Re: [hlcoders] Third Person Camera Tutorial

2005-07-13 Thread SB Childe Roland
I definately believe that a good compiler would and should not even
translate it, but it's still bad programming practice.

On 7/9/05, Tony Paloma [EMAIL PROTECTED] wrote:
 Actually, just as a little side note, it seems as long as there is no
 function in the expression, no machine code gets added to the program when
 an if's statement has no code. So

 if ( gpGlobals-maxClients  1 )
 {
 //return;
 }

 ..adds no real code and no cycles get added. I checked this using MSVC++ 6
 and I'm assuming it works the same for .NET.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of SB Childe
 Roland
 Sent: Friday, July 08, 2005 3:27 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Third Person Camera Tutorial

 Why wouldn't you comment out the entire if statement??  Do you like
 wasting processor cycles?

 On 7/3/05, Kamran [EMAIL PROTECTED] wrote:
  [ Converted text/html to text/plain ]
  That's because of this function:
  /*
  ==
  CAM_ToThirdPerson
  ==
  */
  void CInput::CAM_ToThirdPerson(void)
  {
  QAngle viewangles;
  // Do allow third person in TF2 for now
  #if !defined( TF2_CLIENT_DLL )  !defined( CSTRIKE_DLL )
  #if !defined( _DEBUG )
  if ( gpGlobals-maxClients  1 )
  {
  // no thirdperson in multiplayer.
  return;
  }
  #endif
  #endif
  engine-GetViewAngles( viewangles );
  if( !m_fCameraInThirdPerson )
  {
  m_fCameraInThirdPerson = true;
 
  m_vecCameraOffset[ YAW ] = viewangles[ YAW ];
  m_vecCameraOffset[ PITCH ] = viewangles[ PITCH ];
  m_vecCameraOffset[ 2 ] = CAM_SWITCH_DIST;
  // Set model to player because when a map first loads
  // it doesn't set the model... sort of a hack.
  C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
  pPlayer-SetModel(player);
  }
  cam_command.SetValue( 0 );
  }
  Just comment out the return; under No third person in multiplayer.
  Draco wrote:
 
  Thank you, I was looking into getting a thirdperson camera working,
  but I couldn't go thridperson in multiplayer and using release dlls, I
  could never find why.
 
 
  --
  Draco
 
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Re: [hlcoders] Vehicle Prediction

2005-07-12 Thread SB Childe Roland
How does that not make sense??  Name one new feature that CS:S had
when it was released that was not related to making it LOOK better?

On 7/11/05, Tom Edwards [EMAIL PROTECTED] wrote:
 One of the reasons I like mailing lists is that you need at least some
 degree of sense to find and sign up to them. A theory that doesn't
 always hold true, unfortunately.

 It's the same old shit with a new spit shine.
 
 Sounds like someone I know, minus the shine.

 SB Childe Roland wrote:

 It's just that I was looking forward to HL2 so much.  Valve really let
 us down with not having sooo many features that were included in
 engines released 2 years before Source.  On top of that they released
 it late, and it still didn't have that shit.  Now they are trying to
 take away our (meta-mod-style) plugins.
 
 And the support for developers (while probably better than some games)
 has not been near what it should be.  I guess they figured since they
 already got 3rd party mods (DoD, and CS) to inflate their popularity
 so much and sell so many copies of HL that they don't need to give a
 shit about anyone else trying to release one.
 
 Plus, where the hell is DoD:S   Now that I think about it, if it
 turns out like CS:S (exactly like the original) then who the fuck
 cares where it is.  They didn't even give us new maps until several
 months into CS:S, who wants to bet we get no new maps with the release
 of DoD:S?  Let alone being kind enough to throw in a new game play
 mode.  It's the same old shit with a new spit shine.  I'm kinda
 starting to wish that the CS and DoD teams hadn't sold out to Valve.
 Maybe it would've helped keep their egos in check...
 
 On 7/10/05, Ben Davison [EMAIL PROTECTED] wrote:
 
 
 --
 [ Picked text/plain from multipart/alternative ]
 Wrong side of bed?
 
 --
 - Ben Davison
 - http://www.shadow-phoenix.com
 --
 
 
 
 
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Re: [hlcoders] Vehicle Prediction

2005-07-12 Thread SB Childe Roland
If Valve doesn't make serious changes to the Source engine it is going
to be even more obsolete by the time TF2 comes out.

On 7/9/05, Tom Edwards [EMAIL PROTECTED] wrote:
 TF2...TF2...hang on in there... ;-)

 SB Childe Roland wrote:

 Noone has done it??
 
 On 6/30/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 
 
 I've recently tried to tackle adding prediction to vehicles and wound up
 finding it was a more difficult task than I realized.  I've heard the
 issue discussed several times before so I'm hoping someone has
 accomplished it by now and can provide some wisdom on my problem.
 
 I ported the four wheel server side physics code to the client and its
 creation within the vehicle's spawn to where everything seems to be
 identical on the client, all wheels get posed correctly and the vehicle
 physics object gets control inputs and responds.  My problem is that the
 client side physics vehicle doesn't respond very closely to the server
 side physics of the vehicle at all.  After driving for even just a few
 seconds the client and server positions of the vehicle physics object get
 very mismatched.  I tried sending all of the control inputs to the client
 and use those to input into the vehicle physics after every packet update
 which helped somewhat.  The absolute origin of the vehicle entity and the
 position of the physics object don't match up at all.  I assumed that I
 would need to put the physics object's position or maybe even more info
 about it in the prediction table so that it gets saved and reverted with
 every update, but I'm not exactly sure how to do that since the interface
 to it is limited.  Even if I did do that, what good is predicting the
 vehicle if it's not going to be a very accurate prediction at all?
 
 Am I even on the right track?  I was thinking maybe even predicting the
 physics is overkill, and I should just predict the vehicle continuing on a
 straight path between updates with little to no input.  Is there any sort
 of article out there explaining prediction in depth?
 
 I'd appreciate any advice at all.
 
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Re: [hlcoders] Vehicle Prediction

2005-07-12 Thread SB Childe Roland
And Havok improves the gameplay exactly how??

On 7/12/05, McCormack, Chris [EMAIL PROTECTED] wrote:
 Havok

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of SB Childe
 Roland
 Sent: 12 July 2005 12:51
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Vehicle Prediction


 How does that not make sense??  Name one new feature that CS:S had
 when it was released that was not related to making it LOOK better?


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Re: [hlcoders] Vehicle Prediction

2005-07-12 Thread SB Childe Roland
And all it is is eye candy, therefore it is 100% related to looks,
therefore proving my point.

On 7/12/05, Kamran [EMAIL PROTECTED] wrote:
 Physics... ragdolls... one of the reasons I love CS:S.

 SB Childe Roland wrote:

 And Havok improves the gameplay exactly how??
 
 On 7/12/05, McCormack, Chris [EMAIL PROTECTED] wrote:
 
 
 Havok
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of SB Childe
 Roland
 Sent: 12 July 2005 12:51
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Vehicle Prediction
 
 
 How does that not make sense??  Name one new feature that CS:S had
 when it was released that was not related to making it LOOK better?
 
 
 *
 This e-mail and its attachments are confidential and are intended for the 
 above named recipient only. If this has come to you in error, please notify 
 the sender immediately and delete this e-mail from your system. You must 
 take no action based on this, nor must you copy or disclose it or any part 
 of its contents to any person or organisation. Statements and opinions 
 contained in this email may not necessarily represent those of Littlewoods 
 Group Limited or its subsidiaries. Please note that e-mail communications 
 may be monitored. The Registered Office of Littlewoods Group Limited and 
 its subsidiaries is 100 Old Hall Street, Liverpool, L70 1AB. Registered 
 number of Littlewoods Group Limited is 5059352.
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Re: [hlcoders] Vehicle Prediction

2005-07-11 Thread SB Childe Roland
It's just that I was looking forward to HL2 so much.  Valve really let
us down with not having sooo many features that were included in
engines released 2 years before Source.  On top of that they released
it late, and it still didn't have that shit.  Now they are trying to
take away our (meta-mod-style) plugins.

And the support for developers (while probably better than some games)
has not been near what it should be.  I guess they figured since they
already got 3rd party mods (DoD, and CS) to inflate their popularity
so much and sell so many copies of HL that they don't need to give a
shit about anyone else trying to release one.

Plus, where the hell is DoD:S   Now that I think about it, if it
turns out like CS:S (exactly like the original) then who the fuck
cares where it is.  They didn't even give us new maps until several
months into CS:S, who wants to bet we get no new maps with the release
of DoD:S?  Let alone being kind enough to throw in a new game play
mode.  It's the same old shit with a new spit shine.  I'm kinda
starting to wish that the CS and DoD teams hadn't sold out to Valve.
Maybe it would've helped keep their egos in check...

On 7/10/05, Ben Davison [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Wrong side of bed?

 --
 - Ben Davison
 - http://www.shadow-phoenix.com
 --


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Re: [hlcoders] Vehicle Prediction

2005-07-10 Thread SB Childe Roland
I'm pretty sure they'll wait till they've screwed enough people out of
their money by selling them HL2 without promised features, then theyll
throw those features into a new product and sell the same shit to the
same people again

On 7/9/05, Andrew (British_Bomber) [EMAIL PROTECTED] wrote:
 lol :D Those TF2 quotes are a conspiracy..  They are just there to
 give you that tiny glimmer of hope that it will some day release :P :P
 :D

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Re: [hlcoders] Third Person Camera Tutorial

2005-07-08 Thread SB Childe Roland
Why wouldn't you comment out the entire if statement??  Do you like
wasting processor cycles?

On 7/3/05, Kamran [EMAIL PROTECTED] wrote:
 [ Converted text/html to text/plain ]
 That's because of this function:
 /*
 ==
 CAM_ToThirdPerson
 ==
 */
 void CInput::CAM_ToThirdPerson(void)
 {
 QAngle viewangles;
 // Do allow third person in TF2 for now
 #if !defined( TF2_CLIENT_DLL )  !defined( CSTRIKE_DLL )
 #if !defined( _DEBUG )
 if ( gpGlobals-maxClients  1 )
 {
 // no thirdperson in multiplayer.
 return;
 }
 #endif
 #endif
 engine-GetViewAngles( viewangles );
 if( !m_fCameraInThirdPerson )
 {
 m_fCameraInThirdPerson = true;

 m_vecCameraOffset[ YAW ] = viewangles[ YAW ];
 m_vecCameraOffset[ PITCH ] = viewangles[ PITCH ];
 m_vecCameraOffset[ 2 ] = CAM_SWITCH_DIST;
 // Set model to player because when a map first loads
 // it doesn't set the model... sort of a hack.
 C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
 pPlayer-SetModel(player);
 }
 cam_command.SetValue( 0 );
 }
 Just comment out the return; under No third person in multiplayer.
 Draco wrote:

 Thank you, I was looking into getting a thirdperson camera working,
 but I couldn't go thridperson in multiplayer and using release dlls, I
 could never find why.


 --
 Draco

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 Get Firefox! Safer, Faster, Better.[2]
 Down with Internet Explorer! Say NO! to Spyware! Use Firefox

 ===References:===
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   2. http://www.spreadfirefox.com/?q=affiliatesamp;id=0amp;t=85

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Re: [hlcoders] Vehicle Prediction

2005-07-08 Thread SB Childe Roland
Noone has done it??

On 6/30/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 I've recently tried to tackle adding prediction to vehicles and wound up
 finding it was a more difficult task than I realized.  I've heard the
 issue discussed several times before so I'm hoping someone has
 accomplished it by now and can provide some wisdom on my problem.

 I ported the four wheel server side physics code to the client and its
 creation within the vehicle's spawn to where everything seems to be
 identical on the client, all wheels get posed correctly and the vehicle
 physics object gets control inputs and responds.  My problem is that the
 client side physics vehicle doesn't respond very closely to the server
 side physics of the vehicle at all.  After driving for even just a few
 seconds the client and server positions of the vehicle physics object get
 very mismatched.  I tried sending all of the control inputs to the client
 and use those to input into the vehicle physics after every packet update
 which helped somewhat.  The absolute origin of the vehicle entity and the
 position of the physics object don't match up at all.  I assumed that I
 would need to put the physics object's position or maybe even more info
 about it in the prediction table so that it gets saved and reverted with
 every update, but I'm not exactly sure how to do that since the interface
 to it is limited.  Even if I did do that, what good is predicting the
 vehicle if it's not going to be a very accurate prediction at all?

 Am I even on the right track?  I was thinking maybe even predicting the
 physics is overkill, and I should just predict the vehicle continuing on a
 straight path between updates with little to no input.  Is there any sort
 of article out there explaining prediction in depth?

 I'd appreciate any advice at all.

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Re: [hlcoders] Re: Re: 3 round

2005-05-12 Thread SB Childe Roland
Damn, don't get pissed at him.  What did he do to you??

Can't we all just get along?

On 5/12/05, Tony omega Sergi [EMAIL PROTECTED] wrote:
 Who was talking about switching while firing? The whole argument has been
 about how burst works while you have it selected, I don't recall anyone
 talking about switching to or from it.

 I also don't believe it's possible to even switch while holding the trigger
 down, because the trigger group would be locked. But I dunno for sure, and
 I'm too lazy to look at the manual now.


 -Original Message-
 From: bob [mailto:[EMAIL PROTECTED]
 Sent: May 11, 2005 11:39 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Re: Re: 3 round

 What the man is saying is that in real life, if you switch to the burst
 mode from automatic or any other selection that it starts counting and
 doesn't reset until the next trigger release.

 IE- if you depress the trigger, firing one shot, and switch to burst
 without releasing you will only be able to fire 2 bullets the next time
 you press the trigger down.

 Every time there after you will be firing 3. unless you release the
 trigger before they all come out.

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Re: [hlcoders] Re: 3 round burst

2005-05-12 Thread SB Childe Roland
SSS.  THEY are listening... looks over his shoulder

On 5/12/05, tei [EMAIL PROTECTED] wrote:
 Man, I love this mail list.

 What will be the next topic? home made fision bombs?

 :DDD

 McCormack, Chris wrote:
  hehe this thread is insane, I think some of the contributors may possibly 
  be on FBI watch lists :P
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Behalf Of Michael A.
  Hobson
  Sent: 11 May 2005 06:11
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Re: 3 round burst
 
 
  root 3:16,
 
  Just for once, maybe you could stop pretending to be the all-knowing
  infallible font of knowledge you seem to think you are as demonstrated
  by at least half your posts to this list ?
 
  At 08:55 PM 5/10/2005, you wrote:
 
   3 sites I went to .org's .mils have the same thing it fires 3 rounds
 
 automatically in burst mode.
 
 http://www.au.af.mil/au/awc/systems/dvic534.htm
 
 
  Link above is not to an actual training manual, wherein one might
  learn all the subtle nuances of the weapon.
 
  Are you suggesting that some random web pages are superior in
  authority to an actual scanned *US MARINE CLASS TRAINING
  MANUAL* ???
 
 
 At any rate, I have shot the M16A2, when you pull and release it fires 3
 rounds. Regardless if you pull and hold the trigger or just pull and release
 the trigger.
 
 
  Did you actually try to make it cut the bursts short ?
 
  Why do I find that hard to believe?
 
  I shall now quote from page 4 (top paragraph) of the M16A2 MILSPEC
  document for the M16A2 Assault Rifle:  MIL-R-63997B(AR) MILITARY
  SPECIFICATION  Rifle, 5.56mm: M16A2, which is
  available from Armalite (the AR in AR-15) at the following URL:
 
   http://www.ar15.com/content/manuals/m16a2milspec.pdf
 
  quote:
   ...  When the selector is placed in the BURST
   position, it shall permit the automatic sear to engage the hammer,
   so that the rifle is capable of burst firing.  (One, two, or three
   continuous sh[[... NO CARRIER

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Re: [hlcoders] Netcode and Vehicles

2005-05-09 Thread SB Childe Roland
With this post you sorta imply that you will be releasing an update
that fixes the vehicles problems.  Do you plan on doing that, or was I
simply misreading it?  I am having a lot of problems trying to
transfer the vehicles to client side.  Can you give me some tips, or
preferebly some example code (besides whats in the SDK) to get me
started?

How do the IVehicle, IclientVehicle, and Iservervehicle work with
relation to each other?  Are these going to have to be consolidated
into one, or which class should most of this consolidation take place
in?  There seems to be so much that goes in either client or server
that it would be impossible to code it in both.  I really need some
help here, and would appreciate it if the guys at valve who wrote and
(should) know this code could give me some real help.  If I do get it
working I plan on posting advice on Wiki to allow other modders to get
it done without having to pull all of their hair out.

On 12/14/04, Jay Stelly [EMAIL PROTECTED] wrote:
 
  So basically what your saying is Vehicle based mods are a no
  go for the source engine?

 This is totally not true.  The SDK does not currently have an optimized
 network data model for vehicles, but it's completely possible to
 optimize (or otherwise redefine) the network data for vehicles in a mod.
 The current implementation works well for single player games, but it
 does use a fair amount of bandwidth.  It would be straightforward to
 move much of the data over to the client and out of the network stream.
 Without doing more analysis of your mod and the current bandwidth usage
 of vehicles it's hard to say how much you'd need to strip from the
 stream.

 I don't have a date for when we'll release an internally developed
 solution.

 Jay

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[hlcoders] PoserParameters in the QC

2005-04-29 Thread SB Childe Roland
I would like to have someway to dynamically deform the body of my
vehicle in the code.  I know about the PoseParameters functions, but
I'm not sure how I should tell my modeller to set it up in the QC.

Should he do it as an animation, or a sequence?  Where does the
$poseparameter command come in and how does it interact with the
$sequence options (like blend)?

I have looked through the documentation, but it is not all that
helpful.  It could definately use more examples.

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Re: [hlcoders] I need an example of adding tab control for vgui

2005-04-29 Thread SB Childe Roland
new is a compiler command.  I'm pretty sure that you have to call
delete for everything that you create with new.  Someone please
correct me if I'm wrong about the SDK.

On 4/29/05, Heritage [EMAIL PROTECTED] wrote:
 Ok, got everything working! This is a lot eaiser than hl1! One more
 quick question as i am now beginning my vgui development. the keyword
 new is overloaded correct? In other words, I dont need to call
 delete for vgui controls like frames panels and whatever?


 On 4/29/05, Heritage [EMAIL PROTECTED] wrote:
  oh nm, i got it, i guess i needed the cpp file too
 
  #include D:\\src\\vgui2\\controls\\PropertySheet.cpp
 
  you need to define everyhting in the headers plz! or maybe im an
  idiot, either way!
 
  g...
 
 
  On 4/29/05, Heritage [EMAIL PROTECTED] wrote:
   PropertySheet
  
   Doest seem to like it, I have tried a bunch of different header files
   #include prsht.h
   #include vgui_controls/PropertySheet.h
  
   doest seem to work
   which headers does this control require?
  
   On 4/29/05, Heritage [EMAIL PROTECTED] wrote:
thx guys, that was quick
   
On 4/29/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
 Look at PropertySheet and PropertyPage, they are provide a tabbed
 interface.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick
 Sent: Thursday, April 28, 2005 11:58 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] I need an example of adding tab control for 
 vgui

 You could use an array of buttons on a panel, you could possibly use 
 one
 of those cool handy vector collection type thingies for the array so 
 you
 can easily add new tabs to the strip, all you would need to do is 
 handle
 a click event to change the background of a button (to make it look
 selected) and then update a member var to store which one is selected,
 this should be very simple to do.

 -Original Message-
 From: Heritage [mailto:[EMAIL PROTECTED]
 Sent: 29 April 2005 07:45
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] I need an example of adding tab control for vgui

 I could not find any examples in the code, I just need the name of the
 control and maybe an example of adding tab pages to it.

 thx

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Re: [hlcoders] HL2 Mini-map/radar

2005-04-27 Thread SB Childe Roland
Did you have a specific question??  Several people already posted on
your VERC thread with hints about how to start this.  Like I said
there, nobody is going to write your code for you.  If you don't know
how to ask a specific question (and I know it can be difficult) then
there is no point in posting here, you most likely won't get a helpful
response.  There are several helpful hints on that thread, maybe you
should try reading it again.

What exactly do you need help with?  Drawing the texture?  Getting the
players' locations?

On 4/27/05, David Myers [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I am doin a HL2 mod named 'The Fault' (www.planethalflife.com/thefault) and
 was wondering how to go about putting a minimap/radar in the top right hand
 corner of the hud, kind of like the one on DoD.
 --

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Re: [hlcoders] Netcode and Vehicles

2005-04-22 Thread SB Childe Roland
Ok, so I decided to create my own vehicle class, CPropCGjeep.  It
derives from CPropVehicleDriveable on the server side, and
C_PropVehicleDriveable on the client side.  I did this using an #ifdef
CLIENT_DLL like is shown many times in the code.



#include cbase.h
#ifdef CLIENT_DLL
#include c_prop_vehicle.h
#include c_baseplayer.h
#define CPropCGjeep C_PropCGjeep
#define CPropVehicleDriveable C_PropVehicleDriveable
#else
#include vehicle_base.h
#include baseplayer.h
#endif
#include movevars_shared.h
#include view.h
#include flashlighteffect.h
#include c_te_effect_dispatch.h
#include CBaseVehicles.h

However, when I declare this:
IMPLEMENT_NETWORKCLASS_ALIASED( CPropCGjeep, DT_PropCGjeep )

The compiler gives me the error:
error C2653: 'C_CPropCGjeep' : is not a class or namespace name

Why would the preprocessor be inserting that extra C when I clarly
have CPropCGJeep being changed to C_PropCGjeep?

Also, am I going about this the right way?  Will I be able to derive
that shared class from 2 completely different classes
(CPropVehicleDriveable, C_PropVehicleDriveable) and still have it
'sync' up?





On 4/21/05, SB Childe Roland [EMAIL PROTECTED] wrote:
 I was wondering if you can give me a clue on how to start.  Perhaps
 you could move one of the functions client side as a demo?  I really
 have no idea how your guys' netcode works or how to begin moving
 things to the client side.  Any hints or links you can give me that
 may give me a start on how to do this would be greatly appreciated.

 Thanks.

 On 12/15/04, Yahn Bernier [EMAIL PROTECTED] wrote:
  You should be able to make your vehicles as lightweight from a
  networking point of view in Source as in any other current or next
  generation engine.  You have complete control over how much data is sent
  for each vehicle and it's generally not too tricky to move lots of logic
  over to the client to avoid having to network it.  In fact, you could
  make vehicles nearly 100% client side if you so desired.
 
  Jay or I are happy to provide specific suggestions on how to reduce
  bandwidth usage by vehicles/phyics/players/weapons or whatever you run
  into, but you'll need to formulate a plan so you can ask questions we
  can give real answers to.
 
  I'd love to see someone try to do a 32 vehicle game and we'd be happy to
  help with any technical issues along the way.
 
  Yahn
 

 --
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[hlcoders] Shared-Jeep-Code Thread

2005-04-22 Thread SB Childe Roland
I basically tried to create one class that contains all the functions
of both the PropVehicleJeep and C_PropVehicleJeep.

When I compile it, I still get one error.
-
CBaseVehicle.obj : error LNK2001: unresolved external symbol private:
virtual struct datamap_t * __thiscall
C_CPropCGjeep::GetDataDescMap(void)
([EMAIL PROTECTED]@@EAEPAUdatamap_t@@XZ)
-


I can't find any examples of GetDataDescMap, so I assume it is in one
of the Macros.  This is how I used the Macros:
--
IMPLEMENT_NETWORKCLASS_ALIASED( CPropCGjeep, DT_PropCGjeep )

BEGIN_NETWORK_TABLE( CPropCGjeep, DT_PropCGjeep )
END_NETWORK_TABLE()

BEGIN_PREDICTION_DATA( CPropCGjeep )
END_PREDICTION_DATA()
-


Is this correct?  Do I need to put my variables inside these macros,
or will that be done automatically?  I'm still not sure about the
useage of the Network macros, perhaps when I get those right, the
linker error will be fixed.




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Re: [hlcoders] Netcode and Vehicles

2005-04-21 Thread SB Childe Roland
I was wondering if you can give me a clue on how to start.  Perhaps
you could move one of the functions client side as a demo?  I really
have no idea how your guys' netcode works or how to begin moving
things to the client side.  Any hints or links you can give me that
may give me a start on how to do this would be greatly appreciated.

Thanks.

On 12/15/04, Yahn Bernier [EMAIL PROTECTED] wrote:
 You should be able to make your vehicles as lightweight from a
 networking point of view in Source as in any other current or next
 generation engine.  You have complete control over how much data is sent
 for each vehicle and it's generally not too tricky to move lots of logic
 over to the client to avoid having to network it.  In fact, you could
 make vehicles nearly 100% client side if you so desired.

 Jay or I are happy to provide specific suggestions on how to reduce
 bandwidth usage by vehicles/phyics/players/weapons or whatever you run
 into, but you'll need to formulate a plan so you can ask questions we
 can give real answers to.

 I'd love to see someone try to do a 32 vehicle game and we'd be happy to
 help with any technical issues along the way.

 Yahn



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Re: [hlcoders] Multiplayer NPCs

2005-04-21 Thread SB Childe Roland
Does anybody know where I can get more information about transfering
existing code to be client side??

On 12/18/04, Adam amckern Mckern [EMAIL PROTECTED] wrote:
 i would look at clinet side predctions, and work from
 there (sorry if this has been answered)

 things that should be done on the client are
 animtions, and sounds, while the demage should be
 sever side, this of course will get harder as you
 progress to things line gun ships, and striders

 Adam


 --- wheaty [EMAIL PROTECTED] wrote:

  I've been able to get a fully working headcrab in a
  multiplayer mod
  (basically copied the npc_headcrab code and spent a
  while trimming it
  until it compiled).  As it stands right now,
  *everything* is done on
  the server side, which isn't exactly optimal.  My
  question is, should
  I attempt to hack the headcrab into the shared
  code?
 
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Re: [hlcoders] Any problems with VB .Net?

2005-04-07 Thread SB Childe Roland
No, if you read thru those nests; I respond to your first one, telling
you there's no such thing as VB C++, then you say Er... Guys. Thanks
for the names and all but I just want to know if there is anything
wrong with compiling the HL SDK 2.3 with VB C++ . Net.   AFTER I
corrected you.  You even quoted my statement that there is no such
thiong as VB C++ in that SAME e-mail.

If you can't figure out the difference between VisualBasic and
VisualC++, maybe you should go ahead and unsubscribe from this list
untill you do a little more reading and learning.

On Apr 7, 2005 9:34 AM, Tan Theodore [EMAIL PROTECTED] wrote:
 I think you read the later reply of mine. I already rephrased it. Some
 people reads it late, I suppose. :p

 From: SB Childe Roland [EMAIL PROTECTED]
 Reply-To: hlcoders@list.valvesoftware.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Any problems with VB .Net?
 Date: Thu, 7 Apr 2005 07:59:01 -0500
 
 You quoted my own text where I say there is no such thing as VB C++,
 then proceed to ask AGAIN if there will be a problem compiling with
 this nonexistent program.
 
 Some people just don't get it, I suppose.
 
 On Apr 7, 2005 12:23 AM, Tan Theodore [EMAIL PROTECTED] wrote:
   Er... Guys. Thanks for the names and all but I just want to know if
 there is
   anything wrong with compiling the HL SDK 2.3 with VB C++ . Net. Thank
 you.
   :)
  
   From: SB Childe Roland [EMAIL PROTECTED]
   There is no such thing as VBasic C++.  C++ and Basic are completely
   different languages, as are C++ and Visual Basic.
 rest of the programs. I would like to know if any errors will be
   produced if
 I were to compile the HL SDK with Visual C++ .Net.

 This is quite confusing with C, C++, C++ .Net, Visual Basic, Visual
   Basic
 C++... Man, why can't Microsoft give better names?

 --
 =
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 I will show you fear in a handful of jellybeans.
 
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Re: [hlcoders] Any problems with VB .Net?

2005-04-06 Thread SB Childe Roland
There is no such thing as VBasic C++.  C++ and Basic are completely
different languages, as are C++ and Visual Basic.

On Apr 6, 2005 3:07 PM, Tan Theodore [EMAIL PROTECTED] wrote:
 Whoops. I meant I have now Visual Studio .Net with Visual C++ .Net and the
 rest of the programs. I would like to know if any errors will be produced if
 I were to compile the HL SDK with Visual C++ .Net.

 This is quite confusing with C, C++, C++ .Net, Visual Basic, Visual Basic
 C++... Man, why can't Microsoft give better names?

 From: Knifa [EMAIL PROTECTED]
 Reply-To: hlcoders@list.valvesoftware.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Any problems with VB .Net?
 Date: Wed, 06 Apr 2005 18:03:47 +0100
 
 Um.. you need to use Visual C++ .NET, you can't use Visual Basic.
 
 I apologise if this has been asked before but will there be any
 problems if
 I were to compile the HL SDK 2.3 with VB .Net?
 
 If there are any, no matter how small, please do tell.
 
 If there is, mean I will have to install it later. I still have my VB C++
 6.0.
 If not, then I can say hello to the HL2 SDK very soon. :D
 
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Re: [hlcoders] ConVar ?

2005-04-04 Thread SB Childe Roland
Maybe next time you should go ahead and post in German.  I have no
idea what you just said.



On Apr 4, 2005 12:45 AM, Ratman2000 [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Hi,

 it there a way to add an visible Server Side ConVar ?

 Becouse i will add for my Server Plugin one ConVar that is Visible in the 
 Rules
 but it dont is shown ?

 What have i to do ?

 THANKS !
 --

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Re: [hlcoders] MOTD, STEAMID

2005-03-31 Thread SB Childe Roland
Every server tracks users.  It's what the whole SteamID thing is
about.  With regards to tracking them, I'm pretty sure the EULA
informs them of that (although I haven't read it yet).


On Thu, 31 Mar 2005 19:40:32 +0200, Oskar Lindgren
[EMAIL PROTECTED] wrote:
 I Sweden we have a law called PUL, which forbids tracking users without
 informing them.

 Michael Hobson wrote:

  Soham:
 
  At 07:55 AM 3/31/2005, Soham Roy wrote:
 
  there is but is not legal
 
 
  On Thu, 31 Mar 2005 01:24:01 -0500, Shane Robinett [EMAIL PROTECTED]
  wrote:
   Any chance that there is a built in function that doesn't require
   modding where in the MOTD we can pass STEAMID as a variable? Re:
   http://www.mysite.com/?steamid=%steamid% of some sort?
 
 
  Please cite exactly which law in which country you think tracking STEAM
  I.D.'s violates. And, as I am sure you are not a lawyer by trade, provide
  the readership with a link to the source of this information.
 
 
  Sneaky_Bastard!
  Michael A. Hobson
  yahoo: warrior_mike2001
  icq: #2186709
 
 
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Re: [hlcoders] Animated HUD Icon

2005-03-28 Thread SB Childe Roland
Thanks for the reply, but I have figured out how to animate it.  You
are right, it is in the VMT.  If anyone has any questions, you can
contact me directly.


On Mon, 28 Mar 2005 08:37:49 -0700, Dave R. Meyers
[EMAIL PROTECTED] wrote:
 From the few animated textures I have seen, it is all in the vmt file.  What
 the frames are and the speed to animate.

 Would it not be the same for textures in the HUD?

 Dave R. Meyers
 OZ Deathmatch


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of SB Childe
 Roland
 Sent: Friday, March 25, 2005 11:57 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Animated HUD Icon

 I am trying to create an Icon on the HUD that is animated.  I have the VTF
 created with 3 frames.  I have a few questions:

 1.  The first frame of the texture(128x128) is drawn, but there is a
 background being drawn that is bigger than the image.  I'm using
 DrawTexturedRect( 0, 0, 128, 128 );  What could cause this bigger
 background drawn around it??

 2.  I know the XPOS in HudLayout.res allows you to put an r128 it
 128 from the right side.  Is there a comparable way to make it draw a
 distance from the bottom?

 3.  How do I make this thing animate?  Is there someway to specify the
 frame, then do a counter, or is there something built in that I can just
 tell it to animate?

 thanks :)
 --
 =
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[hlcoders] Re: Animated HUD Icon

2005-03-25 Thread SB Childe Roland
Ok, it seems that the background box is actually 128x128, but the
image is being drawn smaller than that.


On Fri, 25 Mar 2005 12:56:59 -0600, SB Childe Roland
[EMAIL PROTECTED] wrote:
 I am trying to create an Icon on the HUD that is animated.  I have the
 VTF created with 3 frames.  I have a few questions:

 1.  The first frame of the texture(128x128) is drawn, but there is a
 background being drawn that is bigger than the image.  I'm using
 DrawTexturedRect( 0, 0, 128, 128 );  What could cause this bigger
 background drawn around it??

 2.  I know the XPOS in HudLayout.res allows you to put an r128 it
 128 from the right side.  Is there a comparable way to make it draw a
 distance from the bottom?

 3.  How do I make this thing animate?  Is there someway to specify the
 frame, then do a counter, or is there something built in that I can
 just tell it to animate?

 thanks :)
 --
 =
 SB Childe Roland
 I will show you fear in a handful of jellybeans.



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[hlcoders] Re: Animated HUD Icon

2005-03-25 Thread SB Childe Roland
Nevermind, I was running it in 800x600 and the background was scaled
so that it appeared to b 128x128 in a 640x480 window.  This i
obviously from the HudLayout.res.  I would like to make the image
always the size of that background. i.e. it also scales to the
resolution.


On Fri, 25 Mar 2005 13:12:10 -0600, SB Childe Roland
[EMAIL PROTECTED] wrote:
 Ok, it seems that the background box is actually 128x128, but the
 image is being drawn smaller than that.


 On Fri, 25 Mar 2005 12:56:59 -0600, SB Childe Roland
 [EMAIL PROTECTED] wrote:
  I am trying to create an Icon on the HUD that is animated.  I have the
  VTF created with 3 frames.  I have a few questions:
 
  1.  The first frame of the texture(128x128) is drawn, but there is a
  background being drawn that is bigger than the image.  I'm using
  DrawTexturedRect( 0, 0, 128, 128 );  What could cause this bigger
  background drawn around it??
 
  2.  I know the XPOS in HudLayout.res allows you to put an r128 it
  128 from the right side.  Is there a comparable way to make it draw a
  distance from the bottom?
 
  3.  How do I make this thing animate?  Is there someway to specify the
  frame, then do a counter, or is there something built in that I can
  just tell it to animate?
 
  thanks :)
  --
  =
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Re: [hlcoders] Anyone want to start a What to do while compiling hl2 list?

2005-03-16 Thread SB Childe Roland
Send spam to HLCoders' List.
Watch pr0n.



On Tue, 15 Mar 2005 15:39:55 -0800, Heritage [EMAIL PROTECTED] wrote:
 Watch your favorite recorded TV show on TIVO
 Clean up the house
 Go shopping for awhile..

 You know.. Anything to take up 30 or 40 minutes of time!

 /end sarcasm.

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[hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread SB Childe Roland
I edited the Thirdperson code in CAM_Think.  I got it to put the
camera behind and slightly above the player's eyes.  However, whenever
I get into a vehicle it goes back to the default thirdperson view of
looking from the right while the player is facing forward.  I can't
seem to find where this is controlled in the code.  Does anyone know
where this is at?  I've searched everywhere for thirdperson, but
nothing seems to relate to the vehicle code.  Any ideas?


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Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread SB Childe Roland
I found the following section of code:
=
void CPropJeep::GetCannonAim( Vector *resultDir )
{
Vector  muzzleOrigin;
QAngle  muzzleAngles;
GetAttachment( LookupAttachment(gun_ref), muzzleOrigin, muzzleAngles 
);
AngleVectors( muzzleAngles, resultDir );
}
=
Does anyone know how the gun_ref attachment works?
Is it looking at the player's gun's direction?  If so, why, there
isn't supposed to even be a gun while in the vehicle??  I do have one
showing up, so if anyone knows how to get rid of it, I would
appreciate it.

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Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread SB Childe Roland
I think the easiest way to fix this would be to have the camera rotate
with the vehicle turning.  Has anyone tried to do this??


On Wed, 2 Feb 2005 17:25:37 -0600, SB Childe Roland
[EMAIL PROTECTED] wrote:
 I found the following section of code:
 =
 void CPropJeep::GetCannonAim( Vector *resultDir )
 {
 Vector  muzzleOrigin;
 QAngle  muzzleAngles;
 GetAttachment( LookupAttachment(gun_ref), muzzleOrigin, 
 muzzleAngles );
 AngleVectors( muzzleAngles, resultDir );
 }
 =
 Does anyone know how the gun_ref attachment works?
 Is it looking at the player's gun's direction?  If so, why, there
 isn't supposed to even be a gun while in the vehicle??  I do have one
 showing up, so if anyone knows how to get rid of it, I would
 appreciate it.

 --
 =
 SB Childe Roland
 I will show you fear in a handful of jellybeans.



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Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread SB Childe Roland
Yeah, i see that now, thanks for the reply Botman.

Anybody got any ideas on how to lock the thirdperson camera with the
rotation of the vehicle?


On Wed, 02 Feb 2005 17:41:54 -0600, Jeffrey botman Broome
[EMAIL PROTECTED] wrote:
 SB Childe Roland wrote:
  I found the following section of code:
  =
  void CPropJeep::GetCannonAim( Vector *resultDir )
  {
Vector  muzzleOrigin;
QAngle  muzzleAngles;
GetAttachment( LookupAttachment(gun_ref), muzzleOrigin, 
  muzzleAngles );
AngleVectors( muzzleAngles, resultDir );
  }
  =
  Does anyone know how the gun_ref attachment works?

 My guess is that gun_ref is an attachment point on the weapon that is
 attached to the vehicle.  I'm guessing GetAttachment() takes the
 location and rotation of a bone (named gun_ref) and returns those
 values in 'muzzleOrigin' (the location) and 'muzzleAngles' (the
 rotation).  It then converts the muzzle angles to a vector 'resultDir'
 and that gets returned to the caller.

 This function basically takes the gun_ref bone (the gun that you can
 aim while driving the buggy) and returns a vector indicating which way
 that gun is currently pointing.

 --
 Jeffrey botman Broome

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Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread SB Childe Roland
Got it working, if anyone needs advice, email me.


On Wed, 2 Feb 2005 18:49:39 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 I think you want GetVehicleEyeOffest or something similar.

 Then adjust the players offset bases on that?
 Not looking at the code right now but in a few I will look at it...

 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 - Original Message -
 From: SB Childe Roland [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, February 02, 2005 6:25 PM
 Subject: Re: [hlcoders] ThirdPerson View in Vehicle

 I found the following section of code:
  =
  void CPropJeep::GetCannonAim( Vector *resultDir )
  {
  Vector muzzleOrigin;
  QAngle muzzleAngles;
  GetAttachment( LookupAttachment(gun_ref), muzzleOrigin, muzzleAngles );
  AngleVectors( muzzleAngles, resultDir );
  }
  =
  Does anyone know how the gun_ref attachment works?
  Is it looking at the player's gun's direction?  If so, why, there
  isn't supposed to even be a gun while in the vehicle??  I do have one
  showing up, so if anyone knows how to get rid of it, I would
  appreciate it.
 
  --
  =
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  I will show you fear in a handful of jellybeans.
 
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  please visit:
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Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread SB Childe Roland
A few people have recently asked me how I got it working, so I think I
will be posting the solution on a thread that I started on Wavelength.
 [http://forums.thewavelength.net/index.php?showtopic=11315]  Check
there within a few days.  It should be up by Friday night.


On Wed, 2 Feb 2005 19:20:39 -0600, SB Childe Roland
[EMAIL PROTECTED] wrote:
 Got it working, if anyone needs advice, email me.


 On Wed, 2 Feb 2005 18:49:39 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
  I think you want GetVehicleEyeOffest or something similar.
 
  Then adjust the players offset bases on that?
  Not looking at the code right now but in a few I will look at it...
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
  - Original Message -
  From: SB Childe Roland [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Wednesday, February 02, 2005 6:25 PM
  Subject: Re: [hlcoders] ThirdPerson View in Vehicle
 
  I found the following section of code:
   =
   void CPropJeep::GetCannonAim( Vector *resultDir )
   {
   Vector muzzleOrigin;
   QAngle muzzleAngles;
   GetAttachment( LookupAttachment(gun_ref), muzzleOrigin, muzzleAngles );
   AngleVectors( muzzleAngles, resultDir );
   }
   =
   Does anyone know how the gun_ref attachment works?
   Is it looking at the player's gun's direction?  If so, why, there
   isn't supposed to even be a gun while in the vehicle??  I do have one
   showing up, so if anyone knows how to get rid of it, I would
   appreciate it.
  
   --
   =
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   I will show you fear in a handful of jellybeans.
  
   ___
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   please visit:
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Re: [hlcoders] moveable Spawnpoints

2005-01-26 Thread SB Childe Roland
This isn't really appropriate for this list.  Perhaps you should try
the Parent attribute that most entities have.


On Wed, 26 Jan 2005 21:23:14 +0100, Martin [EMAIL PROTECTED] wrote:
 Hi,

 has anyone an idea how I can code a movable spawnpoint? For example you
 can have a huge tank and you respawn next to it. I think it would be the
 easiest way to connect the respawn function with a entity which I can
 simply add in Hammer. But I've no idea in which file I can find the
 respawn code.

 Thanks for help

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Re: [hlcoders] Documentation

2005-01-26 Thread SB Childe Roland
I would be willing to pay extra to get a full (or nearly fully)
documented copy of the SDK.  I would save me enough time to make it
worthwhile.


On Wed, 26 Jan 2005 21:20:12 +0100, S. Hendriks [EMAIL PROTECTED] wrote:
 Actually you pay for HL2 itself and get the SDK as a free optional tool.
 So everything that Valve provides is in courtisy and cannot be held as a
 product you payed for and can force 'support' from ;) In that sense,
 Valve is doing a very good job! Replying to mails, contributing to this
 list. Updating the sdk and source engine by user input. Very neat!

 ===
 Stefan Hendriks
 FunDynamic  RealBot
 http://www.fundynamic.nl
 http://realbot.bots-united.com
 http://www.bots-united.com

 ===

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens jeff broome
 Verzonden: woensdag 26 januari 2005 19:37
 Aan: hlcoders@list.valvesoftware.com
 Onderwerp: Re: [hlcoders] Documentation


 On Wed, 26 Jan 2005 19:26:40 +0100, [EMAIL PROTECTED]
 [EMAIL PROTECTED] wrote:

  (you'd think a large software corp such as Valve was more up-to-date
  with development techniques...).

 I'd say Valve's techniques are just fine.  The game runs good on most
 machines.  The game has sold many copies which is a fairly good
 indication that people like what Valve has done.

 As far as lack of SDK documentation goes, you get what you pay for. How
 much did the SDK code again?  I forget.  And don't tell me that you
 paid for the SDK by buying the game, unless you bought the game,
 installed it and then never played the game.

 Jeffrey botman Broome

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Re: [hlcoders] moveable Spawnpoints

2005-01-26 Thread SB Childe Roland
It's off-topic in the sense that it can be done (i think) in the map
without modifying the code at all.


On Wed, 26 Jan 2005 17:37:44 -0600, Austin McDonald [EMAIL PROTECTED] wrote:
 Kind of off topic, but how is this not appropriate for the list?
 Coding entities isn't part of what Half-Life programming is all
 about?  If it isn't, then what list would be appropriate?

 Second, I too am actually quite interested in the coding side of this topic.

 On Wed, 26 Jan 2005 15:31:45 -0600, SB Childe Roland
 [EMAIL PROTECTED] wrote:
  This isn't really appropriate for this list.  Perhaps you should try
  the Parent attribute that most entities have.
 
 
  On Wed, 26 Jan 2005 21:23:14 +0100, Martin [EMAIL PROTECTED] wrote:
   Hi,
  
   has anyone an idea how I can code a movable spawnpoint? For example you
   can have a huge tank and you respawn next to it. I think it would be the
   easiest way to connect the respawn function with a entity which I can
   simply add in Hammer. But I've no idea in which file I can find the
   respawn code.
  
   Thanks for help
  
   ___
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   please visit:
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[hlcoders] Commercially released mods??

2005-01-25 Thread SB Childe Roland
I saw this guy post this on a forum.  He is trying to get a mod team
by promising them financial rewards in the future.  I wanted to hear
your guys' opinion on his take on commercially released mods.  He
seems to think it is only a matter of time before Valve starts selling
people's mods on Steam and giving them a cut.  What do you guys think?
 Especially, what is Valve's stance on this?

Ohh, and he's saying that HalfLife was started as a mod for Quake,
then turned to a commercial product.  I've never heard this before and
am pretty sure that it's complete BS, can anyone confirm or deny it?


Here is the quote:
***
 I'm sorry but I seem to remember when Half-Life was originally
thought up, It was very much being programmed as a mod - and the
transition was made to a commercial venture soon after
...
 Point 1 gt;Valve have broken the mold in terms of selling their
software directly to the end user, the difference has been that it's a
high profile game, that you have to register online to play, that the
steam vehicle will allow other games to be downloadable and ultimately
you will pay for them - I believe that's a good thing - even if it's a
mod (I think people need to get over this whole I'm not paying to
play a mod, they should be free I guess if it's been free for so long
people are resistant to that change, but ask yourself one question -
if they released counterstrike2 tomorrow for say $5 through steam,
would you buy it?
...
 Point 2 gt;It's very backward in terms of thinking to presume that
the Status Quo is you have to find a load of money to buy the licence
for the engine to sell your mod - this will change - and i believe
that Valve will be one of the first to offer that - They have the
Program Steam to deliver the mod to the masses and charge people for
it - the reasoning behind this is that it will create a whole new
commercial enterprise for home modders to actually spend more time
producing the best mods they can
...
 Think of it like this - (Leaving Software companies aside) - If it
costs say $200,000 or whatever to buy the licence for the engine it
would certainly be out the reach of most people who want to make a
living out of it (you've already made that clear), henceforth if you
say come to a commercial agreement whereby Valve would say take 50% of
the mod's taking's - and we're not talking about charging a kings
ransom - say $2 for the intial release per download - doesn't that
start cogs whirring in your brain to tell you that more modders would
most likely turn to making games full-time, certainly the mods
quality would increase if they can spend more time on them - i.e. give
up their shitty day jobs - and Valve already with a captive audience
would make more money also
...
***

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Re: [hlcoders] Commercially released mods??

2005-01-25 Thread SB Childe Roland
My sentiments exactly.  This guy is so ignorant it's not even funny.
Here is the original post
(http://www.forumplanet.com/planethalflife/topic.asp?fid=6550tid=1584991).
 He's convinced that he and his team WILL make money off of his mod
idea, and that HL started off as a mod.  I decided to drop it, he
obviously doesn't want to listen to logic.


On Tue, 25 Jan 2005 15:44:09 +0100, tei [EMAIL PROTECTED] wrote:
 Chris Ashworth wrote:
  On a related note...license-wise, what would be the implications of a
  mod team charging for advertising space within a mod,
  product-placement in games being all the rage these days? Just out of
  curiosity :)
 

 Other ideas to make money with HL* mods:
   - Sell a mmorpg to a wireless ISP.
   - Sell the mod to a New Game Company that need fame.
   - Sell the mod to Valve, If is good enough and Gabe its interested to
 have 2 counter-strike mods.

 This ideas hare slighty better than selling to users.

 You can use the money to save a infirmatory of teenager lerps. You dont
 really need that much  only for profit.

 Of course I want my 3% by this suggestions management.

 Where its my check?

 note for newbies:
 Just kidding, forget the $$$ dream for a while. Code mods for fun, Its a
 much better idea than a fake gold pot money beyond the rainbow.

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Re: [hlcoders] Forcing things such as kill, name on a serverplugin

2005-01-25 Thread SB Childe Roland
ClientCommand( e, unalias kill );??


On Tue, 25 Jan 2005 15:21:33 +0100, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
 Doing these things require some tricks (CBasePlayer, offsets...), but
 some of it would be pretty easy if ClientCommand was reliable.

 The problem is if you issue something like ClientCommand( e, kill );
 it won't work very well if the client has an alias for kill.. If you
 could do something to force the cmd, not alias, or unset the alias
 command (temporarily preferably), it would work. Not ideal, but it would
 work..

 Thoughts/help about this?

 Thanks

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Re: [hlcoders] Commercially released mods??

2005-01-25 Thread SB Childe Roland
This is on topic (kinda).  Whether Valve allows mods to start
distributing via Steam affects all mod programmers/mappers/modellers.
It could possibly mean that some of us could make a living doing what
we already do for fun.

David, you are right too (kinda).  One day Valve may allow us to do
this, but it hasn't really been discussed before, that I know of.
When they talk of distributing mods via Steam, it is for those mods
being developed and released for free.  Its a nice theory, but in real
life this guy doesn't know much about modding.  He doesn't mention a
single skill he has to contribute, just his idea (which he doesn't
even bother to discuss, is it even SP or MP??)  By promising money to
the members, he hopes to recruit a team.  What if Valve never grants
them a license??  It's a bit of a pipe dream for now, but I would love
to get money for a mod that I may program; but if I don't, then I'll
still be happy with a released product.


On Tue, 25 Jan 2005 21:28:55 +0100, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
 David Nelson wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I think he probably needs to read Half-Life 2's history in the Raising the
  Bar book, Gamespot's articles, and the various other articles about how
  Half-Life came to be.  (Originally it got its ideas from the book Mist (by
  Stephen King I think))  But other than that I think he's come up with that
  idea from what he heard earlier.
 
  Steam was originally invented to maximize profits without the publisher.
  They also stated that they would be willing to license steam out to other
  companies.  And they also stated (early on) that steam would be a great way
  to distribute mods to other users.  Now I have a feeling that if some GREAT
  mods come out Valve might allow them to distribute through Steam.  And I
  think if another mod that takes off like Counter-Strike comes out they would
  be glad to help the authors sell it while they take a cut (or they could
  just buy the game)
 
  I think the guy is nuts for saying there will be money in the long run.. he
  s got the wrong idea in modding.  Unless you want to build an expansion, you
  should just build a mod because you love games and not for money!  And if
  money finds your way.. well then great that's even better!  But the beauty
  of the mod community is that anyone can make an idea a reality without
  having to deal with budgets, time lines, and limits on the authors
  creativity.  To be making a mod for money just seems like a bad idea.  These
  are just my thoughts.. and I guess the only way to know for sure is to wait
  and see..
 
  thanks,
  David
  --
 
 
 
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 Please keep it on-topic guys..

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Re: [hlcoders] Commercially released mods??

2005-01-25 Thread SB Childe Roland
Sorry, Botman.  I usually don't see that extra text, so I don't think
to trim it.  I'll try to watch out.

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Re: [hlcoders] Re: Controlling NPCs

2005-01-25 Thread SB Childe Roland
What???


On Tue, 25 Jan 2005 15:11:10 -0800, Trauts [EMAIL PROTECTED] wrote:
 Perhaps you could try looking in the correct files.

 In the client dll, the entities are all changed from Cwhatever to
 C_whatever. Therefore

 C_BaseCombatCharacter might not have all the same stuff the
 CBaseCombatCharacter class has.

 You need to manually add the functions.

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Re: [hlcoders] Re: Controlling NPCs

2005-01-25 Thread SB Childe Roland
Ok, but who asked about that?  I think you replied to the wrong thread.


On Tue, 25 Jan 2005 21:08:46 -0800, Trauts [EMAIL PROTECTED] wrote:
 Basically, there are two versions of each class/entity.

 For example: CBasePlayer, and C_BasePlayer. They are DIFFERENT but similar.
 If you add something in CBasePlayer, you might have to add it in a different
 class, or do something like

 #if !defined( CLIENT_DLL )

 If the function only doesn't exist on the client. It depends if it needs to
 be run on both ends.

 There are files in both the client project and the server project that look
 like a similar class, and they are, but CBasePlayer is not exactly the same
 as C_BasePlayer.

 If its not in that game_shared folder, it means there will pretty much be a
 different version for the client.

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Re: [hlcoders] MS VS C++ 6.0 source compile info

2005-01-25 Thread SB Childe Roland
Draco, how did you end up fixing this error?


On Sat, 4 Dec 2004 14:21:19 +1000, Draco [EMAIL PROTECTED] wrote:
...
 c_sdk_env_sparkler.cpp
 C:\PD\src\cl_dll\sdk\c_sdk_env_sparkler.cpp(195) : fatal error C1010:
 unexpected end of file while looking for precompiled header directive
 Error executing cl.exe.
...

I get the same error except in a different file, any advice?
-
c_te_firebullets.cpp
e:\_mymods\carmod\src\cl_dll\sdk\c_te_firebullets.cpp(64) : fatal
error C1010: unexpected end of file while looking for precompiled
header directive
Error executing cl.exe.
-


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[hlcoders] Controlling NPCs

2005-01-24 Thread SB Childe Roland
I am trying to create a mod where the player can fly around and set
waypoints.  Then, NPCs will follow these points and complete certain
assigned animations and actions (shooting, saying a sentence,
pointing, etc).  I have a general idea how to do this, but I am not
sure where to start.
There are so many different AI/NPC (CAI_Actor, CNPC_Companion, etc)
classes, which would work best for this type of work?  Also, does
anybody know a good resource or tutorial (probably aimed at mappers)
for how to set waypoints and doing scripted work for HL2??

I would appreciate any advice you guys could give me in these areas, thanks.
--
=
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Re: [hlcoders] Making weapons use magazines?

2005-01-18 Thread SB Childe Roland
Yeah, but this doesn't allow him to reload partially used magazines
later, like he said he wanted to.


On Tue, 18 Jan 2005 18:23:10 -0500, Tony omega Sergi
[EMAIL PROTECTED] wrote:
 That's exactly what I did for clips. It's the most simplest way.
 Ie: the max ammo the gun can take is say 6 meaning, 6 clips. Then you have
 clipsize set somewhere.
 When you pick up ammo, it would give 1 or 2, meaning, 1 or 2 reloads. Not 1
 or 2 rounds. The hud then already works fine, you'd just need to change the
 icons on the hud or whatever. Then it'll show current clip's rounds /
 numclips on the hud.

 You just have to modify all the ammo pickup stuff, and the way ammo is
 packed. Yuou can also reduce bandwidth by changing the send/receive stuff to
 use a smaller bitsize for ammo too ;)


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Re: [hlcoders] Message printing? [CS-Source]

2005-01-09 Thread SB Childe Roland
Maybe because it's not written in C#?


On Mon, 10 Jan 2005 01:26:59 +0100, Frank Weima [EMAIL PROTECTED] wrote:
 Heh well I think that HL2MP/DM has the same code as CSS.
 I mean the standard Message printing. So if there is a code for HL2MP,
 where is it, because I can't find it in any file or internet. Maybe because
 my C# isn't that good yet?

 Can anyone help?

 Thanks!

 - Original Message -
 From: Lance Vorgin [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Monday, January 10, 2005 1:08 AM
 Subject: Re: [hlcoders] Message printing? [CS-Source]

  Well, I've yet to see one work in CS:S. To the best of my knowledge it
  can't be done, but I beg to be proven wrong. Easy as pie in HL2MP,
  though.
 
  Note: In CS:S, those little messages like The bomb has been planted
  that look like HudText are actally strings stored clientside - the
  server just sends something like #Bomb_Planted to the client and he
  draws it. Evil language compatibliity :P
 
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Re: [hlcoders] quick menu question

2005-01-07 Thread SB Childe Roland
Why not just put your buttons on the main menu?


On Fri, 07 Jan 2005 04:26:47 -0500, Maurino Berry [EMAIL PROTECTED] wrote:
 Having a frame open will get mouse control, yes. However I want it like the
 main menu, buttons that open different frames (without having any frames
 visible) and the only way I can think of to achieve this would be to have a
 frame the size of the screen then containing the buttons and the sub frames,
 which leads to the z errors etc. Any other ideas/more specific? Thanks.

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Re: [hlcoders] Winter-een-mas

2005-01-04 Thread SB Childe Roland
What the hell are you talking about?  I've never heard of winter-een-mas


On Mon, 3 Jan 2005 19:54:03 -0500, Jarrett Hawrylak [EMAIL PROTECTED] wrote:
 Happy Winter-een-mas to you, as well.

 It says we're supposed to wish the developers of our favorite games a
 Happy Winter-een-mas, too.
 So if any Valve guys read this, Happy Winter-een-mas

 On Mon, 03 Jan 2005 18:16:43 +0100, Gregor Brunmar
 [EMAIL PROTECTED] wrote:
  Happy Winter-een-mas everyone! :)
 
  /Gregor
 
  (http://www.ctrlaltdel-online.com/index.php?t=staticbd=weminfo if you
  don't understand)
 
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Re: [hlcoders] FileFarm - Community File Mirror Network

2004-12-17 Thread SB Childe Roland
Steam isn't 56k friendly itself.


On Fri, 17 Dec 2004 23:50:49 +1100, Bruce Bahamut Andrews
[EMAIL PROTECTED] wrote:
 Doesn't sound entirely 56k friendly, though that's an awesome idea.
 Luckily they designed the engine to be that flexible, hey =)
 I'd love to see a mmorpg on the HL2 engine, though that random company
 that leased it doesn't sound entirely too promising, and there's no way
 in hell a 'mod' team could work one together :(
 Ah well, forcing users to upload more data then they have to will cause
 them to complain if they know about it, and if they don't, someone will
 find out and bring on the conspiracy theories.

 - Bruce Bahamut Andrews


 HoundDawg wrote:

 Yes, I have to agree, that WoW downloader is one of the worst solutions I've
 seen to date.
 
 One of the slickest file download/update systems I've seen, it he GuildWars
 one.  The initial game download is very, very small and quick.  Then, it
 downloads what it thinks you need just before you need it, while you are
 playing what has already been downloaded.  Any game updates are sent in the
 background and are implemented while you keep playing.  I really never would
 have believed it or liked the concept if I hadn't experienced it.  Lag?  I
 never noticed any, at all.  This is coming from an MMORPG that hasn't even
 released yet.
 
 - HoundDawg
 
 
 
 
 Yea, lets have a rerun of the Blizzard downloader, where it
 works in the
 torrent scheme and you upload more then you download (which actually
 counts when your upload is metered [damn australia]).
 The whole p2p thing has most likely been discussed and it definately
 would cause a rather large uproar in the community.  I heard somewhere
 that the original creator of bittorrent is working for valve now?  I'm
 not sure how true that claim is, but aside from that, it probably
 wouldn't go so great for Official downloads.  Sure, for mods it'd be
 good, but CS updates and stuff should remain on fast servers :/
 And STEAM uses VGUI2 afaik.. so you won't be getting windows widgets
 anytime soon =)
 
 - Bruce Bahamut Andrews
 
 
 
 
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Re: [hlcoders] Netcode and Vehicles

2004-12-15 Thread SB Childe Roland
Can you give some hings on how you managed to do that?  I am planning
on having many vehicles in my mod, and don't have the time to rewrite
the netcode right now.


On Thu, 16 Dec 2004 13:08:38 +1000, Teddy [EMAIL PROTECTED] wrote:
 I've since done a lot of optimizing on the vehicles in our mod and
 have gotten the network traffic down to about 1kb/sec per vehicle
 being driven. This is fine for our mod, we should be able to have half
 a dozen vehicles on a map at one time.

 I'm sure if you moved more stuff over to the client you could cut this
 down to a very insignificant amount of bandwidth and fit 32 vehicles
 on a server. Luckily, i don't have to go through that pain ;)

 Teddy
 http://dystopia-mod.com/


 On Wed, 15 Dec 2004 09:36:10 +1000, Teddy [EMAIL PROTECTED] wrote:
  In our preliminary tests, we found that if someone jumps in a vehicle,
  it adds a permanent 2-4kb/sec of incoming data to each client (from
  the server). Needless to say, can't have too many of these on a map,
  especially if you want some bandwidth for physics props.
 
  Someone's gonna hafta try to cut down the netcode of the vehicles alot
  before we can feasibly use them in multiplayer
 
 
  On Tue, 14 Dec 2004 16:08:51 -0500, ChessMess
  [EMAIL PROTECTED] wrote:
   I've read in some postings that there is net issues regarding vehicles
   and multiplayer. Is there any truth to this? Has anyone had any
   experience with multiplayer vehicles in thier mod?
  
   --
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   Stratactic Studios
   http://www.StratacticStudios.com
  
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Re: [hlcoders] Fwd: Voice Chat related

2004-12-03 Thread SB Childe Roland
Ok, I got my roommate to let me DL and mess with it on his computer.
However, I keep getting the following error when I try to compile the
client side code:

--
error C2440: 'initializing' : cannot convert from 'const char *' to 'char *'
on line 245 in baseentity_shared.cpp
--

The line is:

--
char *s = strchr( szKeyName, '#' );
--

Is the problem because strchr is defined to return const char *?
The pointer 's' has to be modified later, so I don't know how it could
be a const.  Anybody know what's going on here?

On Thu, 2 Dec 2004 17:11:45 -0800, Yahn Bernier
[EMAIL PROTECTED] wrote:


 You should be able to tweak the spatialization of sounds from a player
 using:

 bool C_BaseEntity::GetSoundSpatialization( SpatializationInfo_t info )
 .

 Just implement the virtual method for each player
 (C_BasePlayer::GetSoundSpatialization) and examine the info variable for
 CHAN_VOICE or the sfx name ( I think the voice playback has a special
 tag/name ).

 Yahn




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Re: [hlcoders] Fwd: Voice Chat related

2004-12-03 Thread SB Childe Roland
On Fri, 03 Dec 2004 14:29:14 +0100, tei [EMAIL PROTECTED] wrote:
...
 Why not rewrite this to this?:
...
 const char *s = strchr( szKeyName, '#' );
 if ( s )
 {
 *s = '\0';
...

Because then it returns the error:
error C3892: 's' : you cannot assign to a variable that is const

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Re: [hlcoders] Community Shared Code Base

2004-12-03 Thread SB Childe Roland
No you haven't?  You haven't what?


On Fri, 3 Dec 2004 13:45:09 -, Manip [EMAIL PROTECTED] wrote:
 No I haven't. It would help if you told us the address so we could...



 - Original Message -
 From: ChessMess [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]; [EMAIL PROTECTED]
 Sent: Friday, December 03, 2004 1:38 PM
 Subject: [hlcoders] Community Shared Code Base

  Has there been a shared repository of code setup for the HL community?
 
  --
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  Stratactic Studios
  http://www.StratacticStudios.com
 
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Re: [hlcoders] Fwd: Voice Chat related

2004-12-03 Thread SB Childe Roland
_Seem_ to have fixed it with:
--
char *s;
s = (char *)strchr( szKeyName, '#' );
if ( s )
{
*s = '\0';
-
Will this work, am I just missing the error, or will this cause errors
down the road??

Now I am getting a bunch of errors for not having windows.h.  I have
not yet downloaded the Platform SDK.  I don't see it being worth 1.4
GB if all I want is a few include files.  Will I have to DL the entire
thing?


On Fri, 3 Dec 2004 08:03:48 -0600, SB Childe Roland
[EMAIL PROTECTED] wrote:
 On Fri, 03 Dec 2004 14:29:14 +0100, tei [EMAIL PROTECTED] wrote:
 ...
  Why not rewrite this to this?:
 ...
  const char *s = strchr( szKeyName, '#' );
  if ( s )
  {
  *s = '\0';
 ...

 Because then it returns the error:
 error C3892: 's' : you cannot assign to a variable that is const



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[hlcoders] Re: WinMM.lib

2004-12-03 Thread SB Childe Roland
Actually, first I just pointed the project to PlatformSDK/Lib to get
the file.  It did the same thing.


On Fri, 3 Dec 2004 10:24:11 -0600, SB Childe Roland
[EMAIL PROTECTED] wrote:
 I finally got my code to compile, but then when it goes to Linking it says:
 
 LINK : fatal error LNK1104: cannot open file 'winmm.lib'
 

 So, I found winmm.lib, and threw it in the SDK Lib/Public folder.  Now
 it gives me this same error (diff. files) about 2200 times.
 
 c_te_spritespray.obj : error LNK2001: unresolved external symbol _atexit
 c_te_worlddecal.obj : error LNK2001: unresolved external symbol _atexit
 c_te_playerdecal.obj : error LNK2001: unresolved external symbol _atexit
 

 Anybody know whats going on?


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[hlcoders] WinMM.lib

2004-12-03 Thread SB Childe Roland
I finally got my code to compile, but then when it goes to Linking it says:

LINK : fatal error LNK1104: cannot open file 'winmm.lib'


So, I found winmm.lib, and threw it in the SDK Lib/Public folder.  Now
it gives me this same error (diff. files) about 2200 times.

c_te_spritespray.obj : error LNK2001: unresolved external symbol _atexit
c_te_worlddecal.obj : error LNK2001: unresolved external symbol _atexit
c_te_playerdecal.obj : error LNK2001: unresolved external symbol _atexit


Anybody know whats going on?




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Re: [hlcoders] Community Shared Code Base

2004-12-03 Thread SB Childe Roland
What if some people have different ideas on how to do the same
thing(like the scoreboard)?  You will have 2 sets of scoreboard
drawing functions, but only one function to draw it in.

On Fri, 3 Dec 2004 16:42:33 -0500, Dave Sanders [EMAIL PROTECTED] wrote:
 We could, if its legal with the licenses, set up a CVS or Subversion
 repository too, either on SourceForge or privately, and make it act
 just like an open source project.  Then, people can all contribute to
 the same code .



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[hlcoders] Voice Chat related

2004-12-02 Thread SB Childe Roland
I do not yet have the SDK (getting for christmas), but I have a
question about the possibilities with it.  If the developers or anyone
who has looke the SDK over has an answer, I would be very grateful.

Is it possible to fix the Voice (coming over the built in voice chat)
to a specific place in the game world?  By this I mean, could I have a
room where everyone's voice comes, and you just need to be nearby to
hear it?  Also, could I set this location to a player, so that it
seams as if the voice is coming from their specific location and gets
softer the farther away from them you are?

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[hlcoders] Voice Chat related

2004-12-02 Thread SB Childe Roland
I do not yet have the SDK (getting HL2 for christmas), but I have a
question about the possibilities with it.  If the developers or anyone
who has looke the SDK over has an answer, I would be very grateful.

Is it possible to fix the Voice (coming over the built in voice chat)
to a specific place in the game world?  By this I mean, could I have a
room where everyone's voice comes, and you just need to be nearby to
hear it?  Also, could I set this location to a player, so that it
seams as if the voice is coming from their specific location and gets
softer the farther away from them you are?

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[hlcoders] Fwd: Voice Chat related

2004-12-02 Thread SB Childe Roland
-- Forwarded message --
From: SB Childe Roland [EMAIL PROTECTED]
Date: Thu, 2 Dec 2004 17:37:33 -0600
Subject: Voice Chat related
To: [EMAIL PROTECTED]


I do not yet have the SDK (getting HL2 for christmas), but I have a


question about the possibilities with it.  If the developers or anyone
who has looke the SDK over has an answer, I would be very grateful.

Is it possible to fix the Voice (coming over the built in voice chat)
to a specific place in the game world?  By this I mean, could I have a
room where everyone's voice comes, and you just need to be nearby to
hear it?  Also, could I set this location to a player, so that it
seams as if the voice is coming from their specific location and gets
softer the farther away from them you are?

--

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I will show you fear in a handful of jelly beans.


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Re: [hlcoders] Fwd: Voice Chat related

2004-12-02 Thread SB Childe Roland
I would like to do it real time.  I'm not sure if the controls are
located in the engine or not.  Can Valve elaborate?


On Fri, 3 Dec 2004 10:52:10 +1000, Draco [EMAIL PROTECTED] wrote:


  I do not yet have the SDK (getting HL2 for christmas), but I have a
 
 
  question about the possibilities with it.  If the developers or anyone
  who has looke the SDK over has an answer, I would be very grateful.
 
  Is it possible to fix the Voice (coming over the built in voice chat)
  to a specific place in the game world?  By this I mean, could I have a
  room where everyone's voice comes, and you just need to be nearby to
  hear it?  Also, could I set this location to a player, so that it
  seams as if the voice is coming from their specific location and gets
  softer the farther away from them you are?

 I think thats possible. you would have to make the voice into a wav or
 something then emit sound on the player at a certain volume, or am I on the
 wrong track here?

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Re: [hlcoders] VS .NET Professional - Academic Version

2004-12-01 Thread SB Childe Roland
On Wed, 1 Dec 2004 08:50:20 -0500, Napier, Kevin [EMAIL PROTECTED] wrote:
 Well the source sdk problably has a similar clause...so it's probably not a 
 big loss.
 Afaik though the content is the same.




 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of covert
 Sent: Wednesday, December 01, 2004 8:41 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] VS .NET Professional - Academic Version

 [ Converted text/html to text/plain ]

 afaik it is the licence terms of the Academic that prevents you from selling
 or gaining profit from any code you compile on it.

 On Wed, 1 Dec 2004 10:50:29 -, Mike Blowers wrote:
 SPAN This is a multi-part message in MIME format.
 SPAN --
 SPAN [ Picked text/plain from multipart/alternative ]
 SPAN Are there any differences between Visual Studio .NET Professional
 SPAN (Academic License) and (normal license) ?  except about £700.00
 SPAN --
 SPAN
 SPAN
 SPAN ___
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 SPAN archives, please visit:
 SPAN http://list.valvesoftware.com/mailman/listinfo/hlcoders[1]
 br
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Re: [hlcoders] Re: Source SDK Released

2004-11-08 Thread SB Childe Roland
Why would you put it on the same account in the first place?  It's not
going to let you use the same CD Key for more than one account.


On Mon, 8 Nov 2004 10:05:45 -, Matt [EMAIL PROTECTED] wrote:
 Ive just bought hl2 on the same account at hl1 and now i cant find a way to
 put hl1 on another account OMG!




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Re: [hlcoders] Possible release of the SDK today.

2004-11-05 Thread SB Childe Roland
Does that mean we can download those things now?  I don't see anything
in steam to get them.



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Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts

2004-10-30 Thread SB Childe Roland
I've known about that for a while.  But, I was referring to the Id reference.


On Sat, 30 Oct 2004 10:37:47 +1000, Bruce Bahamut Andrews
[EMAIL PROTECTED] wrote:
 Did you not read the email a couple of weeks ago?  One word...HAVOK.

 http://www.havok.com/clients/valve.php



 - Bruce Bahamut Andrews

 SB Childe Roland wrote:

 I thought Valve did the whole Source engine from scratch.  Wouldn't
 that mean that there is no technology licensed from Id?
 
 
 On Fri, 29 Oct 2004 16:43:52 +0200, Elektordi [EMAIL PROTECTED] wrote:
 
 
 Sorry. Corrected post :-) below:
 
 /***
 *
 * Copyright (c) 2000, 2004 Valve LLC. All rights reserved.
 *
 * This product contains software technology licensed from Id
 * Software, Inc. (Id Technology).  Id Technology (c) 2004 Id Software,
 Inc.
 * All Rights Reserved.
 *
 *   Use, distribution, and modification of this source code and/or resulting
 *   object code is restricted to non-commercial enhancements to products
 from
 *   Valve LLC.  All other use, distribution, or modification is prohibited
 *   without written permission from Valve LLC.
 *
 /
 
 //TODO: Hole SDK !
 
 
 
 
 
 
 
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Re: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread SB Childe Roland
I'm usin' VC++ 6 right now, but from what I've heard about .NET, I
think it will be worth the upgrade, so I'll upgrade as soon as my
monetary situation allows.  (Which will most likely be before the SDK
is released, at this rate.)


On Wed, 20 Oct 2004 22:30:11 -0700 (PDT), Brian A. Stumm
[EMAIL PROTECTED] wrote:
 On Wed, 20 Oct 2004, Alfred Reynolds wrote:

  We use 3.4.x because we require some of its advanced template support
  and also its better processor support. I hope to create a vcproj to
  makefile converter for the SDK so a linux build just requires typing
  make (perhaps after editing a Makefile header to point to custom gcc
  binaries or binary output directories). The first version may be more
  primitive however (a Makefile like the existing SDK).
 

 i should have mentioned in my previous mail that I really like the way
 metamod has the config.mak with symlinked makefile.




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I will show you fear in a handful of jelly beans.

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Re: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread SB Childe Roland
Actually, I don't even have a job right now.  ;-)  Full time student
with NO income.


On Thu, 21 Oct 2004 08:29:36 +0200, Florian Zschocke [EMAIL PROTECTED] wrote:
Childe Roland wrote:
  [...]  I'll upgrade as soon as my
  monetary situation allows.  (Which will most likely be before the SDK
  is released, at this rate.)

 Does your job pay that well, then? :)

 Florian

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Re: [hlcoders] Copy/Trademark question

2004-10-21 Thread SB Childe Roland
What I was considering doing was making a game that uses similar game
play to an existing game.  This game's newest version is only
available to console gamers.  In fact, the most recent PC version is
around 10 years old.

I guess I'll just have to use a different name, and not copy their
models directly (was planning on redesign anyways).


On Thu, 21 Oct 2004 10:32:33 -0500, Jorge Rodriguez
[EMAIL PROTECTED] wrote:
 On Wed, Oct 20, 2004 at 08:26:40PM -0500, SB Childe Roland wrote:


  I was wondering if anyone here has tried to do a mod based off of an
  existing game/movie/book/etc.  Have you had trouble with the
  creaters/rights owners?  I would think since we're not charging for
  the mods, that we would have no problem.  If anyone can help me by
  sharing their experiences and/or knowledge I would greatly appreciate
  it.
 
 
 
  --Thanks
  
  SB Childe Roland
  I will show you fear in a handful of jelly beans.
 
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 At The Specialists, we have never heard any word from the makers of
 Face/Off or The Hitman or The Matrix for using their characters, but I
 do know that the once Matrix Mod had to change their name to
 Existence Mod because Warner Brothers came around shaking their
 lawyers at them.

 Sure, we don't do this for profit, but that doesn't mean that we aren't
 taking away the profit of these companies, because people play our free
 games rather then their costly games which use the characters that they
 created and own without a license, and they don't like that one bit.

 --
 Jorge Vino Rodriguez



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