: Commando [mailto:[EMAIL PROTECTED]]
 Sent: Wednesday, March 13, 2002 12:27 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Linux is the bane of my existence...

 You are using a newer version of gcc which is a bit stricter on
 enforcing
 the rules.  SetThink(DoThink) should actually be
 SetThink(CGenericMonster::DoThink);  If you are starting
 from scratch,
 then you should look at Botman's patches for the 2.2 SDK for Borland
 that
 he announced a couple of days ago.  If not, then just modify every
 instance
 of SetThink, SetTouch, SetMoveDone and SetUse in the files in the dlls
 directory like above.  You don't need all of botman's changes because
 several of them are just for Borland.  There are a few more
 minor errors
 that you will encounter, but you can figure those out from the error
 messages or looking what Botman did with those lines.  It is a tedious
 process, but only took me a couple of hours for our mod.

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


 At 11:18 PM 12/03/2002 -0500, you wrote:
 I was able to compile it no problem under Redhat 6.x, but now that
 that installation tanked and I'm forced on to Redhat 7.2, I have
 compile
 issues. Wish I knew the intricacies of Linux; took me an hour to get
 things like FTP or the HL Dedicated Server running...
 
 
 gcc -Dstricmp=strcasecmp -D_strnicmp=strncasecmp
 -Dstrnicmp=strncasecmp
 -DVALVE_DLL -w -m486 -O2 -ffast-math -funroll-loops
 -fomit-frame-pointer
 -fexpensive-optimizations -malign-loops=2 -malign-jumps=2
 -malign-functions=2 -nostartfiles -fPIC -I. -I../engine -I../common
 -I../pm_shared -I../persistence -I../game_shared -o
 obj/genericmonster.o
 -c genericmonster.cpp
 
 genericmonster.cpp: In method 'void CGenericMonster::Spawn ()'
 genericmonster.cpp:112: invalid static_cast from type
 '{unknown type}'
 to type 'void (CBaseEntity::*)()'
 
 The line in question is SetThink(DoThink);
 
 Suggestions, anyone?

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

2002-03-12 Thread Leon Hartwig

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;
}
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RE: [hlcoders] Wierd repeated precache

2002-03-07 Thread Leon Hartwig

This is a multi-part message in MIME format.
--
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]]
 Sent: Thursday, March 07, 2002 3:22 AM

 Ok, this gets wierder and wierder. I added some debug
 messages to tell the
 server console when the guns precache was being called, and
 also when the
 sounds were about to be played. I figured since these were
 the only 3 places
 these sounds were mentioned, that one of these was the culprit.

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RE: [hlcoders] Wierd repeated precache

2002-03-07 Thread Leon Hartwig

This is a multi-part message in MIME format.
--
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...then, since they have the
file, they'd never need to download it again.


 -Original Message-
 From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]]
 Sent: Thursday, March 07, 2002 5:20 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Wierd repeated precache


 ah, would that also produce the wierd symptom I've noticed
 where it only
 happens on their first connect and after that never again?

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RE: [hlcoders] Wierd repeated precache

2002-03-07 Thread Leon Hartwig

This is a multi-part message in MIME format.
--
Dunno then.


 -Original Message-
 From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]]
 Sent: Thursday, March 07, 2002 5:54 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Wierd repeated precache


 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.

 - Original Message -
 From: Leon Hartwig [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Thursday, March 07, 2002 1:52 PM
 Subject: RE: [hlcoders] Wierd repeated precache


  This is a multi-part message in MIME format.
  --
  According to your log file, it's getting them from:
 
  d:\sierra\half-life\judgedm\pak0.pak : sound/fvox/danger.wav
 
  This isn't the valve pak file.  This file will be treated as
  $HL\judgedm\sound\fvox\danger.wav and NOT the 'valve pak file'
  $HL\valve\sound\fvox\danger.wav.
 
 
   -Original Message-
   From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]]
   Sent: Thursday, March 07, 2002 5:44 AM
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] Wierd repeated precache
  
  
   I thought that too, 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 PROTECTED]
   Sent: Thursday, March 07, 2002 1:38 PM
   Subject: RE: [hlcoders] Wierd repeated precache
  
  
This is a multi-part message in MIME format.
--
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...then, since
   they have the
file, they'd never need to download it again.
   
   
 -Original Message-
 From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]]
 Sent: Thursday, March 07, 2002 5:20 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Wierd repeated precache


 ah, would that also produce the wierd symptom I've noticed
 where it only
 happens on their first connect and after that never again?
   
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RE: [hlcoders] Egon gun - Yellow beam or Blue beam?

2002-03-04 Thread Leon Hartwig

This is a multi-part message in MIME format.
--
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]
 Sent: Monday, March 04, 2002 4:15 PM

 Heh heh, Ghost busters.

Hence the nickname 'egon' ...

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RE: [hlcoders] Finished a bot. But how do i build a linux release?

2002-02-22 Thread Leon Hartwig

This is a multi-part message in MIME format.
--
 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 doesn't. I just tested it and gcc pukes. I wonder what
 compilers they use at Valve to compile the Linux versions.

No need to wonder, just read the linux_compiling.txt file that comes
with the SDK.  Botman has! :)

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RE: [hlcoders] Won ID's

2002-02-22 Thread Leon Hartwig

 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.
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RE: [hlcoders] Bone position

2002-02-15 Thread Leon Hartwig

This is a multi-part message in MIME format.
--
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] Bone position


 Unfortunately GetBonePosition server-side will not return to you the
 transformed
 bone position as far as I know, since I've been struggling
 with that and
 GetAttachment
 server-side. You have to mimic the transformations that
 happen client-side
 on the server-side,
 concerning the bone transformations. How to do that...I'd
 like to know as
 well:)

 Georges

 - Original Message -
 From: Cortex [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Friday, February 15, 2002 7:15 AM
 Subject: Re: [hlcoders] Bone position


  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  unfortunately, I want to get the bone position
 client-side... But anyway,
 server side,
  GET_BONE_POSITION could be used.
 
- Cortex : mapper  coder www.hlalbator.fr.st
- Original Message -
From: Patrick Phillips
To: [EMAIL PROTECTED]
Sent: Friday, February 15, 2002 12:56 PM
Subject: Re: [hlcoders] Bone position
 
 
Well, what I wonder about that is, is there a nice way to
 get that bone
position from the client to the server?
 
 
From: Cortex [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Bone position
Date: Fri, 15 Feb 2002 11:21:20 +0100

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Thx :)
Now, I've got a pure C++ problem :(
How can I access a CStudioModelRenderer function ?? There isn't
any object of this class... I wanted to make a function
 which returns
the actual position of a bone... Is there any way to get
 the position
 of
a bone from a global function I can call from other
 classes or must I
code a static function into CStudioModelRenderer 

Thx :)

   - Cortex : mapper  coder www.hlalbator.fr.st
   - Original Message -
   From: Ken Birdwell
   To: '[EMAIL PROTECTED]'
   Sent: Friday, February 15, 2002 12:35 AM
   Subject: RE: [hlcoders] Bone position


   Assuming you've already called StudioSetupBones(),
 the transformed,
blended,
   frame accurate position is in:
   m_plighttransform[iBone][0][3],
 m_plighttransform[iBone][1][3],
   m_plighttransform[iBone][2][3].

   -Original Message-
   From: Cortex [mailto:[EMAIL PROTECTED]]
   Sent: Thursday, February 14, 2002 12:04 PM
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] Bone position


   Taking inspiration of your LookupBone function, I've
 done one :

   void GetOrgBone ( void* pmodel, char *name, float* org )
   {
studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel;

if (!pstudiohdr)
 return;

mstudiobone_t *pbones = (mstudiobone_t *)( (byte
 *)pstudiohdr +
   pstudiohdr-boneindex );

for (int i = 0; i  pstudiohdr-numbones; i++)
{
 if (stricmp(pbones[i].name, name) == 0)
 {
  org[0] = pbones[i].value[0]; // I have to add
pEnt-origin
   later
  org[1] = pbones[i].value[1];
  org[2] = pbones[i].value[2];
  return;
 }
}
return;
   }

   I think it'd work nice but... the origin of the bone
 I want ( Bip01
 L
   Foot ) is always the same (its origin is perhaps
 coherent, x and y
 are
   equal to 0 :-(   ).
   So, how could I get the dynamic origin of a bone ?

   Thx :)

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

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RE: [hlcoders] Message Problems

2002-02-10 Thread Leon Hartwig

'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 starts up a map, it runs like 10-20 frames or something to
let everything settle in.  But during this time, there are some things
the engine isn't ready to do yet; sending messages is one of them.
Giving the server 2 seconds or so before you execute anything that's
going to be sending messages should solve the problem (if that is indeed
what is causing your problem).

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[hlcoders] test

2002-02-05 Thread Leon Hartwig

test

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[hlcoders] It's a miracle [OT]

2002-02-05 Thread Leon Hartwig

We now welcome you back to regularly scheduled programming.

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RE: [hlcoders] organisation question

2002-02-01 Thread Leon Hartwig

This is a multi-part message in MIME format.
--
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 CVS's source control into
MSVC++ so it works like VSS does when integrated...

Of course Perforce is the best, but it costs money!  er, looking at the
web site I guess there is some sort of free version you can download.


 -Original Message-
 From: _Phantom_ [mailto:[EMAIL PROTECTED]]
 Sent: Friday, February 01, 2002 8:51 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] organisation question


 another option is CVS, which allows for the same check
 in/check out I belive
 VSS allows for.


 - Original Message -
 From: Bossaller, John [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Friday, February 01, 2002 4:16 PM
 Subject: RE: [hlcoders] organisation question


  Use Visual Source Safe.  If he's not on the local network,
 you can also
  use Source OffSite.  (VSS internet addon)

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[ winmail.dat of type application/ms-tnef deleted ]
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RE: [hlcoders] WTF???

2002-01-31 Thread Leon Hartwig

This is a multi-part message in MIME format.
--
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 arriving soon.


 -Original Message-
 From: botman [mailto:[EMAIL PROTECTED]]
 Sent: Thursday, January 31, 2002 7:45 AM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] WTF???


 I just received this...

  Your mail to 'hlcoders' with the subject
 
  Re: [hlcoders] advanced options question relating to
 settings.scr
  i think it is
 
  Is being held until the list moderator can review it for approval.
 
  The reason it is being held:
 
  Message may contain administrivia
 
  Either the message will get posted to the list, or you will receive
  notification of the moderator's decision.

 What the heck does administrivia mean?

 Merriam-Webster says it don't exist...

 http://www.m-w.com/cgi-bin/dictionary?book=Dictionaryva=administrivia

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RE: [hlcoders] VALVe: Gmax Quickie

2002-01-29 Thread Leon Hartwig

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?
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RE: [hlcoders] RE: Cbuf_AddText: overflow

2002-01-25 Thread Leon Hartwig

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 stuff jamming the command buffer.  Either something being
exec'ed in your command line, or something in autoexec.cfg,
language.cfg, or joystick.cfg...Maybe this is related to the large ban
file problem some server ops have.  Are you exec'ing any large files in
your autoexec.cfg?



 -Original Message-
 From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]]
 Sent: Friday, January 25, 2002 8:14 AM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] RE: Cbuf_AddText: overflow
 
 
 
 Thats odd, I am not exec'ing anything else... that is a stock
 multiplayer_gamerules.ccp function call
 it is the one that exec's the server.cfg or listenserver.cfg 
 based on if it
 is a dedicated gameetc...
 
 -Ron
 
 
 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]
 mailto:[EMAIL PROTECTED]] 
  Sent: Thursday, January 24, 2002 7:27 PM 
  To: [EMAIL PROTECTED]
 mailto:[EMAIL PROTECTED] 
  Subject: [hlcoders] Cbuf_AddText: overflow 
  
  
  I think this error is hidden deep within the engine, could 
  someone shed 
  some light? 
  
  Cbuf_AddText: overflow 


attachment: winmail.dat

RE: [hlcoders] Models and sequences

2002-01-23 Thread Leon Hartwig

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 able to witness this personally within a few days; DoD 2.0
will have  256 sequences.


 -Original Message-
 From: David Flor [mailto:[EMAIL PROTECTED]]
 Sent: Wednesday, January 23, 2002 8:17 AM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] Models and sequences
 
 
 I believe pev-sequence is handled as 8 bits, or maximum of 
 256. Also,
 since I see that inside studiomdl.exe it uses a hard-coded array, I
 wouldn't be surprised if a limitation like that does exist in 
 the engine
 because of coding practices. As much as I have the utmost 
 confidence and
 trust in the Valve development team, there are many bad practices and
 programming no-nos that are common to every programmer... I use fixed
 length arrays without range checking sometimes; the horror! :)
 
 And, Pat, there are 32 maximum weapons, not 35. 32x4 = 128. ;)
 
 Besides, 256 animations is almost ungodly, isn't it? Your 
 animator must
 be going crazy... We had well over 77 animations in our mod 
 (I think at
 last count we had over 160 of them).


attachment: winmail.dat

RE: [hlcoders] Models and sequences

2002-01-22 Thread Leon Hartwig

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 player models with more than 255 sequences.


 -Original Message-
 From: Pat Magnan [mailto:[EMAIL PROTECTED]]
 Sent: Tuesday, January 22, 2002 1:04 AM
 
 
  I have been informed that is the limit,
  although I can see no reason for that belief in the code. A class 
 would have
 -- SNIP --
 
 Umm.. Huh? engine/studio.h says this:
 
 #define MAXSTUDIOSEQUENCES256 // total animation sequences
 
 It would seem that the limit is 256 rather than 77.. However, 
 there are 
 only 77 sequences in the TFC models that I've looked at. Perhaps 
 someone was assuming this is the limit because we don't have a 
 character model with more??
 
 If you're defining all new weapons, i'm sure you can pare 
 down the ones 
 you don't need from the DM/TFC models to have quite a bit of room for 
 animations. You need 4 per model as I see it ref_aim_weapon, 
 ref_shoot_weapon, crouch_aim_weapon, crouch_shoot_weapon. 35 
 x 4 = 140, 
 plus all the movement ones (walk, run, swim, death etc -- 
 maybe 20 per 
 model), should fall below 256?
 
 Also, do you always need a new anim for every weapon? If 
 you're making 
 a broadsword, the player's attacks with that would look very 
 similar to 
 using an axe for example. You shouldn't need one anim per 
 weapon. Just 
 group your weapons into logical groups (2handed, polearm, 
 onehandedsword, or whatever is appropriate for your mod). 
 Then, in your 
 DefaultDeploy, just send the appropriate value for the last parameter 
 (i.e. 2handed or whatever, not the weapon name itself). That should 
 save you and the modellers a bunch of work, not to mention the fact 
 that you should be able to do all that within 77 animations, 
 if that is 
 really the limit...


attachment: winmail.dat

RE: [hlcoders] ogc required to play??

2002-01-02 Thread Leon Hartwig



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 kindof 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 running ona client's machine and users have the knowledge and 
inclination to reverse engineer what's going on, there is no "all you have to do 
is ... to stop the hacks" solution. Like Alfred said, it's 
impossible to prevent. You can make it hard, though...really hard (know 
anyone who has reverse engineered the HL networking protocol recently?). 
Hopefully we can make it hard enough to be effective. It's not simple 
stuff.



  -Original Message-From: Tom 
  [mailto:[EMAIL PROTECTED]]Sent: Wednesday, January 02, 2002 
  1:56 AMTo: [EMAIL PROTECTED]Subject: Re: 
  [hlcoders] ogc required to play??
  PB never worked in the first place (I heard it was so 
  dum you could rename pb.exe to hl.exe and it wouldnt detect I thing). 
  
  
  I told (and other people) valve about the clinet dll bug 
  about 3 months before anybody made a cheat out if it, they didnt do anything 
  about it. If you dont know they all work on the fact that you can load an 
  bogus client dll which the server will allow you to have. This is done because 
  if a mod cannot find the client dll it wants to load, it will try C:\windows\ 
  and \valve dir. Now all you have to do is rename the mods client dll, put 
  yours into one of those dirs, when yours is loaded rename the original client 
  dll back to client dll and then the server is none the wiser. I thought it 
  would take about 2 lines of code to fix it (i.e. make sure the dll its loading 
  isnt from C:\windows\ or from another mods dir (i.e. \valve). 
  
- Original Message - 
From: 
andrew 
To: [EMAIL PROTECTED] 

Sent: Wednesday, January 02, 2002 4:40 
AM
Subject: Re: [hlcoders] ogc required to 
play??

I would like to repot to that WONID comment. I have in 
the past talked to Valve about doing something like that and there thing is 
they will have nothing to do with the WONID for legal isssue, at least thats 
what i was told. So i think that is not the answer. and we know how OGC 
works but its no the only cheat out there so working just to get rid of that 
is not the answer. Valve has something good coming i am sure, We can only 
hope they are not going to do something that will piss people off but i am 
sure there will be those rebals.

wacko

  - Original Message - 
  From: 
  Andrew Foss 
  
  To: [EMAIL PROTECTED] 
  
  Sent: Tuesday, January 01, 2002 7:15 
  PM
  Subject: Re: [hlcoders] ogc required 
  to play??
  
  pff. doing a test of the signature movementsof 
  OGC players (latest ver), over a local PB enabledlan game, with some 
  bots,and a ghost following the cheater, PB is ineffective. I went 
  and downloaded all the HL hacks I could. 
  
  PB doesn't even need to be hacked... I can run a 
  clean PB, and it works fine.
  
  I've found:the newest OGC has a unique 3 
  letter randomsignature now, the test I ran had it as 'buc'. 
  (ogc.buc.cfg). no need for "loader.dll" or any other currently checked 
  dll. If I was lame,Icould walk into a PB enabled sever, turn 
  on aimbot, targeted at the chest, with a 10 degree botfov, and look like I 
  was really good.
  
  My test partner randomly switched the cheats 
  off/off, and with varying degrees of obviousness. (aimbot head/aimbot 
  off/no wallhack/wallhack/white wall/spiked models/no spikes/all off/no 
  recoil/ etc...)
  
  Conclusions:
  pattern matching is a must. ogc*.???.cfg for 
  anticheat methods.
  Need signatures of OGC versions. 
  Need a central valve anticheat sig updater(update 
  ACheat sigs on WONID check) the sig of the AC module also being checked on 
  wonid scan...
  Need a wonid complaint/banning system. (ideally, a 
  central banlist distributer. if more than three reged servers complain 
  (more than 5 people on the server complain, or admin steps in) then the 
  wonid is banned, and sent to all the registered servers. their banlists 
  are updated, and the punk finds out that his wonID is no good or, the 
  wonID is revoked for a couple days...
  
  I'd like to remind everyone that cheating is lame. I 
  feel that the game becomes lame when you 
  cheat
attachment: winmail.dat

RE: [hlcoders] ogc required to play??

2002-01-02 Thread Leon Hartwig

 -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 reverse engineered the HL networking 
 protocol recently?
 
 Nope. Has it been reverse engineered? All the cheat coders I know
 were too lazy to tackle the protocol as of now, as it was
 unnecessary to do so to cheat anyway. They might give it a try if
 faking a client dll gets harder.

Nope, hasn't been.  Not for lack of trying, though.  I don't think
anyone's been working on it lately (at least no one that is public about
it anyway).


attachment: winmail.dat

RE: [hlcoders] ogc required to play??

2001-12-31 Thread Leon Hartwig

Right, which was what I was explaining.  The title of the original
message was ogc required to play??, which is why I made the disclaimer
about humor.


 -Original Message-
 From: Tom [mailto:[EMAIL PROTECTED]]
 Sent: Monday, December 31, 2001 2:40 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] ogc required to play??
 
 
 lol no, its the best anti cheat software ive ever seen. When 
 you connect it
 checks if it can find all these dlls, then if it can it bans 
 you. But the
 good thing is it tells every1 else so you 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 clean on, not what he was busted for.
 
 
   -Original Message-
   From: Dave R. Meyers [mailto:[EMAIL PROTECTED]]
   Sent: Sunday, December 30, 2001 10:51 PM
   To: [EMAIL PROTECTED]
   Subject: [hlcoders] ogc required to play??
  
  
   A regular on my server sent me this screenie of an attempt to
   play on a cs
   server.
  
   Dave


attachment: winmail.dat

RE: [hlcoders] Old E-Mails on List

2001-12-05 Thread Leon Hartwig

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 one. :)


 -Original Message-
 From: Miguel Aleman [mailto:[EMAIL PROTECTED]]
 Sent: Wednesday, December 05, 2001 6:40 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Old E-Mails on List
 
 
 It's crazy, it happends on my list all the time.
 
 Desmond, scroll down on any email from this list to the 
 bottom. There is a
 link that says unsubscribe. Click it.
 
 - Original Message -
 From: HoundDawg [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, December 05, 2001 8:10 PM
 Subject: Re: [hlcoders] Old E-Mails on List
 
 
  It's funny how some people can't follow instructions
 
 
  HoundDawg-WWg-nC-
 
  World Wide Gaming Network
  http://hl.wwgaming.com/serving
 
  - Original Message -
  From: Desmond Fletcher [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Wednesday, December 05, 2001 5:51 PM
  Subject: RE: [hlcoders] Old E-Mails on List
 
 
   Please remove me form the list. Thx
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED]]On Behalf 
 Of Erik Johnson
   Sent: Thursday, November 08, 2001 4:13 PM
   To: '[EMAIL PROTECTED]'
   Subject: [hlcoders] Old E-Mails on List
  
  
   If you're getting this mail, and you had unsubscribed to 
 the Topica
  HLCODERS
   list a while back, send mail to me directly and I'll 
 remove you from the
   list.
  
   Seems that the e-mail list I got from Topica has a bunch 
 of addresses on
   there that we outdated.
  
   Erik


attachment: winmail.dat

RE: [hlcoders] Overflow problem

2001-11-28 Thread Leon Hartwig

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, 2001 5:06 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Overflow problem
 
 
 I think the best solution is probably to send the messages 
 less often.  IE, you
 don't need to regenerate 1 armour unit (or whatever) per 
 second, you could just
 do 10 armour units per 10 seconds.  That would reduce the net 
 traffic due to
 the armour message by a factor of 10.  Or you could just 
 predict the armour
 regeneration on the client side, and eliminate the messaging 
 entirely (except
 for when the player gets damaged or gets a powerup or 
 something that affects
 his armour).
 
 --- _Phantom_ [EMAIL PROTECTED] wrote:
  Ah, yes, ta Leon and Botman.. I think I've worked it out... 
 the armor
  regenerates for the whole game, so it's probably those 
 armor messages that
  are causing the problem (100 - 6000 takes a while) as that 
 was the only
  major change since the last test.
  
  So, I now need a new way around it...
  
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