Re: [hlcoders] adding external dependencies to a project

2002-03-23 Thread Nicolai Haehnle

The external dependencies is automatically created by the compiler; it drops
any header files that aren't listed in another section in there. Also note
that the External Depencies aren't saved in the .dsp file afaik, so they
don't really belong to the project at all.

So if you want to add files to your project, always add it into one of the
proper sections. External Dependencies is just there so that you don't
accidently forget about a header file you depend on.

Actually, you don't have to add header files to the project at all. The
#include is all that matters.

However, it's nice to have the headers in the source files list for easy
browsing. Additionally, some tips features of the editor (such as member
lists) only work when the header file is added to the project.

cu,
Prefect
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Monsters (was: Re: [hlcoders] Solid Vehicles)

2002-03-14 Thread Nicolai Haehnle

I want them to behave just like humans.

Am Donnerstag, 14. März 2002 14:54 schrieb Jorrit Heusinkveld:
 i want them to move just like a player
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Re: [hlcoders] OT: what do langauge microsoft use for their apps?

2002-03-08 Thread Nicolai Haehnle

Am Freitag, 8. März 2002 10:38 schrieb Pat Magnan:
 Ok, how dumb of me earlier. I ran all the .exes through the dependency
 walker that comes with Visual Studio.

 A VB App (any that I've ever seen, are all dependent on:
 MSVBVM50.DLL
 which in turn depends on stuff like GDI, Kernell, etc type dlls

 An MFC App would have MFC42 dll in its dependency tree, then GDI and
 kernell etc.

 For Office (for example), I see neither of those. I see WWINTL32.DLL
 (don't know what this is) and MSO97.DLL (likely just a library of
 common code for office), but no VB runtime or MFC42 anywhere in there.

You did double check that MSO97.DLL doesn't depend on MFC or VB? Well, they
may have just linked that in statically..

cu,
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Re: [hlcoders] What is C# (was : Argh!)

2002-02-27 Thread Nicolai Haehnle

Am Mittwoch, 27. Februar 2002 14:09 schrieb _Phantom_:
 btw, I'm not a M$ fan, however it does seam alot of C# bashing happens just
 because M$ made it, C# from what I've read does have a fair amout going for
 it, not least of which is making windows coding easier by hiding the Win32
 API more. Granted it might not be of much/any use to game programmers, but
 it still deserves it's shot...

 /rant :D

(note that much of this isn't actually a reply to Phantom_, but a summary of
replies to various postings etc..)

Experience tells me that Microsoft is _very_ bad at coming up with good APIs.
Just think all the COM mess out there, DirectX is especially bad, MSHTML
(which I recently had to fight against) is just plain evil. MFC isn't good
either, especially compared with such beauties as Qt.

I've looked at the specs of C#, and boy this is madness. C# is like C++, but
with three times as many keywords. It looks like most of the code actually
consists of keywords, as opposed to C / C++. The relative sparsity of
keywords is one of the things I love about C.
Quite surprisingly though - considering that C# is a Microsoft product - all
the keywords are lower case (don't you all love LPDIRECTDRAWSURFACE7 etc... -
note that there are lots worse).

C# has some difficulties right at the foundation, e.g. that the language is
just plain illogical. The program entry point is a main() function (or
rather, method). But since there are no global functions in C#, it simply
picks one main() functions out of one class (and complains if there are
several main methods IIRC).

The language will be used, that much is obvious. But I'm pretty sure that the
reason for its acceptance will be Microsoft's marketing prowess rather than
the language's benefits - after all, the language is mainly an attempt to fix
all bad design decisions we've seen in the past.

Oh, and I can prove the statement that marketing prowess is all that counts.
I've seen polls on the net where about 36% of the participants already used
Windows XP, even though there's no sensible reason at all to upgrade from an
existing system to it.

Anyway, as long as open software exists, we're going to remain free, if we
choose to do so. If you want to bitch about something, bitch about software
patents.

cu,
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Re: [hlcoders] Info on a client command

2002-02-07 Thread Nicolai Haehnle

Am Donnerstag, 7. Februar 2002 16:52 schrieb _Phantom_:
 How does this work when there are two keys bound to one action then?
 eg

 bind [ invprev
 bind ] invnext
 bind MWHEELDOWN invnext
 bind MWHEELUP invprev

 or does it not include mouse/joystick button as they are buttons and not
 keys?

Well, why don't you try and find out?

cu,
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Re: [hlcoders] ogc required to play??

2002-01-07 Thread Nicolai Haehnle

Am Montag, 7. Januar 2002 01:17 schrieben Sie:
 Why can't it just be available on the CD itself (in a datafile). I'm sick
 of losing my cases and therefore not being able to play the game again.

That's not feasible. CDs aren't burned but pressed, which means that all the 
CDs are exactly the same. Otherwise, the prices would rocket sky-high.

cu,
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Re: [hlcoders] ogc required to play??

2002-01-05 Thread Nicolai Haehnle

Am Samstag, 5. Januar 2002 14:43 schrieben Sie:
  You don't need to detect a cheat every time, only once and they are gone
 
  :) This is where we have the advantage.

 You assume that someone only has 1 or 2 WONids.  That's not true for many
 cheaters, they have hundreds of WONids...

 http://www.bowboard.f2s.com/cgi-bin/ikonboard.cgi?s=3c36fdcf2c26;act=ST
; f=1;t=278

 You can also ban by IP address, but this will only be effective on static
 IP cable modems and static IP xDSL connections.  Many cheaters will have
 dynamic IP broadband connections or dynamic 56K dial-up connections.  You
 may have to ban the same cheater hundreds of times to keep them off of the
 server.

Banning by IP is definitely not an option, because cheater detection requires 
you to be able to ban a cheater forever. WON IDs are also a bad idea 
because of what you mentioned. Apart from that you risk banning innocent 
people by both those methods.

Anyway, another possible to the solution of the banning problem is to use a 
third-party authentication server based on e-mail addresses. Which may of 
course be more hassle for the users than it's worth because cheaters can just 
register new email-addresses (just like they can just create a new HL key 
using a key generator).

However, when you couple this authentication with a global ranking scheme, it 
may be worth it as a community effort. The notorious cheaters will always 
have to recreate their accounts, so that they will never be able to reach the 
top of the global ranking ladder.

cu,
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Re: [hlcoders] ogc required to play??

2002-01-05 Thread Nicolai Haehnle

Am Samstag, 5. Januar 2002 18:07 schrieben Sie:
 ok, newbie here...no flaming =)
 what about banning by MAC addr? its unique for each ethernet card, and
 cheaters would therefore need to change cards all the time, a lot less
 likely then registering new emails...

You don't have MAC addresses on the internet. And if the client would send 
its MAC address to the server, then there's nothing to stop it from 
generating random MAC addresses...
There's no way the server can validate them.

cu,
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Re: [hlcoders] ogc required to play??

2002-01-04 Thread Nicolai Haehnle

Am Samstag, 5. Januar 2002 02:22 schrieben Sie:
 Wallhack cheats wouldn't be possible if stuff on the other side of the wall
 isnt sent to the client :P

 -av

Which would immediately lead to problems if a lagged player walks around 
corners because entities don't appear immediately. You can see this effect on 
the TFC map well when you enter the flag room from the lower level of your 
base, even if your ping isn't too high.

Normally, this doesn't happen because the PVS extends a bit around corners, 
but it looks like this particular place in well has good visblocking ;)

cu,
Prefect
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