Re: [hlcoders] No TriAPI fog in D3D?!

2002-05-13 Thread Reedbeta
Hmm, dunno about glide but I don't think D3D is dead quite yet :-) OGL is much better from a programming perspective IMHO, much easier to use, and you get free cross-platform compatibility as well...plus the wonderful GeForce series of chipsets are made to work with it :-) --- Chris 'Tal-N'

Re: [hlcoders] Wierdest thing ever....

2002-05-04 Thread Reedbeta
Just maintain an array with enough space for all of the players. At the beginning of each frame clear it out, then set it with the data for all the players being rendered...then next frame (before it's cleared out) do the HUD element stuff only for the visible players. --- Nate Lovallo [EMAIL

Re: [hlcoders] Tried to create message with bogus message type (0)

2002-04-19 Thread Reedbeta
HL will spit out this error whenever it has a problem loading the DLL, whether it's actually a problem with a message or not. This can be caused by something like the DLL being corrupted or not there (unlikely) or something else that prevents the DLL from loading. If you're using FMOD or

Re: [hlcoders] QWERTY - AZERTY

2002-04-18 Thread Reedbeta
Chill out man... --- Übermensch [EMAIL PROTECTED] wrote: That is a French keyboard, not a European keyboard. Don't assume that everyone else uses the same thing as you, they speak other languages, too. --Übermensch - Original Message - From: Cortex [EMAIL PROTECTED] To: [EMAIL

Re: [hlcoders] Visible but no collision breakable

2002-04-17 Thread Reedbeta
DispatchSpawn() instead of calling the CBreakable's spawn function yourself. Take a look at CBaseEntity::Create() or CMonsterMaker::MakeMonster() for other examples of how entities can be created by other entities in the SDK. ---Reedbeta --- Jeff Fearn [EMAIL PROTECTED] wrote: The UTIL_REMOVE

Re: [hlcoders] QWERTY - AZERTY

2002-04-16 Thread Reedbeta
between DirectInput/GetAsyncKeyState and the keyboard is a customized device driver for the keyboard. Easier to get Valve to build the functionality into the engine's key-handling code. ---Reedbeta --- Jim Hunter [EMAIL PROTECTED] wrote: I don't think you'll be able to do what you want to do

Re: [hlcoders] This list is good...

2002-04-11 Thread Reedbeta
Proletarier aller lander, verignt euch! (Workers of the world, unite!) My English teacher has a big poster on her classroom wall with the above statement emblazoned on it. --- Miguel Aleman [EMAIL PROTECTED] wrote: lol They openly declare that their ends can be attained only by the forcible

Re: [hlcoders] bind question

2002-03-02 Thread Reedbeta
bind ESCAPE your_command_name...won't this work? --- Cortex [EMAIL PROTECTED] wrote: Hello, Is there any way to bind the ESCAPE key to another thing than cancelselect ? I'd intercept the new command in ClientCommand and resend cancelselect to the engine with SERVER_COMMAND... Thx :)

Re: [hlcoders] liblist.gam and the hazard course

2002-02-24 Thread Reedbeta
The details of turning on/off the new game and training map buttons are all in the engine where we can't modify them. What I would do is simply put multiplayer in for game type in the liblist.gam (not multiplayer_only which will disable new game and hazard course), then link both the new game

Re: [hlcoders] Monster Speeds

2002-02-17 Thread Reedbeta
) to make the animation match up with the movement speed. ---Reedbeta __ Do You Yahoo!? Yahoo! Sports - Coverage of the 2002 Olympic Games http://sports.yahoo.com ___ To unsubscribe, edit your list preferences

Re: [hlcoders] Monster Speeds

2002-02-16 Thread Reedbeta
The model movement speed is in the animation. See, models appear to run/walk in place in the model viewer, but if you decompile them and load the animation SMDs, you'll find that they move correctly (ie, not running/walking in place). During the model compilation process, something called motion

Re: [hlcoders] AI

2002-01-31 Thread Reedbeta
I think there's some good AI stuff at http://www.planethalflife.com/hlsdk2/ --Reedbeta --- Yacketta, Ronald [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Folks, Know of any good resource that goes into AI detail

Re: [hlcoders] Powered by GameSpy

2002-01-30 Thread Reedbeta
If not, the only way you can keep bots off the top of the rankings is to not let them get a point when they get a kill or capture the flag. Of course then you can't tell how well or poorly they are doing. One alternative would be to modify the dedicated server code to only return real player

Re: [hlcoders] entitys and their targets.

2002-01-20 Thread Reedbeta
Sounds like you want to use the UTIL_FindEntityByTarget function. That will locate any entities that have a specified target, eg the targetname of your func_breakable. --- Christopher Long [EMAIL PROTECTED] wrote: Is there a possible way to get back to the entity that targets another ent

Re: [hlcoders] sub models related question...

2002-01-11 Thread Reedbeta
Yeah, it has died down. I got 12 messages in 3 days this week. Normally I'd get like 50 in that time span. --- Philip Plante [EMAIL PROTECTED] wrote: Sorry about that msg by me being on this topic. Meant to hit new not reply :) Philip Plante www.illicitstudios.com - Original

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

2002-01-11 Thread Reedbeta
I dunno about college, but my high school started back this week... --- James Williams [EMAIL PROTECTED] wrote: college classes start back up this week? I don't start up until the week after next... -James Corvidae Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-04 Thread Reedbeta
If you are using UTIL_FindEntityByClassname() for player Or if you're using any other method of locating players. The point is, subtract the grenade's origin from the player's origin and take the length of the resulting vector. __ Do You

Re: [hlcoders] ogc required to play??

2002-01-04 Thread Reedbeta
Wallhack cheats wouldn't be possible if stuff on the other side of the wall isnt sent to the client :P Which is exactly why we should do all rendering on the server and then just stream the video to the clients :P (yeah yeah, I know, bad joke) --Reedbeta

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread Reedbeta
by looking... CRASH is the word for the day.. Not to sure where to put the trace code or even if it is correct -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Reedbeta Sent: Wednesday, January 02, 2002 3:43 PM To: [EMAIL PROTECTED] Subject

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread Reedbeta
that if you want to affect only the players in a 600-unit radius, you need to add a distance check just before you do the traceline, so you don't waste time doing tracelines for players that are too far away. ---Reedbeta __ Do You Yahoo!? Send your FREE

Re: [hlcoders] Sci's with needles

2001-12-30 Thread Reedbeta
It sounds cool. I'd suggest you look up some basic coding tuts on these subjects. Here are some links that you may find useful: http://www.planethalflife.com/fixxxer/ http://hlci.valveworld.com/ http://www.planethalflife.com/hlprogramming/ http://hlpp.valveworld.com/

Re: [hlcoders] Global functions

2001-12-29 Thread Reedbeta
How about you just make a global function in some file somewhere: void CheckRoundEnd () { // blah } and then you can extern it wherever you need it, or just plop the prototype in a header file somewhere. If it needs to access the private vars of a class, then just have the class declare it as a

Re: [hlcoders] Server/Client CVAR Problems

2001-12-21 Thread Reedbeta
Simple. On the client, just use gEngfuncs.pfnGetCvarFloat(mp_aquashotgun). This is, in fact, exactly what the CVAR_GET_FLOAT macro does on the server, so you could do something like this: #ifdef CLIENT_DLL #define CVAR_GET_FLOAT(s) (gEngfuncs.pfnGetCvarFloat(s)) #endif and then use your

Re: [hlcoders] Bone controller

2001-12-08 Thread Reedbeta
Well if it's the player model you're using, it's quite possible that something else is overriding the bone controller values you set. There are a lot of special cases in the model rendering code that apply only to player models, since they are the only ones that have to deal with gaitsequences

Re: [hlcoders] Joystick Fun

2001-12-07 Thread Reedbeta
If I remember correctly in your original description you described this dial thingy as being capable of modifying the range of the joystick itself? IE, set the dial at one end and you get fine control and at the other end you get coarse control? If so, the mechanism is probably built into the

Re: [hlcoders] Finding out Client's Team Index in Scoreboard Code

2001-12-04 Thread Reedbeta
How can I find the team Index of a client in the VGUI_Scoreboard code? g_PlayerExtraInfo[player_num].teamnumber ---Reedbeta __ Do You Yahoo!? Buy the perfect holiday gifts at Yahoo! Shopping. http://shopping.yahoo.com

Re: [hlcoders] pparams-onlyClientDraw

2001-11-30 Thread Reedbeta
rendering so that a traceline is not necessary when the player presses +use. Then useing would also be impossible when rendering is disabled. This is all purely speculation; I have no idea if HL actually works this way. ---Reedbeta --- James Williams [EMAIL PROTECTED] wrote: Got something wierd

Re: [hlcoders] ghostinj.dll?

2001-11-28 Thread Reedbeta
A what? Do you mean creating a mod DLL in general? If so, the first thing you should do is read Botman's mod FAQ at: http://www.planethalflife.com/botman/mod_faq.shtml --- John Woodall [EMAIL PROTECTED] wrote: Does anyone have sample sourcecode or guides on how to create a ghostinj.dll?

Re: [hlcoders] Overflow problem

2001-11-28 Thread Reedbeta
I think the best solution is probably to send the messages less often. IE, you don't need to regenerate 1 armour unit (or whatever) per second, you could just do 10 armour units per 10 seconds. That would reduce the net traffic due to the armour message by a factor of 10. Or you could just

Re: [hlcoders] Virus on the list ?

2001-11-26 Thread Reedbeta
Even though Microshit's business practices make the devil look like a saint, you've got to admit that there are a few products of theirs that are actually good in some way...of course, those are probably the ones that are stolen. --- Nathan Taylor [EMAIL PROTECTED] wrote: That's the trouble

Re: [hlcoders] Server launcher

2001-11-26 Thread Reedbeta
If I wanted to modify the displayed output in the dedicated server window, the code I need to start with is in the dedicated folder of the sdk correct? Correct. __ Do You Yahoo!? Yahoo! GeoCities - quick and easy web site hosting, just

[hlcoders] Singing Walter plugin

2001-11-26 Thread Reedbeta
Botman, I just downloaded your Singing Walter plugin for WinAmp and tried it outcool beansbut man, when do you find the time to do all this stuff? You released this mere days after the BSP tools, did you just have it laying around on your HD or did you actually build the whole thing in

Re: [hlcoders] Blurred HUD Sprites

2001-11-24 Thread Reedbeta
. As I mentioned, all sprites are in 256 colors, and are 48x48. Attached to this email are the image sources used to create the sprites themselves and a screenshot of the effect. I hope this will help diagnose the problem, as it's got me completely stumped. ---Reedbeta

Re: [hlcoders] Impulse Commands

2001-11-21 Thread Reedbeta
And the command to illuminate a dark map is r_fullbright 1 to turn it off, use r_fullbright 0. Not sure if this works in OpenGL mode, there may be a different cvar for it. --Reedbeta --- Nathan Taylor [EMAIL PROTECTED] wrote: 2 quick questions: 1) Does anyone either know the complete list