RE: [hlcoders] Adding a new skill level and Steam

2004-01-05 Thread Yacketta, Ronald
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

2002-06-27 Thread Yacketta, Ronald

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

2002-06-27 Thread Yacketta, Ronald

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

2002-06-26 Thread Yacketta, Ronald

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

2002-06-26 Thread Yacketta, Ronald

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

2002-06-26 Thread Yacketta, Ronald

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

2002-06-26 Thread Yacketta, Ronald

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

2002-06-07 Thread Yacketta, Ronald

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

2002-05-17 Thread Yacketta, Ronald

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?!

2002-05-14 Thread Yacketta, Ronald

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

2002-04-04 Thread Yacketta, Ronald

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?

2002-04-04 Thread Yacketta, Ronald

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

2002-04-03 Thread Yacketta, Ronald

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

2002-04-03 Thread Yacketta, Ronald

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

2002-04-03 Thread Yacketta, Ronald

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

2002-04-03 Thread Yacketta, Ronald

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

2002-04-03 Thread Yacketta, Ronald

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...

2002-03-27 Thread Yacketta, Ronald

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

2002-03-24 Thread Yacketta, Ronald

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

2002-03-23 Thread Yacketta, Ronald

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

2002-03-23 Thread Yacketta, Ronald

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 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.

-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

2002-03-23 Thread Yacketta, Ronald

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 ??

2002-03-20 Thread Yacketta, Ronald

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.

2002-03-13 Thread Yacketta, Ronald

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...

2002-03-13 Thread Yacketta, Ronald

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

2002-03-12 Thread Yacketta, Ronald

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

2002-03-11 Thread Yacketta, Ronald

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

2002-03-11 Thread Yacketta, Ronald

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

2002-03-10 Thread Yacketta, Ronald

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

2002-03-10 Thread Yacketta, Ronald

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

2002-03-05 Thread Yacketta, Ronald

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

2002-03-05 Thread Yacketta, Ronald

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

2002-03-05 Thread Yacketta, Ronald

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?

2002-03-04 Thread Yacketta, Ronald

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

2002-03-04 Thread Yacketta, Ronald

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

2002-03-04 Thread Yacketta, Ronald

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()

2002-03-03 Thread Yacketta, Ronald

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()

2002-03-03 Thread Yacketta, Ronald

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...

2002-03-02 Thread Yacketta, Ronald

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?

2002-03-01 Thread Yacketta, Ronald

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

2002-02-28 Thread Yacketta, Ronald

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

2002-02-28 Thread Yacketta, Ronald

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 ?

2002-02-28 Thread Yacketta, Ronald

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 ?

2002-02-27 Thread Yacketta, Ronald

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!

2002-02-27 Thread Yacketta, Ronald

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!

2002-02-27 Thread Yacketta, Ronald

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!

2002-02-27 Thread Yacketta, Ronald

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!

2002-02-27 Thread Yacketta, Ronald

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!

2002-02-25 Thread Yacketta, Ronald

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!

2002-02-25 Thread Yacketta, Ronald

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!

2002-02-24 Thread Yacketta, Ronald

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!

2002-02-24 Thread Yacketta, Ronald

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!

2002-02-24 Thread Yacketta, Ronald

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 ?

2002-02-22 Thread Yacketta, Ronald

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 ?

2002-02-22 Thread Yacketta, Ronald

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 ?

2002-02-22 Thread Yacketta, Ronald

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 ?

2002-02-22 Thread Yacketta, Ronald

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 ?

2002-02-22 Thread Yacketta, Ronald

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 ?

2002-02-22 Thread Yacketta, Ronald

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

2002-02-22 Thread Yacketta, Ronald

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

2002-02-22 Thread Yacketta, Ronald

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

2002-02-22 Thread Yacketta, Ronald

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

2002-02-21 Thread Yacketta, Ronald

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.

2002-02-18 Thread Yacketta, Ronald

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

2002-02-15 Thread Yacketta, Ronald

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

2002-02-14 Thread Yacketta, Ronald

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

2002-02-13 Thread Yacketta, Ronald

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

2002-02-07 Thread Yacketta, Ronald

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

2002-02-07 Thread Yacketta, Ronald

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

2002-02-07 Thread Yacketta, Ronald

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]

2002-02-06 Thread Yacketta, Ronald

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

2002-01-31 Thread Yacketta, Ronald

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()

2002-01-28 Thread Yacketta, Ronald

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

2002-01-25 Thread Yacketta, Ronald


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

2002-01-25 Thread Yacketta, Ronald

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

2002-01-22 Thread Yacketta, Ronald
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

2002-01-21 Thread Yacketta, Ronald

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

2002-01-21 Thread Yacketta, Ronald

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)

2002-01-05 Thread Yacketta, Ronald

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)

2002-01-05 Thread Yacketta, Ronald

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)

2002-01-05 Thread Yacketta, Ronald

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)

2002-01-05 Thread Yacketta, Ronald

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)

2002-01-05 Thread Yacketta, Ronald

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)

2002-01-05 Thread Yacketta, Ronald

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)

2002-01-04 Thread Yacketta, Ronald

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

2002-01-03 Thread Yacketta, Ronald

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)

2002-01-03 Thread Yacketta, Ronald

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)

2002-01-03 Thread Yacketta, Ronald

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)

2002-01-03 Thread Yacketta, Ronald

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

2002-01-03 Thread Yacketta, Ronald
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

2002-01-03 Thread Yacketta, Ronald
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()

2002-01-01 Thread Yacketta, Ronald

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()

2002-01-01 Thread Yacketta, Ronald

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

2001-12-29 Thread Yacketta, Ronald

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

2001-12-28 Thread Yacketta, Ronald

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

2001-12-06 Thread Yacketta, Ronald

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

2001-11-14 Thread Yacketta, Ronald

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

2001-11-14 Thread Yacketta, Ronald

*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

2001-11-13 Thread Yacketta, Ronald

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

2001-11-13 Thread Yacketta, Ronald

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




  1   2   >