RE: [hlcoders] Adding a new skill level and Steam
How would a hard map affect AI? I think the original poster is looking to make the game more difficult, as in tweaking the AI and other modules to make then game much more challenging. Think of DOOM; they had (if I recall right) 4 lvl's, same exact maps but man of man was the nightmare setting brutal! -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of K. Mike Bradley Sent: Monday, January 05, 2004 10:59 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Adding a new skill level and Steam Why not just make a really hard map ? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Caleb 'Ghoul' Delnay Sent: Monday, January 05, 2004 4:09 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Adding a new skill level and Steam Yeah that's the only solution I've come up with so far. Right now, I have it so in order to play the 4th skill level, they have to turn a specific cvar I made to 1 in their game.cfg (since that is loaded after the mod.dll, but before the skill is determined). I was just trying to see if there was a more friendly approach. I also take it I can't edit the way Steam launches my mod to take use of the radio button I added either? ( http://www.nocensmundus.net/pictures/new_game.jpg ) I was hoping there would be a way. -- Caleb 'Ghoul' Delnay www.nocensmundus.net Looks like the best way would be to add in a new skill cvar. (duh Sniper) Shouldn't be too much work. -Sniper - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, January 04, 2004 10:24 PM Subject: RE: [hlcoders] Adding a new skill level and Steam The skill cvar is limited to a value between 0 and 3. ___ 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] Particle System
Also, if you use STL vice a home grown solution you get searching etc and near (if not 100%) auto growth on the fly ;) push_back baby push_back ;) -Ron -Original Message- From: Persuter [mailto:[EMAIL PROTECTED]] Sent: Thursday, June 27, 2002 08:38 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Particle System People keep on saying this. How exactly are linked lists going to be too slow for a particle engine? What in the world would you use, arrays? This is exactly the sort of place you should use linked lists. Linked lists are very slow for sorting and searching, due to their sequential nature. However, they are perfect for iterating over a large range of data. I have no sorting or searching, thus I feel that a linked list is really the only option. 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 trash particles, so that all the systems can dip into the same pool. Anyway, though, the current system is plenty fast. Persuter -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Tom Sent: Thursday, June 27, 2002 2:56 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Particle System linked lists may be to slow for a particle engine - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, June 27, 2002 12:24 AM Subject: RE: [hlcoders] Particle System I am writing my own :) Just looking to peek at others work to see how things were/are done and for some ideas. Mine is using STL vice a stock home grown linked list -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Miguel Aleman Sent: Wednesday, June 26, 2002 7:20 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Particle System Check out NeHe on gamedev.net (www.gamedev.net/nehe) for a particle system tutorial. Its in OpenGL, but its easy to change to TriAPI. Get comfortable with it and then you can write your own. - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, June 26, 2002 6:03 PM Subject: RE: [hlcoders] Particle System I was just looking for a working particle system that I could use for ideas and to answer some of my own questions from, I am in no way looking to use someone else's engine. I am in the mist of my own creation and just need something to peek at -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Persuter Sent: Wednesday, June 26, 2002 5:35 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Particle System Ron: what exactly is your question? The particle system recently discussed, I believe, was mine, which is available for any mod that wants it. It is currently being used in Quest, Hostile Intent, and something by C4 Software. Persuter -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Tuesday, June 25, 2002 9:25 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Particle System Folks, I recall a recent conversation regarding the use / tutorial etc someone had of a particle system for HL. I went searching my .pst's and could not find a reference nor in the HL archives. Might someone know of a POC (Point Of Contact) for the particle system that was discussed? Regards, Ron ___ 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 ___ 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] 1.1.0.0 SDK Question
Good things come to those who wait ;) -Original Message- From: Martin Webrant [mailto:[EMAIL PROTECTED]] Sent: Thursday, June 27, 2002 10:56 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] 1.1.0.0 SDK Question I'm confused now since it it's more than a short while after the release. Will the SDK be out after 1.1.1.1? - Original Message - From: Erik Johnson [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, June 20, 2002 5:41 PM Subject: RE: [hlcoders] 1.1.0.0 SDK Question Yes, we will be releasing this. -Original Message- From: Martin Webrant [mailto:[EMAIL PROTECTED]] Sent: Thursday, June 20, 2002 8:38 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] 1.1.0.0 SDK Question Erik, is this still the plan? - Original Message - From: Erik Johnson [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, May 29, 2002 11:48 PM Subject: RE: [hlcoders] 1.1.0.0 SDK Question Little confusion here... There will be a new SDK release coinciding with the upcoming release. It will be out shortly after the client release and will contain updates to the current SDK code base, along with the Ricochet code. You will not have to rebuild your MOD for it to work with the new engine release. Erik -Original Message- From: Martin Webrant [mailto:[EMAIL PROTECTED]] Sent: Wednesday, May 29, 2002 2:16 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] 1.1.0.0 SDK Question What I really want is to lay my hands on is the cool spectator mode in CS and to enable the new cheat check ;) /Martin - Original Message - From: Leon Hartwig [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, May 29, 2002 8:58 PM Subject: RE: [hlcoders] 1.1.0.0 SDK Question This is a multi-part message in MIME format. -- If your stuff is compatible with 1109, it will be compatible with 1110. There won't be a new SDK release for 1110. -Original Message- From: David Dynerman [mailto:[EMAIL PROTECTED]] Sent: Wednesday, May 29, 2002 9:27 AM To: [EMAIL PROTECTED] Subject: [hlcoders] 1.1.0.0 SDK Question To the Valve guys: I saw posted on Shack or Bluesnews that there will be a new SDK for 1.1.1.0 showing animation blending, some new features (bundled with the new Ricochet mod) Will the new SDK just expose some features people have been missing out on? Or will it break compatibility with existing modifications? If it does break compatibility, could the list maybe get a preview release so we could patch up our mods before 1.1.1.0? -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ 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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Particle System
Now back to the regularly scheduled topic ;) any know of the post I am speaking of or the individuals I can speak to regarding the post? -Ron -Original Message- From: Cortex [mailto:[EMAIL PROTECTED]] Sent: Wednesday, June 26, 2002 12:45 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Particle System Thx a lot :) I'll surely take a look at Q1 source code :) - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st ) - email : [EMAIL PROTECTED]ICQ : 71548738 - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, June 26, 2002 6:12 PM Subject: Re: [hlcoders] Particle System | OK, thx... And, finally... I didn't really understood what you said before. | I quote from your previous message : | It keeps backing up from the end point until it hits non-solid space. Like | the comment says, it shouldn't really happen, but it does occasionally. | | What shouldn't really happen but does occasionally ? | Thx for the help :) | | What shouldn't happen is that the trace line code should NOT be terminating | inside a solid surface. The code is supposed to use the BSP tree hull | information to determine where (which plane) a trace line will terminate. The | end point of this trace line SHOULD be in open space, but sometimes the trace | line terminates inside a solid surface. The trace line code then attempts to | back up from the solid surface to hit open space. If, in the process of | backing up, the length of the trace line becomes less than zero (goes negative) | the engine knows that the trace line has actually gone back PAST the starting | point in the other direction and that's when you get the warning message about | a trace backup past 0. | | There's a few other special cases inside the SV_RecursiveHullCheck() function | (found in world.c) in the Quake I source code that you might want to look at if | you really what to understand how the trace line in Half-Life works. The Quake | I source is available from the ftp.idsoftware.com website. | | 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Particle System
I was just looking for a working particle system that I could use for ideas and to answer some of my own questions from, I am in no way looking to use someone else's engine. I am in the mist of my own creation and just need something to peek at -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Persuter Sent: Wednesday, June 26, 2002 5:35 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Particle System Ron: what exactly is your question? The particle system recently discussed, I believe, was mine, which is available for any mod that wants it. It is currently being used in Quest, Hostile Intent, and something by C4 Software. Persuter -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Tuesday, June 25, 2002 9:25 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Particle System Folks, I recall a recent conversation regarding the use / tutorial etc someone had of a particle system for HL. I went searching my .pst's and could not find a reference nor in the HL archives. Might someone know of a POC (Point Of Contact) for the particle system that was discussed? Regards, Ron ___ 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] Particle System
I am writing my own :) Just looking to peek at others work to see how things were/are done and for some ideas. Mine is using STL vice a stock home grown linked list -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Miguel Aleman Sent: Wednesday, June 26, 2002 7:20 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Particle System Check out NeHe on gamedev.net (www.gamedev.net/nehe) for a particle system tutorial. Its in OpenGL, but its easy to change to TriAPI. Get comfortable with it and then you can write your own. - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, June 26, 2002 6:03 PM Subject: RE: [hlcoders] Particle System I was just looking for a working particle system that I could use for ideas and to answer some of my own questions from, I am in no way looking to use someone else's engine. I am in the mist of my own creation and just need something to peek at -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Persuter Sent: Wednesday, June 26, 2002 5:35 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Particle System Ron: what exactly is your question? The particle system recently discussed, I believe, was mine, which is available for any mod that wants it. It is currently being used in Quest, Hostile Intent, and something by C4 Software. Persuter -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Tuesday, June 25, 2002 9:25 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Particle System Folks, I recall a recent conversation regarding the use / tutorial etc someone had of a particle system for HL. I went searching my .pst's and could not find a reference nor in the HL archives. Might someone know of a POC (Point Of Contact) for the particle system that was discussed? Regards, Ron ___ 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 ___ 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] Particle System
Another issue I am facing is how to have the server initiate a particle I was thinking of using a generic HUD message and send it along a #DEFINE like the menu system does, but not sure how effect/destructive that would be -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Wednesday, June 26, 2002 7:25 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Particle System I am writing my own :) Just looking to peek at others work to see how things were/are done and for some ideas. Mine is using STL vice a stock home grown linked list -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Miguel Aleman Sent: Wednesday, June 26, 2002 7:20 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Particle System Check out NeHe on gamedev.net (www.gamedev.net/nehe) for a particle system tutorial. Its in OpenGL, but its easy to change to TriAPI. Get comfortable with it and then you can write your own. - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, June 26, 2002 6:03 PM Subject: RE: [hlcoders] Particle System I was just looking for a working particle system that I could use for ideas and to answer some of my own questions from, I am in no way looking to use someone else's engine. I am in the mist of my own creation and just need something to peek at -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Persuter Sent: Wednesday, June 26, 2002 5:35 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Particle System Ron: what exactly is your question? The particle system recently discussed, I believe, was mine, which is available for any mod that wants it. It is currently being used in Quest, Hostile Intent, and something by C4 Software. Persuter -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Tuesday, June 25, 2002 9:25 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Particle System Folks, I recall a recent conversation regarding the use / tutorial etc someone had of a particle system for HL. I went searching my .pst's and could not find a reference nor in the HL archives. Might someone know of a POC (Point Of Contact) for the particle system that was discussed? Regards, Ron ___ 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 ___ 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] Confusing bit of code in the HL AI
Yeah go Dyn, then in a few years put the engine (stripped somewhat) on the net for 100$ :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Persuter Sent: Friday, June 07, 2002 7:40 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Confusing bit of code in the HL AI Either that or they're about to get a Dynamix pulled on them. Persuter Always look on the brighter side of life -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Tim Holt Sent: Thursday, June 06, 2002 11:19 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Confusing bit of code in the HL AI -- [ Picked text/plain from multipart/alternative ] Hmm, must be getting really close to next HL release, the Valve coders are posting responses, which means they have time to look on the forums :^) Adrian Finol wrote: And that too. -Original Message- From: Leon Hartwig [mailto:[EMAIL PROTECTED]] Sent: Thursday, June 06, 2002 6:30 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Confusing bit of code in the HL AI ASSERT() in the HL SDK will actually just print a message to the console (when your have compiled in Debug mode), such as: ASSERT FAILED: whatever -Original Message- From: Adrian Finol [mailto:[EMAIL PROTECTED]] Sent: Thursday, June 06, 2002 6:27 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Confusing bit of code in the HL AI That code sets the COND_ENEMY_OCCLUDE flag if the enemy is NOT visible. Hence the !FVisible. If it's visible, then it removes the flag. Assert is a debug function, it will break (stop) the debugger if the condition passed is not met. -Original Message- From: geoff c [mailto:[EMAIL PROTECTED]] Sent: Thursday, June 06, 2002 6:22 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Confusing bit of code in the HL AI ladies and gentlemen of the jury, please direct your attention towards monsters.cpp, line 1065: if ( !FVisible( pEnemy ) ) { ASSERT(!HasConditions(bits_COND_SEE_ENEMY)); SetConditions( bits_COND_ENEMY_OCCLUDED ); } else ClearConditions( bits_COND_ENEMY_OCCLUDED ); I looked up the definition for ASSERT, which was #define ASSERT(f) . I don't know what that does so it scares me. Am I correct in guessing that the above snippet of code checks (if the enemy is visible) if the monster currently sees the enemy, and if so, turns COND_ENEMY_OCCLUDED on? And what would that be used for, and why? AI confuses me. -geoff c ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher -- ___ 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] MDL Files
Good way to stay hidden ;) post your on vacation, then when you do not respond etc.. you have a valid reason for blowing people off -Original Message- From: Nathan Taylor [mailto:[EMAIL PROTECTED]] Sent: Friday, May 17, 2002 15:11 To: HLCoders Subject: Re: [hlcoders] MDL Files -- [ Picked text/plain from multipart/alternative ] I have talked to Mete a few times on ICQ but he is constantly on vacation, heck just look at his news page. Every third post Time for a Vacation. Good Luck, Nathan Taylor - Original Message - From: Skyler York Sent: Friday, May 17, 2002 2:36 AM To: [EMAIL PROTECTED] Subject: [hlcoders] MDL Files [ Converted text/html to text/plain ] I know this isn't the best place for this question, but I have posted in every forum known to man (well, most of them) and have been unable to get an answer. As a matter of fact, most of my replies boiled down to Ask Valve :p What I am working on is a model decompiler, like the one that comes with MilkShape but standalone (and yes, I've already tried the MS forums and e-mailing the programmer). Everything has been going great, except SMD extraction. Both reference and sequence data. The studiomdl code has been an excellent aid thus far, but I am befuddled when it comes to reversing the code that generates and stores the triangles and vertices for reference SMDs and the code that compresses the data for sequence SMDs. Every time I try a new algorithm, it simply gives me different yet wrong vertex and triangle data (I haven't even touched the sequence SMDs yet). I'm almost positive I'm interpreting the studiomdl code correctly, but if I was, then it would extract correctly too. All I need is a diagram or even a description of how the reference data/triangles/vertices are stored and how the sequence data is compressed/stored. I will be able to write all the code. This is really that last place I have to turn. No one knows anything about the MDL format, and the only man that would (MS Creator) is nearly impossible to get in touch with. -- Get your FREE download of MSN Explorer at http://explorer.msn.com[1]. ===References:=== 1. http://g.msn.com/1HM305401/44 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.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
RE: [hlcoders] No TriAPI fog in D3D?!
I do not have source code at work etc, but was wondering does the HL SDK allow access to any DC? so one could do their own OpenGL/DirectX coding? -Ron -Original Message- From: Skyler York [mailto:[EMAIL PROTECTED]] Sent: Tuesday, May 14, 2002 13:16 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] No TriAPI fog in D3D?! [ Converted text/html to text/plain ] We need access to the D3D Device object, as well as be able to check if the user is in D3D mode. Then we could do something like this - g_pDevice-SetRenderState(D3DRS_FOGENABLE, TRUE); And get our fog enabled. With the device, we could also set up different fog modes, colors, etc. Otherwise there needs to be some sort of abstract interface we can use in the SDK to enable fog and let the engine handle the details. That's something like what is in there now, but it only works with OGL. Here's a random link: http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dx8_c/direc tx_cpp/Graphics/ProgrammersGuide/UsingDirect3D/Rendering/FogAlphaDepth/Fog/V ertexFog.asp[1] From: Mazor Reply-To: [EMAIL PROTECTED] To: Subject: RE: [hlcoders] No TriAPI fog in D3D?! Date: Tue, 14 May 2002 00:20:49 -0500 Do you guys not understand my Q? I'm trying to code fog, so it works with people who don't have good OGL support on their cards. Is there a workaround for this? Better?! -Mazor -- Get your FREE download of MSN Explorer at http://explorer.msn.com[2]. ===References:=== 1. http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dx8_c/direc tx_cpp/Graphics/ProgrammersGuide/UsingDirect3D/Rendering/FogAlphaDepth/Fog/V ertexFog.asp 2. http://g.msn.com/1HM105401/44 ___ 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] The Torque engine
would you rather pay $100,000.00 for FULL engine source or $100.00? even if you have three coders it is still a hell of a lot cheaper than $100,000.00! -Original Message- From: Bob le Pointu [mailto:[EMAIL PROTECTED]] Sent: Thursday, April 04, 2002 03:18 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] The Torque engine Seen on the GG homepage: You purchase the TGE for the incredibly low price of $100 per programmer - $100per programmer ? not per development team ? ___ 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] n00b: Linux Compile?
Edit the Makefile and change gcc to kgcc Then give it a run. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Tom Sent: Thursday, April 04, 2002 5:39 PM To: [EMAIL PROTECTED] Subject: [hlcoders] n00b: Linux Compile? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Sorry if this topic has been overdone, but its just that ive installed mandrake now and im wanting to compile my mod for linux, but i have no idea how to, if anybody could go through the basic procedure (from making the makefile to compiling) it would be great. thanks --tom -- ___ 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] RE: hlcoders -- confirmation of subscription -- request 393241
Go! go! go! -Original Message- From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]] Sent: Wednesday, April 03, 2002 09:21 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] RE: hlcoders -- confirmation of subscription -- request 393241 We have nuclear launch authorization. Launch is go... - Original Message - From: Jojo [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 01, 2002 5:22 PM Subject: [hlcoders] RE: hlcoders -- confirmation of subscription -- request 393241 confirm 393241 ___ 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] DoD 3.0 to support client side servers and 32 player games
not only that, but each player is a server which then has control of anti cheat (or non anti cheat) as well as sv_cheats etc..so, this would make OGC even more powerful ;) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] Sent: Wednesday, April 03, 2002 13:28 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games Hum...it's interesting but... Each player becomes a server ... so each players must have a good connection. I'll think about this, it interests me ; On 3 Apr 2002 at 10:08, Tim Holt wrote: Oh and by the way, the rumors about Kaazaa style spyware embedded in the clients is false. Drive light activity when not actually playing a game is probably just some screwed up microsoft thing. Tim Holt wrote: The DoD team has been working on this for some time, and I just wanted to announce here to you guys. We've managed to code up a client side server for HL - which decidedly blurs the distinction between client and server. Now, any client can be a server and any server a client. What this means is that a client can join a server, then launch their OWN server at the same time. Biggest thing you'll be able to do with this is run games with more than 32 players, as the players on the initial server and the client server combine. We've done some test games with the DoD 2.1 test code, and have managed to run very smooth 64 player games with little problems. Mugsy recently redid the spawn code to allow for a all spawn points busy so please wait system - which greatly has reduced the number of telefrag/spawns. Theoretically by the way, one should be able to have 32x32 players total (where all clients connecting to the master server then become client side servers, and then take on 32 players themselves). The catch is that the bandwidth between the master server and the 32 client side servers must be VERY good. Another catch is map sizes - as clearly the old 8000x8000x8000 limitations are going to be a bind for huge #'s of players. Therefor we'll probably be tweaking the player hulls in DoD 3.0 to scale players to 16 units tall, thus effectively quadrupling the effective map sizes. We think this is really going to revolutionize HL mods. Tim Waldo Holt DoD team -- I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher ___ 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] DoD 3.0 to support client side servers and 32 player games
ROFL! can't believe it lasted this long ;) -Original Message- From: botman [mailto:[EMAIL PROTECTED]] Sent: Wednesday, April 03, 2002 15:31 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games how is the pm code shared between the master server and the client servers? (just being nosey :) ) your idea sounds really cool, hope to try it out in the future, be really good having a mass killing :) BTW, Adrian said that polyfighter had unlimited map sizes (so did the leader of uncrossable parallels which i really do dought, he said this after people asked if the maps had been scaled down, he said no and that the maps were of unlimited size) perhaps you could also try this, but i guess you'll end up at a dead end U, do the words April Fool mean anything to you? 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
RE: [hlcoders] The Torque engine
Yup, 100$ and you get FULL source! I already have my license, been mucking around in the code and learning its scripting language. -Original Message- From: Kuja [mailto:[EMAIL PROTECTED]] Sent: Wednesday, April 03, 2002 16:13 To: [EMAIL PROTECTED] Subject: [hlcoders] The Torque engine If anyone wanted to turn their HL mod into a retail game, I cant think of any better way than using Garage Games's Torque engine. Its cheap, and their support is fantastic. Just another option... :D ___ 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] The Torque engine
Yeah, I found it to BSOD on my commador 64 as well ;-P -Original Message- From: Oskar 'Zoot' Lindgren [mailto:[EMAIL PROTECTED]] Sent: Thursday, April 03, 2003 16:23 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] The Torque engine ...and the crash support have built in bluescreen! - Original Message - From: Kuja [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, April 03, 2002 11:13 PM Subject: [hlcoders] The Torque engine If anyone wanted to turn their HL mod into a retail game, I cant think of any better way than using Garage Games's Torque engine. Its cheap, and their support is fantastic. Just another option... :D ___ 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] test mail...
Nor this! Don't read it! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Miguel Aleman Sent: Wednesday, March 27, 2002 10:22 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] test mail... Don't Read This! wow, I need a break from programming. - Original Message - From: _Phantom_ [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, March 27, 2002 6:49 PM Subject: Re: [hlcoders] test mail... hehe, that end bit is like a sign which says 'Dont read this' :D - Original Message - From: Christopher Long [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, March 28, 2002 12:41 AM Subject: [hlcoders] test mail... This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] i haven't been receiving mail for around a day and a half but its on the archives so this is a mail test... ignore it if it goes through. -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] MAX_WEAPON_SLOTS
Folks, I have been mucking in the client and server DLL to enable more than the standard weapon slots. I have changed MAX_WEAPON_SLOTS to 8 and recompiled both the client and server dll. I have also coded a new weapon to use slot 6 slotpos 3. For the life of me I can not see where I have gone wrong, nothing above the standard HL slots work Regards, Ron ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Steam
He! I did the same thing, but read it again and realized you dolt! Your reading more than what is typed ;) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of botman Sent: Saturday, March 23, 2002 3:04 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Steam www.steampowered.com and the valve press release both say that the steam sdk is available cant seem to find it anywhere though. anyone know? Where in this statement from the steampowered.com website does it say that the SDK is available... The Steam SDK also includes an integrated set of communications tools and Valve's Graphic User Interface (V-GUI) that provide built-in support for a variety of services such as instant messaging, configuration, and server browsing. All it states is that there IS an SDK, not that it's publicly available. I think you are reading more into it than it says. 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
RE: [hlcoders] Steam
Like how one site contradicts the other ;) On planetfortress The Steam SDK is available now and includes an integrated set of communications tools as well as Valves Graphic User Interface (V-GUI). Together, these provide built-in support for a variety of services such as instant messaging, configuration, and server browsing. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Deepak Manglani Sent: Saturday, March 23, 2002 3:20 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Steam was about to remove my reply button for fear of making another stupid post UNTIL i read the press release again and saw: The Steam SDK is available now and includes an integrated set of communications tools as well as Valve's Graphic User Interface (V-GUI). Together, these provide built-in support for a variety of services such as instant messaging, configuration, and server browsing. For more information, visit www.Steampowered.com. ooglé over at http://www.planetfortress.com/features/articles/steampr/ dpac :o) - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, March 23, 2002 8:04 PM Subject: Re: [hlcoders] Steam Where in this statement from the steampowered.com website does it say that the SDK is available... The Steam SDK also includes an integrated set of communications tools and Valve's Graphic User Interface (V-GUI) that provide built-in support for a variety of services such as instant messaging, configuration, and server browsing. All it states is that there IS an SDK, not that it's publicly available. I think you are reading more into it than it says. 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
RE: [hlcoders] Steam
Check out the urls posted in the past few emails The links explain Steam -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Cortex Sent: Saturday, March 23, 2002 2:55 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Steam Well... I've heard something about Steam (CS 1.4) but I don't know what exactly is Steam :( Could someone explain me ?? - Cortex : mapper coder www.hlalbator.fr.st - Original Message - From: Deepak Manglani To: [EMAIL PROTECTED] Sent: Saturday, March 23, 2002 8:46 PM Subject: Re: [hlcoders] Steam www.steampowered.com and the valve press release both say that the steam sdk is available cant seem to find it anywhere though. anyone know? dpac. - Original Message - From: Martin Webrant [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, March 23, 2002 9:56 AM Subject: [hlcoders] Steam This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] How will the steam software work for regular mod makers (those of us that haven't been bought up yet :P) Will there be a new SDK? Saw that you guys fixed the annoying gauss kickback bug, thats really good! /Martin www.planethalflife.com/agmod -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] iuser4 variable ??
Working on a Linux CS 1.4 beta??? *me can only wish* -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Eric Smith Sent: Wednesday, March 20, 2002 4:21 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] iuser4 variable ?? heh...that was for Leon. He's been up all night. =) -Eric -Original Message- From: Eric Smith Sent: Wednesday, March 20, 2002 1:20 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] iuser4 variable ?? go to sleep! -Original Message- From: Leon Hartwig [mailto:[EMAIL PROTECTED]] Sent: Wednesday, March 20, 2002 1:17 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] iuser4 variable ?? This is a multi-part message in MIME format. -- Depends where you put it in delta.lst and if you've supported it accordingly in the source. The last two numbers are the number of bits the variable gets sent with (2 bits = only 4 unique values possible), and a pre-multiplier for being able to send floats, angles, etc. with decimal precision (for integers, shorts, bytes, etc, you should always just use 1.0). See the NetworkEntity.doc file in the SDK for complete details. Er, details anyway. Probably not complete. :) -Original Message- From: Cortex [mailto:[EMAIL PROTECTED]] Sent: Wednesday, March 20, 2002 1:00 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] iuser4 variable ?? I put this in delta.lst : DEFINE_DELTA( iuser4, DT_INTEGER, 2, 1.0 ) Is that correct ? I don't know what is the two last numbers ( 2, 1.0 ). Could you explain me what it is ? -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ 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] cvar/console message access from an external program.
I thought condump dumped everything tossed to the client console to qconsole.log Maybe this would be a bit cleaner for you to use? -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Kyle McCulloch Sent: Wednesday, March 13, 2002 3:51 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] cvar/console message access from an external program. Client side. Clients can't seem to be able to generate log files, so there are no log to read. Having my app work server side is useless since the whole point is to display your personal stats on an lcd display regardless of the mod or the server. - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, March 13, 2002 2:25 AM Subject: Re: [hlcoders] cvar/console message access from an external program. tried reading the log files? - Original Message - From: Kyle McCulloch [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, March 13, 2002 7:12 AM Subject: [hlcoders] cvar/console message access from an external program. I'm trying to write a client side stats program that writes it's output to a serial driven LCD screen (www.matrixorbital.com). My problem is getting the kill/death messages from HL. So far I've been useing 'condump', but am very unhappy with it, since I have to manually invoke it every time I want my stats updated, and I get duplicate messages from it's lack of time stamping. I've also looked at condebug, but it doesn't save any server messages to it's logs. I've also thought of using a dll hook (Such as a heavily modified OGC) but it may be detected as a cheat. Can anyone suggest some other ideas besides modifing client/mp dll's (I want to use this with existing mods)? Thanks, Kyle McCulloch http://www.hekzbox.com PS: I hope this isn't off topic. I've had 0.0 luck finding resources for this subject. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Linux is the bane of my existence...
As well as LM 8.0+ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of botman Sent: Wednesday, March 13, 2002 4:51 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Linux is the bane of my existence... -- Doesn't RH 7.2 come with kgcc? If so, use that instead of gcc, since it actually is egcs 1.1.2. Yes, RH 7.2 does come with kgcc. kgcc -v gives gcc version 2.91.66, egcs-1.1.2. Just replace the gcc in the makefile with kgcc and it will be happy. 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
RE: Re[2]: [hlcoders] pEnt != NULL and driving me nuts
I found a set of emails in my archives folder that was related in some respects had a similar issue with bots, but can easily be used for non fake clients as well. I was going to post them to the list, but knew better seeing attachments are not allowed :( -Ron -Original Message- From: Christopher Long [mailto:[EMAIL PROTECTED]] Sent: Tuesday, March 12, 2002 10:05 To: [EMAIL PROTECTED] Subject: Re: Re[2]: [hlcoders] pEnt != NULL and driving me nuts good god you meant that far back :/ i only went valve mailing list far back... not 1,000,000 bc back :/ thanks anyways d00d i'll see what i can make out of it. It may or may not be what i need but thanks for your time none the less. - Original Message - From: Cruise [EMAIL PROTECTED] To: Christopher Long [EMAIL PROTECTED] Sent: Tuesday, March 12, 2002 10:10 PM Subject: Re[2]: [hlcoders] pEnt != NULL and driving me nuts -BEGIN PGP SIGNED MESSAGE- Hash: MD5 Found it on the old Topica mailing list archives... http://www.topica.com/lists/hlcoders/read/message.html?mid=800284472 I knew I'd seen this before :P i've strolled through the archives and there is alot of them :/ and i didn't find it. If someone else can find it or has the post lying around please give it a forward to me privately or the entire list maybe it'll be beneficial to others as well. thanks for your time. - Original Message - From: Christopher Long [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, March 12, 2002 8:46 PM Subject: Re: [hlcoders] pEnt != NULL and driving me nuts well i'm desperate enough to spend that time... you got an archive link? - Original Message - From: Cruise [EMAIL PROTECTED] To: Christopher Long [EMAIL PROTECTED] Sent: Tuesday, March 12, 2002 8:44 PM Subject: Re: [hlcoders] pEnt != NULL and driving me nuts -BEGIN PGP SIGNED MESSAGE- Hash: MD5 As I mentioned before, I recall a thread a while ago about the player structure. Apparently they aren't fully cleared when a player disconnects, to save on the overhead of re-creating the structure when another player joins or some such... There was a simple fix posted by someone that cleared it properly, I believe...I really don't remember much more about it, unfortunately, so I'm hoping other people on the list will have better memories... Or if you have lots of time to burn, you could take a stroll through the archives... Well i've kinda given up on my silly gamerules that atm seem to be counting disconnected players even after they have disconnected but o well i have something which has been bugging me for ages but never hurt anything. I keep getting my console flooded with junk messages of ALERT pEnt != NULL and the like. After watch the mod run and running through how the code progresses in my mind i noticed that every time recount teams was called it would do this or whenever this following code was executed it would always spit 1 at me for every player that wasn't connected. for(int i = 1; i = gpGlobals-maxClients; i++) { CBasePlayer *plr = UTIL_PlayerByIndex(i); if(plr plr-IsPlayer() plr-isAlive() ) { ALERT(at_console, Connected player found at index %i \n, i); } } now is it natural for it to do that :/ cause i don't think it is... well if it was it'd happen the other million places code like that is used in the sdk. I don't know if this is linked with my gamerules playing up but i find it very disturbing that i am getting these messages. I am still living in the past with sdk 2.1 or 2.0 can't remember which i have but like it matters. Anyone here able to offer some insight as to why i am getting this :/ Valve others help? help appreciated Christopher Long -- [ Cruise / www.casual-tempest.net ] -BEGIN PGP SIGNATURE- Version: 2.6 iQCVAwUAPI3b8vdi0Z5STRufAQHSMwQAiU2m8csixMKto8QynU8NGxKQi1AD32+m UBj24wk/AXf/D/+FFgWObGkHiLDhnNpaPT7TzSIp/kWFSrpBjXJRB2Uk9NH10wsI Ho1lHPu2iItwS9zkQgA+JGJjRH79jFLiHuS8sCf3EZfRv+GHl0mzl8hVVSQapoLL 8ydhxd2BTfs= =9kUO -END PGP SIGNATURE- ___ 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:
RE: RE: [hlcoders] RGB colors
I asked that question myself, but could find no real value/reason for it *shrug* -Original Message- From: Jim Hunter [mailto:[EMAIL PROTECTED]] Sent: Monday, March 11, 2002 10:25 To: [EMAIL PROTECTED] Subject: Re: RE: [hlcoders] RGB colors There must be something I'm missing... Why would you want to use a float to store RGB values?? Is there some advantage to doing it this way? ___ 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] RGB colors
Glad to see I am not the only one that was (at first) miffed by this gross oversight in documentation ;) -Ron -Original Message- From: botman [mailto:[EMAIL PROTECTED]] Sent: Monday, March 11, 2002 10:58 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] RGB colors Maybe to someone who has used RGB in that format before yes, but I have never used/seen it that way until I started to muck with certain functions client side. I am sure there are numerous things that were not so obvious at first to you, but now are rather obvious. I agree. Looking at most of the network messages (TE effects), it's common to see time values in 1/10ths of a second. For example, in common\const.h... // byte (frame rate in 0.1's) // byte (life in 0.1's) // byte (line width in 0.1's) // byte (noise amplitude in 0.01's) ...but color is usually represented as bytes... // byte,byte,byte (color) ...for OpenGL stuff it's not uncommon to have color represented as floating point values between 0.0 and 1.0, but you can usually tell this when the function name ends in 'f' like glColor3f(). Seeing values like (5, 5, 25.5) would lead me to believe the color values were floating point (due to the 25.5) but the only way you would know that these were scaled down by a factor of 10 would be through experimentation (or if this fact had been clearly indicated in the comments in the r_efx.h header file, which it is not). 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
[hlcoders] RGB colors
Folks, Can someone shed some light on my ignorance here, looking at the client.dll I notice that 5, 5, 25.5 is being supplied to the R_BeamEntPoint() function. What is the conversion for the above RGB? And how is that conversion done? -Ron ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] RGB colors
And where in pray tell is this in the code ? How would one know it is such? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Paul Samways Sent: Sunday, March 10, 2002 7:31 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] RGB colors Multiply by 10 50,50,255 - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, March 10, 2002 11:36 PM Subject: [hlcoders] RGB colors Folks, Can someone shed some light on my ignorance here, looking at the client.dll I notice that 5, 5, 25.5 is being supplied to the R_BeamEntPoint() function. What is the conversion for the above RGB? And how is that conversion done? -Ron ___ 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] Wierd repeated precache
I thaught Precache() was called within the weapon spawn, does/is the weapon repeatidly respawn/ing? -Original Message- From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]] Sent: Tuesday, March 05, 2002 10:19 To: [EMAIL PROTECTED] Subject: [hlcoders] Wierd repeated precache I've been watching our dedicated server and for several builds now it's been repeatedly listing two sound effects in the same way it does when going through all the precaches at level load. ie. PackFile: d:\sierra\half-life\valve\pak0.pak : sound/fvox/warning.wav PackFile: d:\sierra\half-life\valve\pak0.pak : sound/fvox/danger.wav repeated over and over again I've tried to duplicate it by logging on and repeatedly picking up and firing the weapon that uses those sounds when it overheats, but I can't always make it do it. I'm just really wanting to confirm that when these lines appear on a dedicated server console, that it means the server is reloading that sound. Am I right? If so then something is really screwy with that weapon as it only loads those two in the precache like all the other weapons do for their effects :/ MoOg ___ 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
[hlcoders] tutorial/example
Folks, Anyone have a tut/example for creating a flame throwing type weapon? Regards, Ronald J. Yacketta Principal Consultant Ciber, INC 345 Woodcliff Dr. Fairport, NY 14450 --- The information transmitted is intended only for the person or entity to which it is addressed and may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of, or taking of any action in reliance upon, this information by persons or entities other than the intended recipient is prohibited. If you received this in error, please contact the sender and delete the material from any computer. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] tutorial/example
Looks like no useful content is better than none hey! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Nathan Taylor Sent: Tuesday, March 05, 2002 4:50 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] tutorial/example What is this, you want us to send you mysterious greasy packages to your front door step? - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: Hlcoders (E-mail) [EMAIL PROTECTED] Sent: Tuesday, March 05, 2002 1253 PM Subject: [hlcoders] tutorial/example Folks, Anyone have a tut/example for creating a flame throwing type weapon? Regards, Ronald J. Yacketta Principal Consultant Ciber, INC 345 Woodcliff Dr. Fairport, NY 14450 -- - The information transmitted is intended only for the person or entity to which it is addressed and may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of, or taking of any action in reliance upon, this information by persons or entities other than the intended recipient is prohibited. If you received this in error, please contact the sender and delete the material from any computer. -- ___ 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] Egon gun - Yellow beam or Blue beam?
I noticed it to botman, it is yellow for me as well. I am usign a Gefore3 card -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of botman Sent: Monday, March 04, 2002 8:53 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Egon gun - Yellow beam or Blue beam? I've been working on patches to modify the Full and Standard SDK 2.2 to compile cleanly with Borland, MinGW and Microsoft Visual C++. I ran across what I thought was a bug with the color of the Egon beam in Half-Life deathmatch. In version 1.1.0.6 and 1.1.0.7 (before the weapon effects were moved clientside), the Egon gun beam was blue. In version 1.1.0.8, the Egon gun now shoots a yellow beam. I've checked this on 2 different machines with different graphics cards and checked it with both software and OpenGL video driver modes. I've tried rebuilding the client.dll and server DLL using the latest SDK 2.2 downloaded from the valve-erc.com website (built with Microsoft Visual C++ 6.0) and I've even tried uninstalling Half-Life, deleting the Half-Life directory, re-installing Half-Life, updating to 1.1.0.8 and in every case I get a yellow Egon gun beam. The only time the Egon gun beam is blue is when I'm running 1.1.0.6 or 1.1.0.7. I've been e-mailed by a few other people that tell me the Egon gun is yellow for them as well, so it's not just me. Is this a bug in the current HLDM release? 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
[hlcoders] Client command
Folks, Lost my mind here, trying to run a client command from the server side for the client Thought it was CLIENT_COMMAND( the edict, the command ); But that just sends the command to pfnClientCommand() which is handled server side -Ron ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://listvalvesoftwarecom/mailman/listinfo/hlcoders
RE: [hlcoders] Client command
DOH! That stinking \n got me :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of botman Sent: Monday, March 04, 2002 11:42 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Client command Lost my mind here, trying to run a client command from the server side for the client. Thought it was CLIENT_COMMAND( the edict, the command ); But that just sends the command to pfnClientCommand() which is handled server side Yes, pfnClientCommand() will send the command from the server to the client and the client will execute that command, for example... pfnClientCommand(speak \you,talk,the,talk,do,you,walk,the,walk\\n); ...don't forget the \n at the end of the command. 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
[hlcoders] gEngfuncs.IsSpectateOnly()
Folks, Now sure how or why but my health is not showing in the HUD, after hitting the debugger I noticed that the if check in the Draw() of Health is failing I is barfing on the gEngfuncsIsSpectateOnly() check, I tracked the function down to this // returns 1 if the client is a spectator only (connected to a proxy), 0 otherwise or 2 if in dev_overview mode int ( *IsSpectateOnly ) ( void ); But do not see anything else client/server side relating to it I know the first condition returns 1 if the client is a spectator only (connected to a proxy) is false, seeing I am connected to the game and playing Not sure about 2 if in dev_overview mode, what is dev_overview? Is this the overview in HLTV? If so, then this is false as well So, I am back to square one; wondering how that if check is failing Yes, I have verified that HIDEHUD_ALL and HIDEHUD_HEALTH are not being set server side etc m_iHideHUDDisplay is equal to 0 in debugger -Ron ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://listvalvesoftwarecom/mailman/listinfo/hlcoders
RE: [hlcoders] gEngfuncs.IsSpectateOnly()
Never mind, found the problem :) Just my plain stupidity again This if ( (gHUD.m_iHideHUDDisplay HIDEHUD_HEALTH | HIDEHUD_ALL) ) Should be if ( (gHUD.m_iHideHUDDisplay ( HIDEHUD_HEALTH | HIDEHUD_ALL) ) ) -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Sunday, March 03, 2002 4:33 PM To: [EMAIL PROTECTED] Subject: [hlcoders] gEngfuncs.IsSpectateOnly() Folks, Now sure how or why but my health is not showing in the HUD, after hitting the debugger I noticed that the if check in the Draw() of Health is failing. I is barfing on the gEngfuncs.IsSpectateOnly() check, I tracked the function down to this // returns 1 if the client is a spectator only (connected to a proxy), 0 otherwise or 2 if in dev_overview mode int ( *IsSpectateOnly ) ( void ); But do not see anything else client/server side relating to it. I know the first condition returns 1 if the client is a spectator only (connected to a proxy) is false, seeing I am connected to the game and playing. Not sure about 2 if in dev_overview mode, what is dev_overview? Is this the overview in HLTV? If so, then this is false as well. So, I am back to square one; wondering how that if check is failing. Yes, I have verified that HIDEHUD_ALL and HIDEHUD_HEALTH are not being set server side etc.. m_iHideHUDDisplay is equal to 0 in debugger. -Ron ___ 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] Ignore my last one, read this one...
Wont work either, the list blocks attachments. Just post them on a www site somewhere -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Philip Plante Sent: Saturday, March 02, 2002 6:52 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Ignore my last one, read this one... The images were deleted. Try making them an attachment instead of having them in the body. Sarge_Spank www.illicitstudios.com - Original Message - From: Cale Dunlap [EMAIL PROTECTED] To: HLCodersList [EMAIL PROTECTED] Sent: Saturday, March 02, 2002 1:30 PM Subject: [hlcoders] Ignore my last one, read this one... -- -- [ Picked text/plain from multipart/alternative ] Take a look at the attached images tell my this happens... w/o any entities in view of the player, the particles render correctly, with correct color and alpha. However when I throw a gib into view, the particles render all white and have a hard alpha channel... any ideas why? -Cale 'Mazor' Even in death, feelings carry on; love -- the ultimate power -- will stay within me, as I will stay with thee. -MeGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com -- -- [ particle2.jpg of type image/jpeg deleted ] -- [ particle1.jpg of type image/jpeg deleted ] ___ 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] Good proxy/router software to host servers over?
wrong list bubba gump think you want the hlds or hlds_linux list -Original Message- From: Tom [mailto:[EMAIL PROTECTED]] Sent: Friday, March 01, 2002 12:33 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Good proxy/router software to host servers over? if not, does anybody have any ideas on how to run HLDS over ICS so it creats an internet game from a lan computer? So far all it does is create a lan game and selects the wrong ip to host on :( - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, February 28, 2002 9:45 PM Subject: [hlcoders] Good proxy/router software to host servers over? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Just wondering if anybody has any recommendations for any proxy/router software which allows you to host a dedicated server on a pc connected to the internet via connection sharing to host an internet game. Microsoft XPs ICS doesnt seem to want to even when I tell it to forward the port. thanks tom -- ___ 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] battery
would that be a skill data value? -Original Message- From: Lee Shaw [mailto:[EMAIL PROTECTED]] Sent: Thursday, February 28, 2002 11:15 To: [EMAIL PROTECTED] Subject: [hlcoders] battery right this is prolly the most stupid question i'm gonna ask. right when u pick up the battery in HL it gives u 15 armour right but i need it to give u 100 armour when u pick it up but i aint sure how to do it. cheers RaZiEl _ Chat with friends online, try MSN Messenger: http://messenger.msn.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
RE: [hlcoders] SDK Differences
I will try this one to ;) I know that the difference between standard and full is this in full you get monster/weapon/dmc code as well as a lot of the monster/player models source, a couple map source ability to make a single/multiplayer (think standard just compiles a mp game) basically FULL is standard on crack and pimped up ;) -Ron -Original Message- From: Simon Rose [mailto:[EMAIL PROTECTED]] Sent: Thursday, February 28, 2002 14:00 To: Half-Life Mailing List Subject: [hlcoders] SDK Differences Hi, With all the C# bumf going around, I thought I might ask a Half-Life quezzie to ease the pain. What do you get in: SDK Normal@1.5megs SDK Normal Full @16megs SDK Full @2.5megs SDK Full Full @80megs (where in the bowels of the mind did full full come from!?) I just wanna know as I am thinking of having a tinker and wondering if there was a great benefit in pushing my poor old 56k over the edge. Thanks, Simon ___ 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] Finished a bot. But how do I build a Linux release ?
list does not accept attachments, maybe a web link instead? -Original Message- From: Mufasa [mailto:[EMAIL PROTECTED]] Sent: Wednesday, February 27, 2002 23:11 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Finished a bot. But how do I build a Linux release? This is a multi-part message in MIME format. -- Here's my slightly modified version of correctfp.pl with a few extra changes that I added that need made to get it to run just fine with the latest GCC. Mufasa [EMAIL PROTECTED] www.firetiger.net -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of SmiLeY Sent: Wednesday, February 27, 2002 12:33 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Finished a bot. But how do i build a linux release? and where would i get the *correctfp.pl script* from?. - Original Message - From: Mufasa [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, February 27, 2002 5:23 AM Subject: RE: [hlcoders] Finished a bot. But how do i build a linux release? I would recommend modifying the source code to be compliant and using the latest compilers. It's not that hard and only takes an hour or two from scratch with the correctfp.pl script. Mufasa [EMAIL PROTECTED] www.firetiger.net -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of SmiLeY Sent: Wednesday, February 27, 2002 7:14 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Finished a bot. But how do i build a linux release? So you would recommend : EGCS 1.1.2 2.91.66 March 15, 1999 - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, February 22, 2002 4:47 PM Subject: Re: [hlcoders] Finished a bot. But how do i build a linux release? Do i need to build a version for linux? also how would this be done? Thanks. You will need access to a Linux machine to compile your bot code. There should be a sample makefile included with the bot template that you can use on a Linux machine. I would STRONGLY recommend building with GCC version 2.91.66 (egcs-1.1.2 release). Newer versions of GCC will give you MANY errors with the default SDK source code (and bot code). You can find which version of GCC you have by using the following command line... gcc -v 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 _ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.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 -- [ correctfp.pl of type application/x-perl deleted ] -- _ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.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
RE: [hlcoders] Finished a bot. But how do i build a linux release ?
check the archives, it has been brought up a gazillion times before :) very nice resource to have, thought it needs a few tweaks to squash current bugs in it. -Ron -Original Message- From: SmiLeY [mailto:[EMAIL PROTECTED]] Sent: Wednesday, February 27, 2002 12:33 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Finished a bot. But how do i build a linux release? and where would i get the *correctfp.pl script* from?. - Original Message - From: Mufasa [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, February 27, 2002 5:23 AM Subject: RE: [hlcoders] Finished a bot. But how do i build a linux release? I would recommend modifying the source code to be compliant and using the latest compilers. It's not that hard and only takes an hour or two from scratch with the correctfp.pl script. Mufasa [EMAIL PROTECTED] www.firetiger.net -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of SmiLeY Sent: Wednesday, February 27, 2002 7:14 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Finished a bot. But how do i build a linux release? So you would recommend : EGCS 1.1.2 2.91.66 March 15, 1999 - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, February 22, 2002 4:47 PM Subject: Re: [hlcoders] Finished a bot. But how do i build a linux release? Do i need to build a version for linux? also how would this be done? Thanks. You will need access to a Linux machine to compile your bot code. There should be a sample makefile included with the bot template that you can use on a Linux machine. I would STRONGLY recommend building with GCC version 2.91.66 (egcs-1.1.2 release). Newer versions of GCC will give you MANY errors with the default SDK source code (and bot code). You can find which version of GCC you have by using the following command line... gcc -v 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 _ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Argh!
just my personal take on .NET with respects to the HL SDK: I was using .NET to do my FUBAR's in the SDK with, but came to realize that if I wanted to send the source on to a studio 6.0 developer that they would be faced with adding new files to the project. Why you might ask? well .NET uses solutions now (.sln's) which are binary files containing the project information. Also the new .NET does not care about/update/refer to the old project files of studio 6.0 (other than to create its .sln file from it) Unless you have a dev team that uses .NET I would not recommend the use of it for SDK purposes, most if not all developers use the tried and true studio 6.0. I was caught up in this loop last night when I went to send something to Eric Smith, I had to install studio 6.0 to ensure that what I sent was compatible with what they used. Sending the project in .NET version would have been useless. Regards, Ron -Original Message- From: Simon Rose [mailto:[EMAIL PROTECTED]] Sent: Wednesday, February 27, 2002 13:27 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Argh! Hi, I have only used .NET in a minor way for my employer, and not C# at that. The IDE is very nice, but that's typical Microsoft. Personally, I think C# is MS ripping Java off because they got slapped in the face when they tried to make proprietary Java extensions, and the fact that COM is a slight mess. Isn't the real question though: how fast is the MS equivalent VM (who's acronym eludes me right now). I have read various articles, stating C# is purely managed code (in that it runs via the VM), whereas VB and VC++ can be managed or done in the normal vanilla fashion. Of course, if you avoid the VM, it is being peddaled that you loose portability. According to the same articles, most are in tech journals and on MSDN (so are they MS biased?), managed code running behind the VM operates only 10% slower than native executables. As far as I can glean to date, .NET is simply Visual Studio 7 with the usual advances (VB has exceptions, supposedly faster execution etc, C++ has updated MFC again, improved compiler etc), but with C# thrown in). Isn't C# J++ in a sense, with syntactical changes to try and enhance the idea it is a *new* language rather than MSised Java? Anyways, I am sure I know little of this new language (and suite) at the moment to comment with any real conviction, but like _Phantom_ says, just because it is by MS doesn't mean it should be bashed down the street. Try it first and see if it does what you need. Sorry if any of this is off topic. Simon -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Aaron Kalin Sent: 27 February 2002 10:20 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Argh! C# is Microsofts version of Java, only it sucks and its even slower than java. - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, February 26, 2002 8:14 AM Subject: Re: [hlcoders] Argh! whats c# usefull for? Is it like MFC but easier and can also be embedded in web pages? - Original Message - From: Kevin Navia [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, February 26, 2002 6:49 AM Subject: RE: [hlcoders] Argh! just think of .net as the new all in one solution by microsoft. visual studio .net is the same VS that we love, with an all in one IDE and supports the new C#,VB, Jscript, etc. --- -- --- -- --- -- --- -- --- -- --- Kevin Navia Web developer -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Tim Faehnle Sent: Tuesday, February 26, 2002 12:11 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Argh! There was also a good article on ArsTechnica that gives a good concise overview. http://arstechnica.com/paedia/n/net/net-1.html Pretty well written. -Tim - Original Message - From: Cortex [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, February 25, 2002 8:01 AM Subject: Re: [hlcoders] Argh! What is .net ?? I don't know... no they wont When I compile dlls using vs.net they work fine on other computers without vs.net on - Original Message - From: Michael Shimmins [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, February 25, 2002 7:55 AM Subject: RE: [hlcoders] Argh! You realise that to play your mod everyone will need the .net framework? Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Yacketta, Ronald Sent: Monday, 25 February 2002 12:52 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Argh! Got it :) Freaking vs .net combines the errors into a nice little window, not showign the exact error. I had several other files that were dependent upon the RoundRules and did not have the proper incudes Al well
RE: [hlcoders] Argh!
or find bugs in the code ;) like in weapons.h haveWeapon or is it Hasweapon *shrug* forget not at home in front of code has no type, .NET cries, bitches and moans about it.. says it is defaulting to type int etc.. just a minor detail, but could cause problems I suppose -Ron -Original Message- From: Commando [mailto:[EMAIL PROTECTED]] Sent: Wednesday, February 27, 2002 15:53 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Argh! At 02:14 PM 27/02/2002 -0600, you wrote: Sure, but file format specs like this change all the time (Remember Word 95-97-98/2000/2002?) What was so crucial about the project files anyway? Personally I would have just sent an email saying you need to add the new source file mygame_whatever.cpp to the project rather then reinstalling 6.0 on your own box. This shouldn't be too annoying - I've probably added 4 new source files to FLF in the last 9 months. Most of us make more major modifications to the SDK for our mods. In the mod I am working for, we have added dozens of new files to each of the projects, changed defines, and removed just as many of the original files. It is unfair to ask other developers to spend time creating new project files when you share work, and when you send code to people not on your team when asking them for help, it is just impolite to make them do this. Just my thoughts on the idea. Plus of course, there is that fact that the SDK is well tested on 6.0. If you use .NET, you may be introducing bugs that could have been prevented. Rob Prouse Tour of Duty Mod http://www.tourofdutymod.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
RE: [hlcoders] Argh!
Correct, but I see no mention of it under Studio 6.0 I only recently noticed the error when I compiled under .NET -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Florian Zschocke Sent: Wednesday, February 27, 2002 4:54 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Argh! Yacketta, Ronald wrote: or find bugs in the code ;) like in weapons.h haveWeapon or is it Hasweapon *shrug* forget not at home in front of code has no type, .NET cries, bitches and moans about it.. says it is defaulting to type int etc.. just a minor detail, but could cause problems I suppose That bug has been in the SDK since years and still didn't get fixed. It has since long been a reason for Linux compilers to complain. Florian. ___ 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] Argh!
Heheh Like how my initial Argh! Post went from a class definition error to this wildly off topic thread ;) Damn, at least I am good for something *snicker* -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Simon Rose Sent: Wednesday, February 27, 2002 6:34 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Argh! Might it be because the .NET compiler is more rigid to C++ standards? Then again, standards and MS usually make a good joke! :-) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Yacketta, Ronald Sent: 27 February 2002 22:25 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Argh! Correct, but I see no mention of it under Studio 6.0 I only recently noticed the error when I compiled under .NET -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Florian Zschocke Sent: Wednesday, February 27, 2002 4:54 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Argh! Yacketta, Ronald wrote: or find bugs in the code ;) like in weapons.h haveWeapon or is it Hasweapon *shrug* forget not at home in front of code has no type, .NET cries, bitches and moans about it.. says it is defaulting to type int etc.. just a minor detail, but could cause problems I suppose That bug has been in the SDK since years and still didn't get fixed. It has since long been a reason for Linux compilers to complain. Florian. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Argh!
How so? I have already tossed DLL's to friends for testing, they are on ME/2k and have No problems playing. -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Michael Shimmins Sent: Monday, February 25, 2002 2:55 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Argh! You realise that to play your mod everyone will need the .net framework? Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Yacketta, Ronald Sent: Monday, 25 February 2002 12:52 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Argh! Got it :) Freaking vs .net combines the errors into a nice little window, not showign the exact error. I had several other files that were dependent upon the RoundRules and did not have the proper incudes Al well now :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of klank Sent: Sunday, February 24, 2002 8:36 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Argh! umm what are the posibbilities of two Jim Hunter's being on the same list -Jim - Original Message - From: Jim Hunter [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, February 24, 2002 8:06 PM Subject: Re: [hlcoders] Argh! Is it possible that your header is being included by another file before this cpp file (for example another header?) Jim -Original Message- From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] [EMAIL PROTECTED] Date: Sunday, February 24, 2002 2:54 PM Subject: RE: [hlcoders] Argh! Well crap on me to, still wont work *sigh* I have this in the .cpp #include extdll.h #include util.h #include cbase.h #include player.h #include weapons.h #include gamerules.h #include teamplay_gamerules.h #include GB_RoundRules.h #include monsters.h Then In the .h class CSgRoundRules : public CHalfLifeTeamplay { ... ... ... }; -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Sunday, February 24, 2002 6:46 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Argh! ARGH! Stupid compilers ;) I had the includes in the file alright, but in the wrong order.. Like I said stupididty! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Miguel Aleman Sent: Sunday, February 24, 2002 6:44 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Argh! You have to define the CHalfLifeTeamplay class before you can that class. So, whenever you have #include SgRoundRules.h you need to add #include teamplay_gamerules.h before it. - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, February 24, 2002 5:38 PM Subject: [hlcoders] Argh! Okay, stupid basic C++ question *sigh* Why does this class CSgRoundRules : public CHalfLifeTeamplay { Blah Blah Blah }; Result in this GB_RoundRules.h(6) : error C2504: 'CHalfLifeTeamplay' : base class undefined ___ 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 ___ 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 ___ 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] Argh!
Oh yeah, another thing. What I am doing with the SDK is not for a MOD etc.. I am just mucking with the code, using it as a tool to foster learning/knowledge of C++ So, if it cant be deployed to others oh well then :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Monday, February 25, 2002 8:12 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Argh! How so? I have already tossed DLL's to friends for testing, they are on ME/2k and have No problems playing. -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Michael Shimmins Sent: Monday, February 25, 2002 2:55 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Argh! You realise that to play your mod everyone will need the .net framework? Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Yacketta, Ronald Sent: Monday, 25 February 2002 12:52 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Argh! Got it :) Freaking vs .net combines the errors into a nice little window, not showign the exact error. I had several other files that were dependent upon the RoundRules and did not have the proper incudes Al well now :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of klank Sent: Sunday, February 24, 2002 8:36 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Argh! umm what are the posibbilities of two Jim Hunter's being on the same list -Jim - Original Message - From: Jim Hunter [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, February 24, 2002 8:06 PM Subject: Re: [hlcoders] Argh! Is it possible that your header is being included by another file before this cpp file (for example another header?) Jim -Original Message- From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] [EMAIL PROTECTED] Date: Sunday, February 24, 2002 2:54 PM Subject: RE: [hlcoders] Argh! Well crap on me to, still wont work *sigh* I have this in the .cpp #include extdll.h #include util.h #include cbase.h #include player.h #include weapons.h #include gamerules.h #include teamplay_gamerules.h #include GB_RoundRules.h #include monsters.h Then In the .h class CSgRoundRules : public CHalfLifeTeamplay { ... ... ... }; -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Sunday, February 24, 2002 6:46 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Argh! ARGH! Stupid compilers ;) I had the includes in the file alright, but in the wrong order.. Like I said stupididty! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Miguel Aleman Sent: Sunday, February 24, 2002 6:44 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Argh! You have to define the CHalfLifeTeamplay class before you can that class. So, whenever you have #include SgRoundRules.h you need to add #include teamplay_gamerules.h before it. - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, February 24, 2002 5:38 PM Subject: [hlcoders] Argh! Okay, stupid basic C++ question *sigh* Why does this class CSgRoundRules : public CHalfLifeTeamplay { Blah Blah Blah }; Result in this GB_RoundRules.h(6) : error C2504: 'CHalfLifeTeamplay' : base class undefined ___ 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 ___ 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 ___ 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
RE: [hlcoders] Argh!
ARGH! Stupid compilers ;) I had the includes in the file alright, but in the wrong order.. Like I said stupididty! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Miguel Aleman Sent: Sunday, February 24, 2002 6:44 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Argh! You have to define the CHalfLifeTeamplay class before you can that class. So, whenever you have #include SgRoundRules.h you need to add #include teamplay_gamerules.h before it. - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, February 24, 2002 5:38 PM Subject: [hlcoders] Argh! Okay, stupid basic C++ question *sigh* Why does this class CSgRoundRules : public CHalfLifeTeamplay { Blah Blah Blah }; Result in this GB_RoundRules.h(6) : error C2504: 'CHalfLifeTeamplay' : base class undefined ___ 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] Argh!
Even tried class CHalfLifeTeamplay; class CSgRoundRules : public CHalfLifeTeamplay { ... ... ... }; -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Sunday, February 24, 2002 6:51 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Argh! Well crap on me to, still wont work *sigh* I have this in the .cpp #include extdll.h #include util.h #include cbase.h #include player.h #include weapons.h #include gamerules.h #include teamplay_gamerules.h #include GB_RoundRules.h #include monsters.h Then In the .h class CSgRoundRules : public CHalfLifeTeamplay { ... ... ... }; -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Sunday, February 24, 2002 6:46 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Argh! ARGH! Stupid compilers ;) I had the includes in the file alright, but in the wrong order.. Like I said stupididty! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Miguel Aleman Sent: Sunday, February 24, 2002 6:44 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Argh! You have to define the CHalfLifeTeamplay class before you can that class. So, whenever you have #include SgRoundRules.h you need to add #include teamplay_gamerules.h before it. - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, February 24, 2002 5:38 PM Subject: [hlcoders] Argh! Okay, stupid basic C++ question *sigh* Why does this class CSgRoundRules : public CHalfLifeTeamplay { Blah Blah Blah }; Result in this GB_RoundRules.h(6) : error C2504: 'CHalfLifeTeamplay' : base class undefined ___ 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 ___ 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] Argh!
Got it :) Freaking vs .net combines the errors into a nice little window, not showign the exact error. I had several other files that were dependent upon the RoundRules and did not have the proper incudes Al well now :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of klank Sent: Sunday, February 24, 2002 8:36 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Argh! umm what are the posibbilities of two Jim Hunter's being on the same list -Jim - Original Message - From: Jim Hunter [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, February 24, 2002 8:06 PM Subject: Re: [hlcoders] Argh! Is it possible that your header is being included by another file before this cpp file (for example another header?) Jim -Original Message- From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] [EMAIL PROTECTED] Date: Sunday, February 24, 2002 2:54 PM Subject: RE: [hlcoders] Argh! Well crap on me to, still wont work *sigh* I have this in the .cpp #include extdll.h #include util.h #include cbase.h #include player.h #include weapons.h #include gamerules.h #include teamplay_gamerules.h #include GB_RoundRules.h #include monsters.h Then In the .h class CSgRoundRules : public CHalfLifeTeamplay { ... ... ... }; -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Sunday, February 24, 2002 6:46 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Argh! ARGH! Stupid compilers ;) I had the includes in the file alright, but in the wrong order.. Like I said stupididty! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Miguel Aleman Sent: Sunday, February 24, 2002 6:44 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Argh! You have to define the CHalfLifeTeamplay class before you can that class. So, whenever you have #include SgRoundRules.h you need to add #include teamplay_gamerules.h before it. - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, February 24, 2002 5:38 PM Subject: [hlcoders] Argh! Okay, stupid basic C++ question *sigh* Why does this class CSgRoundRules : public CHalfLifeTeamplay { Blah Blah Blah }; Result in this GB_RoundRules.h(6) : error C2504: 'CHalfLifeTeamplay' : base class undefined ___ 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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Finished a bot. But how do i build a linux release ?
I think BotMan has a how to on his www site regarding a Linux compile, or was it Leon that released that *shrug* Also, if you look under the SDK directories you will see a how-to to compile under linux. I have done it as such 1) copy the source to linux 2) run dos2unix against it (strip the BS winblows linefeeds etc) 3) change the make file to use kgcc (I am using LM 8.1 distro of linux) 4) did the make 5) tested :) all worked well, the server ran for nearly 3 days (with just me plugging away at it) -Ron -Original Message- From: SmiLeY [mailto:[EMAIL PROTECTED]] Sent: Friday, February 22, 2002 11:24 To: [EMAIL PROTECTED] Subject: [hlcoders] Finished a bot. But how do i build a linux release? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Do i need to build a version for linux? also how would this be done? Thanks. -- ___ 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] Finished a bot. But how do i build a linux release ?
If you use LM 7.0+ they have kgcc installed which is egcs-1.1.2 :) just need to change your make file to use kgcc and not gcc -Original Message- From: botman [mailto:[EMAIL PROTECTED]] Sent: Friday, February 22, 2002 11:48 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Finished a bot. But how do i build a linux release? Do i need to build a version for linux? also how would this be done? Thanks. You will need access to a Linux machine to compile your bot code. There should be a sample makefile included with the bot template that you can use on a Linux machine. I would STRONGLY recommend building with GCC version 2.91.66 (egcs-1.1.2 release). Newer versions of GCC will give you MANY errors with the default SDK source code (and bot code). You can find which version of GCC you have by using the following command line... gcc -v 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
RE: [hlcoders] Finished a bot. But how do i build a linux release ?
Jeff, I think he is speaking of exporting the Makefile from VS6 and then using that Makefile under linux to compile the code. -Ron -Original Message- From: botman [mailto:[EMAIL PROTECTED]] Sent: Friday, February 22, 2002 12:19 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Finished a bot. But how do i build a linux release? can't i just export a makefile from windows? or will this not work when it comes to compiling for a linux machine? No, you can't cross-compile on a Windows machine and build a Linux .so shared library. You will need to compile/test on a Linux machine. If you have a spare harddisk, you can configure your PC to dual boot Windows or Linux. This will NOT allow you to test the Linux version very well though. You can start the Linux dedicated server and the bot code, but you won't be able to see what's going on unless you have another machine on a LAN that you can run the Half-Life client from. 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
RE: [hlcoders] Finished a bot. But how do i build a linux release ?
Mandrake 8.1 has kgcc which is compatable with the current 2.2 SDK -Original Message- From: SmiLeY [mailto:[EMAIL PROTECTED]] Sent: Friday, February 22, 2002 12:25 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Finished a bot. But how do i build a linux release? i think im best of buying a 10-20 gig hd and installing linux. Shell i use mandrake or redhat? - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, February 22, 2002 5:19 PM Subject: Re: [hlcoders] Finished a bot. But how do i build a linux release? can't i just export a makefile from windows? or will this not work when it comes to compiling for a linux machine? No, you can't cross-compile on a Windows machine and build a Linux .so shared library. You will need to compile/test on a Linux machine. If you have a spare harddisk, you can configure your PC to dual boot Windows or Linux. This will NOT allow you to test the Linux version very well though. You can start the Linux dedicated server and the bot code, but you won't be able to see what's going on unless you have another machine on a LAN that you can run the Half-Life client from. 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Finished a bot. But how do i build a linux release ?
egcs 1.1.2 compliant ;) -Original Message- From: Florian Zschocke [mailto:[EMAIL PROTECTED]] Sent: Friday, February 22, 2002 12:35 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Finished a bot. But how do i build a linux release? Florian Zschocke wrote: Have you tried to use the cleaned up version from Will Day? I dunno if the SDK compiles as a whole Okay, it doesn't. I just tested it and gcc pukes. I wonder what compilers they use at Valve to compile the Linux versions. Florian. ___ 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] Finished a bot. But how do i build a linux release ?
or it could be the SDK developers fault ;) why not update the source to compile cleanly with current compilers *snciekr* it is a catch 22 here, did the egg come before the chicken? -Original Message- From: botman [mailto:[EMAIL PROTECTED]] Sent: Friday, February 22, 2002 12:16 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Finished a bot. But how do i build a linux release? Remains the question whose fault that is, the SDK source's or the compiler's fault. It is the MOD developer's fault if they are using an unsupported version of the compiler. If the MOD developer does not have enough to do and wishes to use a newer version of the compiler, they can modify the SDK source code so that it will compile cleanly with newer versions of the gcc compiler, but why make extra work for yourself? 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
[hlcoders] weird issue when game starts
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Can someone lend a hand here? When I fire up the game it does not crash, but changes maps every 5 seconds. I see this in console as well -Ron PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/muz1.spr PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/laserbeam.spr PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/WXplo1.spr PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/bubble.spr PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/bloodspray.spr PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/blood.spr PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/explode1.spr Can't find address: 04e34071 Can't find address: 04e3405d Can't find address: 04e34071 Can't find address: 04e3405d Can't find address: 04e34071 Can't find address: 04e3405d Can't find address: 04e34071 Can't find address: 04e3405d Can't find address: 04e34071 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] weird issue when game starts
I found the reason for the continual map change, but not why nor the reason for the numerous Can't find address errors :( For some unknown reason g_fGameOver is forever TRUE :( Which means the little block of code in CHalfLifeMultiplay :: Think(); Is repeatedly called which results in ChangeLevel(); being called I have done a search for g_fGameOver in both a CLEAN dlls dir and My current working dlls dir. Every single use of g_fGameOver is identical, Same # of calls to extern DLL_GLOBAL BOOL g_fGameOver as well as the same number of calls to setting it to TRUE/FALSE (even down to the same functions and line numbers). I have been in the debugger for nearly 3 hours now, tried to step through the code from InstallGameRules(); but that just wont work Seeing that once it tries to leave DispatchSpawn(); the debugger dies For I am not the keeper of the engine code nor have a debug version of hl.exe etc.. Can someone shed some light here? Regards, Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Friday, February 22, 2002 10:25 PM To: [EMAIL PROTECTED] Subject: [hlcoders] weird issue when game starts This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Can someone lend a hand here? When I fire up the game it does not crash, but changes maps every 5 seconds. I see this in console as well -Ron PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/muz1.spr PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/laserbeam.spr PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/WXplo1.spr PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/bubble.spr PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/bloodspray.spr PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/blood.spr PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/explode1.spr Can't find address: 04e34071 Can't find address: 04e3405d Can't find address: 04e34071 Can't find address: 04e3405d Can't find address: 04e34071 Can't find address: 04e3405d Can't find address: 04e34071 Can't find address: 04e3405d Can't find address: 04e34071 ___ 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] weird issue when game starts
Judge for yourself ;) Took it from CS and modified it game Ron's Useless MOD// Game title url_info www.sampier.com // information URL url_dl version Version? Who needs a stinking version // version of mod size 18400 svonly 0 // server side only mod? (1=yes 0=no) type multiplayer_only cldll 1 hlversion 1108 nomodels 1 nohimodel 1 mpentity info_player_start gamedll dlls\mp.dll gamedll_linux dlls/cs_i386.so trainmap tr_1 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Roachfood - the-coming.com Sent: Saturday, February 23, 2002 2:01 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] weird issue when game starts shot in the dark here is your liblist.gam file configured correctly for multiplayer and everything? Like i said... shot in the dark :-P Roachie - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, February 23, 2002 12:40 AM Subject: RE: [hlcoders] weird issue when game starts I found the reason for the continual map change, but not why nor the reason for the numerous Can't find address errors :( For some unknown reason g_fGameOver is forever TRUE :( Which means the little block of code in CHalfLifeMultiplay :: Think(); Is repeatedly called which results in ChangeLevel(); being called I have done a search for g_fGameOver in both a CLEAN dlls dir and My current working dlls dir. Every single use of g_fGameOver is identical, Same # of calls to extern DLL_GLOBAL BOOL g_fGameOver as well as the same number of calls to setting it to TRUE/FALSE (even down to the same functions and line numbers). I have been in the debugger for nearly 3 hours now, tried to step through the code from InstallGameRules(); but that just wont work Seeing that once it tries to leave DispatchSpawn(); the debugger dies For I am not the keeper of the engine code nor have a debug version of hl.exe etc.. Can someone shed some light here? Regards, Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Friday, February 22, 2002 10:25 PM To: [EMAIL PROTECTED] Subject: [hlcoders] weird issue when game starts This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Can someone lend a hand here? When I fire up the game it does not crash, but changes maps every 5 seconds. I see this in console as well -Ron PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/muz1.spr PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/laserbeam.spr PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/WXplo1.spr PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/bubble.spr PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/bloodspray.spr PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/blood.spr PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/explode1.spr Can't find address: 04e34071 Can't find address: 04e3405d Can't find address: 04e34071 Can't find address: 04e3405d Can't find address: 04e34071 Can't find address: 04e3405d Can't find address: 04e34071 Can't find address: 04e3405d Can't find address: 04e34071 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] DLIGHT problem
looks like the html parse valve is using decide to strip your attachments? -Original Message- From: Cortex [mailto:[EMAIL PROTECTED]] Sent: Thursday, February 21, 2002 13:33 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] DLIGHT problem This is a multi-part message in MIME format. -- -- [ Picked text/plain from multipart/alternative ] Ooops... I've forgotten to join the screenshot :( sorry ! (I join 2 screenshots) - Original Message - From: Roachfood - the-coming.com To: [EMAIL PROTECTED] Sent: Thursday, February 21, 2002 6:15 PM Subject: Re: [hlcoders] DLIGHT problem Cortex, try reattaching the picture or give us a URL... i think i know what you are talking about because I had the same problem with mine. I just wanna see the shot to be sure. :-) Roachie - Original Message - From: Cortex [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, February 21, 2002 9:14 AM Subject: [hlcoders] DLIGHT problem This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello, For some reasons, I need to have a temporary light in my mod... I create it with a SVC_TEMPENTITY. It works... But the result isn't as expected... Indeed, as you can see on the picture I've joined to this mail, the light enlights the whole face and the effect is crappy on a big big face... Is there an other way to create a other light effect - Cortex : mapper coder www.hlalbator.fr.st -- ___ 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 -- [ zo_tari_120001.jpg of type image/jpeg deleted ] -- [ zo_tari_12.jpg of type image/jpeg deleted ] -- ___ 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] Single Player modding.
Some of us on the list are not part of a MOD/Project :) I have been playing with the SDK out of pure fund and enjoyment (not matter how sick it sounds) -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of _Phantom_ Sent: Monday, February 18, 2002 9:56 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Single Player modding. - Original Message - From: Nathan Taylor [EMAIL PROTECTED] To: HLCoders [EMAIL PROTECTED] Sent: Monday, February 18, 2002 11:15 PM Subject: Re: [hlcoders] Single Player modding. -- [ Picked text/plain from multipart/alternative ] I'm not going to bitch like the last time, but is it just me or should this not be a place for recruiting? -- I'm with you on that one, I know the person said it makes sense to goto where coders are but most (if not all) the ppl on this list are already doing a MOD or other project which takes up a lot of time, and if someone is looking to work on a project then they probably be looking on the help wanted forums of various HL coding web sites. I liken it to subscribing to a modeling help message list and trying to recuit ppl of that, imho it's not the done thing :) ___ 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] Bone position
well, at least I live up to my own standards ;) not knowing jack about the SDK and its internals etc.. Maybe I should just STFU, sit here and read the list! -Original Message- From: botman [mailto:[EMAIL PROTECTED]] Sent: Friday, February 15, 2002 10:50 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Bone position maybe a hack.. but get the bone position server and message it to the client? yeah yeah yeah, I know its a hack.. but if it works would yah use it? -Ron By the time the network message got to the client, the bones would have already move to a new position. It won't work that way. 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
RE: [hlcoders] Thanks People
Just two lost souls swimming in a Half-Life bowl year after year. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Nathan Taylor Sent: Thursday, February 14, 2002 6:07 AM To: HLCoders Subject: Re: [hlcoders] Thanks People -- [ Picked text/plain from multipart/alternative ] I dedicated a song to Half-Life: Beetles - When I'm 64 Will you still feed me [Half-Life], will you still need me [Half-Life] when I'm 64? - Lakario - Original Message - From: Richard Paterson Sent: Thursday, February 14, 2002 5:34 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Thanks People This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] To all who replied I'd just like to thank Botman and the others for actually taking their time and sending in very helpful replies instead of telling me to bugger off. Right now, I am only working with the monster code and AI, and I am taking each change step by step. I basically knew that I would just be making major stabs in the dark and crossing my fingures as my machine locks up and the process of debugging begins. I just wanted to know if there was something to help me get started but once again I thank Botman for a reply that added to my pityfull knowledge of the SDK. As for the idea of Ack Doh, I think it's a pretty good, would help noobs to get on the scene quicker, but maybe a bit too late for the HL SDK but for future SDKs for future games, such as Unreal 2, that would be very helpful. All in all, I'm happy I got several constructive replies, thanks again. You should hear from me roughly 3 months down the line with semi noobs questions when you all will be saying HalfLife who? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.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
RE: [hlcoders] THE DREADED NOOB POST
I agree as well, hell those on the list (Leon?) can defiantly agree that I have asked my share utterly stupid retarded ridiculous absurd moronic questions ;) why? Hell I have no clue about the SDK and don't even attempt to think I do. I have a semi (hell 100% home schooled) grasp (at times) of c++ which limits what I can do/ understand in the SDK. All in all I have defiantly learned a boat load (thanks to the list and private emails to Valve members) sense I started mucking with the SDK nearly 6 months or so ago! It does wonders to try something, have it core dump and leave you sitting in front of that (POS) MSVS debugger wondering WTF did I do and why the F it is not working. -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Christopher Long Sent: Wednesday, February 13, 2002 10:30 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] THE DREADED NOOB POST i'll have to agree with mr botman. Thats the way i went through it. I'm still not 100% great with the sdk, as i haven't touched triapi, monster ai, player movement prediction OR the model rendering stuff... But i get to each one as i require to make a new change. When first looking at the sdk its daunting. Its bloody big and scary and you don't know what half the crap does(and yes at first it looks like crap) Trial and error to begin with is what lets you learn the sdk. You get crashes here and there then realize that your trying to access hud elements no initialized etc and you learn the tricks of the trade. If you have a fairly good c++ background knowing pointers and OOP stuff you should be good to go. If you know nothing then i pity you plunging into it but since you stated you have c++ knowledge then your right :) just hang in there... it took me the 1 year i have spent with it to get where i am... others have spent longer. Make sure you enjoy it all the time too or learning becomes a major bitch :/ just my 2 cents. - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, February 14, 2002 9:30 AM Subject: Re: [hlcoders] THE DREADED NOOB POST I found the easiest way was to create a mod (not like release it, just plan out some ideas), because then if you know what your aiming for, you know what you have to do! - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, February 13, 2002 8:39 PM Subject: Re: [hlcoders] THE DREADED NOOB POST Hello to all the respected established coders of this list. My names Richard and I'm yet another one of those annoying newbie coders who has 100 questions but I'll them brake down to one. snip There isn't any kind of overall reference or API reference to the Half-Life SDK. Fully understanding the SDK requires a medium to advanced level of knowledge in C++. The only way you will learn how things work is by looking at and playing with the SDK source code. You will run into MANY, MANY times when something doesn't work (the game crashes, goes into an infinite loop, or doesn't do some effect that you are trying to do). In fact, you will find that there are more times when something doesn't work than you have when something does work. You will learn by trial and error. Some of these errors you will repeat over and over and will eventually learn not to do those things (via negative reinforcement). The best way to become completely frustrated with the SDK is to start out by ripping out 70% or 80% of what's there and completely replacing it with all your own code. You will find that you get dozens/hundreds of compiler errors and when you finally do get rid of all the compiler errors, the game crashed deep inside the Half-Life engine (where you can't determine what caused the crash). The best way to NOT get frustrated with the SDK is making very tiny small changes one by one to the SDK source code and testing things out after each small change. Once you begin to understand how the variables, classes and functions are used, you will find yourself making much larger changes at a time and will find that you have fewer and fewer problems with new code. The time span for this learning curve can be anywhere from 2 or 3 months up to 6 months or more, depending on your skill level in programming and your experience with programming in C++. Also, ALWAYS save backup copies of stuff that you are about to change so that you can easily roll back to a working version when you completely screw something up (which you will do more than once). When browsing through the SDK source code, it's useful to have several editor windows open at once to view the .cpp and .h files in the dlls folder and also to be able to view the .h files in the engine and common folders as well. Start with the thing that the engine deals with, the edict_t structure. This can be found in the engine\progdefs.h
RE: [hlcoders] Info on a client command
I think it is along the lines of why reinvent the wheel if someone knows, why not spill the beans so we all can learn a little something.. -Original Message- From: Nicolai Haehnle [mailto:[EMAIL PROTECTED]] Sent: Thursday, February 07, 2002 11:19 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Info on a client command Am Donnerstag, 7. Februar 2002 16:52 schrieb _Phantom_: How does this work when there are two keys bound to one action then? eg bind [ invprev bind ] invnext bind MWHEELDOWN invnext bind MWHEELUP invprev or does it not include mouse/joystick button as they are buttons and not keys? Well, why don't you try and find out? cu, Prefect ___ 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
[hlcoders] hlpp
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Anyone else having problems accessing the hlpp page? -Ron ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] hlpp
bah! they must have a glitch or something.. I was unable to access it a while ago -Original Message- From: botman [mailto:[EMAIL PROTECTED]] Sent: Thursday, February 07, 2002 16:24 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] hlpp Anyone else having problems accessing the hlpp page? -Ron http://hlpp.valveworld.com/ is working fine for me. 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
RE: [hlcoders] GeForce 4 [Here we go with the OT again]
WoW! Much cheaper than the gforce3 I bought day of release!! http://www.bestbuy.com/ComputersPeripherals/details.asp?e=11099619m=488 c -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Nathan Taylor Sent: Wednesday, February 06, 2002 5:28 PM To: HLCoders Subject: [hlcoders] GeForce 4 [Here we go with the OT again] -- [ Picked text/plain from multipart/alternative ] nVidia announces the GeForce 4 today. www.nvidia.com Give it a little kiss, but don't get to close, it packs a punch. Lakario ModDev.net ICQ: Get more from the Web. FREE MSN Explorer download : http://explorer.msn.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
RE: [hlcoders] WTF??? advanced options
Maybe a combo of words advanced options -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of botman Sent: Thursday, January 31, 2002 10:57 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] WTF??? Maybe your message had key-words that set off a protectors. Like Teamfortress 2 and Here some secret information about TeamFortress2 david No, all the secret information that I know about TF2 I'm keeping to myself! ;) But there was obviously some secret word in my post that mailman didn't like. 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
[hlcoders] ClientPutInServer()
Folks, Correct me if I am wrong... My understanding of this function is that it is called when a player is actualy IN GAME, that is after client connect etc.. but before InitHUD etc.. this is also called after each ChangeLevel etc.. IF so, it would be prudent to toss the player into observer mode and frozen in this function until they have selected a team/class etc..? with associated code in PreThink() to randomize the location they view from (similar to CS) Regards, Ronald J. Yacketta Principal Consultant Ciber, INC 345 Woodcliff Dr. Fairport, NY 14450 --- The information transmitted is intended only for the person or entity to which it is addressed and may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of, or taking of any action in reliance upon, this information by persons or entities other than the intended recipient is prohibited. If you received this in error, please contact the sender and delete the material from any computer. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: Cbuf_AddText: overflow
Thats odd, I am not exec'ing anything else... that is a stock multiplayer_gamerules.ccp function call it is the one that exec's the server.cfg or listenserver.cfg based on if it is a dedicated gameetc... -Ron Too much unproccessed stuff already in the server's command buffer? You +exec'ing anything else on the command line or anything like that? -Original Message- From: Yacketta, Ronald [mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED]] Sent: Thursday, January 24, 2002 7:27 PM To: [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] Subject: [hlcoders] Cbuf_AddText: overflow I think this error is hidden deep within the engine, could someone shed some light? Cbuf_AddText: overflow -Ron ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Ronald J. Yacketta Principal Consultant Ciber, INC 345 Woodcliff Dr. Fairport, NY 14450 --- The information transmitted is intended only for the person or entity to which it is addressed and may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of, or taking of any action in reliance upon, this information by persons or entities other than the intended recipient is prohibited. If you received this in error, please contact the sender and delete the material from any computer. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] RE: Cbuf_AddText: overflow
Leon, nope :) very slciked server.cfg NO autoexec.cfg command line -developer 1 +condebug 1 +maxplayers 4 + map test no entry in serverconfigfile at all.. I assume if none is set the engine (?) will populate the var with server.cfg -Ron -Original Message- From: Leon Hartwig [mailto:[EMAIL PROTECTED]] Sent: Friday, January 25, 2002 12:37 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] RE: Cbuf_AddText: overflow Yeah, I assumed that's where this was happening. It's not even exec'ing that file, just the simple act of adding exec server.cfg (or whatever) to the command buffer is too much. You don't have servercfgfile set to some insanely long value, do you? :) Other than that, there has to be other stuff jamming the command buffer. Either something being exec'ed in your command line, or something in autoexec.cfg, language.cfg, or joystick.cfg...Maybe this is related to the large ban file problem some server ops have. Are you exec'ing any large files in your autoexec.cfg? -Original Message- From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]] Sent: Friday, January 25, 2002 8:14 AM To: [EMAIL PROTECTED] Subject: [hlcoders] RE: Cbuf_AddText: overflow Thats odd, I am not exec'ing anything else... that is a stock multiplayer_gamerules.ccp function call it is the one that exec's the server.cfg or listenserver.cfg based on if it is a dedicated gameetc... -Ron Too much unproccessed stuff already in the server's command buffer? You +exec'ing anything else on the command line or anything like that? -Original Message- From: Yacketta, Ronald [mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED]] Sent: Thursday, January 24, 2002 7:27 PM To: [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] Subject: [hlcoders] Cbuf_AddText: overflow I think this error is hidden deep within the engine, could someone shed some light? Cbuf_AddText: overflow ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Weapon animation
Title: Message I am only having this with custom weapons, that is take an existing HL weapon and basicly rename it tis all.. same functionality etc.. just different enum/define/class names etc... I have tried it with 4 weapons so far, each and everyone works as is (stock hl), once you copy/paste the entire .cpp into another file do some minor name changes (for compile / duplication issues) they never work again :( -Ron -Original Message-From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of CortexSent: Tuesday, January 22, 2002 2:03 AMTo: [EMAIL PROTECTED]Subject: Re: [hlcoders] Weapon animation I've got the same problems whith _all_ the weapons :( Sometimes, their animations are not played... I don't know what could cause this... CortexHL Albator coder mapperwww.hlalbator.fr.stICQ : 71548738 - Original Message - From: Yacketta, Ronald To: [EMAIL PROTECTED] Sent: Monday, January 21, 2002 10:59 PM Subject: [hlcoders] Weapon animation Folks,Have a slight problem here, adding a new grenade type ( Based 100% fromthe current handgrenade.cpp )I made several changes to only allow a player to have one grenades at atime (default give is 1 as well as max_carry is 1)The grenade functions (for now) like a normal handgrenade, with oneexception the weapon animations are not playing. I am unable to get anyanimations from the pinpull on to work :( would this be a result of onlyallowing a player to one at a time?I removed checks for ( m_pPlayer-m_rgAmmo[ m_iPrimaryAmmoType ] 0)in PrimaryAttack etc..Any ideas?Regards,Ron___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] VS .NET
Would some kind soul contact me off list.. I am having issues getting browse info to work Under .net. I have configured the project to create the browse info etc.. But it never does :( -Ron ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Weapon animation
Folks, Have a slight problem here, adding a new grenade type ( Based 100% from the current handgrenade.cpp ) I made several changes to only allow a player to have one grenades at a time (default give is 1 as well as max_carry is 1) The grenade functions (for now) like a normal handgrenade, with one exception the weapon animations are not playing. I am unable to get any animations from the pinpull on to work :( would this be a result of only allowing a player to one at a time? I removed checks for ( m_pPlayer-m_rgAmmo[ m_iPrimaryAmmoType ] 0) in PrimaryAttack etc.. Any ideas? Regards, Ron ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Items.cpp (MyTouch)
Thanxs folks! Another question, I am looking to physically display the FB's UTIL_SetSize() in the game under DEBUG conditions. What could I use to display this? Maybe a triapi? Not sure... -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Reedbeta Sent: Friday, January 04, 2002 9:11 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Items.cpp (MyTouch) If you are using UTIL_FindEntityByClassname() for player Or if you're using any other method of locating players. The point is, subtract the grenade's origin from the player's origin and take the length of the resulting vector. __ Do You Yahoo!? Send FREE video emails in Yahoo! Mail! http://promo.yahoo.com/videomail/ ___ 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] Items.cpp (MyTouch)
Lad you know what your talking about.. I sure in the heck don't ;) -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Adrian Finol Sent: Saturday, January 05, 2002 7:53 AM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Items.cpp (MyTouch) #define TE_BOX 31 // coord, coord, coord boxmins // coord, coord, coord boxmaxs // short life in 0.1 s // 3 bytes r, g, b Use that TempEnt on the server. - Adrian -Original Message- From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]] Sent: Saturday, January 05, 2002 6:34 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Items.cpp (MyTouch) Thanxs folks! Another question, I am looking to physically display the FB's UTIL_SetSize() in the game under DEBUG conditions. What could I use to display this? Maybe a triapi? Not sure... -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Reedbeta Sent: Friday, January 04, 2002 9:11 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Items.cpp (MyTouch) If you are using UTIL_FindEntityByClassname() for player Or if you're using any other method of locating players. The point is, subtract the grenade's origin from the player's origin and take the length of the resulting vector. __ Do You Yahoo!? Send FREE video emails in Yahoo! Mail! http://promo.yahoo.com/videomail/ ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Items.cpp (MyTouch)
Found it ;) But it crashes... MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev-origin ); WRITE_BYTE( TE_BOX); WRITE_COORD( pev-origin.x ); WRITE_COORD( pev-origin.x); WRITE_SHORT( 25 ); WRITE_BYTE( 255 ); WRITE_BYTE( 255 ); WRITE_BYTE( 255 ); MESSAGE_END(); -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Saturday, January 05, 2002 12:48 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Items.cpp (MyTouch) Lad you know what your talking about.. I sure in the heck don't ;) -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Adrian Finol Sent: Saturday, January 05, 2002 7:53 AM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Items.cpp (MyTouch) #define TE_BOX 31 // coord, coord, coord boxmins // coord, coord, coord boxmaxs // short life in 0.1 s // 3 bytes r, g, b Use that TempEnt on the server. - Adrian -Original Message- From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]] Sent: Saturday, January 05, 2002 6:34 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Items.cpp (MyTouch) Thanxs folks! Another question, I am looking to physically display the FB's UTIL_SetSize() in the game under DEBUG conditions. What could I use to display this? Maybe a triapi? Not sure... -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Reedbeta Sent: Friday, January 04, 2002 9:11 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Items.cpp (MyTouch) If you are using UTIL_FindEntityByClassname() for player Or if you're using any other method of locating players. The point is, subtract the grenade's origin from the player's origin and take the length of the resulting vector. __ Do You Yahoo!? Send FREE video emails in Yahoo! Mail! http://promo.yahoo.com/videomail/ ___ 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 ___ 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] Items.cpp (MyTouch)
Ok, I took the example from other code in the SDK that shows the use Of the MESSAGE_BEGIN with TE_'s as such.. MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev-origin ); I wil give your way a whirl right now.. Thanxs for the help -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Adrian Finol Sent: Saturday, January 05, 2002 1:47 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Items.cpp (MyTouch) Actually, I just noticed, you're sending the TE to pev-origin. Thats whats crashing you. Should be only pev. - Adrian -Original Message- From: Adrian Finol [mailto:[EMAIL PROTECTED]] Sent: Saturday, January 05, 2002 12:40 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Items.cpp (MyTouch) Of course. BBoxes are vectors. You want something like this: MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev-origin ); WRITE_BYTE( TE_BOX); WRITE_COORD( mins.x ); WRITE_COORD( mins.y ); WRITE_COORD( mins.z ); WRITE_COORD( maxs.x ); WRITE_COORD( maxs.y ); WRITE_COORD( maxs.Z ); WRITE_SHORT( 25 ); WRITE_BYTE( 255 ); WRITE_BYTE( 255 ); WRITE_BYTE( 255 ); MESSAGE_END(); - Adrian -Original Message- From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]] Sent: Saturday, January 05, 2002 12:33 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Items.cpp (MyTouch) Found it ;) But it crashes... MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev-origin ); WRITE_BYTE( TE_BOX); WRITE_COORD( pev-origin.x ); WRITE_COORD( pev-origin.x); WRITE_SHORT( 25 ); WRITE_BYTE( 255 ); WRITE_BYTE( 255 ); WRITE_BYTE( 255 ); MESSAGE_END(); -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Saturday, January 05, 2002 12:48 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Items.cpp (MyTouch) Lad you know what your talking about.. I sure in the heck don't ;) -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Adrian Finol Sent: Saturday, January 05, 2002 7:53 AM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Items.cpp (MyTouch) #define TE_BOX 31 // coord, coord, coord boxmins // coord, coord, coord boxmaxs // short life in 0.1 s // 3 bytes r, g, b Use that TempEnt on the server. - Adrian -Original Message- From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]] Sent: Saturday, January 05, 2002 6:34 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Items.cpp (MyTouch) Thanxs folks! Another question, I am looking to physically display the FB's UTIL_SetSize() in the game under DEBUG conditions. What could I use to display this? Maybe a triapi? Not sure... -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Reedbeta Sent: Friday, January 04, 2002 9:11 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Items.cpp (MyTouch) If you are using UTIL_FindEntityByClassname() for player Or if you're using any other method of locating players. The point is, subtract the grenade's origin from the player's origin and take the length of the resulting vector. __ Do You Yahoo!? Send FREE video emails in Yahoo! Mail! http://promo.yahoo.com/videomail/ ___ 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 ___ 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 ___ To unsubscribe, edit your list
RE: [hlcoders] Items.cpp (MyTouch)
Ok, I am definatly missing something here... I have the following In the code MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev-origin ); WRITE_BYTE( TE_BOX); WRITE_COORD( pev-mins.x ); WRITE_COORD( pev-mins.y ); WRITE_COORD( pev-mins.z ); WRITE_COORD( pev-maxs.x ); WRITE_COORD( pev-maxs.y ); WRITE_COORD( pev-maxs.z ); WRITE_SHORT( 25 ); WRITE_BYTE( 62 ); WRITE_BYTE( 33 ); WRITE_BYTE( 211 ); MESSAGE_END(); MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev-origin ); WRITE_BYTE( TE_SMOKE ); WRITE_COORD( pev-origin.x ); WRITE_COORD( pev-origin.y ); WRITE_COORD( pev-origin.z ); WRITE_SHORT( g_sModelIndexSmoke ); WRITE_BYTE( 100 ); // scale * 10 WRITE_BYTE( 10 ); // framerate MESSAGE_END(); The TE_SMOKE is working fine, but I do not see the TE_BOX at all :( -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Saturday, January 05, 2002 1:54 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Items.cpp (MyTouch) Ok, I took the example from other code in the SDK that shows the use Of the MESSAGE_BEGIN with TE_'s as such.. MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev-origin ); I wil give your way a whirl right now.. Thanxs for the help -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Adrian Finol Sent: Saturday, January 05, 2002 1:47 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Items.cpp (MyTouch) Actually, I just noticed, you're sending the TE to pev-origin. Thats whats crashing you. Should be only pev. - Adrian -Original Message- From: Adrian Finol [mailto:[EMAIL PROTECTED]] Sent: Saturday, January 05, 2002 12:40 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Items.cpp (MyTouch) Of course. BBoxes are vectors. You want something like this: MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev-origin ); WRITE_BYTE( TE_BOX); WRITE_COORD( mins.x ); WRITE_COORD( mins.y ); WRITE_COORD( mins.z ); WRITE_COORD( maxs.x ); WRITE_COORD( maxs.y ); WRITE_COORD( maxs.Z ); WRITE_SHORT( 25 ); WRITE_BYTE( 255 ); WRITE_BYTE( 255 ); WRITE_BYTE( 255 ); MESSAGE_END(); - Adrian -Original Message- From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]] Sent: Saturday, January 05, 2002 12:33 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Items.cpp (MyTouch) Found it ;) But it crashes... MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev-origin ); WRITE_BYTE( TE_BOX); WRITE_COORD( pev-origin.x ); WRITE_COORD( pev-origin.x); WRITE_SHORT( 25 ); WRITE_BYTE( 255 ); WRITE_BYTE( 255 ); WRITE_BYTE( 255 ); MESSAGE_END(); -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Saturday, January 05, 2002 12:48 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Items.cpp (MyTouch) Lad you know what your talking about.. I sure in the heck don't ;) -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Adrian Finol Sent: Saturday, January 05, 2002 7:53 AM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Items.cpp (MyTouch) #define TE_BOX 31 // coord, coord, coord boxmins // coord, coord, coord boxmaxs // short life in 0.1 s // 3 bytes r, g, b Use that TempEnt on the server. - Adrian -Original Message- From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]] Sent: Saturday, January 05, 2002 6:34 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Items.cpp (MyTouch) Thanxs folks! Another question, I am looking to physically display the FB's UTIL_SetSize() in the game under DEBUG conditions. What could I use to display this? Maybe a triapi? Not sure... -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Reedbeta Sent: Friday, January 04, 2002 9:11 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Items.cpp (MyTouch) If you are using UTIL_FindEntityByClassname() for player Or if you're using any other method of locating
RE: [hlcoders] Items.cpp (MyTouch)
I have also replace all the mins/maxs with origin and no go -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Saturday, January 05, 2002 2:08 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Items.cpp (MyTouch) Ok, I am definatly missing something here... I have the following In the code MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev-origin ); WRITE_BYTE( TE_BOX); WRITE_COORD( pev-mins.x ); WRITE_COORD( pev-mins.y ); WRITE_COORD( pev-mins.z ); WRITE_COORD( pev-maxs.x ); WRITE_COORD( pev-maxs.y ); WRITE_COORD( pev-maxs.z ); WRITE_SHORT( 25 ); WRITE_BYTE( 62 ); WRITE_BYTE( 33 ); WRITE_BYTE( 211 ); MESSAGE_END(); MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev-origin ); WRITE_BYTE( TE_SMOKE ); WRITE_COORD( pev-origin.x ); WRITE_COORD( pev-origin.y ); WRITE_COORD( pev-origin.z ); WRITE_SHORT( g_sModelIndexSmoke ); WRITE_BYTE( 100 ); // scale * 10 WRITE_BYTE( 10 ); // framerate MESSAGE_END(); The TE_SMOKE is working fine, but I do not see the TE_BOX at all :( -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Saturday, January 05, 2002 1:54 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Items.cpp (MyTouch) Ok, I took the example from other code in the SDK that shows the use Of the MESSAGE_BEGIN with TE_'s as such.. MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev-origin ); I wil give your way a whirl right now.. Thanxs for the help -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Adrian Finol Sent: Saturday, January 05, 2002 1:47 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Items.cpp (MyTouch) Actually, I just noticed, you're sending the TE to pev-origin. Thats whats crashing you. Should be only pev. - Adrian -Original Message- From: Adrian Finol [mailto:[EMAIL PROTECTED]] Sent: Saturday, January 05, 2002 12:40 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Items.cpp (MyTouch) Of course. BBoxes are vectors. You want something like this: MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev-origin ); WRITE_BYTE( TE_BOX); WRITE_COORD( mins.x ); WRITE_COORD( mins.y ); WRITE_COORD( mins.z ); WRITE_COORD( maxs.x ); WRITE_COORD( maxs.y ); WRITE_COORD( maxs.Z ); WRITE_SHORT( 25 ); WRITE_BYTE( 255 ); WRITE_BYTE( 255 ); WRITE_BYTE( 255 ); MESSAGE_END(); - Adrian -Original Message- From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]] Sent: Saturday, January 05, 2002 12:33 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Items.cpp (MyTouch) Found it ;) But it crashes... MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev-origin ); WRITE_BYTE( TE_BOX); WRITE_COORD( pev-origin.x ); WRITE_COORD( pev-origin.x); WRITE_SHORT( 25 ); WRITE_BYTE( 255 ); WRITE_BYTE( 255 ); WRITE_BYTE( 255 ); MESSAGE_END(); -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Saturday, January 05, 2002 12:48 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Items.cpp (MyTouch) Lad you know what your talking about.. I sure in the heck don't ;) -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Adrian Finol Sent: Saturday, January 05, 2002 7:53 AM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Items.cpp (MyTouch) #define TE_BOX 31 // coord, coord, coord boxmins // coord, coord, coord boxmaxs // short life in 0.1 s // 3 bytes r, g, b Use that TempEnt on the server. - Adrian -Original Message- From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]] Sent: Saturday, January 05, 2002 6:34 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Items.cpp (MyTouch) Thanxs folks! Another question, I am looking to physically display the FB's UTIL_SetSize() in the game under DEBUG conditions. What could I use to display this? Maybe a triapi? Not sure... -Ron -Original Message- From
RE: [hlcoders] Items.cpp (MyTouch)
And how in pray tell would that be accomplished? Could you lend an example in the SDK for me to haggle over? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Reedbeta Sent: Friday, January 04, 2002 1:26 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Items.cpp (MyTouch) --- omega [EMAIL PROTECTED] wrote: you can still use findentityinsphere. thats what entity-IsPlayer() is for. so you can distinguish between them. Of course you can, but the method I used seems cleaner, faster, and less error-prone to me. BTW I forgot to mention in my previous email that if you want to affect only the players in a 600-unit radius, you need to add a distance check just before you do the traceline, so you don't waste time doing tracelines for players that are too far away. ---Reedbeta __ Do You Yahoo!? Send your FREE holiday greetings online! http://greetings.yahoo.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
[hlcoders] Weapon slots
Folks, Can someone give mea reference point as to how in the heck the weapon slots are associated with The weapon sprites? I am changing slots around and notice that the weapons in each slot now do not match The associated sprite for that slot :( Regards, Ron ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Items.cpp (MyTouch)
Actually the code works.. For some reason unknown to me I have a Think() for the Flash class, it is a void EXPORT Think() When I set and use it I get an error saying No export for item_flash::Think() *boggle* but then again it is declared as Void EXPORT Think() So my crash was well before it got to this code :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Varlock Sent: Thursday, January 03, 2002 2:55 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Items.cpp (MyTouch) I do not claim to understand how compilers work and whether something SHOULD work or whether it shouldn't or why, but I have a suggestion for you. I've had a problem similar to this before, and it seems that you must seperate any 'if' statements where you are checking to see if a pointer is valid from ANY use of that pointer. So you should *try* this: if( pPlayer ) { if( pPlayer-IsAlive( ) ) { etc... This is just an idea. If it works, good. If not, well, whatever. - Varlock - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, January 02, 2002 7:15 PM Subject: RE: [hlcoders] Items.cpp (MyTouch) What is wrong with this? while ( (pPlayer = (CBasePlayer*)UTIL_FindEntityByClassname( pPlayer, player )) != NULL) { if ( pPlayer pPlayer-IsAlive() ) { vecSpot = pPlayer-Center(); if ( vecSpot ) UTIL_LogPrintf( x[%d] y[%d] z[%d]\n, vecSpot.x, vecSpot.y, vecSpot.z ); } } Same basic concept/code as in client.cpp... But this crashes *boggle* -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of botman Sent: Wednesday, January 02, 2002 5:21 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Items.cpp (MyTouch) I would not do that in the MyTouch correct? I drummed up this from the RadiousDamage BOOL MyTouch( CBasePlayer *pPlayer ) // was My Touch { CBaseEntity * pEntity = NULL; TraceResult tr; Vector vecSpot; while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev-origin, 600 )) != NULL) { vecSpot = pEntity-BodyTarget( pev-origin ); UTIL_TraceLine ( pev-origin, vecSpot, dont_ignore_monsters, ENT(pev), tr ); if ( tr.flFraction == 1.0 || tr.pHit == pEntity-edict() ) { UTIL_ScreenFade( pPlayer, Vector(255,255,255), 10.0, 2.0, 255, FFADE_IN); } } pev-nextthink = gpGlobals-time + 0.1; return TRUE; } As you know by looking... CRASH is the word for the day.. Not to sure where to put the trace code or even if it is correct -Ron I don't think Touch() functions are supposed to return anything. The SDK examples are all void type functions. 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 ___ 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] Items.cpp (MyTouch)
Sorry.. I forwarded it one this morning when I noticed it was not on list.. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of botman Sent: Thursday, January 03, 2002 3:21 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Items.cpp (MyTouch) How many times did you send this? Is your cat pouncing on your keyboard again? :) Jeffrey botman Broome - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, January 03, 2002 1:28 PM Subject: FW: [hlcoders] Items.cpp (MyTouch) -Original Message- From: Ronald J. Yacketta [mailto:[EMAIL PROTECTED]] Sent: Wednesday, January 02, 2002 10:16 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Items.cpp (MyTouch) What is wrong with this? while ( (pPlayer = (CBasePlayer*)UTIL_FindEntityByClassname( pPlayer, player )) != NULL) { if ( pPlayer pPlayer-IsAlive() ) { vecSpot = pPlayer-Center(); if ( vecSpot ) UTIL_LogPrintf( x[%d] y[%d] z[%d]\n, vecSpot.x, vecSpot.y, vecSpot.z ); } } Same basic concept/code as in client.cpp... But this crashes *boggle* -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of botman Sent: Wednesday, January 02, 2002 5:21 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Items.cpp (MyTouch) I would not do that in the MyTouch correct? I drummed up this from the RadiousDamage BOOL MyTouch( CBasePlayer *pPlayer ) // was My Touch { CBaseEntity * pEntity = NULL; TraceResult tr; Vector vecSpot; while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev-origin, 600 )) != NULL) { vecSpot = pEntity-BodyTarget( pev-origin ); UTIL_TraceLine ( pev-origin, vecSpot, dont_ignore_monsters, ENT(pev), tr ); if ( tr.flFraction == 1.0 || tr.pHit == pEntity-edict() ) { UTIL_ScreenFade( pPlayer, Vector(255,255,255), 10.0, 2.0, 255, FFADE_IN); } } pev-nextthink = gpGlobals-time + 0.1; return TRUE; } As you know by looking... CRASH is the word for the day.. Not to sure where to put the trace code or even if it is correct -Ron I don't think Touch() functions are supposed to return anything. The SDK examples are all void type functions. 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 ___ 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] Items.cpp (MyTouch)
That is exactly what I thought! So I removed the EXPORT and still get the item_flash:Think(0 EXPORT crash -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Reedbeta Sent: Thursday, January 03, 2002 7:15 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Items.cpp (MyTouch) You shouldn't be exporting the Think() function...it overrides a function in the base class. You only need to declare think functions as EXPORT if they've got names other than Think. EG MyThink, FlyThink, HuntThink, MonsterThink etc would have to have EXPORTS, but not plain old Think(). --- Yacketta, Ronald [EMAIL PROTECTED] wrote: Actually the code works.. For some reason unknown to me I have a Think() for the Flash class, it is a void EXPORT Think() When I set and use it I get an error saying No export for item_flash::Think() *boggle* but then again it is declared as Void EXPORT Think() So my crash was well before it got to this code :) __ Do You Yahoo!? Send your FREE holiday greetings online! http://greetings.yahoo.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
RE: [hlcoders] Weapon slots
Title: Message Could you kindly explain this a little better.. bucket? never heard of or seen that term related to weapons before -Ron -Original Message-From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Gareth LlewellynSent: Friday, January 04, 2002 1:59 AMTo: [EMAIL PROTECTED]Subject: Re: [hlcoders] Weapon slots Each bucket and its respective slot start at 0 Therefore the crowbar is: Bucket 0 Slot 0 The sprites are governed by the weaponname.txt in the sprites folder. Sorry I can't be of more help I aint at my HL editing PC. Gareth LlewellynInNeedOfTherepy-Project Leader-Lead Coder-Lead MapperHalf-Life The Beginningwww.HLTB.co.uk
RE: [hlcoders] Weapon slots
Title: Message I follow some what... p-iSlot = 3; // Buckerp-iPosition = 0; // Slot in bucker BUT where do I make changes so that the hud has the right weapon in the right bucket? right now the above is for a new gun, but it displays the old HL sprite for that bucket/slot combo... -Ron -Original Message-From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of [DRP]Avatar-XSent: Thursday, January 03, 2002 9:47 PMTo: [EMAIL PROTECTED]Subject: Re: [hlcoders] Weapon slotsWeapons in half life are arranged into 5 (or 10) "buckets" Each bucket can hold up to 4 weapons. The bucket is the little number you see in the hud, and each bucket corresponds to one keyboard numeral Buckets are ordered starting with 0, so pressing "slot1" on your keyboard opens bucket 0 Now, each bucket can hold 4 weapons (max), and they are also 0-based. So the first weapon in the bucket is 0, the second is 1, etc. The crowbar is in bucket 0, slot 0 The MP5 is in bucket 2, slot 0 I hope this helps! -av "Yacketta, Ronald" wrote: Could you kindly explain this a little better.. bucket? never heard of or seenthat term related to weapons before-Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Gareth Llewellyn Sent: Friday, January 04, 2002 1:59 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Weapon slots Each bucket and its respective slot start at 0Therefore the crowbar is:Bucket 0Slot 0The sprites are governed by the weaponname.txt in the sprites folder. Sorry I can't be of more help I aint at my HL editing PC.Gareth Llewellyn InNeedOfTherepy -Project Leader -Lead Coder -Lead Mapper Half-Life The Beginning www.HLTB.co.uk -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com
RE: [hlcoders] StartDeathCam()
I even hacked the ORIGINAL StartDeathCam() to look like this void CBasePlayer::StartDeathCam( void ) { edict_t *pSpot, *pNewSpot; int iRand; if ( pev-view_ofs == g_vecZero ) { // don't accept subsequent attempts to StartDeathCam() return; } pSpot = FIND_ENTITY_BY_CLASSNAME( NULL, info_intermission); if ( !FNullEnt( pSpot ) ) { // at least one intermission spot in the world. /* iRand = RANDOM_LONG( 0, 3 ); while ( iRand 0 ) { pNewSpot = FIND_ENTITY_BY_CLASSNAME( pSpot, info_intermission); if ( pNewSpot ) { pSpot = pNewSpot; } iRand--; } */ CopyToBodyQue( pev ); UTIL_LogPrintf(Found \info_intermission\ pSpot\n); StartObserver( pSpot-v.origin, pSpot-v.v_angle ); } /* else { // no intermission spot. Push them up in the air, looking down at their corpse TraceResult tr; CopyToBodyQue( pev ); UTIL_TraceLine( pev-origin, pev-origin + Vector( 0, 0, 128 ), ignore_monsters, edict(), tr ); StartObserver( tr.vecEndPos, UTIL_VecToAngles( tr.vecEndPos - pev-origin ) ); return; } */ } And still no go, I see the log message and the player's dead view is still that of the commented out else above! -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Tuesday, January 01, 2002 3:22 AM To: [EMAIL PROTECTED] Subject: [hlcoders] StartDeathCam() Folks, What's wrong with this picture? //= // StartDeathCam - find an intermission spot and send the // player off into observer mode //= void CBasePlayer::StartDeathCam( void ) { CBaseEntity *pSpot = NULL; int iRand; if ( pev-view_ofs == g_vecZero ) { // don't accept subsequent attempts to StartDeathCam() return; } pSpot = UTIL_FindEntityByClassname( pSpot, info_intermission); if ( !FNullEnt( pSpot ) ) { // at least one intermission spot in the world. /* iRand = RANDOM_LONG( 0, 3 ); while ( iRand 0 ) { pNewSpot = UTIL_FindEntityByClassname( pSpot, info_intermission); if ( pNewSpot ) { pSpot = pNewSpot; } iRand--; } */ CopyToBodyQue( pev ); UTIL_LogPrintf(Found \info_intermission\ pSpot\n); StartObserver( pSpot-pev-origin, pSpot-pev-v_angle ); } /* else { // no intermission spot. Push them up in the air, looking down at their corpse TraceResult tr; CopyToBodyQue( pev ); UTIL_TraceLine( pev-origin, pev-origin + Vector( 0, 0, 128 ), ignore_monsters, edict(), tr ); StartObserver( tr.vecEndPos, UTIL_VecToAngles( tr.vecEndPos - pev-origin ) ); return; } */ } The player is NEVER sent to the infointermission, Yes I have several in the map... I even get the log entry Found info_intermission pSpot in my log files. The players view is that of the else above, but as you can see I have that commented out.. Regards, Ron ___ 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] StartDeathCam()
Hacked it! The initial problem was I had the respawn commented out in PlayerDeathThink(), then I had to add code to PlayerSpawn so it would not give weapons etc.. I also redid the StartDeathCam() to void CBasePlayer::StartDeathCam( void ) { CopyToBodyQue( pev ); CBasePlayer *pPlayer = GetClassPtr((CBasePlayer *)pev); edict_t *pentSpawnSpot = EntSelectSpectatorSpawnPoint( pPlayer ); pPlayer-StartObserver( VARS(pentSpawnSpot)-origin, VARS(pentSpawnSpot)-angles); } Seems to work BUT how do I remove control of the player from the corpse when they die? Right now I can twirl the corpse around etc.. When I am dead. I just want the SOB to die And lie there.. 0 (zero) movement until they are in Observer Regards, Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Tuesday, January 01, 2002 12:13 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] StartDeathCam() It seems as tho that StartDeathCam() is bogus, even the STOCK un modified code with the else section commented out Still just pushes player up in the are 128 and that's all.. Nothing else -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Dave R. Meyers Sent: Tuesday, January 01, 2002 11:49 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] StartDeathCam() Once I am awake, I will look through my code, and see what I can tell you. I remember adding something about info_intermission to the OZ code, for ctf. So that a player was spawned there, then to the team spawn they selected in ctf style play. But I can't remember right now, and want to go back to sleep. Dave ___ 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
[hlcoders] Global functions
Folks, I have been searching for the right place to plop some code to checkroundend. I would like to keep it out of a specific gamerule, seeing that all will use it I would also like to be able to cal/use this function in other NON gamerule Related files like scientists.cpp etc.. To check for round end under certain conditions Any thoughts? Regards, Ron ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] UTIL_FindEntityByClassname
Folks, Would this work to count the number of monster_scientist entities in a map as well As how many are dead? while ( ( GEnt = (CBaseMonster*)UTIL_FindEntityByClassname(NULL, monster_scientist) ) != NULL) { iHost++; if ( !GEnt-IsAlive() ) iHostDead++; } I am trying to end a round if all monster_scientists are dead, was thinking of counting the total number of entities in the world, then how many are dead and compare the numbers.. If dead == total found then all are dead .. End round.. Regards, Ron ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] [OT] question to valve, curious
ROFL! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Tim Faehnle Sent: Thursday, December 06, 2001 7:08 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] [OT] question to valve, curious I had to seach bluesnews for a while, but I found 'em. http://www.3drealms.com/duke3d/outtakes.html Those are so funny (again)! Tim I don't have those either! :( Dammit i played Duke like a nutcase but i only had Compuserve back then, i missed out on a lot of multiplayer and stuff Can someone link me? :P Florian Zschocke wrote: You're welcome. That reminds me of the DukeNukem bloopers. You guys still remember them? They were hillarious. Florian. ___ 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] # of entities
OOPS! Wrong cvs tree ;) There is a pLast = pObject; In between the for {} and do {} while (); -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Wednesday, November 14, 2001 9:35 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] # of entities Tis what I have so far, another issue I am having.. The first trigger_camera is fired clean (developer 100 running) Second pass, the player is dropped to a SpawnSpot *boogle* then Back to a camera *boggle*. The player should never leave the Camera's UNTIL a team/class is selected. void CBasePlayer::PreThink(void) { blah blah blah ... CBaseEntity *pObject= NULL; CBaseEntity *pLast = NULL; // If joe-blow is not on a team, find a camera and // for him to use it! // stay in camera mode until a team/class is selected if ( (!FStrEq(this-m_szTeamName, TEAM_PS) ) (!FStrEq(this-m_szTeamName, TEAM_GHOST) ) (!FStrEq(this-m_szTeamName, TEAM_SPECTATOR) ) ) { // Thanks ReedBeta for the timer idea! if (gpGlobals-time m_flNextCameraTime) { // Taked from EntSelectSpawnPoint for ( int i = 2; i 0; i-- ) // TODO: remove the static 2, replace with dynamic code // That will find the # of trigger_cameras in the map { pObject = UTIL_FindEntityByClassname( pObject,trigger_camera ); if(!pObject) continue; } do { UTIL_LogPrintf(doing the do\n); // increment pObject pObject = UTIL_FindEntityByClassname( pObject, trigger_camera ); } while ( pObject != pLast ); // End EntSelectSpawnPoint pObject-Use(this,this,USE_TOGGLE,0); m_flNextCameraTime = gpGlobals-time + 15; } } ... ... ... } -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of botman Sent: Wednesday, November 14, 2001 9:01 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] # of entities G... That erks me now ;) I can find all 3 trigger_cameras in a level, but every time PreThink() is called The same trigger_camera is fired *sigh* even though I have a do{} while (pLast != pObject); (similar to the Spawn selection code) -Ron Is pLast declared global (or static within the function)??? Maybe it's always starting at the first one each time. 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] # of entities
*nod* I also missed some key logic it looks like as well *sigh* oh well, no one said I was a botman ;) God of SDK -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of _Phantom_ Sent: Wednesday, November 14, 2001 11:13 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] # of entities well, do a dry run of the code on paper to make sure my logic is correct.. you probably want while (pObject == pLast ) at the bottom of the while loop, and to set pLast as a member varible for the class and dont set it to NULL on entry to the function. - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, November 14, 2001 4:04 PM Subject: RE: [hlcoders] # of entities Hrmmm I rip'ed that code from SpawnSpot... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of _Phantom_ Sent: Wednesday, November 14, 2001 11:01 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] # of entities your resetting pLast to NULL each time this function is called, in effect you are doing * find camera (first one) * save to pLast * loop while camera != pLast (so if the camera == first one we loop, oo second camera != first one) * use pobject (second camera) * exit function thus each time you are finding the same camera (the second one I would guess) - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, November 14, 2001 2:37 PM Subject: RE: [hlcoders] # of entities OOPS! Wrong cvs tree ;) There is a pLast = pObject; In between the for {} and do {} while (); -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Wednesday, November 14, 2001 9:35 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] # of entities Tis what I have so far, another issue I am having.. The first trigger_camera is fired clean (developer 100 running) Second pass, the player is dropped to a SpawnSpot *boogle* then Back to a camera *boggle*. The player should never leave the Camera's UNTIL a team/class is selected. void CBasePlayer::PreThink(void) { blah blah blah ... CBaseEntity *pObject = NULL; CBaseEntity *pLast = NULL; // If joe-blow is not on a team, find a camera and // for him to use it! // stay in camera mode until a team/class is selected if ( (!FStrEq(this-m_szTeamName, TEAM_PS) ) (!FStrEq(this-m_szTeamName, TEAM_GHOST) ) (!FStrEq(this-m_szTeamName, TEAM_SPECTATOR) ) ) { // Thanks ReedBeta for the timer idea! if (gpGlobals-time m_flNextCameraTime) { // Taked from EntSelectSpawnPoint for ( int i = 2; i 0; i-- ) // TODO: remove the static 2, replace with dynamic code // That will find the # of trigger_cameras in the map { pObject = UTIL_FindEntityByClassname( pObject,trigger_camera ); if(!pObject) continue; } do { UTIL_LogPrintf(doing the do\n); // increment pObject pObject = UTIL_FindEntityByClassname( pObject, trigger_camera ); } while ( pObject != pLast ); // End EntSelectSpawnPoint pObject-Use(this,this,USE_TOGGLE,0); m_flNextCameraTime = gpGlobals-time + 15; } } ... ... ... } -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of botman Sent: Wednesday, November 14, 2001 9:01 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] # of entities G... That erks me now ;) I can find all 3 trigger_cameras in a level, but every time PreThink() is called The same trigger_camera is fired *sigh* even though I have a do{} while (pLast != pObject); (similar to the Spawn selection code) -Ron Is pLast declared global (or static within the function)??? Maybe it's always starting at the first one each time. 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 ___ 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 ___ To unsubscribe
RE: [hlcoders] Problem with observer code
been down that road b4 :) you have placed the info in the wrong spot it goes inside the for loop.. for ( int i = 1; i = gpGlobals-maxClients; i++ ) { // FIXME: Probably don't need to cast this just to read m_iDeaths CBasePlayer *plr = (CBasePlayer *)UTIL_PlayerByIndex( i ); if ( plr ) { MESSAGE_BEGIN( MSG_ONE, gmsgScoreInfo, NULL, pl-edict() ); WRITE_BYTE( i ); // client number WRITE_SHORT( plr-pev-frags ); WRITE_SHORT( plr-m_iDeaths ); WRITE_SHORT( 0 ); WRITE_SHORT( GetTeamIndex( plr-m_szTeamName ) + 1 ); MESSAGE_END(); == RIGHT HERE :) } } -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Aaron Kalin Sent: Tuesday, November 13, 2001 3:28 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Problem with observer code BTW I fixed the problem, turns out I forgot to rebuild the client dll with the new sdk. I am trying to follow robin walker's tutorial on installing observer mode and ive run into a problem. http://hlpp.valveworld.com/tuts/spectator.htm When compiling, the following error messages popup. Compiling... multiplay_gamerules.cpp D:\Projects\rats\SDK\Source Code\dlls\multiplay_gamerules.cpp(455) : error C2065: 'i' : undeclared identifier D:\Projects\rats\SDK\Source Code\dlls\multiplay_gamerules.cpp(456) : error C2065: 'plr' : undeclared identifier D:\Projects\rats\SDK\Source Code\dlls\multiplay_gamerules.cpp(456) : error C2227: left of '-pev' must point to class/struct/union D:\Projects\rats\SDK\Source Code\dlls\multiplay_gamerules.cpp(456) : error C2227: left of '-iuser1' must point to class/struct/union All spa out from the inithud function...I am not sure how to make a fix or a workaorund. Any help would be greatly appreciated... :) -Theiggsta -Rats! Mod Developer ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Problem with observer code
If you are looking to freeze the player when they join so they are forced to select a team/class (a'la cs) Do as I was told by Eric S. and Adrian from valve.. Look at doing a check for teams in CBasePlayer::PreThink(); , if no team send them off to observer (you case) or do as I am trying to muck with.. Use a trigger_camera (a'la cs) to freeze the player and send down your menus. I have also commented out the SetDefaultTeam in CBasePlayer::Spawn(); to ensure they are not on a team etc.. Etc.. Is this the right way? No t sure, but from valve they say that is how both TFC and CS do it... PreThink() -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Aaron Kalin Sent: Tuesday, November 13, 2001 11:28 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Problem with observer code Wow, thanks a bunch...I didnt even see that :| *smacks self* Now for me to properly call on this using a new entity.I created this code.I am not sure if im not the right track, but I think I am. CBaseEntity *pSpot; pSpot = UTIL_FindEntityByClassname( pSpot, info_observer ); pPlayer-StartObserver( pSpot-pev-origin, pSpot-pev-angles ); What I wanna do is start the observer mode when the inithud is called on for the gamerules, then load the vgui...for now it just drops you into a random team. Any tips or help would be greatly appreciated - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, November 13, 2001 7:29 AM Subject: RE: [hlcoders] Problem with observer code been down that road b4 :) you have placed the info in the wrong spot it goes inside the for loop.. for ( int i = 1; i = gpGlobals-maxClients; i++ ) { // FIXME: Probably don't need to cast this just to read m_iDeaths CBasePlayer *plr = (CBasePlayer *)UTIL_PlayerByIndex( i ); if ( plr ) { MESSAGE_BEGIN( MSG_ONE, gmsgScoreInfo, NULL, pl-edict() ); WRITE_BYTE( i ); // client number WRITE_SHORT( plr-pev-frags ); WRITE_SHORT( plr-m_iDeaths ); WRITE_SHORT( 0 ); WRITE_SHORT( GetTeamIndex( plr-m_szTeamName ) + 1 ); MESSAGE_END(); == RIGHT HERE :) } } -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Aaron Kalin Sent: Tuesday, November 13, 2001 3:28 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Problem with observer code BTW I fixed the problem, turns out I forgot to rebuild the client dll with the new sdk. I am trying to follow robin walker's tutorial on installing observer mode and ive run into a problem. http://hlpp.valveworld.com/tuts/spectator.htm When compiling, the following error messages popup. Compiling... multiplay_gamerules.cpp D:\Projects\rats\SDK\Source Code\dlls\multiplay_gamerules.cpp(455) : error C2065: 'i' : undeclared identifier D:\Projects\rats\SDK\Source Code\dlls\multiplay_gamerules.cpp(456) : error C2065: 'plr' : undeclared identifier D:\Projects\rats\SDK\Source Code\dlls\multiplay_gamerules.cpp(456) : error C2227: left of '-pev' must point to class/struct/union D:\Projects\rats\SDK\Source Code\dlls\multiplay_gamerules.cpp(456) : error C2227: left of '-iuser1' must point to class/struct/union All spa out from the inithud function...I am not sure how to make a fix or a workaorund. Any help would be greatly appreciated... :) -Theiggsta -Rats! Mod Developer ___ 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