Re: [hlcoders] Third Person Camera Tutorial
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[1] -- Kamran A Get Firefox! Safer, Faster, Better.[2] Down with Internet Explorer! Say NO! to Spyware! Use Firefox ===References:=== 1. http://list.valvesoftware.com/mailman/listinfo/hlcoders 2. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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? 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 -- -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicle Prediction
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicle Prediction
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. * This message has been scanned for viruses by BlackSpider MailControl - www.blackspider.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicle Prediction
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. * This message has been scanned for viruses by BlackSpider MailControl - www.blackspider.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicle Prediction
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 -- -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicle Prediction
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[1] -- Kamran A Get Firefox! Safer, Faster, Better.[2] Down with Internet Explorer! Say NO! to Spyware! Use Firefox ===References:=== 1. http://list.valvesoftware.com/mailman/listinfo/hlcoders 2. http://www.spreadfirefox.com/?q=affiliatesamp;id=0amp;t=85 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicle Prediction
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Re: 3 round
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. -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.11.8 - Release Date: 10/05/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: 3 round burst
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Netcode and Vehicles
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 -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] PoserParameters in the QC
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. -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] I need an example of adding tab control for vgui
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders FusionPeople Ltd may monitor outgoing and incoming emails and other telecommunications on its email and telecommunication systems. This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error you are on notice of its status. Please notify us immediately by return email if you are not the intended recipient and delete this message. Please note that any views or opinions presented in this email are solely those of the author and do not necessarily represent those of FusionPeople Ltd. FusionPeople Ltd may monitor outgoing and incoming emails and other telecommunications on its email and telecommunication systems. === This message has been checked for all known viruses by MessageLabs, The service does not scan any password protected or encrypted attachments. FusionPeople Ltd accepts no liability for any damage caused by any virus transmitted by this email. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2 Mini-map/radar
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Netcode and Vehicles
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 -- = SB Childe Roland I will show you fear in a handful of jellybeans. -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Shared-Jeep-Code Thread
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. -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Netcode and Vehicles
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 -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Multiplayer NPCs
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = http://ammahls.com __ Do you Yahoo!? The all-new My Yahoo! - What will yours do? http://my.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Any problems with VB .Net?
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? -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Find just what you are after with the more precise, more powerful new MSN Search. http://search.msn.com.sg/ Try it now. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Any problems with VB .Net?
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 _ Download MSN Messenger emoticons and display pictures. http://ilovemessenger.msn.com/?mkt=en-sg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Take a break! Find destinations on MSN Travel. http://www.msn.com.sg/travel/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ConVar ?
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 ! -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MOTD, STEAMID
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Animated HUD Icon
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 :) -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Animated HUD Icon
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. -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Animated HUD Icon
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 :) -- = SB Childe Roland I will show you fear in a handful of jellybeans. -- = SB Childe Roland I will show you fear in a handful of jellybeans. -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Anyone want to start a What to do while compiling hl2 list?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] ThirdPerson View in Vehicle
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? -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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. -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ThirdPerson View in Vehicle
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. -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ThirdPerson View in Vehicle
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ThirdPerson View in Vehicle
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. -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ThirdPerson View in Vehicle
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. -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] moveable Spawnpoints
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] moveable Spawnpoints
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Commercially released mods??
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 ... *** -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Commercially released mods??
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Forcing things such as kill, name on a serverplugin
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Commercially released mods??
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Please keep it on-topic guys.. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Commercially released mods??
Sorry, Botman. I usually don't see that extra text, so I don't think to trim it. I'll try to watch out. -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Controlling NPCs
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Controlling NPCs
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MS VS C++ 6.0 source compile info
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. - -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Controlling NPCs
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. -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making weapons use magazines?
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 ;) -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Message printing? [CS-Source]
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] quick menu question
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. _ MSN® Calendar keeps you organized and takes the effort out of scheduling get-togethers. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Winter-een-mas
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] FileFarm - Community File Mirror Network
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Netcode and Vehicles
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? -- ChessMess Stratactic Studios http://www.StratacticStudios.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fwd: Voice Chat related
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 -- SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fwd: Voice Chat related
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 -- SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Community Shared Code Base
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? -- ChessMess Stratactic Studios http://www.StratacticStudios.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fwd: Voice Chat related
_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 -- SB Childe Roland I will show you fear in a handful of jelly beans. -- SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: WinMM.lib
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? -- SB Childe Roland I will show you fear in a handful of jelly beans. -- SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] WinMM.lib
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? -- SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Community Shared Code Base
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 . -- SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Voice Chat related
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? -- SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Voice Chat related
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? -- SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Fwd: Voice Chat related
-- 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? -- SB Childe Roland I will show you fear in a handful of jelly beans. -- SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fwd: Voice Chat related
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VS .NET Professional - Academic Version
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 ___ SPAN To unsubscribe, edit your list preferences, or view the list SPAN archives, please visit: SPAN http://list.valvesoftware.com/mailman/listinfo/hlcoders[1] br SPAN ===References:=== 1. http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Source SDK Released
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Possible release of the SDK today.
Does that mean we can download those things now? I don't see anything in steam to get them. SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts
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 ! SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What MSVC version do you use/have?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What MSVC version do you use/have?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Copy/Trademark question
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- SB Childe Roland I will show you fear in a handful of jelly beans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders