Re: [hlcoders] Map entities client-side
Cant you pass the keyvalues to the client in your message? I know for my mod we have animated plants and items that are on the server side only. For instance when the player touches the animated item, a message is sent to the client tellin it what it is and the inventory/hud info is updated accordingly. I dont know if that pertains to your original question... but anyway... =) If you really need the keyvalues, when the entity is created send a message to the client. Im tired... im going to bed. Roachie www.the-coming.com - Original Message - From: Persuter [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, February 13, 2002 12:27 AM Subject: RE: [hlcoders] Map entities client-side Btw, to clear things up on this, I did indeed eventually use the message to client and it works fine now (better than I expected, actually), but I just found it odd that we can't get the keyvalues from the client-side. OK, now continue the digression... :) Thanks for everyone who helped, btw... Persuter -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Pat Magnan Sent: Tuesday, February 12, 2002 3:28 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Map entities client-side Two solutions come to mind: - parse the BSP client side... - transmit the value of that keyvalue to the client in a message, just once while the HUD is initializing should do it (keyvalues don't change do they?). I chose the latter for an entity that was placed in the map, and rendered client side by TriAPI. I think some folks were working on trying to parse the BSP client side, but ran into trouble keeping things in synch... I think you've been around longer than I have and may not need it, :) but if you want to see an outline of my approach, I did up a tutorial (concept mostly) here: http://www.tourofdutymod.com/tutorials.php Is there a way to access keyvalue info in the map from the client- side? I keep on thinking you must be able to, since obviously the client side has the map, but I haven't been able to find any way to do it. Thanks, Persuter _ 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 --- Eighty percent of life is showing up. -- Woody Allen ___ 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
Re: [hlcoders] Map entities client-side
Prasing the BSP Client side is the best way...Although if its just an entity that is used once, then just sent it serverside its easier to setup... I'm gunna lead you through using the BSP Client side... First thing add to your project bspfile.cpp cmdlib.cpp mathlib.cpp scriplib.cpp And I Include bspfile.h into the files you wish to use the bsp stuff Now, time to get the name of the map, well we know entity in index 0 is the map, so lets use the name of the model, to get the map... gEngfuncs.GetEntityByIndex(0)-model-name will give the map..now to load the BSP File.. LoadBSPFile(gEngfuncs.GetEntityByIndex(0)-model-name); Now the epairs/entities aren't prased in that they are just stored, time to prase the entities ParseEntities(); Now its time to find the entity you need.. entity_t * FindEntityByClassName(char *classname) { for(int i=0;inum_entities;i++) if(strcmp(classname, ValueForKey(entities[i],classname)) == 0) return entities[i]; return NULL; } Now how about we try and find and aim at an info_player_deathmatch entity, we would do the following.. entity_t * entity = FindEntityByClassName(info_player_deathmatch); How about an example of using that entity, lets make it aim at that point :D hehe gotta have some fun sometime vec3_t dirAim; vec3_t MyOrigin float Angles[3]; VectorCopy(MyOrigin,gEngfuncs.GetLocalPlayer()-origin) VectorMinus(entity-origin, dirAim, MyOrigin); VectorAngles(dirAim, Angles); for(int i=0;i3;i++) if(Angles[i]180) Angles-=360; gEngfuncs.SetViewAngles(Angles); Now There you are happy as can be, only one thing, you will be aiming from the center of your body if you try that, but thats just to show how to use the entity_t stuff, btw the entity_t struct is stored in bspfile.h I Recommend only loading the bsp and prasing it, probley in HUD_VidInit - Original Message - From: Roachfood - the-coming.com [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, February 13, 2002 7:38 PM Subject: Re: [hlcoders] Map entities client-side Cant you pass the keyvalues to the client in your message? I know for my mod we have animated plants and items that are on the server side only. For instance when the player touches the animated item, a message is sent to the client tellin it what it is and the inventory/hud info is updated accordingly. I dont know if that pertains to your original question... but anyway... =) If you really need the keyvalues, when the entity is created send a message to the client. Im tired... im going to bed. Roachie www.the-coming.com - Original Message - From: Persuter [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, February 13, 2002 12:27 AM Subject: RE: [hlcoders] Map entities client-side Btw, to clear things up on this, I did indeed eventually use the message to client and it works fine now (better than I expected, actually), but I just found it odd that we can't get the keyvalues from the client-side. OK, now continue the digression... :) Thanks for everyone who helped, btw... Persuter -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Pat Magnan Sent: Tuesday, February 12, 2002 3:28 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Map entities client-side Two solutions come to mind: - parse the BSP client side... - transmit the value of that keyvalue to the client in a message, just once while the HUD is initializing should do it (keyvalues don't change do they?). I chose the latter for an entity that was placed in the map, and rendered client side by TriAPI. I think some folks were working on trying to parse the BSP client side, but ran into trouble keeping things in synch... I think you've been around longer than I have and may not need it, :) but if you want to see an outline of my approach, I did up a tutorial (concept mostly) here: http://www.tourofdutymod.com/tutorials.php Is there a way to access keyvalue info in the map from the client- side? I keep on thinking you must be able to, since obviously the client side has the map, but I haven't been able to find any way to do it. Thanks, Persuter _ 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 --- Eighty percent of life is showing up. -- Woody Allen ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Map entities client-side
lol, reductor, yeah, I started looking at bspfile.cpp... Then I just rolled my eyes and didn't do it. It's just something I need to send one time. Making the message was simple in the extreme, I just wanted to know if there was a simpler way that didn't take up net bandwidth on the client-side. But thanks, I'll be sure to keep this around for next time... :) Persuter -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of ReDucTor Sent: Wednesday, February 13, 2002 4:29 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Map entities client-side Prasing the BSP Client side is the best way...Although if its just an entity that is used once, then just sent it serverside its easier to setup... I'm gunna lead you through using the BSP Client side... First thing add to your project bspfile.cpp cmdlib.cpp mathlib.cpp scriplib.cpp And I Include bspfile.h into the files you wish to use the bsp stuff Now, time to get the name of the map, well we know entity in index 0 is the map, so lets use the name of the model, to get the map... gEngfuncs.GetEntityByIndex(0)-model-name will give the map..now to load the BSP File.. LoadBSPFile(gEngfuncs.GetEntityByIndex(0)-model-name); Now the epairs/entities aren't prased in that they are just stored, time to prase the entities ParseEntities(); Now its time to find the entity you need.. entity_t * FindEntityByClassName(char *classname) { for(int i=0;inum_entities;i++) if(strcmp(classname, ValueForKey(entities[i],classname)) == 0) return entities[i]; return NULL; } Now how about we try and find and aim at an info_player_deathmatch entity, we would do the following.. entity_t * entity = FindEntityByClassName(info_player_deathmatch); How about an example of using that entity, lets make it aim at that point :D hehe gotta have some fun sometime vec3_t dirAim; vec3_t MyOrigin float Angles[3]; VectorCopy(MyOrigin,gEngfuncs.GetLocalPlayer()-origin) VectorMinus(entity-origin, dirAim, MyOrigin); VectorAngles(dirAim, Angles); for(int i=0;i3;i++) if(Angles[i]180) Angles-=360; gEngfuncs.SetViewAngles(Angles); Now There you are happy as can be, only one thing, you will be aiming from the center of your body if you try that, but thats just to show how to use the entity_t stuff, btw the entity_t struct is stored in bspfile.h I Recommend only loading the bsp and prasing it, probley in HUD_VidInit - Original Message - From: Roachfood - the-coming.com [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, February 13, 2002 7:38 PM Subject: Re: [hlcoders] Map entities client-side Cant you pass the keyvalues to the client in your message? I know for my mod we have animated plants and items that are on the server side only. For instance when the player touches the animated item, a message is sent to the client tellin it what it is and the inventory/hud info is updated accordingly. I dont know if that pertains to your original question... but anyway... =) If you really need the keyvalues, when the entity is created send a message to the client. Im tired... im going to bed. Roachie www.the-coming.com - Original Message - From: Persuter [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, February 13, 2002 12:27 AM Subject: RE: [hlcoders] Map entities client-side Btw, to clear things up on this, I did indeed eventually use the message to client and it works fine now (better than I expected, actually), but I just found it odd that we can't get the keyvalues from the client-side. OK, now continue the digression... :) Thanks for everyone who helped, btw... Persuter -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Pat Magnan Sent: Tuesday, February 12, 2002 3:28 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Map entities client-side Two solutions come to mind: - parse the BSP client side... - transmit the value of that keyvalue to the client in a message, just once while the HUD is initializing should do it (keyvalues don't change do they?). I chose the latter for an entity that was placed in the map, and rendered client side by TriAPI. I think some folks were working on trying to parse the BSP client side, but ran into trouble keeping things in synch... I think you've been around longer than I have and may not need it, :) but if you want to see an outline of my approach, I did up a tutorial (concept mostly) here: http://www.tourofdutymod.com/tutorials.php Is there a way to access keyvalue info in the map from the client- side? I keep on thinking you must be able to, since obviously the client side has the map, but I haven't been able to find any way to do
RE: [hlcoders] Map entities client-side
Well yeah, that's why I didn't care, just makes sense to cut down on network traffic whenever possible, 'specially if it's easier. Persuter -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Tom Sent: Wednesday, February 13, 2002 12:38 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Map entities client-side well if you think about it, your only sending it over as they connect, so its not bad nettraffic, it doesnt get in the way of gameplay - Original Message - From: Persuter [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, February 13, 2002 5:20 PM Subject: RE: [hlcoders] Map entities client-side lol, reductor, yeah, I started looking at bspfile.cpp... Then I just rolled my eyes and didn't do it. It's just something I need to send one time. Making the message was simple in the extreme, I just wanted to know if there was a simpler way that didn't take up net bandwidth on the client-side. But thanks, I'll be sure to keep this around for next time... :) Persuter -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of ReDucTor Sent: Wednesday, February 13, 2002 4:29 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Map entities client-side Prasing the BSP Client side is the best way...Although if its just an entity that is used once, then just sent it serverside its easier to setup... I'm gunna lead you through using the BSP Client side... First thing add to your project bspfile.cpp cmdlib.cpp mathlib.cpp scriplib.cpp And I Include bspfile.h into the files you wish to use the bsp stuff Now, time to get the name of the map, well we know entity in index 0 is the map, so lets use the name of the model, to get the map... gEngfuncs.GetEntityByIndex(0)-model-name will give the map..now to load the BSP File.. LoadBSPFile(gEngfuncs.GetEntityByIndex(0)-model-name); Now the epairs/entities aren't prased in that they are just stored, time to prase the entities ParseEntities(); Now its time to find the entity you need.. entity_t * FindEntityByClassName(char *classname) { for(int i=0;inum_entities;i++) if(strcmp(classname, ValueForKey(entities[i],classname)) == 0) return entities[i]; return NULL; } Now how about we try and find and aim at an info_player_deathmatch entity, we would do the following.. entity_t * entity = FindEntityByClassName(info_player_deathmatch); How about an example of using that entity, lets make it aim at that point :D hehe gotta have some fun sometime vec3_t dirAim; vec3_t MyOrigin float Angles[3]; VectorCopy(MyOrigin,gEngfuncs.GetLocalPlayer()-origin) VectorMinus(entity-origin, dirAim, MyOrigin); VectorAngles(dirAim, Angles); for(int i=0;i3;i++) if(Angles[i]180) Angles-=360; gEngfuncs.SetViewAngles(Angles); Now There you are happy as can be, only one thing, you will be aiming from the center of your body if you try that, but thats just to show how to use the entity_t stuff, btw the entity_t struct is stored in bspfile.h I Recommend only loading the bsp and prasing it, probley in HUD_VidInit - Original Message - From: Roachfood - the-coming.com [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, February 13, 2002 7:38 PM Subject: Re: [hlcoders] Map entities client-side Cant you pass the keyvalues to the client in your message? I know for my mod we have animated plants and items that are on the server side only. For instance when the player touches the animated item, a message is sent to the client tellin it what it is and the inventory/hud info is updated accordingly. I dont know if that pertains to your original question... but anyway... =) If you really need the keyvalues, when the entity is created send a message to the client. Im tired... im going to bed. Roachie www.the-coming.com - Original Message - From: Persuter [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, February 13, 2002 12:27 AM Subject: RE: [hlcoders] Map entities client-side Btw, to clear things up on this, I did indeed eventually use the message to client and it works fine now (better than I expected, actually), but I just found it odd that we can't get the keyvalues from the client-side. OK, now continue the digression... :) Thanks for everyone who helped, btw... Persuter -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Pat Magnan Sent: Tuesday, February 12, 2002 3:28 PM To: [EMAIL PROTECTED] Subject: Re
Re: [hlcoders] Map entities client-side
Two solutions come to mind: - parse the BSP client side... - transmit the value of that keyvalue to the client in a message, just once while the HUD is initializing should do it (keyvalues don't change do they?). I chose the latter for an entity that was placed in the map, and rendered client side by TriAPI. I think some folks were working on trying to parse the BSP client side, but ran into trouble keeping things in synch... I think you've been around longer than I have and may not need it, :) but if you want to see an outline of my approach, I did up a tutorial (concept mostly) here: http://www.tourofdutymod.com/tutorials.php Is there a way to access keyvalue info in the map from the client- side? I keep on thinking you must be able to, since obviously the client side has the map, but I haven't been able to find any way to do it. Thanks, Persuter _ 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 --- Eighty percent of life is showing up. -- Woody Allen ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map entities client-side
how can u render an entity clientside using TriApi? I mean like if it was a model then you woulldnt use triapi (efxapi?) and how do you get all of the planes of a brush entitiy? - Original Message - From: Pat Magnan [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, February 12, 2002 9:27 PM Subject: Re: [hlcoders] Map entities client-side Two solutions come to mind: - parse the BSP client side... - transmit the value of that keyvalue to the client in a message, just once while the HUD is initializing should do it (keyvalues don't change do they?). I chose the latter for an entity that was placed in the map, and rendered client side by TriAPI. I think some folks were working on trying to parse the BSP client side, but ran into trouble keeping things in synch... I think you've been around longer than I have and may not need it, :) but if you want to see an outline of my approach, I did up a tutorial (concept mostly) here: http://www.tourofdutymod.com/tutorials.php Is there a way to access keyvalue info in the map from the client- side? I keep on thinking you must be able to, since obviously the client side has the map, but I haven't been able to find any way to do it. Thanks, Persuter _ 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 --- Eighty percent of life is showing up. -- Woody Allen ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.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] Map entities client-side
Oops, I guess that was as clear as mud.. ;) What we wanted to accomplish was this: - have an animated, transparent thing that our mappers could use for effects like swaying grass or brush or reeds or whatever - we thought about sprites, but the engine draws them at 90 degrees to the player's viewpoint at all times, so they pivot (which isn't quite what we wanted) Instead, what we came up with was a scheme where the mappers specify the origin and angles of the sprite in the BSP, and I shoot a message for each of these entities from server to client. Using the origin and angle information, along with the sprite name, I load the sprite file (on the client), draw a poly four corners of the sprite (after getting the size of the sprite from the file), texture it with that sprite, and then rotate it appropriately in space. I also advance the frame every now and then, in accordance with the framerate specified in the BSP. Then, we end up with some swaying grass that while purely 2D, if placed cleverly by the mappers (a few of them overlapping and at angles to each other), gives us a sort of effect of a field of swaying grass I don't know if what you're trying to do could be approached with a similar scheme or not.. and I sometimes wonder if what we did would be better done with some models or something, but that was one solution we came up with :D We still haven't had any decent test maps done up using this scheme, so I don't know how useful it will end up being, but I was kinda bored one weekend, and gave this a try.. :D how can u render an entity clientside using TriApi? I mean like if it was a model then you woulldnt use triapi (efxapi?) and how do you get all of the planes of a brush entitiy? - Original Message - From: Pat Magnan [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, February 12, 2002 9:27 PM Subject: Re: [hlcoders] Map entities client-side Two solutions come to mind: - parse the BSP client side... - transmit the value of that keyvalue to the client in a message, just once while the HUD is initializing should do it (keyvalues don't change do they?). I chose the latter for an entity that was placed in the map, and rendered client side by TriAPI. I think some folks were working on trying to parse the BSP client side, but ran into trouble keeping things in synch... I think you've been around longer than I have and may not need it, :) but if you want to see an outline of my approach, I did up a tutorial (concept mostly) here: http://www.tourofdutymod.com/tutorials.php Is there a way to access keyvalue info in the map from the client- side? I keep on thinking you must be able to, since obviously the client side has the map, but I haven't been able to find any way to do it. Thanks, Persuter _ 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 --- Eighty percent of life is showing up. -- Woody Allen ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders --- Eighty percent of life is showing up. -- Woody Allen ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map entities client-side
Oops, I guess that was as clear as mud.. ;) What we wanted to accomplish was this: - have an animated, transparent thing that our mappers could use for effects like swaying grass or brush or reeds or whatever - we thought about sprites, but the engine draws them at 90 degrees to the player's viewpoint at all times, so they pivot (which isn't quite what we wanted) Instead, what we came up with was a scheme where the mappers specify the origin and angles of the sprite in the BSP, and I shoot a message for each of these entities from server to client. Using the origin and angle information, along with the sprite name, I load the sprite file (on the client), draw a poly four corners of the sprite (after getting the size of the sprite from the file), texture it with that sprite, and then rotate it appropriately in space. I also advance the frame every now and then, in accordance with the framerate specified in the BSP. Then, we end up with some swaying grass that while purely 2D, if placed cleverly by the mappers (a few of them overlapping and at angles to each other), gives us a sort of effect of a field of swaying grass I don't know if what you're trying to do could be approached with a similar scheme or not.. and I sometimes wonder if what we did would be better done with some models or something, but that was one solution we came up with :D We still haven't had any decent test maps done up using this scheme, so I don't know how useful it will end up being, but I was kinda bored one weekend, and gave this a try.. :D how can u render an entity clientside using TriApi? I mean like if it was a model then you woulldnt use triapi (efxapi?) and how do you get all of the planes of a brush entitiy? - Original Message - From: Pat Magnan [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, February 12, 2002 9:27 PM Subject: Re: [hlcoders] Map entities client-side Two solutions come to mind: - parse the BSP client side... - transmit the value of that keyvalue to the client in a message, just once while the HUD is initializing should do it (keyvalues don't change do they?). I chose the latter for an entity that was placed in the map, and rendered client side by TriAPI. I think some folks were working on trying to parse the BSP client side, but ran into trouble keeping things in synch... I think you've been around longer than I have and may not need it, :) but if you want to see an outline of my approach, I did up a tutorial (concept mostly) here: http://www.tourofdutymod.com/tutorials.php Is there a way to access keyvalue info in the map from the client- side? I keep on thinking you must be able to, since obviously the client side has the map, but I haven't been able to find any way to do it. Thanks, Persuter _ 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 --- Eighty percent of life is showing up. -- Woody Allen ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders --- Eighty percent of life is showing up. -- Woody Allen ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Map entities client-side
-- Alternatively, there's code in DMC which loads in the teleporters on the client which you can bastardise if you want and which isn't GPL'd. -randomnine- -Original Message- From : James Williams [EMAIL PROTECTED] To : [EMAIL PROTECTED] Date : 09 February 2002 08:10:05 Subject : RE: [hlcoders] Map entities client-side Is there a way to access keyvalue info in the map from the client-side?\ I keep on thinking you must be able to, since obviously the client side has the map, but I haven't been able to find any way to do it. The engine has the map, yes, but you can't get to it there. You'll need to load the BSP yourself and parse its entity lump. botman has some code on his site to do it (bsp_tool); you'll need to hack it up pretty badly to get it in HL, though. Took me a couple hours on and off to get it in and get it to compile, but once I did, it works pretty well. =) It's also GPLed code, which means you have to distribute changes you make to it. Fortunately, we don't have to include our entire client DLLs, just the BSP loading code. That said, let me know if you want it and I'll send it to you (I personally don't want botman breathing down my neck about it. ;) ) Of course, it's obviously more educational for you to do it yourself (I learned a lot about it editing the source), but if you're stuck, let me know. -James Corvidae Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Get a free, personalised email address at http://another.com TXT ALRT! Stop wasting money now. Send FREE, personalised txt msgs to UK mobile phones from http://another.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Map entities client-side
Is there a way to access keyvalue info in the map from the client-side?\ I keep on thinking you must be able to, since obviously the client side has the map, but I haven't been able to find any way to do it. The engine has the map, yes, but you can't get to it there. You'll need to load the BSP yourself and parse its entity lump. botman has some code on his site to do it (bsp_tool); you'll need to hack it up pretty badly to get it in HL, though. Took me a couple hours on and off to get it in and get it to compile, but once I did, it works pretty well. =) It's also GPLed code, which means you have to distribute changes you make to it. Fortunately, we don't have to include our entire client DLLs, just the BSP loading code. That said, let me know if you want it and I'll send it to you (I personally don't want botman breathing down my neck about it. ;) ) Of course, it's obviously more educational for you to do it yourself (I learned a lot about it editing the source), but if you're stuck, let me know. -James Corvidae Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders