Re: [hlcoders] THE DREADED NOOB POST

2002-02-15 Thread Ack Doh

I'm liking what i see... thanks!
still, there arent many comments, and no example code...
but i can't be too picky i guess.
*shrug*

maybe a conglomeration of website links like these would be a better idea.



1) and partly 2) are found on the Metamod page:

http://www.metamod.org/dllapi_notes.html
http://www.metamod.org/newapi_notes.html
http://www.metamod.org/engine_notes.html

Will also ran Doxygen over the SDK. The most noteworthy result is
probably the Class Hierarchy:
http://www.metamod.org/sdk/dox/hierarchy.html

Florian.


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Re: [hlcoders] THE DREADED NOOB POST

2002-02-15 Thread Commando

At 04:36 PM 15/02/2002 +, you wrote:
maybe a conglomeration of website links like these would be a better idea.

Most of us learn by trial and error and by reading tutorials.  Be careful
of some tutorials though.  I have run into a few in the past that messed
stuff up in the game.  This is sometimes caused by incompatibilities
between the tutorials and recent changes in the SDK like client side
events.  If you want a list of tutorial sites, we have one on our mod site
http://www.tourofdutymod.com/ under the links section.  We also have a few
tutorials under the tutorial section that are directed at the 2.2 SDK.  I
have been thinking of compiling a list of all the tutorials on all of these
sites into one place, maybe one of these days I will get on that ;o)

Rob Prouse
Tour of Duty Mod
http://www.tourofdutymod.com/

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Re: [hlcoders] THE DREADED NOOB POST

2002-02-13 Thread botman

 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 file.  Every entity created in
the game has one of these structures.  It contains things like origin (3D
world coordinates), health, velocity, angles and so on.  This edict_t
structure is pointed to by a class member variable called pev.  Wherever
you see pev used, just think edict_t.  For example you'll see
pev-health, or pev-angles or pev-velocity used all over the place.

Every entity in the SDK source code is based on the CBaseEntity class and
every other class inherits directly or indirectly from this CBaseEntity
class.  Look in the cbase.h and cbase.cpp files for the member variables and
functions for this base class.

Everything else is just inheritance of the CBaseEntity class with stuff
throw in for that specific type of entity (for example, weapons contain
ammo, players have weapons, etc.).  Pretty much all basic C++ type stuff.

If you can resist the urge to try to change too much stuff at once and try
to understand one small piece of the puzzle at a time, it won't be too long
before you are getting up to speed on how to create your own MOD with the
SDK.

Jeffrey botman Broome

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Re: [hlcoders] THE DREADED NOOB POST

2002-02-13 Thread Tom

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 file.  Every entity created in
 the game has one of these structures.  It contains things like origin (3D
 world coordinates), health, velocity, angles and so on.  This edict_t
 structure is pointed to by a class member variable called pev.  Wherever
 you see pev used, just think edict_t.  For example you'll see
 pev-health, or pev-angles or pev-velocity used all over the
place.

 Every entity in the SDK source code is based on the CBaseEntity class and
 every other class inherits directly or indirectly from this CBaseEntity
 class.  Look in the cbase.h and cbase.cpp files for the member variables
and
 functions for this base class.

 Everything else is just inheritance of the CBaseEntity class with stuff
 throw in for that specific type of entity (for example, weapons contain
 ammo, players have weapons, etc.).  Pretty much all basic C++ type
stuff.

 If you can resist the urge to try to change too much stuff at once and try
 to understand one small piece of the puzzle at a time, it won't be too
long
 before you are getting up to speed on how to create your own MOD with the
 SDK.

 Jeffrey botman Broome

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Re: [hlcoders] THE DREADED NOOB POST

2002-02-13 Thread Ack Doh

here's an idea i've been playing with, i dunno if it would be worth it to
you guys but it would definately help me out...

I program win32 programs using windows API, if you've never programmed using
this, let me tell you there are a LOT of API calls available..i'm still
scratching my head over many of them. anyway, reguardless of how much i
know, i tend to forget relatively quickly what is available and what it
does.
SO. short story long, go check this out http://www.allapi.net
there is a download available that does the following:
1) lists the API's
2) in words, tells shortly what the function does, what the variables passed
in are and are for
3) gives a small sample of source code showing you how to use the function

i have used this almost every day since downloading it, it is a very handy
tool...my point to this whole spurge of long winded ascii spew is that i
would like to see something like this utility created for the HL SDK
functions.  i havent had much time to really get into the SDK, or do any
tinkering with it, so i'm still in the dark about the whole thing...however,
i am willing to code this utility.  all it would require is that those who
know what they are doing email me with functiom calls, explanations, and
sample source. i would then post the program and its updates for you to
download.

what do you guys think?


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Re: [hlcoders] THE DREADED NOOB POST

2002-02-13 Thread Christopher Long

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 file.  Every entity created
in
  the game has one of these structures.  It contains things like origin
(3D
  world coordinates), health, velocity, angles and so on.  This edict_t
  structure is pointed to by a class member variable called pev.
Wherever
  you see pev used, just think edict_t.  For example you'll see
  pev-health, or pev-angles or pev-velocity used all over the
 place.
 
  Every entity in the SDK source code is based on the CBaseEntity class
and
  every other class inherits directly or indirectly from this CBaseEntity
  class.  Look in the cbase.h and cbase.cpp files for the member variables
 and
  functions for this base class.
 
  Everything else is just inheritance of the CBaseEntity class with stuff
  throw in for that specific type of entity (for example, weapons contain
  ammo, players have weapons, etc.).  Pretty much all basic C++ type
 stuff.
 
  If you can resist the urge to try

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