Re: [hlcoders] Re: Contents of hlcoders digest...

2002-06-13 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
My virgin ears!

P.S. Natilie Portman r0x0z muh b0x0rz...

- Original Message -
From: Chris Foss
Sent: Thursday, June 13, 2002 5:39 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Re: Contents of hlcoders digest...

My, such harsh language.

[Natalie Pr0tman, administrating a Beowulf cluster of CowboyNeals, eating
hot gritz!!!1!]

- Original Message -
From: SACKFRISCH Clan [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, June 13, 2002 12:45 PM
Subject: [hlcoders] Re: Contents of hlcoders digest...




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Re: [hlcoders] Quiet List

2002-05-28 Thread Nathan Taylor

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Alrighty then, thanks.

- Original Message -
From: Derek Lau
Sent: Tuesday, May 28, 2002 5:14 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Quiet List



Dormant..
From: Nathan Taylor [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: HLCoders [EMAIL PROTECTED]
Subject: [hlcoders] Quiet List
Date: Tue, 28 May 2002 04:24:40 -0400

--
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Is it just that I haven't been getting mail or has the list been basically
dormant for the last several days?


Lakario
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[hlcoders] Blocking Entity Access Trhough World Geometry

2002-05-27 Thread Nathan Taylor

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Bare in mind I have a limited grasp of the HL engine so this may be quite simple an 
I'm just oblivious.

Anyhow, as you all may (or may not) know, entites can be used through world geometry. 
For example, you have a wall mounted health recharger and you as long as the wall is 
not too thick and you can go around back of it, you can use the health charger, 
through the wall.  My goal here is to simply know how to keep the user from being able 
to use entities through a wall.



Lakario
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Re: [hlcoders] MDL Files

2002-05-17 Thread Nathan Taylor

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Heh I never thought of that one :P

- Original Message -
From: Yacketta, Ronald
Sent: Friday, May 17, 2002 3:19 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] MDL Files

Good way to stay hidden ;)
post your on vacation, then when you do not respond etc.. you have a valid
reason
for blowing people off


-Original Message-
From: Nathan Taylor [mailto:[EMAIL PROTECTED]]
Sent: Friday, May 17, 2002 15:11
To: HLCoders
Subject: Re: [hlcoders] MDL Files


--
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I have talked to Mete a few times on ICQ but he is constantly on vacation,
heck just look at his news page.   Every third post Time for a Vacation.

Good Luck,
Nathan Taylor

- Original Message -
From: Skyler York
Sent: Friday, May 17, 2002 2:36 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] MDL Files

[ Converted text/html to text/plain ]
I know this isn't the best place for this question, but I have posted in
every
forum known to man (well, most of them) and have been unable to get an
answer.
As a matter of fact, most of my replies boiled down to Ask Valve :p

What I am working on is a model decompiler, like the one that comes with
MilkShape but standalone (and yes, I've already tried the MS forums and
e-mailing the programmer).  Everything has been going great, except SMD
extraction.  Both reference and sequence data.  The studiomdl code has been
an
excellent aid thus far, but I am befuddled when it comes to reversing the
code that generates and stores the triangles and vertices for reference SMDs
and the code that compresses the data for sequence SMDs.  Every time I try a
new algorithm, it simply gives me different yet wrong vertex and triangle
data
(I haven't even touched the sequence SMDs yet).  I'm almost positive I'm
interpreting the studiomdl code correctly, but if I was, then it would
extract
correctly too.

All I need is a diagram or even a description of how the reference
data/triangles/vertices are stored and how the sequence data is
compressed/stored.  I will be able to write all the code.

This is really that last place I have to turn.  No one knows anything about
the MDL format, and the only man that would (MS Creator) is nearly
impossible
to get in touch with.


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Re: [hlcoders] (no subject)

2002-05-12 Thread Nathan Taylor

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Excellent work Chris, A1 quality.  ;)

- Original Message -
From: Brandon Robertson
Sent: Sunday, May 12, 2002 6:45 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] (no subject)

How do i make an entity? And how will that control which animation is played
and such. Can i see some sample code, or can anyone direct me to a tutorial
on this?



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Re: [hlcoders] VALVe: Bug in the game filter screen

2002-05-11 Thread Nathan Taylor

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I apologize for the misplaced email then, I just figured that it would be alright to 
do here because for one I know that valve reads it and for two I've seen engine bugs 
posted her before (botman's point about the mis-colored egon for example).  Anyhow, 
sorry for the mistake, I'll make sure it doesn't happen again.

Regards,
Nathan Taylo

- Original Message -
From: John Newfield
Sent: Friday, May 10, 2002 9:17 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] VALVe: Bug in the game filter screen

Some people abuse that fact by using this list for their support questions.
I think anyone half-knowledgable about the SDK knows we don't have access to
the filter code, so why do we all need a copy of his support question?

If everyone knew that Valve read this list and posted their support question
here because of that, it would destroy the point of this list.

You probably shouldn't post things like Half-Life doesn't work with my
video
card, but posting a question about bugs in the game could very well be a
coding issue.

How are video card problems any different than problems with the filters?
They're both untreatable by mod developers. I have no use whatsoever for
this email, Nathan should contact Valve directly.

Well whatever, just don't forget what you all are saying when this starts
happening a lot more often... ;p

- Original Message -
From: David Flor [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, May 10, 2002 5:24 PM
Subject: RE: [hlcoders] VALVe: Bug in the game filter screen


 Plus, you can be reasonably sure that this list is read by the game
 coders directly. Sometimes, you're never quite sure who's reading
 support sites and troubleshooting pages.

 --
 Tnx  Rgds...
 David Nighthawk Flor ( [EMAIL PROTECTED] )
 Lead Programmer, The Persistence Engine - http://www.persistengine.com/
 Lead Programmer, The Opera - http://opera.redeemedsoft.com/
 President, Mach III Enterprises

 When Alexander saw the breadth of his domain he wept for there were no
 more worlds to conquer...


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]] On Behalf Of botman
 Sent: Friday, May 10, 2002 5:05 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] VALVe: Bug in the game filter screen


  Call me thick but I can't seem to figure out how this has anything to
  do with HL Coding.
 
  Thanks for the useless email though, Nathan. You never disappoint.
 
  Keep the support calls off of the mail list, guys.

 Why?  Sometimes you don't know whether a bug is caused by something in
 the engine/game menu or something that you have done in your MOD.

 You probably shouldn't post things like Half-Life doesn't work with my
 video card, but posting a question about bugs in the game could very
 well be a coding issue.  (In this case it isn't, but you shouldn't have
 a general rule that says Don't post any bug related issues here!).

 Jeffrey botman Broome

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[hlcoders] VALVe: Bug in the game filter screen

2002-05-10 Thread Nathan Taylor

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I don't know if it's Windows XP's fault or something else but basically when you 
select a ping filter, it always resets itself when you open the filter screen again.  
For example, I set the ping filter to 350 then I click finish and at the bottom of the 
server browser it has all the filters listed including the =350 filter, however, if I 
open the filter menu again the filter is set to 100 instead of 350.

I know it is not supposed to do this because it did not start happening until 1108.  
Anyhow, look into it.


Lakario
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Re: [hlcoders] VALVe: Bug in the game filter screen

2002-05-10 Thread Nathan Taylor

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Thank you, someone who does not flame me, how kind.

- Original Message -
From: Eric Smith
Sent: Friday, May 10, 2002 5:43 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] VALVe: Bug in the game filter screen

Yes, I saw the post and will be investigating the problem.

-Eric

-Original Message-
From: David Flor [mailto:[EMAIL PROTECTED]]
Sent: Friday, May 10, 2002 2:24 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] VALVe: Bug in the game filter screen


Plus, you can be reasonably sure that this list is read by the game
coders directly. Sometimes, you're never quite sure who's reading
support sites and troubleshooting pages.

--
Tnx  Rgds...
David Nighthawk Flor ( [EMAIL PROTECTED] )
Lead Programmer, The Persistence Engine - http://www.persistengine.com/
Lead Programmer, The Opera - http://opera.redeemedsoft.com/
President, Mach III Enterprises

When Alexander saw the breadth of his domain he wept for there were no
more worlds to conquer...


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of botman
Sent: Friday, May 10, 2002 5:05 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] VALVe: Bug in the game filter screen


 Call me thick but I can't seem to figure out how this has anything to
 do with HL Coding.

 Thanks for the useless email though, Nathan. You never disappoint.

 Keep the support calls off of the mail list, guys.

Why?  Sometimes you don't know whether a bug is caused by something in
the engine/game menu or something that you have done in your MOD.

You probably shouldn't post things like Half-Life doesn't work with my
video card, but posting a question about bugs in the game could very
well be a coding issue.  (In this case it isn't, but you shouldn't have
a general rule that says Don't post any bug related issues here!).

Jeffrey botman Broome

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Re: [hlcoders] Detecting Client Video Mode from Server

2002-05-06 Thread Nathan Taylor

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Correct me if I am wrong, but wouldn't such a thing trigger firewalls or the sort, 
it's quite dangerous to allow registry path data to be sent off to the host computer...

- Original Message -
From: botman
Sent: Monday, May 06, 2002 3:11 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Detecting Client Video Mode from Server

 Hi, does anyone know if and how we can detect the client's video mode from
 the server side, like via a Metamod plugin utilizing the HL SDK?

 We would like to know if the client is in software mode or 3D mode.

 Thanks in advance!

These seem to be stored in the Windows Registry

HKEY_USERS\.DEFAULT\Software\Valve\Half-Life\Settings

EngineMode - video display mode?
EngineModeH - video height
EngineModeW - video width
EngineModeWindowed - running Half-Life in a window

Looks like you'll need something running on the client's machine to suck stuff
out of the registry then send that to the server.

Jeffrey botman Broome

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Re: [hlcoders] Hunted gameplay?

2002-05-01 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
And the mail server stripped it

- Original Message -
From: Josh Coyne
Sent: Wednesday, May 01, 2002 9:09 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Hunted gameplay?

This is a multi-part message in MIME format.
--
This should help.

Please note that Ive been working on it the past 2-3 days, so it still may
have a bug or two; however I comment my code so hopefully you can understand
most of it. :)
The bulk of the round timer code is in CWastesLMS::Think, with other various
member functions timing to it.

- Original Message -
From: Cale Dunlap [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, May 01, 2002 3:34 AM
Subject: [hlcoders] Hunted gameplay?


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

 -Mazor

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Re: [hlcoders] Updated SDK for 1109?

2002-04-22 Thread Nathan Taylor

Two methods, now watch out, these are intense.

1)   The document with the list of changes
2)//  or /* */

woah, that was crazy...

-Lakario
- Original Message -
From: Philip (Fiber) [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 22, 2002 12:02 AM
Subject: RE: [hlcoders] Updated SDK for 1109?


 Yea, how do change from SDK to SDK because I have a lot of uncommented
 spagetti code that seems to blend in nicely with the current HalfLife
 code (there should be a 'highlight changes' button).

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]] On Behalf Of Paul Samways
 Sent: Monday, April 22, 2002 10:02 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Updated SDK for 1109?


 I know, but I felt like asking now while the panic is still fresh ;)

 - Original Message -
 From: Nathan Taylor [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Sunday, April 21, 2002 10:51 PM
 Subject: Re: [hlcoders] Updated SDK for 1109?


  You still have till 1.1.1.0 for that.
 
  Woah I like the sound of that ;)
 
  -  Lakario
  This has been another thrillingly useless mail from the mind of
  Nathan, cheers.
 
  - Original Message -
  From: Paul Samways [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Sunday, April 21, 2002 5:44 PM
  Subject: Re: [hlcoders] Updated SDK for 1109?
 
 
   Out of curiosity, how much work are we looking at to get mods moved
   over
  to
   the new SDK. I realise it's a ways off but I presume you can gauge
   it in some vague sense. eg. next to none, a whole lot, etc.
  
   Just the idea of a new SDK (and one that's been altered to support
  different
   compilers, etc) fills me with an 'oh great, another way to fall
   behind
 the
   curve' type feeling ;)
  
   - Original Message -
   From: Leon Hartwig [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Sunday, April 21, 2002 8:48 PM
   Subject: RE: [hlcoders] Updated SDK for 1109?
  
  
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 Nathan Taylor

You still have till 1.1.1.0 for that.

Woah I like the sound of that ;)

-  Lakario
This has been another thrillingly useless mail from the mind of Nathan,
cheers.

- Original Message -
From: Paul Samways [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, April 21, 2002 5:44 PM
Subject: Re: [hlcoders] Updated SDK for 1109?


 Out of curiosity, how much work are we looking at to get mods moved over
to
 the new SDK. I realise it's a ways off but I presume you can gauge it in
 some vague sense. eg. next to none, a whole lot, etc.

 Just the idea of a new SDK (and one that's been altered to support
different
 compilers, etc) fills me with an 'oh great, another way to fall behind the
 curve' type feeling ;)

 - Original Message -
 From: Leon Hartwig [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Sunday, April 21, 2002 8:48 PM
 Subject: RE: [hlcoders] Updated SDK for 1109?


  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 Nathan Taylor

Ohhh fun, scare the little people some more just cuz you can.

-  Lakario
This has been another thrillingly useless mail from the mind of Nathan,
cheers.
- Original Message -
From: Paul Samways [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, April 21, 2002 6:02 PM
Subject: Re: [hlcoders] Updated SDK for 1109?


 I know, but I felt like asking now while the panic is still fresh ;)

 - Original Message -
 From: Nathan Taylor [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Sunday, April 21, 2002 10:51 PM
 Subject: Re: [hlcoders] Updated SDK for 1109?


  You still have till 1.1.1.0 for that.
 
  Woah I like the sound of that ;)
 
  -  Lakario
  This has been another thrillingly useless mail from the mind of Nathan,
  cheers.
 
  - Original Message -
  From: Paul Samways [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Sunday, April 21, 2002 5:44 PM
  Subject: Re: [hlcoders] Updated SDK for 1109?
 
 
   Out of curiosity, how much work are we looking at to get mods moved
over
  to
   the new SDK. I realise it's a ways off but I presume you can gauge it
in
   some vague sense. eg. next to none, a whole lot, etc.
  
   Just the idea of a new SDK (and one that's been altered to support
  different
   compilers, etc) fills me with an 'oh great, another way to fall behind
 the
   curve' type feeling ;)
  
   - Original Message -
   From: Leon Hartwig [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Sunday, April 21, 2002 8:48 PM
   Subject: RE: [hlcoders] Updated SDK for 1109?
  
  
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] CS Retail support (false registry entry)

2002-04-16 Thread Nathan Taylor

--
[ 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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[hlcoders] Virus Alert

2002-04-14 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
I still haven't gotten definitions on this thing but it has infected my system and it 
is hooking my address book.  If any viruses get sent from my email address to you it 
is not intentional.

Keep your eyes open this thing is a bugger.  *reformats*

Regards,

Lakario
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Re: [hlcoders] Virus Alert

2002-04-14 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
I think I have identified the virus as W32.Mylife.I@mm.  It is of medium risk on a 
short term basis, I have had it for a few days though and it is murdering my computer 
from the inside out.  It hooks your address book and msn messenger list and sends 
itself to all the emails it can find.  From what I can tell, it uses a different topic 
and subject line on each send.  It can be identified by the attached file and an html 
file that comes with it that is normally some sort of spam.

Regards,
Lakario

- Original Message -
From: Nathan Taylor
Sent: Sunday, April 14, 2002 8:53 AM
To: HLCoders
Subject: [hlcoders] Virus Alert

--
[ Picked text/plain from multipart/alternative ]
I still haven't gotten definitions on this thing but it has infected my system and it 
is hooking my address book.  If any viruses get sent from my email address to you it 
is not intentional.

Keep your eyes open this thing is a bugger.  *reformats*

Regards,

Lakario
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Re: [hlcoders] Screenshot format

2002-04-13 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
The other one is snapshot

- Original Message -
From: Sebastian Steinlechner
Sent: Saturday, April 13, 2002 11:03 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Screenshot format


 Its just that i was taking some shots yesterday, and half of them ended up
as .bmp files in the halflife directory and then the other half as tga files
in the mods dir?!

 The only thing i can think of was that half way though i binded mouse3 to
screenshot and used that instead of f5.

There are two commands. screenshot saves as .tga in your mod directory, I
guess. And there's another one which I can't remember now. That one saves a
.bmp, directly into your hl root.

cya,
TheTinySteini

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Re: [hlcoders] Modeling Rendering in the Customize Menu

2002-04-13 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
Set me straight if I'm wrong but doesn't such a thing require a BSP being loaded? I'm 
talking about renderign it before the game is actually loaded. Like when you go to 
customize to set your player model, that customize is where I want to render the model 
(instead of the flat bmp).

- Original Message -
From: Tom
Sent: Saturday, April 13, 2002 10:52 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Modeling Rendering in the Customize Menu

yes and no,

you cant directly (onto the hl shell or vgui menus) but you could do what dc
did which was make a map which is a black box, then create a temp model
using the efx api, set the view to directly infront of it and then draw the
vgui menu onto the screen, if the view is real close then it looks like its
drawn onto the screen.


- Original Message -
From: Nathan Taylor [EMAIL PROTECTED]
To: HLCoders [EMAIL PROTECTED]
Sent: Saturday, April 13, 2002 1:26 PM
Subject: [hlcoders] Modeling Rendering in the Customize Menu


--
[ Picked text/plain from multipart/alternative ]
Hey guys, I was just wondering out of pure curiosity, is it possible to get
Half-Life to render models in the menu system?  Like in Quake 3 when you are
customizing your player and controls each tweak plays the appropriate
animation.  I haven't tried doing this myself, but I figured it could be
interesting nonetheless.

Regards,

Lakario
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Re: [hlcoders] Modeling Rendering in the Customize Menu

2002-04-13 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
Fudge.  That leads me to wonder how quake 3 handles it then.

- Original Message -
From: Tom
Sent: Saturday, April 13, 2002 11:17 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Modeling Rendering in the Customize Menu

a map must be loaded to get into the world

- Original Message -
From: Nathan Taylor [EMAIL PROTECTED]
To: HLCoders [EMAIL PROTECTED]
Sent: Saturday, April 13, 2002 4:09 PM
Subject: Re: [hlcoders] Modeling Rendering in the Customize Menu


--
[ Picked text/plain from multipart/alternative ]
Set me straight if I'm wrong but doesn't such a thing require a BSP being
loaded? I'm talking about renderign it before the game is actually loaded.
Like when you go to customize to set your player model, that customize is
where I want to render the model (instead of the flat bmp).

- Original Message -
From: Tom
Sent: Saturday, April 13, 2002 10:52 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Modeling Rendering in the Customize Menu

yes and no,

you cant directly (onto the hl shell or vgui menus) but you could do what dc
did which was make a map which is a black box, then create a temp model
using the efx api, set the view to directly infront of it and then draw the
vgui menu onto the screen, if the view is real close then it looks like its
drawn onto the screen.


- Original Message -
From: Nathan Taylor [EMAIL PROTECTED]
To: HLCoders [EMAIL PROTECTED]
Sent: Saturday, April 13, 2002 1:26 PM
Subject: [hlcoders] Modeling Rendering in the Customize Menu


--
[ Picked text/plain from multipart/alternative ]
Hey guys, I was just wondering out of pure curiosity, is it possible to get
Half-Life to render models in the menu system?  Like in Quake 3 when you are
customizing your player and controls each tweak plays the appropriate
animation.  I haven't tried doing this myself, but I figured it could be
interesting nonetheless.

Regards,

Lakario
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Re: [hlcoders] little app

2002-04-13 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
Actually, the path tool does work but it's an ass pain to use.  It's used for laying 
out path_corner for trains and such, but it only works if the file is in .map format.  
It corrrupts itself when stored in .rmf.  Very curious indeed...

-Lakario

- Original Message -
From: Neale Roberts
Sent: Saturday, April 13, 2002 6:22 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] little app

As far as I'm aware, it wasn't actually used for anything.

- Original Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, April 13, 2002 10:04 AM
Subject: Re: [hlcoders] little app


 i have a question, wtf is the path tool for? Ive tried using it and it
 doesnt seem to do much and there are no tutorials on how to use
 it...


 - Original Message -
 From: Cortex [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Saturday, April 13, 2002 8:52 AM
 Subject: [hlcoders] little app


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

 I've downloaded the new Hammer 4.3 but there's 2 features I excepted I
 haven't seen :(

 The first is to be able to print the map draft... But I can do without it
:)

 The second thing is a Shut down after succesful compilation checkbox...
 It'd be very useful.

 Now comes the real code question :D I found a way to get around this
without
 a new version... The principle is to make a little Console Application
which
 could be run after the compil tools (in the Run window) and which shuts
down
 the PC. But I don't know how to shut down a PC in C++... Does anyone know
a
 solution ?

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


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Re: [hlcoders] Modeling Rendering in the Customize Menu

2002-04-13 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
Spiffy, thanks for the tip.  Maybe if I find the time I'll tool with my own menu.

- Original Message -
From: botman
Sent: Saturday, April 13, 2002 12:28 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Modeling Rendering in the Customize Menu

 Fudge.  That leads me to wonder how quake 3 handles it then.

The Quake 3 game menu allows models to be rendered as a feature of the menu
application.  The Half-Life game menu does not.

If you wanted a static 3D image, you could render the model in an OpenGL
application, save a .bmp of the model and display that (of course it won't
be animated).

The other alternative is to create your own game menu application that
displays things however you want.  Start Half-Life by execing the hl.exe
with -game MOD +maxplayers N +map mapname from within your game menu.

Jeffrey botman Broome

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Re: [hlcoders] Modeling Rendering in the Customize Menu

2002-04-13 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
O fun.

/me waits patiently and goes back to coding his PHP.

- Original Message -
From: MaJ-ReD
Sent: Saturday, April 13, 2002 5:01 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Modeling Rendering in the Customize Menu

Well, it is possible to have done. But not really for a mode team.

That option would have to be done by the valve team. Because it would
have to be edited in the Half-Life launcher.

Just a few weeks ago I e-mailed VAVLe about stuff like that. I was
hoping that there would be a way to have music playing in the background
of the launcher like in Q3. I got a reply telling me that its not
possible because they can't release the launcher source. But they were
working on a way for mod teams to be able to have stuff like that.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Nathan
Taylor
Sent: April 13, 2002 7:27 AM
To: HLCoders
Subject: [hlcoders] Modeling Rendering in the Customize Menu

--
[ Picked text/plain from multipart/alternative ]
Hey guys, I was just wondering out of pure curiosity, is it possible to
get Half-Life to render models in the menu system?  Like in Quake 3 when
you are customizing your player and controls each tweak plays the
appropriate animation.  I haven't tried doing this myself, but I figured
it could be interesting nonetheless.

Regards,

Lakario
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Re: [hlcoders] [hlcoders]HL demos

2002-03-21 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
Maybe I'm just dumb but I gathered that because half-life is needed to run a .dem all 
they are is list of directional and movement commands, which I imagine wouldn't be 
easily (if even at all) edited.

Nathan

- Original Message -
From: Mark Gornall
Sent: Thursday, March 21, 2002 4:34 AM
To: '[EMAIL PROTECTED]'
Subject: [hlcoders] [hlcoders]HL demos

Anyone know anything about the format of '.dems'? I wanted to edit some (by
hand) but I get bad # of directories' error - presumably some sort of
checksum?

Mark.

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[hlcoders] [OT] To Everyone on the list

2002-03-19 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
To all,

Do not, I repeat, do not send mail to hlcoders@topica, not only is it annoying with 
all its ads, but it is also outdated.  If you have to send mail, mail it to 
[EMAIL PROTECTED] and you can be sure it will be clean and up to date 
that way.

Regards,

Lakario
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Re: [hlcoders] Documentation with sdk

2002-03-16 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
I'll get you em, sit tight.

- Original Message -
From: Christopher Long
Sent: Saturday, March 16, 2002 7:50 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Documentation with sdk

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Has anyone got the docs sitting on server space somewhere i could leech? The only ones 
i got with final standard sdk 2.2 were hlvoice and hltv that was it.

Actually come to think of it i have never had the documentation docs with any version 
of the sdk i have gotten... is it because i have downloaded the source only version?

Anyhow they are no where on my hdd hiding i checked if someone could post a link i'd 
be most grateful.

thanks in advance.
--

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Re: [hlcoders] Half Life engine limitations. *VALVe: Look here*

2002-03-16 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
Okay its uploading give it about 5mins then check out www.moddev.net/sdk22/ for a 
listing and all the files.

-

*VALVe*

Well I was doing this I noticed an error in the files that the SDK 2.2 full install 
creates.  It made a file called Modeling for Hallf-Life instead of Half-Life.  No 
biggy obviously, just fix it in the next go around.

Regards,
Lakario
- Original Message -
From: Christopher Long
Sent: Saturday, March 16, 2002 7:53 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Half Life engine limitations.

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
pheew third and final post.

Just wondering what the half life engine can handle as far as precaching of models, 
sounds and sprites go.

Is there a certain size limit a model can be ie 3Mb but like one would get that big.
Is there a limit as to how many models can be precached before no more can?
sounds i think i remember someone talking about this a while back 500 sounds or 
something?

Also has anyone here got the source code to the old school scoreboard? (not sdk 1.0 
one the sdk2.0 one) i think i remember there beind a time when there was the old 
school scoreboard but it had a vgui scroll element if there was more then 22 players 
or something so they'd fit and also the voice column added in? Was this ever around or 
am i imagining things?

If someone has it around could they hook me up with the scorepanel.cpp and 
scorepanel.h  Cause i kinda dislike the new ones look and wanna replace it with 
the old one.

thanks in advance.
--

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Re: [hlcoders] Documentation with sdk

2002-03-16 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
Okay its uploading give it about 5mins then check out www.moddev.net/sdk22/ for a 
listing and all the files.

-

*VALVe*

Well I was doing this I noticed an error in the files that the SDK 2.2 full install 
creates.  It made a file called Modeling for Hallf-Life instead of Half-Life.  No 
biggy obviously, just fix it in the next go around.

Regards,
Lakario

- Original Message -
From: Christopher Long
Sent: Saturday, March 16, 2002 7:50 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Documentation with sdk

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Has anyone got the docs sitting on server space somewhere i could leech? The only ones 
i got with final standard sdk 2.2 were hlvoice and hltv that was it.

Actually come to think of it i have never had the documentation docs with any version 
of the sdk i have gotten... is it because i have downloaded the source only version?

Anyhow they are no where on my hdd hiding i checked if someone could post a link i'd 
be most grateful.

thanks in advance.
--

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Re: [hlcoders] Half Life engine limitations.

2002-03-16 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
rarg i responded to the wrong email rarggg!!!

- Original Message -
From: Christopher Long
Sent: Saturday, March 16, 2002 7:53 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Half Life engine limitations.

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
pheew third and final post.

Just wondering what the half life engine can handle as far as precaching of models, 
sounds and sprites go.

Is there a certain size limit a model can be ie 3Mb but like one would get that big.
Is there a limit as to how many models can be precached before no more can?
sounds i think i remember someone talking about this a while back 500 sounds or 
something?

Also has anyone here got the source code to the old school scoreboard? (not sdk 1.0 
one the sdk2.0 one) i think i remember there beind a time when there was the old 
school scoreboard but it had a vgui scroll element if there was more then 22 players 
or something so they'd fit and also the voice column added in? Was this ever around or 
am i imagining things?

If someone has it around could they hook me up with the scorepanel.cpp and 
scorepanel.h  Cause i kinda dislike the new ones look and wanna replace it with 
the old one.

thanks in advance.
--

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Re: [hlcoders] OT: How to get an icon associated with an executable.

2002-03-15 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
Include the icon as a resource (ctrl-r) or InsertResource

- Original Message -
From: [EMAIL PROTECTED]
Sent: Friday, March 15, 2002 4:42 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] OT: How to get an icon associated with an executable.

All:

I know that this is OFF-TOPIC, but I was wondering how to associate an
icon with an executable on Windows.  I ask here because I know the
coders here are likely to know and to answer.  By the way, I have M$VC++
and I am running WinNT and Win2K.

Thanks in advance for answering my OFF-TOPIC question!
-Scott

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Re: [hlcoders] OT: How to get an icon associated with an executable.

2002-03-15 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
I love that program, great for hacking seXP boot screens.

- Original Message -
From: Tim Faehnle
Sent: Friday, March 15, 2002 9:08 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] OT: How to get an icon associated with an executable.

If you are talking about getting the icon into the exe, there is also
Resource Hacker:
http://rpi.net.au/~ajohnson/resourcehacker/

In case you can't compile it in.

-Tim


- Original Message -
From: Nathan Taylor [EMAIL PROTECTED]
To: HLCoders [EMAIL PROTECTED]
Sent: Friday, March 15, 2002 6:20 PM
Subject: Re: [hlcoders] OT: How to get an icon associated with an
executable.


 --
 [ Picked text/plain from multipart/alternative ]
 Ohhh my bad, sorry there. I knew it seemed to simple :P

 - Original Message -
 From: botman
 Sent: Friday, March 15, 2002 7:14 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] OT: How to get an icon associated with an
executable.

  [ Picked text/plain from multipart/alternative ]
  Include the icon as a resource (ctrl-r) or InsertResource
 
  All:
 
  I know that this is OFF-TOPIC, but I was wondering how to associate an
  icon with an executable on Windows.  I ask here because I know the
  coders here are likely to know and to answer.  By the way, I have
M$VC++
  and I am running WinNT and Win2K.
 
  Thanks in advance for answering my OFF-TOPIC question!
  -Scott
 

 No, I think Scott is asking how to create an icon (like on the desktop)
that is
 associated with an application (not how to build an icon into an
application).

 If you are using a Windows Install application (like Wise Installer) you
can
 create an icon on the desktop (or in the start menu) that is associated
with
 the application that you are installing.  See the documentation for your
 installation utility for details.

 Jeffrey botman Broome



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Re: [hlcoders] Solid Vehicles

2002-03-14 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
Renegade style I presume?

- Original Message -
From: Jorrit Heusinkveld
Sent: Thursday, March 14, 2002 8:55 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Solid Vehicles



i want them to move just like a player

_
Download MSN Explorer gratis van http://explorer.msn.nl/intl.asp.

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Re: [hlcoders] HUD saytext.cpp question

2002-03-11 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
I noticed the same thing a while, ago first playing PVK, in fact I thought my PVK 
release was fexed until I found the error in some other mods too.  I am going to just 
assume old code, maybe something they used in debugging speech/sound that they forgot 
to remove on release; fortunately, it's  a nice slip-up (assuming that's what it is) 
because it allows you to add notification in your mod which might be useful if you are 
giving commands of course then again why not use wav files for commands... Aww screw 
it, I give up!!

- Lakario

- Original Message -
From: botman
Sent: Monday, March 11, 2002 11:24 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] HUD saytext.cpp question

So I was working on getting the client.dll to compile, link, and run using the
Borland or MinGW C++ compilers and noticed this in the
CHudSayText::SayTextPrint() function of the saytext.cpp file...

   PlaySound( misc/talk.wav, 1 );

...I don't see a misc directory in the sound directory of the
valve\pak0.pak file.  Also, since the valve directory doesn't have a sound
directory, that file doesn't exist on my machine.

The cstrike folder does contain a sound\misc\talk.wav file that just contains
the mike off click.  But why would you want to play a mike off click when
someone sends a TEXT message???

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

EnsureTextFitsInOneLineAndWrapIfHaveTo( i );

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

Jeffrey botman Broome


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Re: [hlcoders] RGB colors

2002-03-10 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
I dunno know about him but it seems like common sense to me.

- Original Message -
From: Yacketta, Ronald
Sent: Sunday, March 10, 2002 8:33 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] RGB colors

And where in pray tell is this in the code ?
How would one know it is such?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Paul Samways
Sent: Sunday, March 10, 2002 7:31 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] RGB colors


Multiply by 10

50,50,255
- Original Message -
From: Yacketta, Ronald [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, March 10, 2002 11:36 PM
Subject: [hlcoders] RGB colors


 Folks,

 Can someone shed some light on my ignorance here, looking at the
 client.dll I notice that 5, 5, 25.5 is being supplied to the
 R_BeamEntPoint() function.

 What is the conversion for the above RGB?
 And how is that conversion done?

 -Ron
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Re: [hlcoders] Egon gun - Yellow beam or Blue beam?

2002-03-05 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
Hey clever one :P

- Original Message -
From: Leon Hartwig
Sent: Monday, March 04, 2002 1924 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Egon gun - Yellow beam or Blue beam?

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' ...

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

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Re: [hlcoders] tutorial/example

2002-03-05 Thread Nathan Taylor

What is this, you want us to send you mysterious greasy packages to your
front door step?

- Original Message -
From: Yacketta, Ronald [EMAIL PROTECTED]
To: Hlcoders (E-mail) [EMAIL PROTECTED]
Sent: Tuesday, March 05, 2002 1253 PM
Subject: [hlcoders] tutorial/example


 Folks,

 Anyone have a tut/example for creating a flame throwing type weapon?

 Regards,


 Ronald J. Yacketta
 Principal Consultant
 Ciber, INC
 345 Woodcliff Dr.
 Fairport, NY 14450
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Re: [hlcoders] Egon gun - Yellow beam or Blue beam?

2002-03-04 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
GeForce 3, d3d mode, I get yellow.

- Original Message -
From: Cortex
Sent: Monday, March 04, 2002 1523 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Egon gun - Yellow beam or Blue beam?

I use a GeForce 3 based card too but the egon beam is
blue under HL... I've built my dlls with SDK 2.2 final.

This egon beam problem is very weird...

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

- Original Message -
From: Yacketta, Ronald
To: [EMAIL PROTECTED]
Sent: Monday, March 04, 2002 3:31 PM
Subject: RE: [hlcoders] Egon gun - Yellow beam or Blue beam?


I noticed it to botman, it is yellow for me as well. I am usign a
Gefore3 card

-Ron

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of botman
Sent: Monday, March 04, 2002 8:53 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Egon gun - Yellow beam or Blue beam?


I've been working on patches to modify the Full and Standard SDK 2.2 to
compile cleanly with Borland, MinGW and Microsoft Visual C++.

I ran across what I thought was a bug with the color of the Egon beam in
Half-Life deathmatch.  In version 1.1.0.6 and 1.1.0.7 (before the weapon
effects were moved clientside), the Egon gun beam was blue.  In version
1.1.0.8, the Egon gun now shoots a yellow beam.  I've checked this on 2
different machines with different graphics cards and checked it with
both software and OpenGL video driver modes.  I've tried rebuilding the
client.dll and server DLL using the latest SDK 2.2 downloaded from the
valve-erc.com website (built with Microsoft Visual C++ 6.0) and I've
even tried uninstalling Half-Life, deleting the Half-Life directory,
re-installing Half-Life, updating to 1.1.0.8 and in every case I get a
yellow Egon gun beam.  The only time the Egon gun beam is blue is when
I'm running 1.1.0.6 or 1.1.0.7.

I've been e-mailed by a few other people that tell me the Egon gun is
yellow for them as well, so it's not just me.  Is this a bug in the
current HLDM release?

Jeffrey botman Broome

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Re: [hlcoders] Egon gun - Yellow beam or Blue beam?

2002-03-04 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
Cuz I have windows XP and my gf3 doesnt like the seXp enviro so it crashes 24/7 in 
opengl.  it only crashes 10/7 in d3d...

- Original Message -
From: [EMAIL PROTECTED]
Sent: Monday, March 04, 2002 1529 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Egon gun - Yellow beam or Blue beam?

--
[ Picked text/plain from multipart/alternative ]
Why are you using D3D?

~Ghoul

Lets leave it at that...
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Re: [hlcoders] Maya Learning Edition

2002-02-28 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
I have it half-downloaded!  56k all the way baby!!

- Original Message -
From: Miguel Aleman
Sent: Thursday, February 28, 2002 1323 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Maya Learning Edition

Has anyone tried it yet and will it be useful in MOD development?

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Re: [hlcoders] VALVe: Skeletal System

2002-02-21 Thread Nathan Taylor
\Modeling\stickman\/crouch_shoot_shotgun_blend2.smd
grabbing \Documents and Settings\default\My Documents\GameDev\Game Development\H
alf-Life\Modeling\stickman\/ref_aim_gauss_blend1.smd
grabbing \Documents and Settings\default\My Documents\GameDev\Game Development\H
alf-Life\Modeling\stickman\/ref_aim_gauss_blend2.smd
grabbing \Documents and Settings\default\My Documents\GameDev\Game Development\H
alf-Life\Modeling\stickman\/ref_shoot_gauss_blend1.smd
grabbing \Documents and Settings\default\My Documents\GameDev\Game Development\H
alf-Life\Modeling\stickman\/ref_shoot_gauss_blend2.smd
grabbing \Documents and Settings\default\My Documents\GameDev\Game Development\H
alf-Life\Modeling\stickman\/crouch_aim_gauss_blend1.smd
grabbing \Documents and Settings\default\My Documents\GameDev\Game Development\H
alf-Life\Modeling\stickman\/crouch_aim_gauss_blend2.smd
grabbing \Documents and Settings\default\My Documents\GameDev\Game Development\H
alf-Life\Modeling\stickman\/crouch_shoot_gauss_blend1.smd
grabbing \Documents and Settings\default\My Documents\GameDev\Game Development\H
alf-Life\Modeling\stickman\/crouch_shoot_gauss_blend2.smd
grabbing \Documents and Settings\default\My Documents\GameDev\Game Development\H
alf-Life\Modeling\stickman\/ref_aim_mp5_blend1.smd
grabbing \Documents and Settings\default\My Documents\GameDev\Game Development\H
alf-Life\Modeling\stickman\/ref_aim_mp5_blend2.smd
grabbing \Documents and Settings\default\My Documents\GameDev\Game Development\H
alf-Life\Modeling\stickman\/ref_shoot_mp5_blend1.smd
grabbing \Documents and Settings\default\My Documents\GameDev\Game Development\H
alf-Life\Modeling\stickman\/ref_shoot_mp5_blend2.smd
BMP texture.bmp [128 128] (100%)   17152 bytes
 ERROR 
cannot find bone Bip01 L Leg for bbox

--


I have no idea what bbox is, but what I do know is that I never even touched the 
skeleton.

This has happened for multiple other models too but I won't bother you with them as 
well.

Any help you can render would be greatly appreciated however.

Thanks,
Lakario
- Original Message -
From: Ken Birdwell
Sent: Wednesday, February 20, 2002 7:08 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] VALVe: Skeletal System

Your question is somewhat vague, I'm not sure what sort of errors you're
getting so I can't really help you with this one.  If you've gone through
Steve Theodore's very well written Modeling for Hallf-Life document with
comes with the SDK, and if you've looked through the code, then you pretty
much have everything that exists.

To start, I'm assuming you have a workable understanding of linear algrebra
and C++.  You can probably treat the quaternion code as a black-box, though
it doesn't hurt to at least know the basics behind them.  Internal engine
architecture has been talked about a lot on these lists so I won't repeat
it, but in any case it's pretty simple.  Following the animation data
through to the client up until the final render call after the bone
transformation matrices have been set up shouldn't take more than a few days
to understand (Adrian,Eric,etc. can correct me if I've underestimated the
difficulty).  It can also be helpfull to start at an earlier stage in the
process and follow the data from the exported .smd's through studiomdl to
get an understanding of what sorts of optimizations and remappings happen to
the animation/model sources to prepare them for rendering.  Testing your
models outside the engine is also critical, sometimes model errors can be
hidden by errors in the player/monster AI, as well as the other way around
so it's best to isolate issues as much as possible.

-Original Message-
From: Nathan Taylor [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, February 19, 2002 4:22 PM
To: HLCoders
Subject: [hlcoders] VALVe: Skeletal System

Hey I know this is a little OT but, it has come to my attention just how
evil the VALVe Skeletal System is.

I was wondering if you guys over at VALVe had any detailed SDK style
documentation on implementation and how it is arranged.  I have been having
the most heinous time trying to figure out why when you do everything
perfectly you still get errors...

Your help would be greatly appreciated.

Much Thanks,

Lakario

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- Original Message -
From: Ken Birdwell [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, February 20, 2002 7:12 PM
Subject: RE: [hlcoders] VALVe: Skeletal System


 Your question is somewhat vague, I'm not sure what sort of errors you're
 getting so I can't really help you with this one.  If you've gone through
 Steve Theodore's very well written Modeling for Hallf-Life document with
 comes with the SDK

Re: [hlcoders] External communication

2002-02-21 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
raarrra!!!  |-|40rZ rrrr!!!

No but seriously, your points are very clear and I think with such source people may 
find many a practical use for the OGC source.

- Original Message -
From: _Phantom_
Sent: Wednesday, February 20, 2002 7:18 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] External communication

s'not hard to find the OGC source (google) , I've got a copy of the version7
code now, used to be @ one web site, however last I checked it was closed.

tbh, OGC is a good bit of coding, just a shame about it's use :(

and for those that wanna know, I have OGC code so I can (a) see how it work,
(b) see if I can find away around it and (c) so we can test our mod with it
to see how much advantange you get
As I've all but given up HL games (apart from our MOD) having isnt really an
issue for me :)

/me awaits the flames for being a cheat0ring ha0r
:)


- Original Message -
From: Nathan Taylor [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, February 20, 2002 11:18 PM
Subject: Re: [hlcoders] External communication


 Not really, I've just been curious to see it myself because I'd really
like
 to know how they made the launcher seperate from hl.exe seeing as there is
 no source anywhere they must have made it from scratch and if others could
 get the launcher code there could be some distinct advantages suchas
editing
 how the menu system works.  Maybe adding music or whatever.

 - Original Message -
 From: James Williams [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, February 20, 2002 6:17 PM
 Subject: RE: [hlcoders] External communication


   I'm not sure how to help you here but I was wondering, where did you
 find
   the ogc source?
 
  This thread is traveling in a dangerous direction...
 
  -James Corvidae Williams ([EMAIL PROTECTED])
  Administrator, Wavelength Forums
 (http://www.planethalflife.com/wavelength)
  Co-Leader / Coder, Underhive (http://www.underhive.com)
 
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 please visit:
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Re: [hlcoders] VALVe: Skeletal System

2002-02-21 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
All I did was decompile in MS3D then import skeleton only.  The only changes I made in 
the qc where copy pasting in the old animations and updating it to look exactly like 
the gordon one, but with the proper file names.
- Original Message -
From: Kevin Navia
Sent: Thursday, February 21, 2002 5:46 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] VALVe: Skeletal System

maybe the changes you did by stripping the model modified the bones (model
skeleton)/bounding box properties of the model. so when you compile... it
just blurted out an error.

make sure you try compiling again with a proper .qc file.

--- -- --- -- --- -- --- -- --- -- ---
Kevin runab0ut Navia
Web developer

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Nathan Taylor
Sent: Thursday, February 21, 2002 6:36 PM
To: HLCoders
Subject: Re: [hlcoders] VALVe: Skeletal System


--
[ Picked text/plain from multipart/alternative ]
Your expertise extend far beyond mine, besides I'm still in 9th grade
algebra, matrices aren't for a couple months. :)

Anyways, my errors sit mostly in studiomdl.  I took the gordon model and
stripped it down to skeletal frame then I took my model and applied it
without touch the skeleton except to appyl the vertices.  After everything
was applied right I exported the reference smd and put everything in a
folder with the smd animations included with gordon.  I then edited the qc
file only as needed and went to export.  Here's what happened:

snip

grabbing \Documents and Settings\default\My Documents\GameDev\Game
Development\H
alf-Life\Modeling\stickman\/ref_shoot_mp5_blend2.smd
BMP texture.bmp [128 128] (100%)   17152 bytes
 ERROR 
cannot find bone Bip01 L Leg for bbox


--


I have no idea what bbox is, but what I do know is that I never even touched
the skeleton.

This has happened for multiple other models too but I won't bother you with
them as well.

Any help you can render would be greatly appreciated however.

Thanks,
Lakario


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Re: [hlcoders] External communication

2002-02-21 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
Precisely.  Oh and as a sidenote, the site with those files ( 
http://clientbot.narod.ru/download.html ) is deadly slow with .5k/sec download speeds 
so I am downloading everything and re-mirroring for all those interested.  Look at 
www.moddev.net/hook/ for a list of what is currently mirrored.

-LaK
- Original Message -
From: Neale Roberts
Sent: Thursday, February 21, 2002 6:11 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] External communication

The way we saw it, people are going to use OGC regardless so it was only
common sense to try it on our own mod to see what advantages it would give
people. That way, we can alter things to reduce/remove that advantage. In
theory anyway.


- Original Message -
From: Nathan Taylor [EMAIL PROTECTED]
To: HLCoders [EMAIL PROTECTED]
Sent: Thursday, February 21, 2002 10:40 AM
Subject: Re: [hlcoders] External communication


 --
 [ Picked text/plain from multipart/alternative ]
 raarrra!!!  |-|40rZ rrrr!!!

 No but seriously, your points are very clear and I think with such source
people may find many a practical use for the OGC source.

 - Original Message -
 From: _Phantom_
 Sent: Wednesday, February 20, 2002 7:18 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] External communication

 s'not hard to find the OGC source (google) , I've got a copy of the
version7
 code now, used to be @ one web site, however last I checked it was closed.

 tbh, OGC is a good bit of coding, just a shame about it's use :(

 and for those that wanna know, I have OGC code so I can (a) see how it
work,
 (b) see if I can find away around it and (c) so we can test our mod with
it
 to see how much advantange you get
 As I've all but given up HL games (apart from our MOD) having isnt really
an
 issue for me :)

 /me awaits the flames for being a cheat0ring ha0r
 :)


 - Original Message -
 From: Nathan Taylor [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, February 20, 2002 11:18 PM
 Subject: Re: [hlcoders] External communication


  Not really, I've just been curious to see it myself because I'd really
 like
  to know how they made the launcher seperate from hl.exe seeing as there
is
  no source anywhere they must have made it from scratch and if others
could
  get the launcher code there could be some distinct advantages suchas
 editing
  how the menu system works.  Maybe adding music or whatever.
 
  - Original Message -
  From: James Williams [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Wednesday, February 20, 2002 6:17 PM
  Subject: RE: [hlcoders] External communication
 
 
I'm not sure how to help you here but I was wondering, where did you
  find
the ogc source?
  
   This thread is traveling in a dangerous direction...
  
   -James Corvidae Williams ([EMAIL PROTECTED])
   Administrator, Wavelength Forums
  (http://www.planethalflife.com/wavelength)
   Co-Leader / Coder, Underhive (http://www.underhive.com)
  
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Re: [hlcoders] External communication

2002-02-20 Thread Nathan Taylor

I'm not sure how to help you here but I was wondering, where did you find
the ogc source?
- Original Message -
From: Xas [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, February 20, 2002 6:01 PM
Subject: [hlcoders] External communication


 C'est un message de format MIME en plusieurs parties.
 --
 [ Picked text/plain from multipart/alternative ]
 Hi...

 Well, here's my little problem... I was a great fan of HalfIRC, but now,
it
 doesn't work so good... As i can contact the creator, i tried to developp
 myself an application which communicates between HL and mIRC...
 The communication MyProg-mIRC works very well, but i've the problem of
 MyProg-HL communications... In fact i don't know HOW to make it...

 I'm trying something... Wellerrr... So I found the ogc code source
 (sorry to use this method) to see how an external dll works with HL, but
i'm
 not sure what i'm looking for...
 Must I simply hook the hl.dll (or hl.exe) and developp my vgui code to
 implement it direclty ? Or there is a explicitly way to developp this
 functionnality ?

 So, hope you understand my bad english, and you can help me...

 Thanks a lot,
 Xas.
 --

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Re: [hlcoders] External communication

2002-02-20 Thread Nathan Taylor

Not really, I've just been curious to see it myself because I'd really like
to know how they made the launcher seperate from hl.exe seeing as there is
no source anywhere they must have made it from scratch and if others could
get the launcher code there could be some distinct advantages suchas editing
how the menu system works.  Maybe adding music or whatever.

- Original Message -
From: James Williams [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, February 20, 2002 6:17 PM
Subject: RE: [hlcoders] External communication


  I'm not sure how to help you here but I was wondering, where did you
find
  the ogc source?

 This thread is traveling in a dangerous direction...

 -James Corvidae Williams ([EMAIL PROTECTED])
 Administrator, Wavelength Forums
(http://www.planethalflife.com/wavelength)
 Co-Leader / Coder, Underhive (http://www.underhive.com)

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Re: [hlcoders] External communication

2002-02-20 Thread Nathan Taylor

oh, i see =/
- Original Message -
From: James Williams [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, February 20, 2002 6:25 PM
Subject: RE: [hlcoders] External communication


  Not really, I've just been curious to see it myself because I'd
  really like
  to know how they made the launcher seperate from hl.exe seeing as there
is
  no source anywhere they must have made it from scratch and if others
could
  get the launcher code there could be some distinct advantages
  suchas editing
  how the menu system works.  Maybe adding music or whatever.

 I don't know what they're doing, but it would be trivial to make your own
 launcher that just calls hl.exe with command-line parameters to make it
 start a game without going through the launcher (like what GameSpy does).

 -James Corvidae Williams ([EMAIL PROTECTED])
 Administrator, Wavelength Forums
(http://www.planethalflife.com/wavelength)
 Co-Leader / Coder, Underhive (http://www.underhive.com)

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[hlcoders] VALVe: List Errors

2002-02-19 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
I seem to still be having trouble getting mails in that I have been getting a lot of 
them mad late or even not at all.  Can you look into it please?


Lakario
ModDev.net
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Re: [hlcoders] Single Player modding.

2002-02-18 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
I'm not going to bitch like the last time, but is it just me or should this not be a 
place for recruiting?

I understand that your intentions are innocent and that's fine, but I don't think it 
is appropriate for you to request assistance from this list seeing as we are a 
learning and solution list, not a recruitment list.  =/

Regards,
Nathan Taylor

- Original Message -
From: Pape Joshua SH
Sent: Monday, February 18, 2002 2:14 PM
To: '[EMAIL PROTECTED]'
Subject: [hlcoders] Single Player modding.

Dear all,

I appreciate that this may not be the place to post a message like this but
to me this was the best place to place the proposition.

I am running a mod team for a new Single Player mod for HL. The story line
has just been completed and at the moment the team is working on such things
as the weapons system etc. We have three mappers working on the team, two
musicians, a concept artist and a mechanical modeller.
Some of you may know one of our mapper because he made Megalith - the
Egyptian MP map.

We are very much in need of a coder. We would like to do things like have
the player be able to break necks silently like in metal gear solid. As well
as all the basic manipulation.

The story is the set in a world far into the future. Much like the ones of
the Dune world by Frank Herbert or The Foundation of Isaac Asimov. You play
an Assassin hired by an organisation to dispose or the Emperor. The story is
very strong. You must work your way up 7 sectors, starting at the bottom
sector of the capital city and end up in the Emperors quarters.

If you would like to know more please email me at [EMAIL PROTECTED]
Or look at the site at http://es.fragoff.net - Although the public section
is a little out of date as the site is not really public yet.

Thank you for your time,

Joshua

This email and the information that it contains may be confidential,
legally privileged and protected by law. Access by the intended
recipient only is authorised. Any liability (in negligence or otherwise)
arising from any third party acting, or refraining from acting, on any
information contained in this email is hereby excluded. If you are
not the intended recipient, please notify the sender immediately
and do not disclose the contents to any other person, use it for
any purpose, or store or copy the informationin any medium.
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Re: [hlcoders] Thanks People

2002-02-14 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
I dedicated a song to Half-Life: Beetles - When I'm 64

Will you still feed me [Half-Life], will you still need me [Half-Life] when I'm 64?

- Lakario

- Original Message -
From: Richard Paterson
Sent: Thursday, February 14, 2002 5:34 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Thanks People

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
To all who replied
I'd just like to thank Botman and the others for actually taking their time and 
sending in very helpful replies instead of telling me to bugger off. Right now, I am 
only working with the monster code and AI, and I am taking each change step by step. I 
basically knew that I would just be making major stabs in the dark and crossing my 
fingures as my machine locks up and the process of debugging begins. I just wanted to 
know if there was something to help me get started but once again I thank Botman for a 
reply that added to my pityfull knowledge of the SDK. As for the idea of Ack Doh, I 
think it's a pretty good, would help noobs to get on the scene quicker, but maybe a 
bit too late for the HL SDK but for future SDKs for future games, such as Unreal 2, 
that would be very helpful. All in all, I'm happy I got several constructive replies, 
thanks again. You should hear from me roughly 3 months down the line with semi noobs 
questions when you all will be saying HalfLife who?
--

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Re: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-12 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
shush you!

I don't want to hear about your abundance of money.  I have a 56k and my parent's 
desktop Compaq (although seriously tweaked due to all the hardware and software love I 
have given it...)

- nate
- Original Message -
From: [DRP]Avatar-X
Sent: Tuesday, February 12, 2002 8:58 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me

well i have a web browser on my phone with unlimited wireless web minutes, so i can
check my normal POP email box. i also can browse any web page, and i catch up on whats
happening in my forums and read The Onion for laughs :P

makes my two-hour commute less boring

-av

Dynerman David M wrote:

 HLCoders on your cell phone?

 Impressive.

 david

 -Original Message-
 From: [DRP]Avatar-X [mailto:[EMAIL PROTECTED]]
 Sent: Monday, February 11, 2002 11:49 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me

 Yeah i read that on my phone on the way home and i was thinking about it
 the whole way
 home and it confused the hell out of me... how can the DSL reduce the
 56k's load

 Silly aaron! you wasted my valuable commute time! I could have spent it
 staring blankly
 out of the subway window!

 -av

 Persuter wrote:

  Ahhh, good, I was turning it over in my head and trying to figure out
  what the hell he meant by the DSL sharing part of the 56K's load.
 Nice
  to get confirmation on the preposterous factor.
 
  Persuter
 
   -Original Message-
   From: [EMAIL PROTECTED] [mailto:hlcoders-
   [EMAIL PROTECTED]] On Behalf Of Leon Hartwig
   Sent: Monday, February 11, 2002 12:13 PM
   To: [EMAIL PROTECTED]
   Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me
  
   This is a multi-part message in MIME format.
   --
   No, 56k people don't lag servers.  I have no idea what Aaron is
  talking
   about though, because everything after the first two words in his
   message is preposterous.
  
  
-Original Message-
From: Aaron Kalin [mailto:[EMAIL PROTECTED]]
Sent: Monday, February 11, 2002 9:34 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
   
   
They dont, in fact when a 56K Player is in a server, if
someone on say, a
DSL joins in, that 56K player's ping drops because the DSL is
now sharing
part of the 56K's load.  Thats the beauty of the netcode
valve made, call it
load balancing if you will.  However some LPB's hate this
 because
  ti
shoves more load on thier system because they are making up
for loss on the
56K's end.  The rest of the logistics to the netcode im not
sure of, but
thats from what knowledge I have gathered.  The netcode must
be good if id
is getting valves netcode for the q3a engine.
   
-Theiggsta
-Rats! Mod Team
   
- Original Message -
From: Tim Holt [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, February 11, 2002 12:01 PM
Subject: [hlcoders] Valve - confirm/shatter a myth for me
   
   
 Do 56K dial up people REALLY lag servers?

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 My Homepage: www.cyberwyre.com

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Re: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-12 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
haha, way to be!

- Original Message -
From: Persuter
Sent: Tuesday, February 12, 2002 9:33 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me

/me hugs his poor 700MHz clunker... Don't worry, you're just as good as
the rest of the computers, even if little handhelds can outperform you!
Don't let anyone tell you you're different!!!

:)

Persuter

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED]] On Behalf Of Nathan Taylor
 Sent: Tuesday, February 12, 2002 5:19 AM
 To: HLCoders
 Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me

 --
 [ Picked text/plain from multipart/alternative ]
 /me glares in envy, damn techies with money

 I hiss at you!

 *hiss* *hiss*

 - Nate

 - Original Message -
 From: Dynerman David M
 Sent: Tuesday, February 12, 2002 12:54 AM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me

 HLCoders on your cell phone?

 Impressive.

 david

 -Original Message-
 From: [DRP]Avatar-X [mailto:[EMAIL PROTECTED]]
 Sent: Monday, February 11, 2002 11:49 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me

 Yeah i read that on my phone on the way home and i was thinking about
it
 the whole way
 home and it confused the hell out of me... how can the DSL reduce the
 56k's load

 Silly aaron! you wasted my valuable commute time! I could have spent
it
 staring blankly
 out of the subway window!

 -av

 Persuter wrote:

  Ahhh, good, I was turning it over in my head and trying to figure
out
  what the hell he meant by the DSL sharing part of the 56K's load.
 Nice
  to get confirmation on the preposterous factor.
 
  Persuter
 
   -Original Message-
   From: [EMAIL PROTECTED] [mailto:hlcoders-
   [EMAIL PROTECTED]] On Behalf Of Leon Hartwig
   Sent: Monday, February 11, 2002 12:13 PM
   To: [EMAIL PROTECTED]
   Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me
  
   This is a multi-part message in MIME format.
   --
   No, 56k people don't lag servers.  I have no idea what Aaron is
  talking
   about though, because everything after the first two words in his
   message is preposterous.
  
  
-Original Message-
From: Aaron Kalin [mailto:[EMAIL PROTECTED]]
Sent: Monday, February 11, 2002 9:34 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
   
   
They dont, in fact when a 56K Player is in a server, if
someone on say, a
DSL joins in, that 56K player's ping drops because the DSL is
now sharing
part of the 56K's load.  Thats the beauty of the netcode
valve made, call it
load balancing if you will.  However some LPB's hate this
 because
  ti
shoves more load on thier system because they are making up
for loss on the
56K's end.  The rest of the logistics to the netcode im not
sure of, but
thats from what knowledge I have gathered.  The netcode must
be good if id
is getting valves netcode for the q3a engine.
   
-Theiggsta
-Rats! Mod Team
   
- Original Message -
From: Tim Holt [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, February 11, 2002 12:01 PM
Subject: [hlcoders] Valve - confirm/shatter a myth for me
   
   
 Do 56K dial up people REALLY lag servers?

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 --
 -
 [DRP]Avatar-X
 SillyZone Homepage: www.thesillyzone.com
 SillyZone Forums: forum.thesillyzone.com
 My Homepage: www.cyberwyre.com


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Re: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-12 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
MSN =/

My copy of outlook fubared itself and I'm not sure how to fix it seeing as reinstalls 
haven't worked.  I get this error:

The .DLL file for the information service could not be found. MAPI was unable to load 
the information service PSTPRX.DLL.

Anyone have any ideas?
- Original Message -
From: botman
Sent: Tuesday, February 12, 2002 10:01 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me

 Question:

 why the heck do I keep getting this:

  --
 [ Picked text/plain from multipart/alternative ]

 at the head of all my messages?

Are you sending messages in HTML or RTF (Rich Text) format?  If so, set your
e-mail client to send e-mail in plain text mode only.

Jeffrey botman Broome

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Re: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-12 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
okay, what did i tell you about the damn tech.  That is what we call a sex computer so 
go away cuz I don't want you to see me start crying.

- Original Message -
From: [DRP]Avatar-X
Sent: Tuesday, February 12, 2002 9:06 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me

Abundance of money? Hardly :P

The cell phone plan im on costs me $60 CDN a month

And my computer is a P3 933, 512 mb ram, geforce 2, 133 GB over 3 HD's, 1 cd-rom, 2 
burners, 1 dvd-rom, tv-card, 3d blaster banshee for secondary monitor, SB live!, etc 
etc

i bought it all with my hard-earned money!

-av

Nathan Taylor wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 shush you!

 I don't want to hear about your abundance of money.  I have a 56k and my parent's 
desktop Compaq (although seriously tweaked due to all the hardware and software love 
I have given it...)

 - nate
 - Original Message -
 From: [DRP]Avatar-X
 Sent: Tuesday, February 12, 2002 8:58 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me

 well i have a web browser on my phone with unlimited wireless web minutes, so i can
 check my normal POP email box. i also can browse any web page, and i catch up on 
whats
 happening in my forums and read The Onion for laughs :P

 makes my two-hour commute less boring

 -av

 Dynerman David M wrote:

  HLCoders on your cell phone?
 
  Impressive.
 
  david
 
  -Original Message-
  From: [DRP]Avatar-X [mailto:[EMAIL PROTECTED]]
  Sent: Monday, February 11, 2002 11:49 PM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me
 
  Yeah i read that on my phone on the way home and i was thinking about it
  the whole way
  home and it confused the hell out of me... how can the DSL reduce the
  56k's load
 
  Silly aaron! you wasted my valuable commute time! I could have spent it
  staring blankly
  out of the subway window!
 
  -av
 
  Persuter wrote:
 
   Ahhh, good, I was turning it over in my head and trying to figure out
   what the hell he meant by the DSL sharing part of the 56K's load.
  Nice
   to get confirmation on the preposterous factor.
  
   Persuter
  
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of Leon Hartwig
Sent: Monday, February 11, 2002 12:13 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me
   
This is a multi-part message in MIME format.
--
No, 56k people don't lag servers.  I have no idea what Aaron is
   talking
about though, because everything after the first two words in his
message is preposterous.
   
   
 -Original Message-
 From: Aaron Kalin [mailto:[EMAIL PROTECTED]]
 Sent: Monday, February 11, 2002 9:34 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me


 They dont, in fact when a 56K Player is in a server, if
 someone on say, a
 DSL joins in, that 56K player's ping drops because the DSL is
 now sharing
 part of the 56K's load.  Thats the beauty of the netcode
 valve made, call it
 load balancing if you will.  However some LPB's hate this
  because
   ti
 shoves more load on thier system because they are making up
 for loss on the
 56K's end.  The rest of the logistics to the netcode im not
 sure of, but
 thats from what knowledge I have gathered.  The netcode must
 be good if id
 is getting valves netcode for the q3a engine.

 -Theiggsta
 -Rats! Mod Team

 - Original Message -
 From: Tim Holt [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, February 11, 2002 12:01 PM
 Subject: [hlcoders] Valve - confirm/shatter a myth for me


  Do 56K dial up people REALLY lag servers?
 
  ___
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 list archives,
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[hlcoders] HLCoder on Google [Serious OT Action]

2002-02-06 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
I just found this while searching on Google, kinda cool:

http://www.google.com/search?q=Lakariohl=enstart=270sa=Nfilter=0

Basically, Google seems to grab all our conversations quite successfully, interesting.


Lakario
ModDev.net
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Re: [hlcoders] What to do with the old posts

2002-02-06 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
I keep some that I have any meaning to me.

I'm dumb so about 10 :D

Besides MSN has a max mailbox size of 1.5mb including stored and mail in the inbox 
itself.  God I hate dialup..

- Original Message -
From: Neale Roberts
Sent: Wednesday, February 06, 2002 6:38 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] What to do with the old posts

I always keep them, personally. It's a good reference.

- Original Message -
From: Michael Shimmins [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, February 06, 2002 11:24 AM
Subject: [hlcoders] What to do with the old posts


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 BlankI've been thinking, what do people suggest as a way to backup all the
 old posts stored in Outlook for future reference.

 Really the 4815 emails I have sitting in my HLCoders folder is getting a
bit
 silly, yet I don't want to delete them.

 What have other people done regarding this? Specifically from Outlook.

 Thanks,

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

 --

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[hlcoders] GeForce 4 [Here we go with the OT again]

2002-02-06 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
nVidia announces the GeForce 4 today.

www.nvidia.com

Give it a little kiss, but don't get to close, it packs a punch.


Lakario
ModDev.net
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Re: [hlcoders] HLCoder on Google [Serious OT Action]

2002-02-06 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
Yes, of that I am aware.  I am only stating that google does a very good job of 
retrieving it.  I'm curious to know why it indexes it so quickly that's all.

- Original Message -
From: botman
Sent: Wednesday, February 06, 2002 7:32 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] HLCoder on Google [Serious OT Action]

 I just found this while searching on Google, kinda cool:

 http://www.google.com/search?q=Lakariohl=enstart=270sa=Nfilter=0

 Basically, Google seems to grab all our conversations quite successfully,
 interesting.

It's a web page, just like any other...

http://list.valvesoftware.com/pipermail/hlcoders/2002-February/thread.html

Jeffrey botman Broome

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Re: [hlcoders] WTF???

2002-01-31 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
possibly .scr?

*.scr is after all a common format for e-mail viruses.

-Lakario

(P.S. I got the actual e-mail)

- Original Message -
From: botman
Sent: Thursday, January 31, 2002 10:59 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] WTF???

 Maybe your message had key-words that set off a protectors.

 Like Teamfortress 2 and Here some secret information about
 TeamFortress2

 david

No, all the secret information that I know about TF2 I'm keeping to myself!
;)

But there was obviously some secret word in my post that mailman didn't
like.

Jeffrey botman Broome

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Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-29 Thread Nathan Taylor
News for ya boys, Polyfighter isn't happening, not for a while anyway.  randomnine said that he's really sick of the project and doesn't feel like finishing it so he will release a flight sim style demo to show off all the seksay engine tweaks and then it is on to his next project. He said he may come back to it and finish it up, but it is going to be a long time before he does.  On a more relevant note, methinks the reason Polyfighter can have such big maps is because they are not built, they are generated, which is much different.  -Lak   - Original Message - From: Jeff Fearn Sent: Tuesday, January 29, 2002 4:31 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Making WorldCraft's editing area bigger? 4 times is still no where near a million on each axis ;) Funny how the leastchallenging questions get the most responses though :PJeff.- Original Message -From: "Michael Shimmins" [EMAIL PROTECTED]To: [EMAIL PROTECTED]Sent: Tuesday, January 29, 2002 6:39 PMSubject: RE: [hlcoders] Making WorldCraft's editing area bigger? LOL Adrian :) Just comes in and cuts everyone down with one sentence. - Shimms -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Adrian Finol Sent: Tuesday, 29 January 2002 7:29 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Making WorldCraft's editing area bigger? Actually, last time I checked the Polyfighter guys had maps 4 times asbig as the current limits. - Adrian -Original Message- From: Tom [mailto:[EMAIL PROTECTED]] Sent: Tuesday, January 29, 2002 2:12 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Making WorldCraft's editing area bigger? I remember some dum ass mod (I think it was uncrossable parallel) leader trying to convince aload of people that they way they made the maps like4x as big wasnt my shrinking players on its forums. Im not sure he realisedwhy there is the limit which is currently in place - Original Message - From: "Jeff Fearn" [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, January 29, 2002 3:00 AM Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?   I don't believe this can be done. In order to extend the limits, one  would   have to modify not only Worldcraft, but the compile tools and theengine  BSP   reading code as well. As I understand it, spatial locations in BSP files  are   stored as a 16-bit integer for each coordinate. The number is storedin  13.3   format, which means there are 3 bits past the radix point (allowing  precision   up to 1/8 unit), but the maximum and minimum numbers that can bestored  are   4095 and -4096 respectively (therefore the world is 8192x8192x8192).It  would   be possible, if one could modify the engine, to extend this limit, but   precision would have to be given up. For example, the numbers couldbe  stored   in 14.2 format, allowing the world to be 16384 units in eachdirection,  but   with precision only up to 1/4 unit. It is possible for doors and such to   extend beyond the 8192 limit in-game, because the engine uses a  floating-point   representation for the coordinates internally---I assume so, at least, but   please remember this is all guesswork.   Of course if you had access to the engine you'd just store each co-ordinate  as a 32bit integer and use 29.3, which is about 536 million each axis,  lol.You would still have the engine limits as to how large a particular  room/area could be, i.e large == laggy. I wonder how this would impacton  performance, especially memory use and how that would affect locality. A  large map may cause a lot of page faults etc ... unless your a lucky boy  with a Xeon :) then again if you started going in to the millions each  direction I bet any computer will have a hard time :P   Jeff.  ___  To unsubscribe, edit your list preferences, or view the list archives, please visit:  http://list.valvesoftware.com/mailman/listinfo/hlcoders  ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives,please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] VALVe: Gmax Quickie

2002-01-29 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
Cool, thanks.

-Lak

- Original Message -
From: Leon Hartwig
Sent: Tuesday, January 29, 2002 9:34 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] VALVe: Gmax Quickie

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] (no subject) (Skeletal Errors)

2002-01-26 Thread Nathan Taylor
None of the files have been renamed I said. Besides I am running a millkshape environment, not a MAX environment.   - Original Message - From: Pat Magnan Sent: Saturday, January 26, 2002 8:02 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] (no subject) (Skeletal Errors) Ken answered your question already dude :P Just rename the bones inthe .qc file.. Some versions of Max rename the bones without asking.Use "$renamebone from to" to make a unified list. See player_shared.qc for anexample. :P Umm can anyone like actually help me with the info I have provided?---Eighty percent of life is showing up. -- Woody Allen___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] (no subject)

2002-01-25 Thread Nathan Taylor
This is what it shows:   ERROR cannot find bone Bip01 L Leg for bbox   - Original Message - From: [DRP]Avatar-X Sent: Thursday, January 24, 2002 9:49 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] (no subject) What is the error you get?  Nathan Taylor wrote:  I know HLCoders is not the place to ask but thus has been bothering me for months.I made a model (player) and exported and all that using the valve skeleton of Gordon deathmatch. After exporting I edited the .qc file and added animations as needed. However, whenever I try to run the .qc through studiomdl it goes fine until it gets to the bone: Bip01 L Leg. I have not edited the skeleton, at all, all I have done is apply the vertices as needed.Can somebody help me please (externally of HLCoders if need be)?-Thanks  Lakario ModDev.net ICQ:Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com  Get more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] (dos command) - |VALVE: E-MAIL SERVER LAG|

2002-01-22 Thread Nathan Taylor
alrighty   - Original Message - From: botman Sent: Tuesday, January 22, 2002 12:09 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] (dos command) - |VALVE: E-MAIL SERVER LAG|  Just a comment, this message massively lagged, I got the third reply to it several hours (about 12) before I got the original message, server issueor MSN issues?I got them in order, must be the mail server on your end.Jeffrey "botman" Broome___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] MP map transistion.

2002-01-16 Thread Nathan Taylor
On a related note. With my 56k doommachine file downloading can be a real pain and it does not help not being able to see the progress bar in HL.  As you may (or may not) have noticed when you join the server it has the black box showing server name, connection time and status in the bottom-center of the screen, well if you are downloading something the little bar that shows up is conveniently placed underneath the status bar so you can not read the darn thing. Can the code be modified on the engine (patch action) to affect all mods so that one of those two box is moved up or even over.  Thanks, Lakario   - Original Message - From: Dave R. Meyers Sent: Wednesday, January 16, 2002 12:49 PM To: [EMAIL PROTECTED] Subject: [hlcoders] MP map transistion. Ok, I have been cheating on this newgroup I have been reading others.What I have seen, is numerous requests for a few things, that I think soundresonable.1: a cvar to allowdownloads of everything EXCEPT bsp files. so that playerscan get sprays and custom models. but not choke bandwidth getting a mapfrom teh server.2: a message that will show up kinda like teh MOTD, but in between levels.So that say the above does not happen, when a player is downloading a mapfrom the server, he would be sent a message that say "blah blah blahdownload this map from here instead for fast downloads blah blah blah" andcould be read in from a txt file on the server. Maybe give a bit more infoto the players as they wait.. just an idea.I know there is an admin mod plugin that does this, but I have seen andhelpped with a few problems with it. Also not every mod works with adminmod. And to top all that off, if you were to run say an anticheat program,admin mod, metamod, your mod, and every plugin you could find for all ofthis, you might take a little bit of a resource hit when player #2 joins thegame.So I guess in a nut shell, is there anywhere outside the engine, where theserver is told to put the player on ice becausing he is downloading a mapthat we could inssert some of this code to do it ourselves?? Or would valveneed to add this to the engine for us?Just letting the thoughts roam freely in my empty head,Dave___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] U better then HL

2002-01-13 Thread Nathan Taylor
HL=UT  UT is great for head poppin, HL is great for the massive community simply said.  -Lak   - Original Message - From: Heckler Sent: Sunday, January 13, 2002 6:00 AM To: [EMAIL PROTECTED] Subject: [hlcoders] U better then HL You've gotta post this question on some Unreal Coders list :-)___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] U better then HL

2002-01-13 Thread Nathan Taylor
When we are on a Half-Life (not to drop a hint or anything) mailing list we like HL.   - Original Message - From: Oskar 'Zoot' Lindgren Sent: Sunday, January 13, 2002 6:40 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] U better then HL When we are talking graphics and pleasing to the eye!  SSQ3  - Original Message -  From: Christopher Long  To: [EMAIL PROTECTED]  Sent: Sunday, January 13, 2002 12:32 PM Subject: Re: [hlcoders] U better then HL  if we are going graphics wise and pleasing to the eye q3  UT  HL  doom  but if we were to go for playability and fun factor taking mods into mind HL  q3  UT  doom  i feel sorry for doom :( but it was good in its time. It was the first ever multiplayer game i played on a computer system. back with peer to peer and 2 player fun. ahh the good old doom1 shareware version.  - Original Message -  From: Oskar 'Zoot' Lindgren  To: [EMAIL PROTECTED]  Sent: Sunday, January 13, 2002 9:17 PM Subject: Re: [hlcoders] U better then HL  SSUHL  - Original Message -  From: Nathan Taylor  To: HLCoders  Sent: Sunday, January 13, 2002 12:04 PM Subject: Re: [hlcoders] U better then HL  HL=UT  UT is great for head poppin, HL is great for the massive community simply said.  -Lak   - Original Message - From: Heckler Sent: Sunday, January 13, 2002 6:00 AM To: [EMAIL PROTECTED] Subject: [hlcoders] U better then HL You've gotta post this question on some Unreal Coders list :-)___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders  Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com Get more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] it's quiet...too quiet

2002-01-12 Thread Nathan Taylor
Avatar, wrong place to ask but you wanted action so,when's the next SillyZone light show, I really wantto see one (and yes I have the files)?  -Lakario   - Original Message - From: [DRP]Avatar-X Sent: Saturday, January 12, 2002 7:14 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] it's quiet...too quiet Yes, its too quiet. I have nothing to read when checking my email on my phone :(So, let's start a nice hot discussion...UNREAL IS BETTER THAN HALF-LIFE(not my personal opinion, i personally think that HL  ALL, but that wont get anyconflicting views here ;-)well, whatever :PFlorian Zschocke wrote: botman wrote:   art composed of  small pieces or paper, cloth or wood? I'll take paper and wood, please. :) Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders---[DRP]Avatar-XSillyZone Homepage: www.thesillyzone.comSillyZone Forums: forum.thesillyzone.comMy Homepage: www.cyberwyre.com___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] it's quiet...too quiet

2002-01-12 Thread Nathan Taylor
heh cool   - Original Message - From: [DRP]Avatar-X Sent: Saturday, January 12, 2002 8:35 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] it's quiet...too quiet When we get a server that can handle more than 5 people without lagging (in about 2 weeks) :P  Nathan Taylor wrote:  Avatar, wrong place to ask but you wanted action so, when's the next SillyZone light show, I really want to see one (and yes I have the files)?-Lakario   - Original Message - From: [DRP]Avatar-X Sent: Saturday, January 12, 2002 7:14 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] it's quiet...too quietYes, its too quiet. I have nothing to read when checking my email on my phone :(  So, let's start a nice hot discussion...  UNREAL IS BETTER THAN HALF-LIFE  (not my personal opinion, i personally think that HL  ALL, but that wont get any conflicting views here ;-)  well, whatever :P  Florian Zschocke wrote:   botman wrote: art composed of   small pieces or paper, cloth or wood?   I'll take paper and wood, please. :)   Florian.  ___  To unsubscribe, edit your list preferences, or view the list archives, please visit:  http://list.valvesoftware.com/mailman/listinfo/hlcoders  -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com   ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com  Get more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


[hlcoders] Direct 3D Issues

2002-01-03 Thread Nathan Taylor
Hi,  I am running a Windows XP system with my GeForce 3 video card and I seem to have noticed an error in Half-Life Direct 3D. I first got this error on my Voodoo 5 and thought it was just because 3dfx and Windows XP are incompatible but the error carried over with the new card as well.  Anyways, the problem, if you are playing Half-Life in Direct 3D mode and return to the menu system and then go back into the game (or rather try to) it will not let you and it instead just shows a blank console background and nothing happens graphics wise. You can here the game in the background but interaction is impossible. The only way to fix the problem is:  a) quit and reload Half-Life b) return to themain menu if you are in multiplayer c) go to the multiplayer menu if you are in the main menu  I realize Direct 3D is probably the least of your concerns but just thought I'd mention it.Regards,LakarioModDev.netICQ: Get more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] Direct 3D Issues

2002-01-03 Thread Nathan Taylor
haha   - Original Message - From: Oskar 'Zoot' Lindgren Sent: Thursday, January 03, 2002 9:27 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Direct 3D Issues yeah, XP + games are funny... I get "auto wallhack" if i try runing in Direct 3D.   - Original Message -----  From: Nathan Taylor  To: HLCoders  Sent: Friday, January 04, 2002 3:17 AM Subject: [hlcoders] Direct 3D Issues  Hi,  I am running a Windows XP system with my GeForce 3 video card and I seem to have noticed an error in Half-Life Direct 3D. I first got this error on my Voodoo 5 and thought it was just because 3dfx and Windows XP are incompatible but the error carried over with the new card as well.  Anyways, the problem, if you are playing Half-Life in Direct 3D mode and return to the menu system and then go back into the game (or rather try to) it will not let you and it instead just shows a blank console background and nothing happens graphics wise. You can here the game in the background but interaction is impossible. The only way to fix the problem is:  a) quit and reload Half-Life b) return to themain menu if you are in multiplayer c) go to the multiplayer menu if you are in the main menu  I realize Direct 3D is probably the least of your concerns but just thought I'd mention it.Regards,LakarioModDev.netICQ:   Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com Get more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] ogc required to play??

2001-12-31 Thread Nathan Taylor
Oh I am so sorry but that is wicked 1337 hahaha I hate Counter-Strike...   - Original Message - From: Dave R. Meyers Sent: Monday, December 31, 2001 3:54 AM 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 csserver.DaveGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] ogc required to play??

2001-12-31 Thread Nathan Taylor
No comment other than - http://www.snpclan.com/myg0t/img/hax0r-strike.jpg  - Original Message - From: Leon Hartwig Sent: Monday, December 31, 2001 4:15 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] ogc required to play?? Maybe this was humor, but just in case...successful exec's don't displayany console message. A file (or cvar) that is associated with a cheatwas found and this guy was banned for it, but you can't tell which onebased on this shot. The only thing this shot shows are some files hewas 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. DaveGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] FP charging PHL Monopoly

2001-12-30 Thread Nathan Taylor
I spose but they still have a tendancy to eat other people up. Personally, I don't give jack if PHL starts hosting a new mapper but they seem to think everrone will so they put a huge blurb that proceeds any other news for that day. But if another big site on a different domain is launched or it is not something from GSI it gets thrown out. Know what I mean?  Lakario   - Original Message - From: Tom Sent: Sunday, December 30, 2001 5:33 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] FP charging  PHL Monopoly PHL is a large site though, and there is already alot of hl news, so I think they have to filter out the stuff which they think only a few people will want to read  - Original Message -  From: Nathan Taylor  To: HLCoders  Sent: Sunday, December 30, 2001 4:36 AM Subject: Re: [hlcoders] FP charging  PHL Monopoly   rant PHL is very strange when it comes to new I think. I sent them some pimpage about a mod called The Wind and they seem to just throw away my email. I then sent them email about my site ModDev.net and once again they threw away my email (multiple times) finally, I sent them [1] letter about The Wind which had a screenshot and it was literally up in minutes. They seem very particular about what they post it seems. I mean if I mailed them and was announcing Counter-Strike 2 but had no content, no images, nadda they would spiel for pages whereas I send them something about Mod X and they throw out the email instantanously./rant  Lakario  - Original Message - From: andrew Sent: Saturday, December 29, 2001 11:07 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] FP charging  PHL Monopoly I would have to agree with a little on the PHL subject, since they seem totake over most of the MOD Coverage seen just because they get backing fromgamespy. they really seem to be picky on what they host and post about. Itreally pisses me off when some of the little lesser know mods never getthere info posted on the site. About the FP charging issue, i have apersonal server thing myself and i can say when FP was in the shitterbecause of the whole file hosting thing and setup this que it really screwedover downloading from therem. When the new HL patch came out it was almost a2000min wait that is BS and i in most cases do not like there system and ithink charging is lame and i agree with those who see the same in that senceWacko- Original Message -From: "Miguel Aleman" [EMAIL PROTECTED]To: [EMAIL PROTECTED]Sent: Saturday, December 29, 2001 7:24 PMSubject: Re: [hlcoders] FP charging  PHL Monopoly See, I would be ok with Fileplanet letting people pay extra for "Dedicated Servers" if they didn't fuck their public ones. I never had a problembefore the que was setup, it was just alittle slow. Now its REALLY slow if youtake into account 15 min+ wait times. Also, if you haven't noticed, they haveads which you cannot close in the wait window. $$$ Also, is it just me, or does PlanetHL screw some mods and make other ones? It seems they have a fetish with some mediocre mods and leave some goodones out. - Original Message - From: "omega" [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, December 29, 2001 4:17 AM Subject: Re: [hlcoders] FP charging  if you read what i said, i did say that some do.   -omega  Blackened Interactive  http://www.nofadz.com/blackened  IRC: irc.gamesnet.net channel: #blackened-interactive  Assistant Coder, Underhive (http://www.underhive.com)   - Original Message -  From: "Neale Roberts" [EMAIL PROTECTED]  To: [EMAIL PROTECTED]  Sent: Saturday, December 29, 2001 3:17 AM  Subject: Re: [hlcoders] FP charging Actually, the GSI staff *do* get paid, as do some of the Planet*.com   webmasters. - Original Message -   From: "omega" [EMAIL PROTECTED]   To: [EMAIL PROTECTED]   Sent: Friday, December 28, 2001 3:28 PM   Subject: Re: [hlcoders] FP chargingive been away for most of the day so i didnt get back in on thisstuff   tillnow.   but anyway, thats basically what im saying. the services now are almostexactly the same as they were before, 9x out of 10 theres one free  mirror,and 2 personal servers on stuff that used to have 3 mirrors.   so again, i re-iterate. i will not pay to download the free things. alsophantom, as you said al ittle while ago. gsi staff dosent get paid.   neitherdoes phl or any of the other planet workers.well, jeh and LI might. cuz i know back when hl.net went down they  offeredshirow a buncha money to work for them, even tho he declined.   -omegaBlackened Interactivehttp://www.nofadz.com/blackenedIRC: irc.gamesnet.net channel: #blackened-interactiveAssistant Coder, Underhive (http://www.underhive.com)   - Original Message -From: "Andrew Foss" [EMAIL PROTECTED]To: [EMAIL PROTECTED]Sent: Friday, December 28, 2001 8:35 PMSubject: Re: [hlcoders] FP charging   H

Re: [hlcoders] FP charging PHL Monopoly

2001-12-30 Thread Nathan Taylor
Wow is all I can say.  Also, thank you. I have been looking everywhere for a non pay-for host for my website. Perhaps telefragged will be ofassistance to me.  - Lakario   - Original Message - From: Dynerman David M Sent: Sunday, December 30, 2001 2:41 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] FP charging  PHL Monopoly I would disagree.I've been hosted by TF, GSI, Stomped, and other various hosts...GSI continues to insist that your site is on a planet*.com subdirectory.They won't host domains like other hosts will (i.e. www.flfmod.comwouldn't be hosted by GSI, the best we could do is www.flfmod.comautoforwarding to www.planethalflife.com/frontlineforce)GSI insists that you use its forums, and provides poor support forscripting. Instead of having it nicely integrated, its separated ontoanother server (dynamic.gamespy.com if I'm not mistaken)Many other sites are able to securely run PHP/CGI/Whatever scripting andtheir web services at once, I don't see why GSI couldn't.GSI doesn't provide shell accounts.GSI doesn't provide FTP access to your site, you're instructed to useFilePlanet (The wait is 3405 minutes. Let's go!)GSI doesn't pay you for extra advertising your site generates.On the other hand, a few months ago (before the advertising market fellthrough) Stomped offered us a complete package (I was on Team Reactionat the time)www.teamreaction.comsubdomains for each of our mods (qpong.teamreaction.com,gloom.teamreaction.com, jailbreak.teamreaction.com)script support for our own forums (we were able to keep our forum db andnot have to force users to re-register)ftp access at ftp.teamreaction.com, where we could upload our files andkeep a structured file environment (i.e. ftp.tr.com/pub/quake2/gloom,ftp.tr.com/pub/quake3/jailbreak/, etc)Shell accounts (especially useful to compile Linux versions ofmodifications quickly, without rebooting)Telnet access to our site for management - we could set our ownpermissions, add user accounts for FTP, mail, or WWWStomped paid us for ad revenue we generated above whatever they neededto maintain their business (services they provided us, etc) TeamReaction.com was a medium traffic website, but we still got about $250 amonth out of it.Stomped actually recently was forced to close because of dropping adrevenue, these claims are in reference to several months ago (theydidn't have bloatware 2.0..erm excuse me, Gamespy Arcade 2.0 to backthem up financially)Much, much moreIn any case, TeleFragged is currently providing pretty much the samepackage as above, minus the advertising payment (given the nature of thecurrent ad market, not suprising)FLF needed a new home recently, and being familiar with what our currenthosts (who offered pretty much the same deal as Stomped did) I contactedGSI. Sadly their policies still stand."Sure we'd love to host your site! You'll have to give up the followingthings: your own domain, your own file server, fast downloads, scriptingsupport, shell access, privileges to add users in your own directory,add revenue, and some other stuff"No thanks GSI.david-Original Message-From: dodgy [mailto:[EMAIL PROTECTED]] Sent: Sunday, December 30, 2001 8:47 AMTo: [EMAIL PROTECTED]Subject: Re: [hlcoders] FP charging  PHL MonopolyI've had a pretty good experience with Planet Half-Life.Their hosting services are second to none, and as far as I know, they'veposted every news bulletin I've sent them--dodgyaka David HuntLeader, Uncrossable Parallelwebsite: http://www.planethalflife.com/uncrossable/sf/email: [EMAIL PROTECTED]irc: irc.gamesnet.net:6667 #parallelsicq: 93350590- Original Message -----From: "Nathan Taylor" [EMAIL PROTECTED]To: "HLCoders" [EMAIL PROTECTED]Sent: Sunday, December 30, 2001 12:23 PMSubject: Re: [hlcoders] FP charging  PHL Monopoly___To unsubscribe, edit your list preferences, or view the list archives,please visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] What causes/caused the overflow error w/ATI cards

2001-12-29 Thread Nathan Taylor
I was sorta thinking that it might be illegal but umm err... What's DMCA stand for?   - Original Message - From: Neale Roberts Sent: Saturday, December 29, 2001 9:41 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] What causes/caused the overflow error w/ATI cards Except that would be illegal under the DMCA.   - Original Message -  From: Nathan Taylor  To: HLCoders  Sent: Saturday, December 29, 2001 1:49 PM Subject: Re: [hlcoders] What causes/caused the overflow error w/ATI cards  Yes and no. Yes, nVidia bought all 3dfx assets and yes that meant no more drivers, but also if you looked around a little it was easy enough to find slightly modified hacked Windows 2000 drivers put out by the 3rd party so it is only logical to say that Microsoft could have edited to 2000 drivers themselves if they wanted support for the Voodoo series.  Lakario   - Original Message - From: Tom Sent: Saturday, December 29, 2001 5:52 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] What causes/caused the overflow error w/ATI cards actually, it aint micrsofts fault. When voodoo went bust, all the driverswent (I think a company (nvidia?) bought the rights to them or something)and so no new XP drivers couldnt be written.So actually its voodoos fault :)- Original Message -From: "Tim Holt" [EMAIL PROTECTED]To: [EMAIL PROTECTED]Sent: Friday, December 28, 2001 7:43 PMSubject: Re: [hlcoders] What causes/caused the overflow error w/ATI cards I, and 30713.616 people now hate you :^) Nathan Taylor wrote:  I'm sorry, the truth can't be helped... I had a Voodoo 5 until Xmas, on which I got my GeForce 3 Ti200, love at  first site. The Voodoo 5 doesn't work with Windows XP, its extremely  incompatible and it's just plain ugly. I mean I haven't seen the Voodoo  3 but the Voodoo 5 is a monster of a card, about 10 inches long with 2  fans and it requires it's own power supply whereas the Geforce 3 is  about 5 inches long, one fan and twice the functionality. Granted, there are plenty of users with the Voodoo series and they  should be tended to, but look at Microsoft, they didn't shive gits about  the Voodoo series when they released Windows XP, maybe it's about time  that the rest of the development community to follow. Now I am not saying it is necessary to have a massively 1337 system, I  am only saying that it may be about time for people to upgrade to thetimes. -Lakario   Master of Slashdot Fodder - Original Message -   From: Tim Holt   Sent: Friday, December 28, 2001 2:17 PM   To: [EMAIL PROTECTED]   Subject: Re: [hlcoders] What causes/caused the overflow error w/ATI  cards  I have a simple suggestion. Voodoo died, get a new card.   Nope - bad response. You just told 35,000 people "sorry, but wedon't  want to help you".   You've read Valve's hardware survey, haven't you? the one at  http://valve.speakeasy.net/survey/ Read it - because it's notalways  what you expect. Eg, 50% of users have 128 MB of RAM or less. Only  about 15% of users have a 1 gig or faster box. Most ppl (22.5%) usea  Riva TNT2. 5% use Voodoo 3. Only 52% use AGP (which means 48% arePCI  or what's on their mother board).   It would be great to design a game aimed at 1.5 gig boxes with 512MB  and Geforce 3 on AGPx4, and T3 connections - but it aint reality.   Now back to Voodoo 3/3k. You could just say "We don't supportVoodoo  3/3k" with a MOD, but let's do a little math first. 639867 people  answered the survey. 4.8% have Voodoo 3 cards. That's 30,700people  you just told were SOL. That's a lot of people.   Ah - crap. I think I just hijacked my own thread and turned it into  another slashdot worthy ramble :^/___  To unsubscribe, edit your list preferences, or view the list  archives, please visit:  http://list.valvesoftware.com/mailman/listinfo/hlcoders  Get more from the Web. FREE MSN Explorer download :http://explorer.msn.com  ___ To unsubscribe, edit your list preferences, or view the list archives,please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders  Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com Get more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] What causes/caused the overflow error w/ATI cards

2001-12-29 Thread Nathan Taylor
Ooo, coolness   - Original Message - From: Neale Roberts Sent: Saturday, December 29, 2001 12:50 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] What causes/caused the overflow error w/ATI cards   Digital Millenium Copyright Act. It outlaws reverse engineering and decompiling of any proprietary software (in the US at least)   - Original Message -  From: Nathan Taylor  To: HLCoders  Sent: Saturday, December 29, 2001 2:42 PM Subject: Re: [hlcoders] What causes/caused the overflow error w/ATI cards  I was sorta thinking that it might be illegal but umm err... What's DMCA stand for?   - Original Message - From: Neale Roberts Sent: Saturday, December 29, 2001 9:41 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] What causes/caused the overflow error w/ATI cards Except that would be illegal under the DMCA.   - Original Message -  From: Nathan Taylor  To: HLCoders  Sent: Saturday, December 29, 2001 1:49 PM Subject: Re: [hlcoders] What causes/caused the overflow error w/ATI cards  Yes and no. Yes, nVidia bought all 3dfx assets and yes that meant no more drivers, but also if you looked around a little it was easy enough to find slightly modified hacked Windows 2000 drivers put out by the 3rd party so it is only logical to say that Microsoft could have edited to 2000 drivers themselves if they wanted support for the Voodoo series.  Lakario   - Original Message - From: Tom Sent: Saturday, December 29, 2001 5:52 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] What causes/caused the overflow error w/ATI cards actually, it aint micrsofts fault. When voodoo went bust, all the driverswent (I think a company (nvidia?) bought the rights to them or something)and so no new XP drivers couldnt be written.So actually its voodoos fault :)- Original Message -From: "Tim Holt" [EMAIL PROTECTED]To: [EMAIL PROTECTED]Sent: Friday, December 28, 2001 7:43 PMSubject: Re: [hlcoders] What causes/caused the overflow error w/ATI cards I, and 30713.616 people now hate you :^) Nathan Taylor wrote:  I'm sorry, the truth can't be helped... I had a Voodoo 5 until Xmas, on which I got my GeForce 3 Ti200, love at  first site. The Voodoo 5 doesn't work with Windows XP, its extremely  incompatible and it's just plain ugly. I mean I haven't seen the Voodoo  3 but the Voodoo 5 is a monster of a card, about 10 inches long with 2  fans and it requires it's own power supply whereas the Geforce 3 is  about 5 inches long, one fan and twice the functionality. Granted, there are plenty of users with the Voodoo series and they  should be tended to, but look at Microsoft, they didn't shive gits about  the Voodoo series when they released Windows XP, maybe it's about time  that the rest of the development community to follow. Now I am not saying it is necessary to have a massively 1337 system, I  am only saying that it may be about time for people to upgrade to thetimes. -Lakario   Master of Slashdot Fodder - Original Message -   From: Tim Holt   Sent: Friday, December 28, 2001 2:17 PM   To: [EMAIL PROTECTED]   Subject: Re: [hlcoders] What causes/caused the overflow error w/ATI  cards  I have a simple suggestion. Voodoo died, get a new card.   Nope - bad response. You just told 35,000 people "sorry, but wedon't  want to help you".   You've read Valve's hardware survey, haven't you? the one at  http://valve.speakeasy.net/survey/ Read it - because it's notalways  what you expect. Eg, 50% of users have 128 MB of RAM or less. Only  about 15% of users have a 1 gig or faster box. Most ppl (22.5%) usea  Riva TNT2. 5% use Voodoo 3. Only 52% use AGP (which means 48% arePCI  or what's on their mother board).   It would be great to design a game aimed at 1.5 gig boxes with 512MB  and Geforce 3 on AGPx4, and T3 connections - but it aint reality.   Now back to Voodoo 3/3k. You could just say "We don't supportVoodoo  3/3k" with a MOD, but let's do a little math first. 639867 people  answered the survey. 4.8% have Voodoo 3 cards. That's 30,700people  you just told were SOL. That's a lot of people.   Ah - crap. I think I just hijacked my own thread and turned it into  another slashdot worthy ramble :^/___  To unsubscribe, edit your list preferences, or view the list  archives, please visit:  http://list.valvesoftware.com/mailman/listinfo/hlcoders  Get more from the Web. FREE MSN Explorer download :http://explorer.msn.com  ___ To unsubscribe, edit your list preferences, or view the list archives,please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders  Get more from the Web. FREE MSN Explorer download :

Re: [hlcoders] Sci's with needles

2001-12-29 Thread Nathan Taylor
Sorry, to say that I can't help, but that sounds kinda funny :-D  - Original Message - From: Andrew Foss Sent: Sunday, December 30, 2001 12:20 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Sci's with needles I'm a fairly green n00b, when it comes to coding, so, I'll be brief:I'd like to make a scientist that, on being attacked, has a 50/50 chancethat he will interrupt the cower/run AI schedule, and charge you, with hisneedle out, stabbing you, and killing you, kinda like the GiveHealth anim,but only, taking it away, instead. I need two explanations:Adding an AI schedulehurting the player with a melee attack.TIA___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] what a bloody n00b

2001-12-28 Thread Nathan Taylor
Then again, bare in mind that in the case of Half-Life the EULA states we are not allowed to make money off the game unless we have specific permission from VALVe such as is with Counter-Strike, Oposing Force, and Blueshift, which Gearbox had to go through some special procedure to get permission. So technically by law Fileplanet can't give us commisions.  -Lakario   - Original Message - From: [DRP]Avatar-X Sent: Friday, December 28, 2001 4:27 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] what a bloody n00b What sucks about fileplanet is that sure, they use the money to support the service, butONLY PEOPLE WHO PAY CAN DOWNLOAD THE FILES.People who do not want to pay, or CAN'T pay, (underage, no credit card, no money,whatever) simply can't get the files.Oh, sure, you say they have mirrors in places where the server has a max of 20 people...But their main servers are always full, and often you have to wait hours and hours forone stupid tiny file that could have been put anywhere else much easier.I say: If fileplanet makes money off of OUR files, they should give a portion of that tothe author.If you create a game that thousands of people download because its so popular, youshould get 10% of what fileplanet makes on it.If stupid annoying fileplanet (which i hate with a passion) doesn't do that, thensomeone else should.-av"Dave R. Meyers" wrote: About the fileplanet thing. Well let me see, I hoave my own webpage, that I pay for myself. With about 500mb storage. Cost a little bit. Then I also have the OZ website supported by fileplanet. I have not received anything about a storage limit( but I only put OZ stuff there), and I get all kinda of support from FP, and PHL. All free. If they wanna change the people who what to d/l my stuff and don't want to wait, more power to them, but than me forking over yet another website few. Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders---[DRP]Avatar-XSillyZone Homepage: www.thesillyzone.comSillyZone Forums: forum.thesillyzone.comMy Homepage: www.cyberwyre.com___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] FP charging

2001-12-28 Thread Nathan Taylor
$2k a month isn't really that expensive if you think about it. My web host (ArmouryNetwork) pays $54k a month for 3 T3 lines and 2 OC-25's so $2k isn't really that substantial.  -Lakario  - Original Message -  From: _Phantom_ Sent: Friday, December 28, 2001 2:04 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] FP charging There is a difference however, if u want the files from FP u dont HAVE topay, just wait.If you want the files on a CD you have to pay.Also I'm assuming that if you want a file on FP you have to submit it for itto be hosted, where as any monkey with a CD-RW drive can make up a CD andflog it, by submitting your files u are giving permission for those files tobe distubuted, same goes for demos on magazine cover CD's, they requestpermission, which has to be given, before including it, you pay £5 for mag +CD but the ppl who made the demo etc dont see any of it.As for costing, I've had a quick look at dedicated hosting, it weights in at$399.95/month plus the same for setup, and this gives u 25gig of transfer,more than that is gonna cost ya more.As you can see, it's not cheap (you could possible get a better deal butthat's besides the point)Now, assume FP has say, 6 servers, ya looking at nearly $2K a monthTHATS what u are paying for.- Original Message -From: "Dynerman David M" [EMAIL PROTECTED]To: [EMAIL PROTECTED]Sent: Friday, December 28, 2001 6:43 PMSubject: RE: [hlcoders] what a bloody n00bBut earlier, didn't we establish that selling a CD with mods on it formore than $0.89 (or the cost of a CD) was illegal?I'm not sure how much the bandwidth costs divided up are, but I have aninkling that $6.99 a month is substantially more bandwidth then Ipersonally would use.Kinda like burning a CDROM with Counter-Strike, FLF, and DOD on it, thenselling it for $1.00 (for the cost of the CD of course!) and then $8.00shipping and handling.david-Original Message-From: _Phantom_ [mailto:[EMAIL PROTECTED]]Sent: Friday, December 28, 2001 9:29 AMTo: [EMAIL PROTECTED]Subject: Re: [hlcoders] what a bloody n00bThe point is, you aint paying for the patches or the mods, you arepayingfor the upkeep of the servers they are hosted on and the bandwidth theservers use, and in doing so yo get a 'thank you' with a personalserver.For $6.95 USD (£5 UKP) per month or $59.99 USD (£43 UKP) a year that'snotreally a bad deal, granted it's probably better for us CM users thandialuphowever.It's time to face the fact that the time of the 'free internet' is allbutgone, because of the costs and the lack of advert money now around, ifyouwant fast service, ya gonna have to pay for things.Incerdently, I belive all the files (part from maybe 2 unpopular ones)I'vedownload have had 3 main servers and a couple of mirrors for them, thusI'venever seen that problem.- Original Message -From: "omega" [EMAIL PROTECTED]To: [EMAIL PROTECTED]Sent: Friday, December 28, 2001 3:17 PMSubject: Re: [hlcoders] what a bloody n00b the problem is, most of the time there are only the personal serversand *ONE* mirror for most of the files. im not paying $30 or so to download free things. add that ti $30 for ISP, $60 on average per game, plus hardware.somewhere, somebodies getting seriously ripped off. paying the cash for a game to me is fine, but as if im going to pay to download *FREE* patches, and *FREE* mods.its just completely wrong. -omega Blackened Interactive http://www.nofadz.com/blackened IRC: irc.gamesnet.net channel: #blackened-interactive Assistant Coder, Underhive (http://www.underhive.com) - Original Message - From: "_Phantom_" [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, December 28, 2001 10:10 AM Subject: Re: [hlcoders] what a bloody n00b  I download at all kinds of times, mostly when the US are up as well,I've  never had to wait longer than 40mins for a file off one of the main servers  (last one was RtCW multiplayer demo)  I dont have the money to pay atm so I dont and use the free system   As for charging, tech the are charging u so they can maintain thesystem,  revnues (sp?) from adverts and the like which companys like thisused to use  to maintain the opertations have all but vanished, if they dontcharge they  will have to close down (hosting + bandwidth charges for somethinglike  fileplanet are gonna be huge!!! so after everyone pays their $x, Iforget  how much, but I know it's not much, I doubt they are turning a hugeprofit  as they dont charge per download, just per month/year)   If you dont like them hosting your files, email them and tell 'em tostop,  as you are the copyright holder of the work then they have no choice(asI  understand it), however, imho that's just petty.. if I producesomethingI  want it to reach as wider audiance as I can, if some ppl chose tospend some   to download files quicker, all power to 'em I say. ___ To unsubscribe, edit your list preferences, or view the list archives,please visit: 

Re: [hlcoders] FP charging

2001-12-28 Thread Nathan Taylor
What makes you say that? Isn't it possible that there was a predetermined agreement?   - Original Message - From: Dynerman David M Sent: Friday, December 28, 2001 2:07 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] FP charging Right.But as a mod author, what choice do you have for large scale filedistribution if you refuse to use FilePlanet?Telefragged's filesystem is all-but dead, cdrom.com is dead.Also, I have an inkling that FP never asked for our permission with FLF.They just saw a new version up, and went ahead and mirrored it (and nowthey're charging for it)david-Original Message-From: _Phantom_ [mailto:[EMAIL PROTECTED]] Sent: Friday, December 28, 2001 1:02 PMTo: [EMAIL PROTECTED]Subject: Re: [hlcoders] FP chargingThere is a difference however, if u want the files from FP u dont HAVEtopay, just wait.If you want the files on a CD you have to pay.Also I'm assuming that if you want a file on FP you have to submit itfor itto be hosted, where as any monkey with a CD-RW drive can make up a CDandflog it, by submitting your files u are giving permission for thosefiles tobe distubuted, same goes for demos on magazine cover CD's, they requestpermission, which has to be given, before including it, you pay £5 formag +CD but the ppl who made the demo etc dont see any of it.As for costing, I've had a quick look at dedicated hosting, it weightsin at$399.95/month plus the same for setup, and this gives u 25gig oftransfer,more than that is gonna cost ya more.As you can see, it's not cheap (you could possible get a better deal butthat's besides the point)Now, assume FP has say, 6 servers, ya looking at nearly $2K a monthTHATS what u are paying for.- Original Message -From: "Dynerman David M" [EMAIL PROTECTED]To: [EMAIL PROTECTED]Sent: Friday, December 28, 2001 6:43 PMSubject: RE: [hlcoders] what a bloody n00bBut earlier, didn't we establish that selling a CD with mods on it formore than $0.89 (or the cost of a CD) was illegal?I'm not sure how much the bandwidth costs divided up are, but I have aninkling that $6.99 a month is substantially more bandwidth then Ipersonally would use.Kinda like burning a CDROM with Counter-Strike, FLF, and DOD on it, thenselling it for $1.00 (for the cost of the CD of course!) and then $8.00shipping and handling.david-Original Message-From: _Phantom_ [mailto:[EMAIL PROTECTED]]Sent: Friday, December 28, 2001 9:29 AMTo: [EMAIL PROTECTED]Subject: Re: [hlcoders] what a bloody n00bThe point is, you aint paying for the patches or the mods, you arepayingfor the upkeep of the servers they are hosted on and the bandwidth theservers use, and in doing so yo get a 'thank you' with a personalserver.For $6.95 USD (£5 UKP) per month or $59.99 USD (£43 UKP) a year that'snotreally a bad deal, granted it's probably better for us CM users thandialuphowever.It's time to face the fact that the time of the 'free internet' is allbutgone, because of the costs and the lack of advert money now around, ifyouwant fast service, ya gonna have to pay for things.Incerdently, I belive all the files (part from maybe 2 unpopular ones)I'vedownload have had 3 main servers and a couple of mirrors for them, thusI'venever seen that problem.- Original Message -From: "omega" [EMAIL PROTECTED]To: [EMAIL PROTECTED]Sent: Friday, December 28, 2001 3:17 PMSubject: Re: [hlcoders] what a bloody n00b the problem is, most of the time there are only the personal serversand *ONE* mirror for most of the files. im not paying $30 or so to download free things. add that ti $30 for ISP, $60 on average per game, plus hardware.somewhere, somebodies getting seriously ripped off. paying the cash for a game to me is fine, but as if im going to pay to download *FREE* patches, and *FREE* mods.its just completely wrong. -omega Blackened Interactive http://www.nofadz.com/blackened IRC: irc.gamesnet.net channel: #blackened-interactive Assistant Coder, Underhive (http://www.underhive.com) - Original Message - From: "_Phantom_" [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, December 28, 2001 10:10 AM Subject: Re: [hlcoders] what a bloody n00b  I download at all kinds of times, mostly when the US are up as well,I've  never had to wait longer than 40mins for a file off one of the main servers  (last one was RtCW multiplayer demo)  I dont have the money to pay atm so I dont and use the free system   As for charging, tech the are charging u so they can maintain thesystem,  revnues (sp?) from adverts and the like which companys like thisused to use  to maintain the opertations have all but vanished, if they dontcharge they  will have to close down (hosting + bandwidth charges for somethinglike  fileplanet are gonna be huge!!! so after everyone pays their $x, Iforget  how much, but I know it's not much, I doubt they are turning a hugeprofit  as they dont charge per download, just per month/year)   If you dont like them hosting your files, email them and tell 'em tostop,  as you are the copyright holder of 

Re: [hlcoders] FP charging

2001-12-28 Thread Nathan Taylor
but if u gave them permission to make mirrors of the game whenever there was a patch when it first came out couldn't they just mirror whenever?   - Original Message - From: Dynerman David M Sent: Friday, December 28, 2001 3:08 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] FP chargingWhat do you mean by predetermined agreement.  If they snag a new version of FLF off some other mirror where I uploaded it to, that’s not getting my permission.  david  -Original Message-From: Nathan Taylor [mailto:[EMAIL PROTECTED]] Sent: Friday, December 28, 2001 1:20 PMTo: HLCodersSubject: Re: [hlcoders] FP charging   What makes you say that? Isn't it possible that there was a predetermined agreement? - Original Message -  From: Dynerman David M  Sent: Friday, December 28, 2001 2:07 PM  To: [EMAIL PROTECTED]  Subject: RE: [hlcoders] FP charging   Right.But as a mod author, what choice do you have for large scale filedistribution if you refuse to use FilePlanet?Telefragged's filesystem is all-but dead, cdrom.com is dead.Also, I have an inkling that FP never asked for our permission with FLF.They just saw a new version up, and went ahead and mirrored it (and nowthey're charging for it)david-Original Message-From: _Phantom_ [mailto:[EMAIL PROTECTED]] Sent: Friday, December 28, 2001 1:02 PMTo: [EMAIL PROTECTED]Subject: Re: [hlcoders] FP chargingThere is a difference however, if u want the files from FP u dont HAVEtopay, just wait.If you want the files on a CD you have to pay.Also I'm assuming that if you want a file on FP you have to submit itfor itto be hosted, where as any monkey with a CD-RW drive can make up a CDandflog it, by submitting your files u are giving permission for thosefiles tobe distubuted, same goes for demos on magazine cover CD's, they requestpermission, which has to be given, before including it, you pay £5 formag +CD but the ppl who made the demo etc dont see any of it.As for costing, I've had a quick look at dedicated hosting, it weightsin at$399.95/month plus the same for setup, and this gives u 25gig oftransfer,more than that is gonna cost ya more.As you can see, it's not cheap (you could possible get a better deal butthat's besides the point)Now, assume FP has say, 6 servers, ya looking at nearly $2K a monthTHATS what u are paying for.- Original Message -From: "Dynerman David M" [EMAIL PROTECTED]To: [EMAIL PROTECTED]Sent: Friday, December 28, 2001 6:43 PMSubject: RE: [hlcoders] what a bloody n00bBut earlier, didn't we establish that selling a CD with mods on it formore than $0.89 (or the cost of a CD) was illegal?I'm not sure how much the bandwidth costs divided up are, but I have aninkling that $6.99 a month is substantially more bandwidth then Ipersonally would use.Kinda like burning a CDROM with Counter-Strike, FLF, and DOD on it, thenselling it for $1.00 (for the cost of the CD of course!) and then $8.00shipping and handling.david-Original Message-From: _Phantom_ [mailto:[EMAIL PROTECTED]]Sent: Friday, December 28, 2001 9:29 AMTo: [EMAIL PROTECTED]Subject: Re: [hlcoders] what a bloody n00bThe point is, you aint paying for the patches or the mods, you arepayingfor the upkeep of the servers they are hosted on and the bandwidth theservers use, and in doing so yo get a 'thank you' with a personalserver.For $6.95 USD (£5 UKP) per month or $59.99 USD (£43 UKP) a year that'snotreally a bad deal, granted it's probably better for us CM users thandialuphowever.It's time to face the fact that the time of the 'free internet' is allbutgone, because of the costs and the lack of advert money now around, ifyouwant fast service, ya gonna have to pay for things.Incerdently, I belive all the files (part from maybe 2 unpopular ones)I'vedownload have had 3 main servers and a couple of mirrors for them, thusI'venever seen that problem.- Original Message -From: "omega" [EMAIL PROTECTED]To: [EMAIL PROTECTED]Sent: Friday, December 28, 2001 3:17 PMSubject: Re: [hlcoders] what a bloody n00b the problem is, most of the time there are only the personal serversand *ONE* mirror for most of the files. im not paying $30 or so to download free things. add that ti $30 for ISP, $60 on average per game, plus hardware.somewhere, somebodies getting seriously ripped off. paying the cash for a game to me is fine, but as if im going to pay to download *FREE* patches, and *FREE* mods.its just completely wrong. -omega Blackened Interactive http://www.nofadz.com/blackened IRC: irc.gamesnet.net channel: #blackened-interactive Assistant Coder, Underhive (http://www.underhive.com) - Original Message - From: "_Phantom_" [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, December 28, 2001 10:10 AM Subject: Re: [hlcoders] what a bloody n00b  I download at all kinds of times, mostly when the US are up as well,I've  never had to wait longer than 40mins for a file off one of the main servers  (last one was RtCW multiplayer demo)  I dont have 

Re: [hlcoders] what a bloody n00b [THREAD CLOSED]

2001-12-28 Thread Nathan Taylor
I agree   - Original Message - From: [DRP]Avatar-X Sent: Friday, December 28, 2001 5:10 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] what a bloody n00b [THREAD CLOSED] No close! This is the first good discussion we've had here in a while! :-)Tim Holt wrote: [THREAD CLOSED] By the powers vested in me by my keyboard and nothing else, I hereby declare this thread closed. It's slashdot fodder. Andrew Foss wrote: You've still got to click it for them to get money, as it's VERY unlikey they have a display and pay system giving them cash.   Actually, they do get pay per seen. it's called the impression system. if a  user downloads the image the site gets about 0.0001 cents. multiply this by  about 3,000,000 (the amount of people on one given page at a time) and  multiply again by $bignum, for the amount of pages you have to see to get a  file, and the results add up fast.   if you're really anal about banners, get admuncher, it can kill off annoying  javascript, and filter off certain images and pop unders...   ___  To unsubscribe, edit your list preferences, or view the list archives, please visit:  http://list.valvesoftware.com/mailman/listinfo/hlcoders   ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders---[DRP]Avatar-XSillyZone Homepage: www.thesillyzone.comSillyZone Forums: forum.thesillyzone.comMy Homepage: www.cyberwyre.com___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] Logitech mouse third button in HL (update)

2001-12-26 Thread Nathan Taylor
 very good :( So, I want to use the third (wheel button) and the forth (side)   button in HL. In mouseWare (lastest version), I can set a function to   the two buttons. If I set them "Third button", HL works fine with them   but they have the same action ;( So, I wanted to set a "Forth button"   to the side button, so as to have two different actions for the two  buttons.   Is this possible ? I hope you'll understand ;) If not, I'll re-reexplain :)    Cortex   HL Albator coder  mapper   http://www.hlalbator.fr.st/www.hlalbator.fr.st      - Original Message -   From: omega   To:  mailto:[EMAIL PROTECTED][EMAIL PROTECTED]   Sent: Sunday, December 23, 2001 3:04 PM   Subject: Re: [hlcoders] Logitech mouse third button in HL (update)   ... UNBIND them before you go to play hl!   or hl sees them as the hotkeys, not the actual buttons they are :P -omega   Blackened Interactive   http://www.nofadz.com/blackenedhttp://www.nofadz.com/blackened   IRC: irc.gamesnet.net channel: #blackened-interactive   Assistant Coder, Underhive  (http://www.underhive.com/http://www.underhive.com) - Original Message -   From: Cortex   To:  mailto:[EMAIL PROTECTED][EMAIL PROTECTED]   Sent: Sunday, December 23, 2001 3:52 AM   Subject: Re: [hlcoders] Logitech mouse third button in HL (update)   I'm running under Win XP. I've got one of the lastest   version of mouseware (I've downloaded the XP compatible version). I did know I had forth button :) I've =et "Copy" on the wheel,   and "Paste" on the side. I download actually the lastest version of   Mouseware... What must I set for the third (and forth) button in Mouseware ? I'm _perhaps_ a little stupid :) Thanks :)    Cortex   HL Albator coder  mapper   http://www.hlalbator.fr.st/www.hlalbator.fr.st    - Original Message -   From: Dynerman David M   To:  mailto:[EMAIL PROTECTED][EMAIL PROTECTED]   Sent: Sunday, December 23, 2001 4:32 AM   Subject: RE: [hlcoders] Logitech mouse third button in HL (update)   I have one of these mouses (mice?) In any case, with newer version of windows (2000, XP) it should be   working. If you're using an older version (98/ME) I remember my third  button not   working until I installed the Logitech mouse software - fish  around on   their webpage. david -Original Message-   From: Chris Glein [mailto:[EMAIL PROTECTED]]   Sent: Saturday, December 22, 2001 6:41 PM   To:  mailto:[EMAIL PROTECTED][EMAIL PROTECTED]   Subject: RE: [hlcoders] Logitech mouse third button in HL (update) My guess is you've got one of those nice happy Logitech  Mouseman mice   like   mine - or at least one that's got a similar button setup. The button on the side is actually the fourth button. The  mousewheel   can   be   depressed, and is your third button. So you actually had four  buttons   all   this time and probably hadn't realized it ;) So, to bind the side button, use "bind mouse4 something", and  to bind   the   middle button (the wheel), use "bind mouse3 something" -PNB   -Original Message-   From:  mailto:[EMAIL PROTECTED][EMAIL PROTECTED][mailto:[EMAIL PROTECTED]]On Behalf Of Cortex   Sent: Saturday, December 22, 2001 12:03 PM   To:  mailto:[EMAIL PROTECTED][EMAIL PROTECTED]   Subject: Re: [hlcoders] Logitech mouse third button in HL (update)   nop... doesn't work ;( mmm... I've made a mistake in the message subject :( The good is : =ogitech mouse third button in HL   - Original Message -   From: Nathan Taylor   To: HLCoders   Sent: Saturday, December 22, 2001 8:48 PM   Subject: Re: [hlcoders] Logitech wheel in HL   You want the third mouse button to be compatible in your mod? Don't you just mean to: bind mouse3 "function" or bind mwheelup   "function" / bind mwheeldown "function" ? Lakario   - Original Message -   From: Cortex   Sent: Saturday, December 22, 2001 2:45 PM   To: coders   Subject: [hlcoders] Logitech wheel in HL Hello, I've got a Logitech mouse. I've got a third button :)   But it isn't compatible with HL :( I've set it the "Paste"   function (Ctrl+V). When I load up the controls tab, if I click   on the third button, it shows me : "Ctrl". Is there any way to make this button work in my mod ?    Cortex   HL Albator coder  mapper   http://www.hlalbator.fr.st/www.hlalbator.fr.st    Get more from the Web. FREE MSN Explorer download :   http://explorer.msn.com/http://explorer.msn.com ___

Re: [hlcoders] what a bloody n00b

2001-12-26 Thread Nathan Taylor
yea, exactly :)   - Original Message - From: Miguel Aleman Sent: Wednesday, December 26, 2001 8:25 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] what a bloody n00b   EBay isn't a publically funded website. I think what you were trying to say was, don't sell it on a public website.  - Original Message -  From: Nathan Taylor  To: HLCoders  Sent: Wednesday, December 26, 2001 7:16 PM Subject: Re: [hlcoders] what a bloody n00b   Yikes, he's gunna get eaten...  Lesson number one in piracy: don't do it;lesson number 2: if you must do it don't do it on a publicly funded website...  - Original Message - From: Christopher Long Sent: Wednesday, December 26, 2001 7:14 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] what a bloody n00b no problem mr birdwell. This guy has more then one for sale though. He has like 6 auctions if you check his current sellings items so you might wanna nab him on all of them.  He's sold piratedf versions of wolfenstein as well but i suppose thats for others to look into :). Just doing what i can to decrease the lamer population.  - Original Message -  From: Ken Birdwell  To: '[EMAIL PROTECTED]'  Sent: Thursday, December 27, 2001 8:33 AM Subject: RE: [hlcoders] what a bloody n00b  Yes, selling* copyrighted material w/o permission is illegal.Sierra goes through and has ebay remove these items when they find them, but it looks like they missed a few. Thanks.   -Original Message-From: Christopher Long [mailto:[EMAIL PROTECTED]]Sent: Wednesday, December 26, 2001 2:26 AMTo: [EMAIL PROTECTED]Subject: [hlcoders] what a bloody n00b  http://cgi.ebay.com/aw-cgi/eBayISAPI.dll?ViewItemitem=1314287113   Now is it just me or is selling valve owned programs and update patches not only wrong but illegal? i'd really like to see this dork punished. So feel free to spam him with emails detailing how big a dork he is.. and for doing the biggest injustice of it all trying to extend the already huge cheating problem in online games.  Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com Get more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] Logitech mouse third button in HL (update)

2001-12-25 Thread Nathan Taylor
h button. The mousewheel  can  be  depressed, and is your third button. So you actually had four buttons  all  this time and probably hadn't realized it ;)   So, to bind the side button, use "bind mouse4 something", and  to bind  the  middle button (the wheel), use "bind mouse3 something"   -PNB-Original Message-  From: [EMAIL PROTECTED]  [mailto:[EMAIL PROTECTED]]On Behalf Of Cortex  Sent: Saturday, December 22, 2001 12:03 PM  To: [EMAIL PROTECTED]  Subject: Re: [hlcoders] Logitech mouse third button in HL (update)nop... doesn't work ;(   mmm... I've made a mistake in the message subject :( The good is :   Logitech mouse third button in HL  - Original Message -  From: Nathan Taylor  To: HLCoders  Sent: Saturday, December 22, 2001 8:48 PM  Subject: Re: [hlcoders] Logitech wheel in HLYou want the third mouse button to be compatible in your mod?   Don't you just mean to: bind mouse3 "function" or bind mwheelup  "function" / bind mwheeldown "function" ?   Lakario  - Original Message -  From: Cortex  Sent: Saturday, December 22, 2001 2:45 PM  To: coders  Subject: [hlcoders] Logitech wheel in HL   Hello,   I've got a Logitech mouse. I've got a third button :)  But it isn't compatible with HL :( I've set it the "Paste"  function (Ctrl+V). When I load up the controls tab, if I click  on the third button, it shows me : "Ctrl".   Is there any way to make this button work in my mod ?     Cortex  HL Albator coder  mapper  www.hlalbator.fr.st   Get more from the Web. FREE MSN Explorer download :  http://explorer.msn.com   ___  To unsubscribe, edit your list preferences, or view the list  archives,  please visit:  http://list.valvesoftware.com/mailman/listinfo/hlcoders   ___  To unsubscribe, edit your list preferences, or view the list  archives,  please visit:  http://list.valvesoftware.com/mailman/listinfo/hlcoders   __Do You Yahoo!?Send your FREE holiday greetings online!http://greetings.yahoo.com___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] Server/Client CVAR Problems

2001-12-22 Thread Nathan Taylor
qwaw?   - Original Message - From: Biggs Sent: Saturday, December 22, 2001 1:31 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Server/Client CVAR Problems I am morpheus.- Original Message -From: "Varlock" [EMAIL PROTECTED]To: [EMAIL PROTECTED]Sent: Saturday, December 22, 2001 1:07 PMSubject: Re: [hlcoders] Server/Client CVAR Problems The only problem with doing that is that later on in the file Iactually have to use gEngfuncs, so it doesn't know what gEngfuncs really IS. Thenif I try to use gEngfuncs.pfnGetCvarFloat It chokes because it doesn't know whether gEngfuncs really has that member variable (well, function pointer). - Original Message - From: "omega" [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, December 22, 2001 6:15 AM Subject: Re: [hlcoders] Server/Client CVAR Problems  well, you could always try:  #ifdef CLIENT_DLL  extern cl_enginefunc_t gEngfuncs;  #endif  and then theoretically you should have access to it regardless ofheader.   im sorry if im not much help as of late, ive been slackin off and itslike  im going stupid or something. i know i had to do something with this a year  ago, but i cant remember what i did to access t he stuff.-omega  Blackened Interactive  http://www.nofadz.com/blackened  IRC: irc.gamesnet.net channel: #blackened-interactive  Assistant Coder, Underhive (http://www.underhive.com)   - Original Message -  From: "Varlock" [EMAIL PROTECTED]  To: [EMAIL PROTECTED]  Sent: Saturday, December 22, 2001 1:50 AM  Subject: Re: [hlcoders] Server/Client CVAR Problems I should have described the problem a bit better. I did do that, which   means it compiles fine on the server side of things. But as soon as I   compile it on the client workspace, it spits out errors about  redefinitions   of Vector2D, etc... I've tried just getting the cl_enginefuncs_s structure   definition alone, but I haven't had much luck. - Varlock___  To unsubscribe, edit your list preferences, or view the list archives, please visit:  http://list.valvesoftware.com/mailman/listinfo/hlcoders  ___ To unsubscribe, edit your list preferences, or view the list archives,please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] Logitech wheel in HL

2001-12-22 Thread Nathan Taylor
that's the way it normally works, multi button support has been around for a while, welcome to the family...   - Original Message - From: Cortex Sent: Saturday, December 22, 2001 3:00 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Logitech wheel in HL   Yes, bind mouse3 "function"...  I'll try this :)  But I don't think it'll work ;(  - Original Message -----  From: Nathan Taylor  To: HLCoders  Sent: Saturday, December 22, 2001 8:48 PM Subject: Re: [hlcoders] Logitech wheel in HL  You want the third mouse button to be compatible in your mod?   Don't you just mean to: bind mouse3 "function" or bind mwheelup "function" / bind mwheeldown "function" ?  Lakario  - Original Message - From: Cortex Sent: Saturday, December 22, 2001 2:45 PM To: coders Subject: [hlcoders] Logitech wheel in HL Hello,  I've got a Logitech mouse. I've got a third button :) Butit isn't compatible with HL :( I've set itthe "Paste" function (Ctrl+V). When I load up the controls tab, if I click on the third button, it shows me : "Ctrl".  Is there any way to make this button work in my mod ?  CortexHL Albator coder  mapperwww.hlalbator.fr.st  Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com Get more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] VALVe: GMAX?

2001-12-20 Thread Nathan Taylor
 that's whatI was wondering...   - Original Message - From: Neale Roberts Sent: Thursday, December 20, 2001 7:03 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] VALVe: GMAX? Are we supposed to guess what you're talking about? :)  - Original Message -  From: Gareth Llewellyn  To: [EMAIL PROTECTED]  Sent: Friday, December 21, 2001 7:51 AM Subject: Re: [hlcoders] VALVe: GMAX?  As it would happen.  Gareth LlewellynInNeedOfTherepy-Project Leader-Lead Coder-Lead MapperHalf-Life The Beginningwww.HLTB.co.ukGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


[hlcoders] VALVe: GMAX?

2001-12-17 Thread Nathan Taylor
VALVe,  Are there any plans to release gmax support for half-life. I know many people would love you if you did. I'm also aware of the evident cost issue so it is your call.  - ThanksRegards,LakarioModDev.netICQ: Get more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] VALVe: GMAX?

2001-12-17 Thread Nathan Taylor
Cool.  -Nate   - Original Message - From: Eric Smith Sent: Monday, December 17, 2001 7:50 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] VALVe: GMAX?   We're looking into it.  -Eric  -Original Message-From: Nathan Taylor [mailto:[EMAIL PROTECTED]]Sent: Monday, December 17, 2001 4:48 PMTo: HLCodersSubject: [hlcoders] VALVe: GMAX? VALVe,  Are there any plans to release gmax support for half-life. I know many people would love you if you did. I'm also aware of the evident cost issue so it is your call.  - ThanksRegards,LakarioModDev.netICQ:   Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com Get more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] Binary (wtf?) (Updated)

2001-12-15 Thread Nathan Taylor
sweet, thanks man   - Original Message - From: botman Sent: Saturday, December 15, 2001 7:47 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Binary (wtf?) (Updated)  If I made no sense which probably happened, what I mean is a table thatdisplays the 1 and 0 values for each letter. Like: A == 000110 B == 010010 or whatever it may be. - Lakariowww.asciitable.comJust use the Windows calculator in scientific mode to convert from decimal(or hexadecimal) to binary. P.S. They also have the HTML  values forcharacters that sometimes get "eaten" up by web forums.Jeffrey "botman" Broome___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] Joystick Fun

2001-12-08 Thread Nathan Taylor
Not quite. The dial controls speed in the case of flight sim.If you push it forward you go fast, if you push it back you go slower. Pretty straight forward.   - Original Message - From: Reedbeta Sent: Friday, December 07, 2001 11:49 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Joystick Fun If I remember correctly in your original description you described this dialthingy as being capable of modifying the range of the joystick itself? IE, setthe dial at one end and you get fine control and at the other end you getcoarse control? If so, the mechanism is probably built into the joystickitself and you don't need to do a thing to have it work in HL...it will show upin the stick position values automatically.--- Nathan Taylor [EMAIL PROTECTED] wrote: Thank you, thank you. So for that dial thingy I should probably just search the msdn for the reference code I assume? Lakario - Original Message - From: botman Sent: Friday, December 07, 2001 12:11 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Joystick Fun  Okay, i think you may have mis-understood (or maybe me). I need to code on that  dial somehow and I don't know where to start since the data input style is different  than a key.   -Lak Look through the code. The joystick code (IN_ReadJoystick) uses joyGetPosEx (see the MSDN info for details) to read the joystick position. This will be from -32768 to 32767 for the X and Y axis. The IN_JoyMove() function translates this joystick position into pitch angles and sideways movement. Just change the IN_JoyMove() function to take the X axis values and use those for roll and take the Y axis values and use those for pitch (i.e. rip out the code that's in there and replace it with your own). There are 2 #defines near the top of the file that determine whether the joystick works using absolute positions or relative positions... #define JOY_ABSOLUTE_AXIS 0x // control like a joystick #define JOY_RELATIVE_AXIS 0x0010 // control like a mouse, spinner, trackball You might want roll to be absolute (the plane keeps rolling more and more when you hold the stick to the left or right) and use relative movement for the pitch (the plane would pitch up or down based on joystick position but wouldn't keep pitching more and more if the stick was held all the way at the top or bottom). Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com__Do You Yahoo!?Send your FREE holiday greetings online!http://greetings.yahoo.com___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] Joystick Fun

2001-12-08 Thread Nathan Taylor
Oh, okay.   - Original Message - From: Neale Roberts Sent: Saturday, December 08, 2001 6:17 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Joystick Fun It works just like an ordinary joystick axis though, except it's not sprung to return to centre.   - Original Message -  From: Nathan Taylor  To: HLCoders  Sent: Saturday, December 08, 2001 10:03 AM Subject: Re: [hlcoders] Joystick Fun  Not quite. The dial controls speed in the case of flight sim.If you push it forward you go fast, if you push it back you go slower. Pretty straight forward.   - Original Message - From: Reedbeta Sent: Friday, December 07, 2001 11:49 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Joystick Fun If I remember correctly in your original description you described this dialthingy as being capable of modifying the range of the joystick itself? IE, setthe dial at one end and you get fine control and at the other end you getcoarse control? If so, the mechanism is probably built into the joystickitself and you don't need to do a thing to have it work in HL...it will show upin the stick position values automatically.--- Nathan Taylor [EMAIL PROTECTED] wrote: Thank you, thank you. So for that dial thingy I should probably just search the msdn for the reference code I assume? Lakario - Original Message - From: botman Sent: Friday, December 07, 2001 12:11 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Joystick Fun  Okay, i think you may have mis-understood (or maybe me). I need to code on that  dial somehow and I don't know where to start since the data input style is different  than a key.   -Lak Look through the code. The joystick code (IN_ReadJoystick) uses joyGetPosEx (see the MSDN info for details) to read the joystick position. This will be from -32768 to 32767 for the X and Y axis. The IN_JoyMove() function translates this joystick position into pitch angles and sideways movement. Just change the IN_JoyMove() function to take the X axis values and use those for roll and take the Y axis values and use those for pitch (i.e. rip out the code that's in there and replace it with your own). There are 2 #defines near the top of the file that determine whether the joystick works using absolute positions or relative positions... #define JOY_ABSOLUTE_AXIS 0x // control like a joystick #define JOY_RELATIVE_AXIS 0x0010 // control like a mouse, spinner, trackball You might want roll to be absolute (the plane keeps rolling more and more when you hold the stick to the left or right) and use relative movement for the pitch (the plane would pitch up or down based on joystick position but wouldn't keep pitching more and more if the stick was held all the way at the top or bottom). Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com__Do You Yahoo!?Send your FREE holiday greetings online!http://greetings.yahoo.com___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders  Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com Get more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] Joystick Fun

2001-12-07 Thread Nathan Taylor
Hmm maybe I am not makign sense. Look here: http://www.microsoft.com/hardware/sidewinder/_graphics/Devices/prec2/prec2-Mains-02-02.jpgsee the grey nob thing on the left of the stick? Mine is similar to that but just flat. Anyway that controls speed in Flight Sim, can I make that control speed in HL?  Lakario   - Original Message - From: botman Sent: Friday, December 07, 2001 6:03 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Joystick Fun  So for that dial thingy I should probably just search the msdn for thereference code I assume? LakarioIf by "dial thingy" you mean the potentiometer inside the joystick, then no,MSDN won't tell you anything about the way the potentiometer works.electrical engineering mode=onThe joystick works by adjusting the setting of a potentiometer for each axis(one for the X and one for the Y). The potentiometer is a variable resistorthat can increase or decrease the flow of electrons in a wire (i.e. reduceor increase the resistance, respectively). There is a constant voltageapplied to one side of the potentiometer (usually +5V) and the other side isfed into an A/D (analog to digital) converter. The A/D converter takes theinput voltage from the potentiometer and converts that a binary value (let'sassume it's a 16 bit D/A converter). When the voltage is at the highervalue (+5V), the A/D converter will output the largest value (32768 if it'sa signed 16 bit value). When the potentiometer is moved to the oppositeposition, the voltage will be at it's lowest value (0V) and the A/Dconverter will output the lowest value (-32768 if it's a signed 16 bitvalue). As you adjust the potentiometer between the lowest setting and thehighest setting, the potentiometer will adjust the resistance and thuschange the voltage (since according to Ohm's law, these are inverslyproportional) and the A/D converter will output a binary value between thelowest value and the highest value in proportion to the setting of thepotentiometer.electrical engineering mode=offOf course, you don't care HOW the joystick works, all you need to know isthat you get a large binary value when the joystick is at one setting, youget a small binary value when the joystick is at the other setting, and youget values in between these when the joystick is moved from one position tothe other extreme. The MSDN documents will tell you how these values arereturned in the Windows API. You can also just look through the Half-LifeSDK code in inputw32.cpp to see what it does with these values that getreturned from joyGetPosEx().Jeffrey "botman" Broome___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] Joystick Fun

2001-12-07 Thread Nathan Taylor
 Thanks :)  - Original Message - From: Simon Street Sent: Friday, December 07, 2001 7:46 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Joystick Fun The throttle, usually the z axis.Thats all I can add to this conversationHave fun-Original Message-From: [EMAIL PROTECTED][mailto:[EMAIL PROTECTED]]On Behalf Of Nathan TaylorSent: 07 December 2001 23:06To: HLCodersSubject: Re: [hlcoders] Joystick FunHmm maybe I am not makign sense. Look here:http://www.microsoft.com/hardware/sidewinder/_graphics/Devices/prec2/prec2-Mains-02-02.jpg see the grey nob thing on the left of the stick? Mine issimilar to that but just flat. Anyway that controls speed in Flight Sim, canI make that control speed in HL?Lakario- Original Message -From: botmanSent: Friday, December 07, 2001 6:03 PMTo: [EMAIL PROTECTED]Subject: Re: [hlcoders] Joystick Fun So for that dial thingy I should probably just search the msdn for thereference code I assume? LakarioIf by "dial thingy" you mean the potentiometer inside the joystick, then no,MSDN won't tell you anything about the way the potentiometer works.electrical engineering mode=onThe joystick works by adjusting the setting of a potentiometer for each axis(one for the X and one for the Y). The potentiometer is a variable resistorthat can increase or decrease the flow of electrons in a wire (i.e. reduceor increase the resistance, respectively). There is a constant voltageapplied to one side of the potentiometer (usually +5V) and the other side isfed into an A/D (analog to digital) converter. The A/D converter takes theinput voltage from the potentiometer and converts that a binary value (let'sassume it's a 16 bit D/A converter). When the voltage is at the highervalue (+5V), the A/D converter will output the largest value (32768 if it'sa signed 16 bit value). When the potentiometer is moved to the oppositeposition, the voltage will be at it's lowest value (0V) and the A/Dconverter will output the lowest value (-32768 if it's a signed 16 bitvalue). As you adjust the potentiometer between the lowest setting and thehighest setting, the potentiometer will adjust the resistance and thuschange the voltage (since according to Ohm's law, these are inverslyproportional) and the A/D converter will output a binary value between thelowest value and the highest value in proportion to the setting of thepotentiometer.electrical engineering mode=offOf course, you don't care HOW the joystick works, all you need to know isthat you get a large binary value when the joystick is at one setting, youget a small binary value when the joystick is at the other setting, and youget values in between these when the joystick is moved from one position tothe other extreme. The MSDN documents will tell you how these values arereturned in the Windows API. You can also just look through the Half-LifeSDK code in inputw32.cpp to see what it does with these values that getreturned from joyGetPosEx().Jeffrey "botman" Broome___To unsubscribe, edit your list preferences, or view the list archives,please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] [OT] question to valve, curious

2001-12-06 Thread Nathan Taylor
muy gracias  =)   - Original Message - From: Florian Zschocke Sent: Thursday, December 06, 2001 8:06 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] [OT] question to valve, curious  http://www.moddev.net/files/planet half-life - half-life bloopers.mp3 - 2.24mb is the correct address.Made it clickable:http://www.moddev.net/files/planet%20half-life%20-%20half-life%20bloopers.mp3:)Florian.___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


[hlcoders] Joystick Fun

2001-12-06 Thread Nathan Taylor
Hey guys,  I have a few questions about coding a joystick into a mod. If you have ever played Flight Simulator by MS or any other good ones you'll know that you can use the dial found on most joysticks to control your speed. Well in the mod I am researching this for you fly an airplane and I would like to be able to do the same thing with that dial in this mod as is done in a flight sim.  By simple analysis I can tell the wheel on my Joystick (Microsoft Sidewinder 2)is dial with turn capacity of 180 degrees. Now my assumption is that at the wheel has a sensor inside it that examines the position of the wheel and then outputs the necessary increment of data (speed in this case). Seeing as the wheel is not setupwith button states for bindinglikeJoy4 or whatever I assume some coding will be involved, so my question is: does anyone know where I can find the code I need for the joystick?  Also my joystick has the ability to turn 45 degrees on the Y axis while keeping still on the X axis, inFlight Simulator it causes the plane to do a sharp turn to a perpendicular to the ground. Is there anyway to GET that turn data and reflect it on the Half-Life model?   Finally, since the game I am working on is like a flight sim we want the joystick to function like a real joystick, pull back to ascend, push forward to descend.Now the easiest way to make that happen is to invert the mouse in advanced controls however it is rather lousy playing with the mouse functioning like a joystick, so is there anyway we can program "Invert Joystick"into the code?   Regards,LakarioModDev.netICQ: Get more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] MS to MAX?

2001-12-05 Thread Nathan Taylor
No,  Download that. Then import your SMD and then export the file to a .3ds and open in studio.  Lakario   - Original Message - From: Oskar 'Zoot' Lindgren Sent: Wednesday, December 05, 2001 4:58 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] MS to MAX? That is not for MAX!- Original Message -From: "dodgy" [EMAIL PROTECTED]To: [EMAIL PROTECTED]Sent: Wednesday, December 05, 2001 9:58 PMSubject: Re: [hlcoders] MS to MAX? http://www.swissquake.ch/chumbalum-soft/ -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: "Oskar 'Zoot' Lindgren" [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:12 PM Subject: Re: [hlcoders] MS to MAX?  Do you know where I can get it?- Original Message -  From: "dodgy" [EMAIL PROTECTED]  To: [EMAIL PROTECTED]  Sent: Wednesday, December 05, 2001 8:50 PM  Subject: Re: [hlcoders] MS to MAX? Via MilkShape 3D is the route I'd use... ... although I did hear a rumour that Valve/Gearbox have an unreleased Max   SMD importer. -- dodgy   aka David Hunt   Leader, Uncrossable Parallel   website: http://www.planethalflife.com/uncrossable/sf/   email: [EMAIL PROTECTED]   irc: irc.gamesnet.net:6667 #parallels   icq: 93350590   - Original Message -   From: "Oskar 'Zoot' Lindgren" [EMAIL PROTECTED]   To: [EMAIL PROTECTED]   Sent: Wednesday, December 05, 2001 6:52 PM   Subject: [hlcoders] MS to MAX?   Hi!   Is it possible to export to SMD and import it in MAX? Is there another way   to do it? I mean with all animations? / Oskar Lindgren   ___   To unsubscribe, edit your list preferences, or view the list archives,  please visit:   http://list.valvesoftware.com/mailman/listinfo/hlcoders   ___  To unsubscribe, edit your list preferences, or view the list archives, please visit:  http://list.valvesoftware.com/mailman/listinfo/hlcoders  ___ To unsubscribe, edit your list preferences, or view the list archives,please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] [OT] question to valve, curious

2001-12-05 Thread Nathan Taylor
Sounds like fun. I love that media file! Okay, I can't take it anymore, what the hell is OT???   - Original Message - From: Andrew Foss Sent: Wednesday, December 05, 2001 7:44 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] [OT] question to valve, curious  However a fake bloopers real would be funny. Barney dropping his gun, missed lines, shots of headcrab'ed scientists standing around between scenes at the donut table, etc. Now I want to know who the voice actors were, so we can beg them to dolines for a bloopers demo... (imagine a HL/Blue shift/opfor/CS bloopersreel) Remember on PHL a while ago, they had an mp3 of some HL bloopers? I'dlike to see that put to models, in a demo, with original voice actors..."... the chest chamber."Did you just say "the chest chamber"?aww, damn, can we go again?  Maybe they will release a half-life Directors cutThat sounds like a cool bit, just, all the content that they cut, and theapproximate sequence, merged into HL...___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] [OT] question to valve, curious

2001-12-05 Thread Nathan Taylor
oh thank you god!   - Original Message - From: James Williams Sent: Wednesday, December 05, 2001 9:08 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] [OT] question to valve, curious  Sounds like fun. I love that media file! Okay, I can't take it anymore,what the hell is OT???OT = Off Topic.-James "Corvidae" Williams ([EMAIL PROTECTED])Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength)Co-Leader / Coder, Underhive (http://www.underhive.com)___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] LOD stuff

2001-12-03 Thread Nathan Taylor
 Lol =) IRC ALERT...   - Original Message - From: omega Sent: Sunday, December 02, 2001 11:41 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] LOD stuff Lol =)-omegaBlackened Interactivehttp://www.nofadz.com/blackenedIRC: irc.gamesnet.net channel: #blackened-interactive- Original Message -From: "Dynerman David M" [EMAIL PROTECTED]To: [EMAIL PROTECTED]Sent: Sunday, December 02, 2001 11:24 PMSubject: RE: [hlcoders] LOD stuffI'm glad this isn't irc, otherwise I'd be spammed with private messagesfrom omega telling me type .rulesdavidLead - Front Line Force, Front Line Tacticshttp://www.flfmod.comhttp://www.fltmod.com[EMAIL PROTECTED]-Original Message-From: omega [mailto:[EMAIL PROTECTED]]Sent: Sunday, December 02, 2001 8:29 PMTo: [EMAIL PROTECTED]Subject: Re: [hlcoders] LOD stuffand you other people really need help staying on topic, dont you?! :Psomeone asks a question and then you blabber around like this is irc ;p-omegaBlackened Interactivehttp://www.nofadz.com/blackened- Original Message -From: "Oskar 'Zoot' Lindgren" [EMAIL PROTECTED]To: [EMAIL PROTECTED]Sent: Sunday, December 02, 2001 5:11 PMSubject: Re: [hlcoders] LOD stuff What type of mod are you going to make? - Original Message - From: "Persuter" [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, December 02, 2001 11:05 PM Subject: [hlcoders] LOD stuff  Hey Nusco, I know you released some files dealing with the HolywarsLOD  technology. Is that available for download anywhere? I seem to havelost  my own copy of it, depressingly enough, and I now find myselfworking on  a mod where I really need it.   Thanks for any help.Persuter_  Do You Yahoo!?  Get your free @yahoo.com address at http://mail.yahoo.com   ___  To unsubscribe, edit your list preferences, or view the listarchives, please visit:  http://list.valvesoftware.com/mailman/listinfo/hlcoders   ___ To unsubscribe, edit your list preferences, or view the list archives,please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders___To unsubscribe, edit your list preferences, or view the list archives,please visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders___To unsubscribe, edit your list preferences, or view the list archives,please visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


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