Re: [hlcoders] Re: Portal

2006-08-02 Thread Tei
This Portal implementation with teleports calls for a infinite stairs map :D _ \ \ \ \ \ \ -- (adn alike :D) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Say broken suddenly

2006-05-04 Thread Tei
try to make: $ make clean maybe some temp files are worseuglifielobotomized in a bad way also check your mod on other HL installation, to avoid firewall/installation bugs dependencies ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Why VectorNormalize?

2006-03-23 Thread Tei
Theres the C version: float VectorNormalize (vec3_t v){ float length, ilength; length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; length = sqrt (length); // FIXME if (length) { ilength = 1/length; v[0] *= ilength;

Re: [hlcoders] Re: Valve and Mod Distro...

2005-09-29 Thread Tei
On jue, 2005-09-29 at 16:42 +0930, Lachlan Gunn wrote: One idea, what about a service where mod-makers can register their mod and a download URL? That way the file doesn't need to be hosted by Valve, but could still be accessed from Steam. Yet another design can be to Valve somewhat host mod

RE: [hlcoders] Last update has broken Mod shaders and is causing crashes

2005-09-27 Thread Tei
On mar, 2005-09-27 at 12:45 -0500, Ben Everett wrote: I wasn't trying to bash Valve, far from it... more along the lines of constructive criticism. If everyone thinks that (pardon my French) everything they shit is gold, nothing will ever get done. Implementing a new shader effect is

RE: [hlcoders] Changing the shape of the overview map

2005-08-31 Thread Tei
El mié, 31-08-2005 a las 14:55 +0100, Ian Warwick escribió: Cool, there are so many existing shaders (and no docs apart from a list of them), Wait. Thats exactly what Wikis are for. And theres is a hl2wiki.. ___ To unsubscribe, edit your list

Re: [hlcoders] Using CZero content in a mod

2005-08-30 Thread Tei
Serius Toys... humm ...but software its not like real world. On real world you can't use a 50 tons truck because its very expensive. On the software world its cheap to use a 90 tons truck, you dont need to use your personal car, or your childrens toy truck. There IS engines designed for

Re: [hlcoders] Creating Custom Flex Sliders

2005-08-23 Thread Tei
El lun, 22-08-2005 a las 02:59 -0700, Joshua A. Jacobo escribió: Our Fellow Developers, On second thought, I'll be more specific in my questioning. We want to author flex sliders (morph targets), that a user can define (through a VGUI app) and upload to any server that he/she connects to.

Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-16 Thread Tei
El mar, 16-08-2005 a las 16:43 +1000, Jeff Fearn escribió: On 8/16/05, Skyler York [EMAIL PROTECTED] wrote: Maybe just make the view model a VPhysics object that's attached to the player at a point and tries to stay oriented forward, and it will interact naturally with the environment.

Re: [hlcoders] Several bugs: particlemgr.cpp (730), CBaseAnimatingOverlay::AddGesture and gamerules.cpp (66)

2005-08-11 Thread Tei
El jue, 11-08-2005 a las 11:28 -0500, Jeffrey botman Broome escribió: Chris Adams wrote: OK I've done some debugging for the particle error. The text below is my output from when I fire the pistol - the Assert() that it mentions is the line *after* the DevMsg line, so you can see that

Re: [SPAM] [hlcoders] Lighting dynamic brushes

2005-08-10 Thread Tei
El mié, 10-08-2005 a las 17:22 +0100, Tom Edwards escribió: I'm looking into producing a mod that involves widespread player creation of static brush entities. The biggest problem with that is lighting - instancing them /should/ be simple enough, but lighting them correctly looks to prove a

Re: [hlcoders] Threaded plugin

2005-08-08 Thread Tei
El lun, 08-08-2005 a las 08:49 -0500, Jeffrey botman Broome escribió: [..] Threads in games are REALLY hard to do properly. Game developers working on next generation consoles (Xbox360, PS3, etc.) are spending a lot of time and effort trying to create game engines that will handle multiple

Re: [normal] Re: [hlcoders] AI Pathfinding problem

2005-08-03 Thread Tei
El mar, 02-08-2005 a las 17:40, Ryan Lewellen escribió: A suggestion for you nodes; Place them at the very most, 256 units apart. What I like to do when I make my maps is to just put 1 node in the top left corner or something, and then copy. Then do paste special, and then make like 20 copies

Re: [hlcoders] Max Players/ Mod idea.

2005-07-26 Thread tei
Jeff Fearn wrote: From the FAQ: # Will mods be able to set maxplayers 32? Our plan is to allow a mod to go above this on a per-mod basis. No promises yet on that :) Did this ever happen? If so what is the absolute max and how is it set? [mod idea warning] Hehehe. What can be fun?

Re: [hlcoders] Max Players/ Mod idea.

2005-07-26 Thread tei
Skyler York wrote: Or maybe even an RTS-style game like NS or the old CC:Renegades multiplayer, where you can choose to be a certain unit and just play it out on a large battlefield. That would certainly take up more than 16 players per team if you consider a mixture of land, air, water units,

Re: [hlcoders] Vehicle Prediction

2005-07-11 Thread tei
Ronny Schedel wrote: ... But the completly opposite happens, now we have much lesser control than ever a coding interface can provide us. The old coders have to do what the company wants. Very bad situation. We need a new MOD without control of a company. I wrote this program to solve the

Re: [hlcoders] Disable Hitboxes in CS:S

2005-07-07 Thread tei
[EMAIL PROTECTED] wrote: Hi, I'm trying to find a way to disable every hitbox except the head in CS:S. I am prepared to learn what it takes to do this. Sound like a fun mod/cs gamemode. But you sould emit metal impact sounds (and maybe sparks) to help the player that a shot doest not

Re: [hlcoders] Valve: need a clear statement

2005-07-06 Thread tei
Ronny Schedel wrote: If it would be need 5 years to implement the logic of like CS, then anyone should change his job immediatly... You dont need to invent the wheel a second time, the grafic stuff is already there and can be used, there is only the gamelogic left. To summarize it for CS:Source:

Re: [hlcoders] Valve: need a clear statement

2005-07-06 Thread tei
Jeffrey botman Broome wrote: ... From Valve's point of view, it's no different than someone creating a Columbine mod or a Porno mod. Even if Valve had nothing to do with the content on that server, that game reflects poorly on Valve because it's running on an engine created by Valve. Valve

Re: [hlcoders] Crossbow bolts/projectiles and hitgroups

2005-06-29 Thread tei
Maurino Berry wrote: You know after reading this again.. if you're trying to simulate realistic bullets, I've got a suggestion... This very topic has been discussed on the list eons ago. Maybe can be a good idea to search olders mails for conclusions.

Re: [hlcoders] HLCoders

2005-06-28 Thread tei
Oh no yet another half-life2 wiki! :D Well.. Great initiative from Valve. Maybe somewhat late, because the hl2 community its already mature. And the existing HL2 wikis where run for years. So.. welll.. this its good and neat. How this will change the HL2 wiki wars? will this new wiki

Re: [hlcoders] Resetting entites on round restart.

2005-06-25 Thread tei
Whats about to save? Maybe sould be posible to spawn with a probability. If p=0.5, theres a 50% probability that will spawn a entity. Code function to exit early if spawn return a null pointer. the code p to become smaller has the remain pool of posible entitys its less. entitys == 1 - p =

Re: [hlcoders] Resetting entites on round restart.

2005-06-23 Thread tei
Tim Jones wrote: I realize this is an old thread but I'm running into problems getting the system you've described to work. It seems to work ok for maps with a limited number of entities but when the number increases to roughly 550 entities I get an ED_Alloc: no free edicts error. Basically I

Re: [hlcoders] Resetting entites on round restart.

2005-06-23 Thread tei
Jeffrey botman Broome wrote: tei wrote: I am newbie at HL. Its the deletion instantaneus or its executed before the end-of-frame? Count your entitys, maybe this will help for debugging purposes. When you UTIL_Remove() an entity, you set a flag to 'true' that says Hey Engine, when you

Re: [hlcoders] How to add a certain delay to the server

2005-06-15 Thread tei
Jeffrey botman Broome wrote: [EMAIL PROTECTED] wrote: I'd like to change a little part of the HL2 Code to make the server wait for everyp layer to be connected after a level change in Deathmatch. I have had a look in the bool CServerGameDLL::LevelInit() function in GameInterface.cpp. There

Re: [OT] [hlcoders] as maps and chickens

2005-06-07 Thread tei
chickens,.. who cares of chickens? what everybody want its a mod Kill the kittens with Domo-kun player models !! http://cardhouse.com/travel/japan/domokun.htm McCormack, Chris wrote: Good luck with that btw, as_highrise was one of the best cs maps ever. -Original Message- From:

Re: [hlcoders] sv_turbophysics

2005-06-03 Thread tei
Draco wrote: You and Doug Lombardi must get along great. You both like to use perhaps alot :)) They also use the letter e i noticed -- Draco e?, i? bah! With the T letter and half-life2 you can build fighting mechs. http://img284.echo.cx/img284/6472/gmrobotwars00019pl.jpg

[hlcoders] [OT] Reality Revisited

2005-05-30 Thread tei
Wow! http://www.facepunchstudios.com/forums/showthread.php?t=21286 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] linux compiling hl2mp problems

2005-05-29 Thread tei
theres more info about pragma once here http://www.quakesrc.org/forums/viewtopic.php?t=4531highlight=pragma hp wrote: Hello kingkoozime, so #ifdef _WIN32 #pragma once #endif is only valid on vindows i assume. but i dont know how to replace it so linux compiler will understand it. and is

Re: [hlcoders] non HL question

2005-05-25 Thread tei
Andreas Kang wrote: Hello, I'm a newb and i was just woundring howto change the root username? In that way make the server more secure.. :) and im sure that you guys know that :) Thats not a good idea. You may use your box shell trough ssh, then copy/download files with rsync trough ssh.

Re: [hlcoders] Nightvision

2005-05-23 Thread tei
Andrew (British_Bomber) wrote: ... So I decided for right now just to use our mod's original NVG effect a massivly bright dlight. Simple enough except for the fact that the dlights I use decided not to have an option for their brightness. Am I just blind? I have no idea even how NVG

Re: [hlcoders] Nightvision

2005-05-23 Thread tei
Tony omega Sergi wrote: What sucks about Dlight is that in hl2 you need dx9 to see them. If you have anything less they just don't show up (and I currently only have a gf4mx) so I can't even work with them. Kinda silly, hl1 has dlights regardless of dxlevel. Care to explain why dlights can't

Re: [hlcoders] RenderView and effects.

2005-05-22 Thread tei
you are new here? :DDD r00t 3:16 wrote: lol that is kind of cheating and I didn't even look at that file. I will check the file out however. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Adam amckern Mckern [EMAIL PROTECTED] To:

[hlcoders] [Idea] New network strategy

2005-05-21 Thread tei
customizable, this able to finnetunning network usage. --Tei ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] [Idea] New network strategy

2005-05-21 Thread tei
Jeffrey botman Broome wrote: tei wrote: I have a new idea for networking. Its really simple and substandard, but also can be nice for some modders out here. Trown away vising. Use a circular radio to limit visibility. A customizable radio. Then force the render to know about the radio

Re: [hlcoders] (semi OT) 3d panoramas

2005-05-20 Thread tei
And If everything else fail, Garris Mod let you create any image you can dream of, with added fx. A hacky way to use ingame screenshots its to fake real architecture if the player view its far or static. Other than that, may be outdated. Jay Stelly wrote: I'm not sure it's applicable to what you

Re: [OT] How Con_Printf fall into Dark Side (whas [hlcoders] Adding support for Con_Printf() in the SDK libraries?)

2005-05-19 Thread tei
and terminate return text; } And here its my actuall crappy version: char*Sys_ConsoleInput(void) //Tei version { static char text[1024]; static int index; int len; char c; //cin.rdbuf()-setbuf(NULL, 0);//me vomit over a C++ book

Re: [hlcoders] (semi OT) 3d panoramas

2005-05-18 Thread tei
Why fake holograms when you can make REAL holograms with half-life? A real way to make 3d holograms its to save 1 s demo. Then load the demo with timespeed lowered to zero, and unsticky the player view to move around the map. got Matrix? Yet another interesting device its to put the camera

Re: [hlcoders] Source .dem specifications

2005-05-16 Thread tei
Philip Searle wrote: Andrew Hammett wrote: I saw a reference a long time ago that VALVE would be publishing the specifications of the .dem file format for the Source engine at some point. Does anybody here know anything about it? Andrew Hammett www.caleague.com The latest SDK has the file format

Re: [hlcoders] Re: 3 round burst

2005-05-12 Thread tei
Man, I love this mail list. What will be the next topic? home made fision bombs? :DDD McCormack, Chris wrote: hehe this thread is insane, I think some of the contributors may possibly be on FBI watch lists :P -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf

Re: [hlcoders] shareware?

2005-05-09 Thread tei
hum?.. maybe you are wrong, the developpers address sould be 0xCAFE [EMAIL PROTECTED] just kidding :D note to self: Never run on bankrupt tryiing to get money from shareware *tools*, users are too greedy. *tools* dont fit the shareware model. Steve Tilson wrote: VALVe Corporation Contact

Re: [hlcoders] HitBoxes ?

2005-04-27 Thread tei
nice article, , fun to see the paradox of this littel modern miracle of FPS games :D Guys more aware of accuracy sould play instagib alike mods, something with clientside damage calculations. Unfortunally much more weak to cheats LDuke wrote: That's because the server and client are never exactly

Re: [hlcoders] CL_Alloc

2005-04-11 Thread tei
I have a idea. Actually you spawn units. 1 rocket, 1 waypoint, etc.. Thats cool because its simple, a entity its a object (1:1) But Its poor because everything its disconected and dont interact. My idea its to spawn groups of something (superentitys) Then you can spawn explosions, and any

Re: [hlcoders] Re: Crashing without debugger

2005-04-10 Thread tei
Imperio59 wrote: Nuclear, i had the same problem on one of my builds a while back with the scoreboard, there IS a way to debug and still make it act as if it was running without the debugger: You need to launch the game, then attach to the hl2 process. It will not have done all the safe memory

[hlcoders] [OT] Big Map EVER

2005-04-09 Thread tei
[OFF TOPIC] Size: 6378.14 Km tall. Screenshots: http://telejano.berlios.de/option/bigevermap1.png History: A bunch of Quake1 modders make a giganteous map (1/3 maximum limit) to test limits and have fun. Links: http://forums.inside3d.com/viewtopic.php?p=1458#1458

Re: SV: [hlcoders] RE: Because forks are fun!

2005-04-06 Thread tei
poke poke, Its the horse dead? Jakob W. Nielsen wrote: Since when is a game engine defined by the format of its resource files? LOTS of engines can read BSP trees; it doesn't make them Q1 engines by any standard. http://c2.com/cgi/wiki?DuckTyping If it WalksLikeaDuck and talks like a duck, it must

Re: [hlcoders] Anyone want to start a What to do while compiling hl2 list?

2005-03-22 Thread tei
I have a question: How people debug his mods? - With a Zoo map? - Help by some beta tester guys? - Its the debuggint buil-in in code? What its the favorite HL2 map for testing purposes? Do people here waste hours of precious precious coding time beta testing his own mods? McCormack, Chris wrote:

Re: [hlcoders] Resource File Bug?

2005-03-21 Thread tei
or maybe having the files on a filesystem that suffer from the same disabilitties as windows? ergh... CPM? FAT? Jeffrey botman Broome wrote: Ratman2000 wrote: But when i than look in my Sounds folder is see, that all File Names are all small type Are you running a Linux dedicated server or Win32

Re: [hlcoders] Multi passenger vehicles

2005-03-14 Thread tei
From a gamer to a coder: And, whats about driveable turrets? British_Bomber wrote: I am about to venture off into the land of vehicles, and I am curious if anyone else has managed to get a simple multiperson vehicle to work. I am sure it shouldnt be all that hard to get running since i dont want

Re: [hlcoders] ET's noobish stupid ping question: Lightmap Reload

2005-03-14 Thread tei
E.T. - Apparition Developper wrote: Hi, I'm curious whether it's possible with current Source engine to reload or switch all level lightmaps on demand. I would like to ask too wheter it's possible to load multiple BSP's. Whats about to compile a BSP map with collisions and vising, but

Re: [hlcoders] Grass in large maps

2005-03-08 Thread tei
Another alternate nice idea: The sniper on GCMod for BF1942 have a dropable hidden carpet that looks like a rock or something similar. This camo its much more useable than grass. Even if other players notice the camo, dont know if the camo its populated, so will fire against the camo, but the

Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-05 Thread tei
You can delate farter, and uninteresting. And move to a simulated phisic, or not phisic at all. And avoid swawning that much using a cycle for decor stuff. etc Ben Davison wrote: Deleting physics objects untill the server becomes stable? On Sat, 05 Mar 2005 03:01:19 +, Knifa [EMAIL PROTECTED]

Re: [hlcoders] Source Control document

2005-02-28 Thread tei
Here its a tool to delete binary intermediate crap: http://www.lost.co.nz/main/software/misc/mfcclean.html Ben Davison wrote: http://img54.exs.cx/img54/9443/src2ao.jpg I am going to try and breaking the files down like you suggested. On Mon, 28 Feb 2005 00:35:31 -0500, r00t 3:16 [EMAIL PROTECTED]

Re: [hlcoders] Bizzare/Random/Frightening crash

2005-02-22 Thread tei
Maurino Berry wrote: Please bare with me while I try to explain this crash, let me begin by saying I'm using the very first mp sdk source with no updates... and debug build is not helping at all. Perhaps the most frightening aspect of this crash is its consistancy between game launches, and its

Re: [hlcoders] RE: Because forks are fun!

2005-02-20 Thread tei
GREAT article, ET. Very informative ! :D E.T. - Apparition Developper wrote: [..] Half Life 1 seems like Quake 1 engine core with pluggable renderers (SW/HW/D3D) implemented in similar way like NPRQuake (http://www.cs.wisc.edu/graphics/Gallery/NPRQuake/) which together form raw world engine.

[hlcoders] Because forks are fun!

2005-02-18 Thread tei
by private email, posting, or with this dynamic site: http://www.servicios-dpi.com/fun/mainloop.php --Tei ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: Adding RPG to Half-Life (Whas [hlcoders] [OT] Server-side plugins and mod ownership)

2005-02-15 Thread tei
Ruari O'Sullivan wrote: Consider a mod using some kind of persistence to track stats, or reward players across games for putting in effort. This isn't so far-fetched; a mod could easily be a multiplayer persistent RPG somewhere between the instanced worlds model of Guild Wars and the more general

Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-15 Thread tei
British_Bomber wrote: I'm sure there was a point in there somewhere, but this is just going to turn into flames. hummm... Remeber that modding its something coders do for fun. ___ To unsubscribe, edit your list preferences, or view the list archives,

Re: [hlcoders] menu.c:166

2005-02-15 Thread tei
Oskar Lindgren wrote: [quote] if (top 128)// the artists made some backwards ranges. sigh. [/quote] So, whats the story behide this line? Dont make me guess. / Oskar Lindgren The paletted imaged for Quake skins whas designed with special colors mean, but the artist fail to protect these so

Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-13 Thread tei
Beppo wrote: I do not disagree, only for a little aspect... if you want your mod to be this or that way and not another and someone changes it to become that other, then it comes close to hitting the original mod authors right into their faces. Not all mods out there do wish to fit for every

Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread tei
Lance Vorgin wrote: [...] There will always be classic servers as well, so why would you not want to give people the opportunity to improve your mod? Maybe If you ask a artist type of guy, the response will be NO. Its that, so not changes allowed. But If you ask the type of guy play with sources,

Re: [hlcoders] Velocity and teleport

2005-02-09 Thread tei
I dont know HL, but we on Quake move the player 1 unit up*, to avoid friction. This whas needed or the player will not move, even if you add '40284 40284 40284' to his speed. Yet another option can be to remove ON_GROUND flags or something similar, etc... the problem here can be friction. *On a

[hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-09 Thread tei
Yea. You think Its a nice day, then BANG, you died. And the whole day its ruined. This universe its odd, 42 its not even power of two. Rats know why. British_Bomber wrote: *looks at book collection above computer* I knew it rang a bell, but I wasn't aware he had died. Botman, I appologized for

Re: [hlcoders] Limit to the number of traces

2005-02-05 Thread tei
Yeah after I sent this mail I realised that the traces are occuring and it does look like a decal limit, the reason I didnt feel the frag damage is because you cannot shoot yourself, How do i increase the deacal limit? also the decal limit is reached on the frag explosion, as I can then detonate

Re: [hlcoders] launch string changed?

2005-02-05 Thread tei
This version work: a href='steam:-applaunch 30 +connect 216.255.199.157:27016'Launch/a Thats your one: a href=steam:%20-applaunch%2030%20+connect%20216.255.199.157:27016Launch/a Brian A. Stumm wrote: I dont get it, nothing seems to work. This was working fine before and my client is up to date.

Re: [hlcoders] Weapon ballastics

2005-02-03 Thread tei
Its aim precission on a BSP engine with BBOX collisions really sexy? That? I want to play your mod :D Andre Bandarra wrote: Ok. I think i got the idea.. .Since a tick is no larger than 30msec, a bullet will only fall sv_gravity * 0.03 (18 inches for HL2) in a single tick while it will move

Re: [hlcoders] Visual Studio 2005 Beta1/Express Edition

2005-02-02 Thread tei
Martin wrote: Hi, Hi! This evening I'm going to try it with Beta1 but it would be nice to get it working with EE because so everyone in our team can have access to the code. Martin Fink Try this info page: http://www.sourcewiki.org/wiki/index.php/Compiling If you sucesfully work with the

[hlcoders] MULE (again)

2005-02-01 Thread tei
AGAIN, my mod idea about a Mule-ish clone. map: A heighfield alike map (can be a bsp) netcode: tweak or remove the player prediction, to able freely fly over the map even with ping 2000 the game: + start with minimal resources + ability to build a few RTS alike structures * mine * power

Re: [hlcoders] Steam: Technology failure

2005-01-26 Thread tei
S. Hendriks wrote: Little children could we stay on topic like grown ups? The subject is STEAM, we shared our points. If nobody has something to say that could make this 'discussion' fruitable, i'd say, we stop this discussion right now. My secret plot its to bomb the Valve hq with Richard

Re: [hlcoders] Bugs in localized HL2

2005-01-25 Thread tei
lb.cortina wrote: Localized versions of Source games (HL2, CSS) doesn't know where write some files. First time I've seen it, it was with screen-shots. The file isn't written because the game doesn't find the hl2/screenshots folder. ... Good hunt! :D This folder doesnt exist because it is named

[hlcoders] Coop Editing.

2005-01-23 Thread tei
Adam amckern Mckern wrote: Thanks [..] Tei, you find the best stuff, and tell us about it, keep it up! If you are really interested on up to date new concept for developers, here its a new thing. Its 50% wiki, 50% irc. Somewhat developers oriented. Lack of CVS gens, and Its not open source

Re: [hlcoders] Player command - Health control? Damage?

2005-01-20 Thread tei
off-topic N suggestions: * Avoid daylight, code at night * Buy a C++ book. (-- this its very valuable tip, but I think will be ignored because you will think its something rude ) * Teamup with other guy. (-- blame he your bugs. You can have fun with bugs + asserts + friends ) * Start a software

Re: [hlcoders] SDK update

2005-01-20 Thread tei
You dont need Valve for that. You can write a script to track changes/commit changes to your personal CVS. Something like this, but better, that its unfinished. #!perl $file = foobar_SDK.cpp; $oldpath=oldsdk/; $newpath=newsdk/; $new = $newpath . $file; $old = $oldpath . $file; $c =

[hlcoders] Modeling Made Easy.

2005-01-20 Thread tei
Hi!. I think this modeling app its interesting even for coders. Its a new system impresive because its easy and powerfull. Dont really need a interface, Its like drawing 2d, but cooler. A good route: Read webpage and download the bins About Takeo Igarashi *

Re: [hlcoders] Mod_Extradata caching failed

2005-01-19 Thread tei
I have no idea, but I have code from Quake1 with something similar, that maybe can help you. Unfortunally I dont know much about the .mdl format and the loading stuff,.. This is a Quake1 function: //Caches the data if needed void *Mod_Extradata (model_t *mod) { void *r; r =

Re: [hlcoders] Peeking - Left / Right

2005-01-18 Thread tei
/me exit from shadows I have tried that thing on my engine moths ago. And result on a dificult thing, also because I sux as a coder. http://telejano.berlios.de/option/rollhead1.jpg I suggest contacting other moders guy with already working code and ask for a copy paste. I see some Q3 mods that

Re: [hlcoders] Peeking - Left / Right

2005-01-17 Thread tei
humm... Its the vising/pvs/phs info still correct if you move ViewOffset? Hasan Aljudy wrote: There was a player method to get forward, right and up directions .. not sure exactly what is it .. something like EyeVectors(forward, up, right) where you pass vector pointers to it and it puts the

Re: [hlcoders] Problems building with Visual Studio 6 SP6

2005-01-07 Thread tei
Gregg Reno wrote: OK - got it to work. For the benefit of anyone else trying to use VC++6.0: - Installed SP5 (http://msdn.microsoft.com/vstudio/downloads/updates/sp/vs6/sp5/default.aspx ) - Tried to install processor pack but if failed because it won't install on If for some reason the installer

Re: [hlcoders] again about FX5200 overclocking

2004-12-28 Thread tei
... latest drivers, which have additions only for 6xxx family. I've downloaded them and... nothing happened. I've set settings to minimum. Still everything starts to shake after game launch, when only main menu without background map is loaded, or after 10-15 minutes of the game. hummm... And

Re: [hlcoders] Merry Christmas!!!

2004-12-26 Thread tei
StealthMode wrote: Best wishes for a Merry Christmas to all who read this list. And if you are of other religious backgroundHAPPY HOLIDAYS! Have a safe and happy new year! Where its my grav gun, Santa? ___ To unsubscribe, edit your list preferences,

Re: [hlcoders] Updated SDK source code? - Incl list of files changed

2004-12-23 Thread tei
Jeffrey botman Broome wrote: Chris Adams wrote: Does anyone have any suggestions for putting these new changes into our own code? If you have the money to buy Araxis Merge, it does a REALLY good job of helping you merge 2 (or 3) source code directory trees together. You can install NXN for free

Re: [hlcoders] Finding the entity based on the userid

2004-12-20 Thread tei
Josh wrote: Yea that's what I was thinking :( I was really hoping to not do that, as a LOT of functions will need to call that function. (I'm working on a war3 mod for CSS, just building the groundwork). So every time someone is shot / died that will be called twice. Doesn't that seem

Re: [hlcoders] FileFarm - Community File Mirror Network

2004-12-17 Thread tei
MMORPG sound like a game feature, not a engine one. If you implement a entity.SleepToDisk(), or entity.WakeFromDisk() you have persistent worlds. I think. Bruce Bahamut Andrews wrote: .. I'd love to see a mmorpg on the HL2 engine, though that random company that leased it doesn't sound entirely

Re: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-15 Thread tei
some people learn modding this way actually this chunk of code and this line its very valuable to understand how thing work no new modders = community dyiing Hasan Aljudy wrote: Indeed, I don't like copy-paste tuts. I don't see the point of writing a open this file, find this line, and add this

Re: [hlcoders] FileFarm - Community File Mirror Network

2004-12-15 Thread tei
Nice. Another solution can be to add a tiny HTTP webserver to steam, and able Dedicated Server to query files to my Steam app :D Timeline: 1) I make the mod Yadda, with files foo.mdl and bar.wav 2) I publish the info somewhere 3) The dedicated server owner query to Steam my mod. 4) Steam give my

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread tei
Has other nice guy say (botman?) you can always cheat (maybe use fliing vehicles but fake a water plane, or something similar) or has Jay say, you can optimize the sdk for your purpose total conversions are much more about breaktrough than to continue clonning stuff... its normal to push the

Re: [hlcoders] fopen and player model sequences

2004-12-14 Thread tei
Matthew Lewis wrote: Two questions: 3 answers: Maybe you use the event log builtin on windows: http://msdn.microsoft.com/library/default.asp?url=/library/en-us/debug/base/reportevent.asp For Linux you have the syslog demon/app, here info: man syslog :*) $ syslog -f

Re: [hlcoders] Fw: Cutscene rendering effects - Negative / Black White

2004-12-13 Thread tei
Mike Blowers wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've noticed that in various places (all cut scenes I think), the screen is rendered in a mix of negative and Black White. I've been searching through the SP SDK, but I can't find

Re: [hlcoders] Resquest for Source

2004-12-09 Thread tei
Alfred Reynolds wrote: I will look at adding condump. - Alfred Thanks Alfred. I expect this will help a lot because you have lots of warnings and info on console, very valuable data can be interesting to have onto a condump0003.txt file to review/debug/parse. A legion of log-analizers await out

Re: [hlcoders] Resquest for Source

2004-12-09 Thread tei
Hasan Aljudy wrote: MSVC's edit and continue can do that .. Debug-Apply Changes to Code [...] - flush_serverdll, a command to force windows to unload the server.dll file, so we can overwrite this with a new version and reconnect to see changes (not need to restart the whole engine, dawn!) Thanks.

Re: [hlcoders] Default mod Start New Game does nothing

2004-12-09 Thread tei
I have notice that path command work, and generate valuable data about loading path. Anyway, failed to load resources generate warnings. Hasan Aljudy wrote: Yes it is. If my info is correct, whenever your mod tries to load any resource (map/model/texture/anything) it looks first in the mod

Re: [hlcoders] sourcesdk.gcf question

2004-12-08 Thread tei
Ruari O'Sullivan wrote: [...] Hopefully Valve will be looking at an advance access program for modders in the future so we can respond to engine changes when they become necessary, or the first thing you know about a problem with your mod is when it starts segfaulting everywhere from SF to Sydney.

Re: [hlcoders] UserMessage? Ahh!

2004-12-08 Thread tei
Manip wrote: I got that, the problem I'm having at the moment is GetUserMessageInfo() crashing the server each time it is called. Here is what I'm using: char name[128] = ; int sizereturn = 0; bool boolrtn = false; boolrtn = srvdllfwd-GetUserMessageInfo(x, name, 128, sizereturn); Whatever x is

Re: [hlcoders] sourcesdk.gcf question

2004-12-07 Thread tei
HEe... Normal users NEED a automatic patch system. Like windowsupdate, or steam. ME, you and powers users dont need that, and hate that, but we are less than 8% of users* As a windowsupdate alike tool, Steam work ok. Ok, Its somewhat slow starting games for some reason, but works. And yes, we, the

Re: [hlcoders] entity limit?

2004-12-06 Thread tei
Ruari O'Sullivan wrote: Does this include logical entities? Natural Selection was bumping up against the 1024 entity limit in HL1, and now with larger maps, map scripting through logical entities and potentially much higher player limits, I could see some problems. -randomnine- My experience on

Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread tei
Hasan Aljudy wrote: http://www.hl2coding.com/wiki/ well, someone finally made it! It's kinda empty now .. so go post stuff there! (btw, plz don't tell me there is already hl2world, as they support the stolen build and I wouldn't consider them a good part of the community, their contribution is

Re: [hlcoders] compiling errors, please help!

2004-12-05 Thread tei
Carmen Bartoli wrote: i used the prjconverter and opened the new dsw successfully, tried compiling before i touched anything, and i get 54 errors and 4 warnings! anyone have the same problem? Do not start from scrach with prjconverter, other people has already fix the main problems, here its

Re: [hlcoders] Source SDK Doc

2004-12-05 Thread tei
Indexing the doxygen data works like a charm: http://hl2sdk.wolferix.de/index.php/TE :D r00t 3:16 wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Not a wiki site but here are the project docs for the entire hl2 source sdk everything project

[hlcoders] entity limit?

2004-12-05 Thread tei
What its the netcode entity limit? http://www.totalretribution.com/sourcesdk/hl/te__beaments_8cpp.html#a7 I dont understand this: g_TEBeamEnts.m_nStartEntity = (start 0x0FFF) | ((1 0xF)12); g_TEBeamEnts.m_nEndEntity = (end 0x0FFF) | ((1 0xF)12); hee... Its the limit 4095?

Re: [hlcoders] entity limit?

2004-12-05 Thread tei
Yahn Bernier wrote: The engine currently has this entity limit: // How many bits to use to encode an edict. #define MAX_EDICT_BITS 11 // # of bits needed to represent max edicts // Max # of edicts in a level (1024) #define MAX_EDICTS (1MAX_EDICT_BITS) The index is

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