Re: [hlcoders] Removing an entity for real

2003-12-17 Thread Sebastian Steinlechner
check any those flags before calling into AddToFullPack, so you get it for all entities, not just for those actually sitting around in the world. -- Sebastian Steinlechner [EMAIL PROTECTED]//www.resourcecode.de In the beginning the Universe was created. This had made a lot

Re: [hlcoders] Removing an entity for real

2003-12-17 Thread Sebastian Steinlechner
On Wed, 17 Dec 2003 16:01:26 -0500, mike [EMAIL PROTECTED] wrote: thats how pools work... Of course. Still, AddToFullPack shouldn't be called for entities that don't need adding, as they do not exist anyway. At least they do not have a representative in the world, while their pev might still sit

Re: [hlcoders] Visual Studio.NET Debug

2003-10-20 Thread Sebastian Steinlechner
explicitly setting those dlls. Just run hl.exe from the debugger and it will load the correct debugging dlls. -- Sebastian Steinlechner [EMAIL PROTECTED]//www.resourcecode.de In the beginning the Universe was created. This had made a lot of people very angry and been

Re: [hlcoders] m_iPrimaryAmmoType outside of weapon code possible?

2003-09-20 Thread Sebastian Steinlechner
On Sat, 2003-09-20 at 15:24, Tuomo Virtanen wrote: Is it even possible to use m_rgAmmo[m_iPrimaryAmmoType] outside of weapon code like in multiplay_gamerules.cpp the reason for this is because i need to use the values that it holds for something else also That's perfectly fine if you have a

Re: [hlcoders] (no subject)

2003-08-02 Thread Sebastian Steinlechner
be difficult to convert it from C++ to Pascal. I doubt anyone has the desire to do this. That's exactly what applies here. -- Sebastian Steinlechner [EMAIL PROTECTED]//www.resourcecode.de In the beginning the Universe was created. This had made a lot of people very angry

Re: [hlcoders] Java and Half-Life

2003-08-01 Thread Sebastian Steinlechner
the error in Half-Life. That's the confusing part. Maybe you need some library or dll for the java stuff which windows can't find upon loading your code. Then hl can't get a handle to your dll and bails out with the error. -- Sebastian Steinlechner [EMAIL PROTECTED]//www.resourcecode.de

Re: [hlcoders] FW: Half-Life: fun with MODs

2003-07-30 Thread Sebastian Steinlechner
-- Sebastian Steinlechner [EMAIL PROTECTED]//www.resourcecode.de In the beginning the Universe was created. This had made a lot of people very angry and been widely regarded as a bad move. - Douglas Adams

Re: [hlcoders] FW: Half-Life: fun with MODs

2003-07-30 Thread Sebastian Steinlechner
, virtually any mod comes with an installer executable so that additional files all go in the right places. No need to mess up the computer with the mod itself, just put some evil code in the installer. -- Sebastian Steinlechner [EMAIL PROTECTED]//www.resourcecode.de In the beginning

Re: [hlcoders] Mouth movement for voice

2003-02-26 Thread Sebastian Steinlechner
correct. I was unable to find the mail in the archives (I'm quite sure it's there, though), but I found the code that belonged to that very mail on my harddisk: http://www.resourcecode.de/files/soundsystem.cpp -- Sebastian Steinlechner - mailto:[EMAIL PROTECTED] - www.resourcecode.de

Re: [hlcoders] Bugtraq: hl exploits

2003-01-10 Thread Sebastian Steinlechner
an array of 128 chars, where the string returned by READ_STRING is copied into via strcpy without any checks. -- Sebastian Steinlechner - mailto:[EMAIL PROTECTED] - www.resourcecode.de ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Saving and the HLSDK

2002-12-30 Thread Sebastian Steinlechner
it calls DispatchSave() for each entity, it's already too late. And I doubt that the hllauncher uses server commands to communicate with the engine, but instead will directly call into the save/reload functions - so no way of preventing them from getting called. -- Sebastian Steinlechner - mailto

Re: [hlcoders] FGD's and coding

2002-11-24 Thread Sebastian Steinlechner
it, but unfortunately it's in German. You might give it a try with a translator, though: http://www.resourcecode.de/?tutorial=1id=16 I guess the file format changed a bit with later editors like Hammer. But the basics remain the same. -- Sebastian Steinlechner - mailto:[EMAIL PROTECTED] - www.resourcecode.de

Re: [hlcoders] detecting mapchange client-side

2002-11-13 Thread Sebastian Steinlechner
, I delete my rain until I get a new message from the server. You could also use void TeamFortressViewport::Initialize( void ); in vgui_teamfortressviewport.cpp. A comment above this function says it's called everytime the map changes. Works fine for me. -- Sebastian Steinlechner

Re: [hlcoders] Particle System

2002-06-27 Thread Sebastian Steinlechner
As long as you make sure that you're careful about allocating memory, you should be fine. My particle engine utilizes two lists per system, one for particles to be displayed and one for trash particles to be reused. Eventually what I might want to do is simply have an engine list for the

Re: [hlcoders] vehicles

2002-06-21 Thread Sebastian Steinlechner
I guess you have to do the following: Do a traceline straight down to the ground at the front and at the back. Then see whether there's any difference in trace length (forget about a few tenths, it's only whole units that make a difference). If there is, use some triangle maths to calculate the

Re: [hlcoders] Semi-transparent TGAs in VGUI?

2002-05-05 Thread Sebastian Steinlechner
In Photoshop, you have to create a new channel. This will then be the alpha channel. Just paint into it in grayscale. White will be completely opaque, black completely transparent. Works fine for me. But it seems like HL scales the images down to 256 colors before displaying them, just like

Re: [hlcoders] Client-side prediction

2002-05-03 Thread Sebastian Steinlechner
I haven't tried adding other (non-player) entities to see if hey have an entity_state_s associated with them. Now I have. It doesn't look like they do, or at least it's not coming through HUD_TxferPredictionData. Probably the latter? Actually, you can access an entity_state_s for

Re: [hlcoders] Scope Sprites

2002-05-01 Thread Sebastian Steinlechner
You can also check if the currententity is the viewmodel on the model rendering code and just return when it goes to draw it. Ah, cool, I did not think of that. Speaking of the viewmodel, is there any information on when it is actually drawn? I played around a bit with rendercycles some time

Re: [hlcoders] Scope Sprites

2002-04-30 Thread Sebastian Steinlechner
: Sebastian Steinlechner [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 29, 2002 9:30 PM Subject: Re: [hlcoders] Scope Sprites Yes, it does... here's how I did it, I'm calling this from HUD_DrawTransparentTriangles (well, not exactly this, it's somewhat different in Poke646

Re: [hlcoders] 1000+ are nice?

2002-04-22 Thread Sebastian Steinlechner
yeah i guess they are, but by the time CZ comes out Unreal2 with its 5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be out too... Actually, you can't tell me there are really 100,000 polys on the screen. But it looks like. I guess the biggest thing why the HL engine is

Re: [hlcoders] Playing with the view model rendering

2002-04-16 Thread Sebastian Steinlechner
Never mind, as per usual I worked it out right after mailing the list ;P Did you get the viewmodel to disappear? Cause I had that problem some time ago, wanting to change the viewmodels rendermode to TransAdd or TransTexture and then setting amount to zero, so it disappears. But it did not work

[hlcoders] TriAPI weirdness

2002-04-14 Thread Sebastian Steinlechner
Hello, Now here's something I can't explain. I messed around a bit with those triangles and came across a weird bug. I'm displaying triangles using TRI_TRIANGLES_FAN and kRenderNormal in a second rendercycle. The triangles do not have a texture, they are colored simply by calling Color4f. Works

Re: [hlcoders] TriAPI weirdness

2002-04-14 Thread Sebastian Steinlechner
are you drawing it in the transparent triangles or the normal triangles call? try moving it from one to the other Normal triangles. Transparent triangles does not seem to be called in a second rendercycle... I don't know why, but perhaps that's why overview rendering is done from normal

Re: [hlcoders] Modeling Rendering in the Customize Menu

2002-04-13 Thread Sebastian Steinlechner
buffer checking so you don't run in a wall and that hides your triangle? cya Sebastian Steinlechner ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Screenshot format

2002-04-13 Thread Sebastian Steinlechner
Its just that i was taking some shots yesterday, and half of them ended up as .bmp files in the halflife directory and then the other half as tga files in the mods dir?! The only thing i can think of was that half way though i binded mouse3 to screenshot and used that instead of f5. There

Re: [hlcoders] TGA Files in Menus

2002-04-13 Thread Sebastian Steinlechner
Hi, Getting back to the original question (TGAs showing up with only 256 colors). I tried it myself and I got only 256 colors, too. It looked ok, but having at least 16bit would be muuuch better. So, why does HL reduce the color depth? To me that does not make any sense, does it? cya,

Re: [hlcoders] TGA Files in Menus

2002-04-12 Thread Sebastian Steinlechner
A question just out of curiosity: How large may those tga images be? Are there the same restrictions (256*256) as there are with textures or can they be any size you want? TheTinySteini You need to use a 32-bit TGA 24bit color and 8bit alpha HL will change the color to 16bit and use the

Re: [hlcoders] Counting players

2002-04-02 Thread Sebastian Steinlechner
Now I presume I can just set edict-free to true when a bot disconnects to rectify this (as UTIL_PlayerByIndex will ignore it then), but I don't want to just do that without knowing if that's going to have more far flung implications. Is this safe to do? IIRC, when clients disconnect, the

Re: [hlcoders] HLTV overviews

2002-03-14 Thread Sebastian Steinlechner
As i recall... you put NOCLIP on, fly _above_ the level look down, and set a special CVAR that changes how HL renders the level... so there is no perspective... then just take a screenshot. You'll have to alter it in a paint program afterwards Suitable vague explanation, but