Re: [hlcoders] Widescreen issues

2008-03-01 Thread [EMAIL PROTECTED]
M, Richard Slaughter <[EMAIL PROTECTED]> wrote: > Hmm, well that sounds ugly. > > I must be missing something here. It seems some screens such as the MOTD > scale properly, but others like my Team selection menu dont? Looking at > the code / resource files I just can't see

Re: [hlcoders] Widescreen issues

2008-03-04 Thread [EMAIL PROTECTED]
t; being drawn with the right dimensions, but right 2/5 or so is just >> missing. >> >> It's easier to just show you: >> http://www.vault13.co.uk/images/missingScope.jpg[1] >> >> Could there be another HUD element in the way, or do I need to change >&g

[hlcoders] particlemgr.cpp div/0 - sdk bug?

2006-03-29 Thread [EMAIL PROTECTED]
-- [ Picked text/plain from multipart/alternative ] Can anyone confirm if Im right or missing something? cl_dll/particlemgr.cpp --- void CParticleEffectBinding::DoBucketSort(... { ...         // Add it to the appropriate bucket.         float flPercent = (zCoords[iCurParticle] - minZ) / ( maxZ -

Re: [hlcoders] FATAL ERROR (shutting down): New message started when msg '77' has not been sent yet

2006-12-19 Thread [EMAIL PROTECTED]
Two situation can cause that error: 1) Calling MESSAGE_BEGIN while another message is being written. 2) Forgetting to call MESSAGE_END and the end of a message you send. It appears you are calling callback functions during MESSAGE_BEGIN, MESSAGE_END, WRITE_BYTE (and many others). If any of these

Re: [hlcoders] Advanced Dynamic Minimap Creation

2006-12-19 Thread [EMAIL PROTECTED]
Nick wrote: How do you grab the bounds of the map? On 12/19/06, Jeremy <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] What's tricky? Seems you can just grab the bounds of the map(very trivial) and double for loop through the 2 horizontal coordinates, doi

Re: [hlcoders] Advanced Dynamic Minimap Creation

2006-12-19 Thread [EMAIL PROTECTED]
take a little bit of time, but it is simple and would work for any map. Nick wrote: How do you grab the bounds of the map? On 12/19/06, Jeremy <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] What's tricky? Seems you can just grab the bounds of the map(v

[hlcoders] filesystem_passthru.h -- IBaseFileSystem missing UnzipFile

2007-10-20 Thread [EMAIL PROTECTED]
-- [ Picked text/plain from multipart/alternative ] Hello, After updating the SDK with the files from ftp.valvesoftware.com to update my plugin code, I have hit a dilemma, where two of the files don't match filesystem_passthru.h: has a function virtual boolUnzipFile( const char *pFil

Re: [hlcoders] filesystem_passthru.h -- IBaseFileSystem missing UnzipFile

2007-10-21 Thread [EMAIL PROTECTED]
quire for server_plugin_convar.h Urgh, anyone else sorted these new headers out into a working SDK yet? Sorry for the rant ;) On 10/21/07, Keeper <[EMAIL PROTECTED]> wrote: > > I go the same error. I just commented out that line. > > Keeper > > -Original Message

[hlcoders] Forcing things such as kill, name on a serverplugin

2005-01-25 Thread [EMAIL PROTECTED]
Doing these things require some tricks (CBasePlayer, offsets...), but some of it would be pretty easy if ClientCommand was reliable. The problem is if you issue something like "ClientCommand( e, "kill" );" it won't work very well if the client has an alias for kill.. If you could do something to fo

Re: [hlcoders] Forcing things such as kill, name on a serverplugin

2005-01-25 Thread [EMAIL PROTECTED]
Childe Roland wrote: ClientCommand( e, "unalias kill" );?? I wish, I can't find any "un-alias" command. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Check if a file or folder exists at Client

2005-01-25 Thread [EMAIL PROTECTED]
Frank Weima wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is this possible in C++? Tnx, Frank. Yes, using a client-plugin as well, ofcourse. ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] Commercially released mods??

2005-01-25 Thread [EMAIL PROTECTED]
David Nelson wrote: -- [ Picked text/plain from multipart/alternative ] I think he probably needs to read Half-Life 2's history in the Raising the Bar book, Gamespot's articles, and the various other articles about how Half-Life came to be. (Originally it got its ideas from the book Mist (by Steph

Re: [hlcoders] Steam: Technology failure

2005-01-25 Thread [EMAIL PROTECTED]
Okay now this is definately off-topic. Let's not have a steam-flame here, please.. Now about my "name" question.. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/h

Re: [hlcoders] Documentation

2005-01-26 Thread [EMAIL PROTECTED]
I dunno, I think this sounds like a *very* boring project (come on, who actually LIKES to write documentation?), and I doubt you'd get much help. I too feel the SDK could be more documented but it is not our job (you'd think a large software corp such as Valve was more up-to-date with development t

Re: [hlcoders] Documentation

2005-01-26 Thread [EMAIL PROTECTED]
jeff broome wrote: > I'd say Valve's "techniques" are just fine. The game runs good on most machines. The game has sold many copies which is a fairly good indication that people like what Valve has done. Eh? How on earth does "copies sold" or "scalability" indicate good development techniques? Y

Re: [hlcoders] Documentation

2005-01-26 Thread [EMAIL PROTECTED]
S. Hendriks wrote: Actually you pay for HL2 itself and get the SDK as a free optional tool. So everything that Valve provides is in courtisy and cannot be held as a product you payed for and can force 'support' from ;) In that sense, Valve is doing a very good job! Replying to mails, contributing t

Re: [hlcoders] Documentation

2005-01-26 Thread [EMAIL PROTECTED]
jeff broome wrote: > Yes. Everyone understands your point. Look at this from Valve's point of view. You have X engineers that cost you Y dollars per day. You can have those engineers working on the next product (Half-Life3) that you KNOW will bring in revenue, or you can have them work on docum

Re: [hlcoders] Documentation

2005-01-26 Thread [EMAIL PROTECTED]
S. Hendriks wrote: Sure, and the guys who made the mods get some pretty good jobs as well... (and can realize their dreams). I don't see a sort of abusing here, its Valve's right to buy these games as they developed the engine + materials to get them even going. And those who get hired + get intere

Re: [hlcoders] Forcing things such as kill, name on a serverplugin

2005-01-27 Thread [EMAIL PROTECTED]
Josh wrote: Couldn't u just re-create an alias? Would suck though, just create the alias kill that executes kill, or just create a new random alias and execute it each time. :) It would point to the alias, not the command. If I did alias name whatever, and then alias RANDOMTHINGIE name, it would e

Re: [hlcoders] STOPP FUCKING

2005-02-23 Thread [EMAIL PROTECTED]
Well, it might be difficult for him to "stop fucking", as by the looks of his composition skills he hasn't yet come of an age to have the capability to _start_ yet... mail2web - Check your email from the web at http://mail2web.co

Re: [hlcoders] HL2DM models doesn't animate sometimes!!!. animstate don't work.

2005-03-03 Thread [EMAIL PROTECTED]
I believe this is the same bug that makes the 3rd person view jerk when the animations are played. Is there any kind of explanation for this bug / movement? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://

Re: [hlcoders] Any problems with VB .Net?

2005-04-06 Thread [EMAIL PROTECTED]
The problem is that "VB C++ .NET" simply *does not exist*. We cannot help you with something which does not exist. Perhaps you mean "VS" instead of "VB"? On Thursday 07 April 2005 12:23 am, Tan Theodore wrote: > Er... Guys. Thanks for the names and all but I just want to know if there > is anyt

[hlcoders] Miscellaneous VGUI Questions

2005-04-09 Thread [EMAIL PROTECTED]
Wrapping up my HUD stuff. There's still a few rather unrelated questions I have, so I'm going to present it as a big omnibus e-mail: The VGUI schemes. As I understand, the first one loaded is made default. Is there a way to "layer" these things, as in, to have two simultaneously loaded scheme?

Re: [hlcoders] Miscellaneous VGUI Questions

2005-04-11 Thread [EMAIL PROTECTED]
> The Push/Pop is used by the Paint/PaintTraverse methods to deal with the > panels GetPos(x,y) offsets relative to the parent and do clipping of > children inside the parent rectangle. I wouldn't mess with these calls. Bingo. That's the reason why I want to mess with these calls :) Since evide

Re: [hlcoders] Miscellaneous VGUI Questions

2005-04-11 Thread [EMAIL PROTECTED]
> A call to MakePopup(bool showTaskbarIcon,bool disabled) in the child's > constructor will make its position independent of the parent. This > would probably be a much easier solution, if that's all you need to > do. Heh. Not quite. The following code paints the child before the baseclass, but

[hlcoders] Scheme

2005-04-19 Thread [EMAIL PROTECTED]
This is a multi-part message in MIME format. -- All right. Before I start, I'd like to say that it would be nice having some official srcsdk documentation on the whole Scheme shebang. Heck, if I get a good enough understanding, *I'll* write it. :) A general question first. Is it possible to "l

RE: [hlcoders] Scheme

2005-04-19 Thread [EMAIL PROTECTED]
Then, I take it that defining "FgColor" inside a "Menu" sub-block, is equivalent to explicitly defining a "Menu.FgColor" fields? mail2web - Check your email from the web at http://mail2web.com/ . __

RE: [hlcoders] Scheme

2005-04-19 Thread [EMAIL PROTECTED]
So, given that (1) schemes are monolithic and (2) scheme definitions are not really "nestable", I take it that there is basically no way to "layer" schemes/subschemes? (Short of re-writing all the vgui_controls, of course) -John Sheu --

Re: [hlcoders] Netcode and Vehicles

2005-04-22 Thread [EMAIL PROTECTED]
> Why would the preprocessor be inserting that extra C when I clarly > have CPropCGJeep being changed to C_PropCGjeep? I'm not going to bother looking into it particularly deeply (:P) but keep in mind that IMPLEMENT_NETWORKCLASS_ALIASED is a macro. Look up its definition; you're probably using it

[hlcoders] HUD resizing

2005-05-01 Thread [EMAIL PROTECTED]
As you guys might have noticed, there are some problems with the HUD element positions/sizes when you do a video resolution change in-game. (For a specific example, check out the suit-power and ammo elements in HL2DM). And I'm wondering if those will be fixed sometime soon. Why? Because I'm havin

Re: [hlcoders] Unknown Command: 98

2005-05-07 Thread [EMAIL PROTECTED]
I hope you have defined a "-menu_context" console function as well... -JS mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list prefe

Re: Re[2]: [hlcoders] shareware?

2005-05-08 Thread [EMAIL PROTECTED]
As long as you're not using any Valve code, you're perfectly all right. If you can figure out the file format (and I've no doubt that it's perfectly easy; I just wouldn't bother personally) and write your own functions to read them, you're good to go. > It really depends on the format. > For exa

Re: [hlcoders] Re: 3 round burst

2005-05-10 Thread [EMAIL PROTECTED]
r00t: I don't think you get the point of his mail. Indeed, each trigger pull is limited to a 3 rounds. The point is that you are able to interrupt the burst by releasing the trigger before you finish. Most of the references you're pointing out cite three bullets per pull, but they aren't as spec

Re: [hlcoders] Bots & Server Plugins Attn: Valve

2005-05-31 Thread [EMAIL PROTECTED]
Wow, your mail client lags too? That explains it, I thought you were speedhacking. On Tuesday 31 May 2005 11:07 am, Daniel Jennings wrote: > Sorry, my computer lagged when I was opening this message and > somehow I hit Send without replying at all. ---

[hlcoders] Enemies within LOS

2005-05-31 Thread [EMAIL PROTECTED]
What would be the most efficient way to get all enemies within direct LOS? My thoughts as of now: 1. Get a list of entities within PVS with UTIL_EntitiesInPVS() 2. Filter list for hostile player entities. 3. UTIL_Trace[something] to each. (Which 'something' is best?) Thanks. -JS ---

RE: [hlcoders] Enemies within LOS

2005-05-31 Thread [EMAIL PROTECTED]
> 1. Get a list of entities within PVS with UTIL_EntitiesInPVS() > 2. Filter list for hostile player entities. > 3. UTIL_Trace[something] to each. (Which 'something' is best?) I've thought about and slightly modified the procedure. 1. Get a list of enemy players from the CTeam entity. 2. Ex

RE: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-16 Thread [EMAIL PROTECTED]
> On the other hand of course we have to ask, "So Alfred! What's > the alternative then? Is there a particular reason this feature > was removed, or is there a new alternative in the works?" I suspect the alternative will consist of a grassroots standardization effort by mod-makers to put out an

Re: [hlcoders] VGUI

2005-06-16 Thread [EMAIL PROTECTED]
> Not sure if there is an easier way. The screen I made was mostly just > a res file which had the sizes / positions etc etc. Not very much code > was involved really You're looking for SetProportional() and its kin. -John Sheu

Re: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-17 Thread [EMAIL PROTECTED]
> The problem is that if you make something that has to be included in the > mod source code, no one will include it (at least not for the most > popular mods, many of which are Valve mods). Ah, hence the "grassroots" appellation. Remember; all mods start _somewhere_; if we can get enough communi

[hlcoders] PostMessage() Bug

2005-06-27 Thread [EMAIL PROTECTED]
Evidently, the VGUI2 system has problems handing messages posted by a panel to itself. mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit you

RE: [hlcoders] PostMessage() Bug

2005-06-27 Thread [EMAIL PROTECTED]
Funky. Could be on my end. Code is such: KeyValues *msg = new KeyValues( "MapIconUnblink" ); msg->SetInt( "data", index ); PostMessage( GetVPanel(), msg, UNBLINK_DELAY ); // UNBLINK_DELAY = 10.0f The header file has such, defined private: MESSAGE_FUNC_INT( OnUnblinkIcon, "MapIconUnblink", in

RE: [hlcoders] Another Newbie modding question!

2005-08-27 Thread [EMAIL PROTECTED]
show that you've done some basic research on your own. We're all glad to help, but it does get annoying when it becomes evident that someone's asking for a hand-holding. Best wishes, John Sheu Original Message: - From: Morten Nielsen [EMAIL PROTECTED] Date: Sat,

RE: [hlcoders] architecture questions

2005-09-06 Thread [EMAIL PROTECTED]
er only requires the server DLL (or SO, if it's a *nix box.) Original Message: - From: Newcomb, Michael-P57487 [EMAIL PROTECTED] Date: Tue, 06 Sep 2005 09:54:19 -0400 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] architecture questions This is a multi-part message in

[hlcoders] Como Obtener el archivo mapcycle.txt de un servidor? (How to get the mapcycle.txt file fron a server)

2005-09-27 Thread [EMAIL PROTECTED]
-- [ Picked text/plain from multipart/alternative ] Gracias Prueba el Nuevo Correo Terra; Seguro, Rápido, Fiable. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailma

[hlcoders] Like Obtaining the file mapcycle.txt of a servant?

2005-09-27 Thread [EMAIL PROTECTED]
-- [ Picked text/plain from multipart/alternative ] Translated using Google Like Obtaining the file mapcycle.txt of a servant? Hello to all. I am making an application, to maintain updated the maps that I have in my computer, with the located ones in different servants, but for it, I need to o

Re: [hlcoders] Like Obtaining the file mapcycle.txt of a servant?

2005-09-27 Thread [EMAIL PROTECTED]
-- [ Picked text/plain from multipart/alternative ] what desire, is simply to obtain the file. Later, my application, which will do, is to verify that maps I have installed in mod, and as they need to me to have updated it, for despues to unload them of the directions that I indicate. Prueb

Re: [hlcoders] Like Obtaining the file mapcycle.txt of a servant?

2005-09-27 Thread [EMAIL PROTECTED]
-- [ Picked text/plain from multipart/alternative ] what desire, is simply to obtain the file. Later, my application, which will do, is to verify that maps I have installed in mod, and as they need to me to have updated it, for despues to unload them of the directions that I indicate. Alberto

[hlcoders] newbie problem, assert without call stack

2006-02-03 Thread [EMAIL PROTECTED]
-- [ Picked text/plain from multipart/alternative ] Im getting an engine.dll assert here: void SendProxy_FloatToFloat( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID) {     pOut->m_Float = *((float*)pData);     Assert( IsFinite( pOut->m_F

[hlcoders] unannounced SDK changes?

2006-02-15 Thread [EMAIL PROTECTED]
-- [ Picked text/plain from multipart/alternative ] Does the SDK get updated by Valve without an announcement or mention in Steam news?  I could swear the HL2DM code generated by the Source SDK just changed significantly in the last 4 weeks.  For example, the new Ragdoll Violence settings.  Yet

[hlcoders] PrecacheMaterial() vs PrecacheModel()?

2006-02-27 Thread [EMAIL PROTECTED]
-- [ Picked text/plain from multipart/alternative ] I would have thought the difference was obvious, however on investigating the console warning: "Model sprites/redglow1 not found!" I found that PrecacheModel() is used commonly in the SDK for VMTs.  Ex: void CNPC_Stalker::Precache( void ) {   

[hlcoders] sprites path bad in SDK?

2006-02-27 Thread [EMAIL PROTECTED]
-- [ Picked text/plain from multipart/alternative ] Why does srcsdk reference various vmts via "sprites/" when the GCFs show these to be in "materials/sprites"?  Even my unmodifed copy of srcsdk complains about this missing "model". -- void CNPC_Stalker::Precache( void ) {     PrecacheModel("mo

RE: [hlcoders] sprites path bad in SDK?

2006-02-27 Thread [EMAIL PROTECTED]
d* be done? >--- Original Message --- >From : Alfred Reynolds[mailto:[EMAIL PROTECTED] >Sent : 2/27/2006 5:31:11 PM >To : hlcoders@list.valvesoftware.com >Cc : >Subject : RE: [hlcoders] sprites path bad in SDK? > >The PrecacheModel() call appends the materials/ directory

[hlcoders] Voice qualuty in source

2006-02-28 Thread [EMAIL PROTECTED]
Any news when this is going to be fixed? Cheers, Matt. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [OT] [hlcoders] Overlay Text

2006-03-02 Thread [EMAIL PROTECTED]
right? WRONG. Was it an army of stats plug-ins they envisioned because that's all they catered for on the plug-in scene this time around? VALVE, HELP US TO HELP YOU ! [/RANT] -----Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of LDuke Sent:

Re: [OT] [hlcoders] Overlay Text

2006-03-02 Thread [EMAIL PROTECTED]
Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] Here come the plugin authors :roll: Imagine that, plugin authors responding to a thread about plugins on the hlcoders list... ___ To unsubscribe, edit your list preferences

Re: [OT] [hlcoders] Overlay Text

2006-03-02 Thread [EMAIL PROTECTED]
Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] It's not about plugins, he is asking how todo it in a mod. The response I made was in agreement to someone who was talking about the SDK and plugins. This is the hlcoders list and is to do with *all* half-life coding,

Re: [OT] [hlcoders] Overlay Text

2006-03-03 Thread [EMAIL PROTECTED]
Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] I'm not going to bother getting in an argument here. LOL. If you are not going to get into an argument why do you keep responding and dragging the issue out? But if Valve treats you so bad, why don't you vote with yo

Re: [OT] [hlcoders] Overlay Text

2006-03-03 Thread [EMAIL PROTECTED]
Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] I'm not going to bother getting in an argument here. LOL. If you are not going to get into an argument why do you keep responding and dragging the issue out? But if Valve treats you so bad, why don't you vote with yo

[hlcoders] CBasePlayer::ChangeTeam( int) or CBaseEntity::ChangeTeam( int )

2006-03-09 Thread [EMAIL PROTECTED]
Hello peeps, I have hooked both of these functions in the gamedll and only the CBaseEntity version works - albeit in a limited fashion. I know the CBasePlayer is f00ked because of an out of sync SDK, and can probably be fixed other ways, so I have 2 questions. 1) When I change a players team us

RE: [hlcoders] Meetup at GDC?

2006-03-10 Thread [EMAIL PROTECTED]
-- [ Picked text/plain from multipart/alternative ] I'm always at GDC, since it's local to me.  We should pick a time and place to hook up for co-miseration. B-) -V >--- Original Message --- >From : Chris Janes[mailto:[EMAIL PROTECTED] >Sent : 3/10/2006 12:44:5

Re: [hlcoders] CBasePlayer::ChangeTeam( int) or CBaseEntity::ChangeTeam( int )

2006-03-11 Thread [EMAIL PROTECTED]
dackz wrote: I'm guessing you're trying to do this with a plugin. You should use IPlayerInfo::ChangeTeam(int). Using anything defined by the game DLL is dangerous when you don't have access to their source code. Thanks for your solution, but there are three problems with using the IPlayerInfo v

RE : Re: [hlcoders] filesystem_steam.dll cant load

2006-03-14 Thread [EMAIL PROTECTED]
ginal Message --- >From : Benjamin Davison[mailto:[EMAIL PROTECTED] >Sent : 3/14/2006 8:47:25 AM >To : hlcoders@list.valvesoftware.com >Cc : >Subject : RE : Re: [hlcoders] filesystem_steam.dll cant load > >-- >[ Picked text/plain from multipart/alternative ] >Yeah basicall

RE: [hlcoders] filesystem_steam.dll cant load

2006-03-15 Thread [EMAIL PROTECTED]
Original Message --- >From : Chris Janes[mailto:[EMAIL PROTECTED] >Sent : 3/14/2006 7:45:17 AM >To : hlcoders@list.valvesoftware.com >Cc : >Subject : RE: [hlcoders] filesystem_steam.dll cant load > >Run HL2, should fix it right up. > >-Original Message-

Re: [hlcoders] Fwd: Half-life fake players bug

2002-06-21 Thread [EMAIL PROTECTED]
9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). - Original Message - From: "Erik Johnson" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, June

Re: [hlcoders] Fwd: Half-life fake players bug

2002-06-21 Thread [EMAIL PROTECTED]
? - Original Message - From: "Leon Hartwig" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, June 21, 2002 6:01 PM Subject: RE: [hlcoders] Fwd: Half-life fake players bug > This is a multi-part message in MIME format. > -- > And cracked (no-won) s

Re: [hlcoders] Half-life SDK v2.3

2002-10-04 Thread [EMAIL PROTECTED]
, so make sure you're entering the information > correctly. I just tested it again and it appears to be working okay. > > -Eric > > -Original Message- > From: Persuter [mailto:[EMAIL PROTECTED]] > Sent: Thursday, October 03, 2002 6:15 PM > To: [EMAIL PROTECTED] > S

[hlcoders] Fog in Software Mode?

2002-10-28 Thread [EMAIL PROTECTED]
All: I have been able to create fog in hardware mode but not software. Has anyone been able to create fog (or a resonable facsimilie of it) for the software mode? If so, can you send any hints or suggestion on how to do it? Thanks, Scott ___ To unsub

[hlcoders] OpenGL vs D3D

2002-11-26 Thread [EMAIL PROTECTED]
All: On the client side, I know that IEngineStudio.IsHardware() can determine if the player is using software or hardware modes. But how can I distinguish between OpenGL and D3D hardware modes? Thanks, Scott ___ To unsubscribe, edit your list preferen

Re: [hlcoders] OpenGL vs D3D

2002-11-26 Thread [EMAIL PROTECTED]
() == 0, 1, 2 > > 0 = software, 1 = opengl, 2 = d3d. > > -omega > Blackened Interactive - http://blackened-interactive.com > Front Line Force - http://www.flfmod.com > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED]] On Behalf Of botm

Re: [hlcoders] Hook

2002-12-05 Thread [EMAIL PROTECTED]
Here is a tutorial on creating a grapple. This can get you started, but IIRC, it is incomplete, or has some problems. http://www.planethalflife.com/hlprogramming/old/tuts/tut_offhandgrapple.htm -Scott John Frings wrote: > From: "Avatar-X" <[EMAIL PROTECTED]> > > >

[hlcoders] SnowWar 2.0 picture

2002-12-05 Thread [EMAIL PROTECTED]
This is a multi-part message in MIME format. -- -- [ kotm_alley0002.bmp of type image/bmp deleted ] -- [ kotm_alley0001.bmp of type image/bmp deleted ] -- [ kotm_alley.bmp of type image/bmp deleted ] -- ___ To unsubscribe, edit your list preferences

Re: [hlcoders] SnowWar 2.0 picture

2002-12-05 Thread [EMAIL PROTECTED]
All, Sorry. I meant to send them to a personal account. Please ignore/don't flame. With sincerest apologies, Scott "[EMAIL PROTECTED]" wrote: > This is a multi-part message in MIME format. > -- > > -- > [ kotm_alley0002.bmp of type image/bmp deleted ] >

[hlcoders] QC $flag ?

2002-12-20 Thread [EMAIL PROTECTED]
[ Converted text/html to text/plain ] All (especially Valve): In a model .qc file, there is the option $flags followed by a integer. I see that this is stored in the .mdl file and can be read from the .mdl as part of the studiomdl_t structure. But is there an easy way to access this value on the

Re: [hlcoders] QC $flag ?

2002-12-20 Thread [EMAIL PROTECTED]
active - http://blackened-interactive.com > Front Line Force - http://www.flfmod.com > > -----Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED]] On Behalf Of > [EMAIL PROTECTED] > Sent: December 20, 2002 11:06 AM > To: [EMAIL PROTECTED] > Subject: [hlcoders] QC

Re: [hlcoders] QC $flag ?

2002-12-20 Thread [EMAIL PROTECTED]
n > #define EF_ENVLIGHT (1<<10) // only uses environment > light > > -Original Message- > From: omega [mailto:[EMAIL PROTECTED]] > Sent: Friday, December 20, 2002 8:02 AM > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] QC $flag ? &g

[hlcoders] Transparent color on model?

2002-12-23 Thread [EMAIL PROTECTED]
All: Is there a way to make a single color on a model transparent, like the alphatest color on a sprite? Thanks, Scott ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listin

Re: [hlcoders] Adding fog to my mods...

2003-01-15 Thread [EMAIL PROTECTED]
I know from experience that the TriAPI fog used in DMC does NOT work in SW or D3D. You can have "fake" fog in these modes, but not the TriAPI fog. Daniel Koppes wrote: > I think TriAPI works in ALL render modes... because its basically an > OpenGL/Direct3D/software wrapper... > > At 00:30 16/01/

[hlcoders] Text Message Font

2003-01-20 Thread [EMAIL PROTECTED]
All: My team is making a new font that works with the "UTIL_HudTextMessage" command. Is there a way to make this render an "alphatest" sprite rather than the "additive blending" sprite? I can't seem to find anything in the code to suggest this is possible. Thanks, Scott ___

RE: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread [EMAIL PROTECTED]
Erik Johnson wrote: >The Source SDK will be similar to the existing Half-Life SDK in that it will >be C++ based, not a using a proprietary scripting language. > >Erik Johnson Thank you Erik for replying! I'm sure it meant a lot to quite a few on this list. HoundDawg http://www.unitedadmins.com ___

Re: [hlcoders] c++ vs. scripts

2003-05-27 Thread [EMAIL PROTECTED]
Alfred wrote: >http://www.adminmod.org/alfred/SQS_v03.html > >This standard was produces by this list about 6 months ago. Hopefully >something like this will appear in HL2, nothing concrete about this side >of the engine has been decided however. > Actually, we had the discussion on the hlds_apps l

Re: [hlcoders] estimated release date foe hl2 sdk?

2003-05-31 Thread [EMAIL PROTECTED]
Beef wrote: >Still, 'released' can also mean that they'll only release it to a few mod >teams under strict NDA... A Valve NDA never stopped leaks in the past. Many times, during beta testing under NDA, info has been posted on news sites. It's not hard to trace the leaks, but I haven't seen much c

Re: [hlcoders] VAC SDK?

2003-06-11 Thread [EMAIL PROTECTED]
matt gossage wrote: >I hope not then all the hackers out there will know how VAC works and can >write cheats to avoid it. LOL. What makes you think that they don't already know? They reverse engineer parts of the HL Client during every release and they have had no problems bypassing VAC. So, unl

[hlcoders] STL with HL SDK

2003-07-04 Thread [EMAIL PROTECTED]
I have not tried this, but does anyone know if there are any issues with using the Standard Template Library with the HL SDK? Thanks! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/m

Re: [hlcoders] STL with HL SDK

2003-07-04 Thread [EMAIL PROTECTED]
Alfred, Botman, and Cortex, Thanks for the info! Alfred wrote: Just make sure to statically link the libstc++ library (look in /usr/lib/gcc-lib for a file called libstc++.a and add that to the linking stage of the linux binary). For windows, shouldn't be a problem :) botman wrote: I have not tr

Re: [hlcoders] [OT] Lame C Problem.

2004-02-01 Thread [EMAIL PROTECTED]
Tei, My guess is that you are trying to write a self-extracting file. Look at the following link to find out how this can be done on Windows. http://www.codeproject.com/file/packersfx.asp There are a few more examples at the codeproject site. -Scott tei wrote: This is slighty off-topic: I wa

Re: [hlcoders] Need Valve's confirmation

2004-02-21 Thread [EMAIL PROTECTED]
ow if the makers of CS:CZ have this policy or not, but it doesn't hurt to ask. Send e-mails to Valve ([EMAIL PROTECTED]) and Turtle Rock Studios ([EMAIL PROTECTED]). -Scott ===References:=== 1. mailto:[EMAIL PROTECTED] 2. mailto:[EMAIL PROTECTED] __

[hlcoders] [OT] Map Source?

2004-03-02 Thread [EMAIL PROTECTED]
I know that this is probably the wrong forum to ask this question, but is there a way to get the .map or .rmf files for VALVe maps such as crossfire? A friend of mine wants to use this map in his mod, and would like to work with the original files. For the VALVe people out there, please let me kn

[hlcoders] [OT] Another OT Question

2004-03-07 Thread [EMAIL PROTECTED]
Again, I know this is probably not the best place to ask this question, but it seems to be the best place to get a quick answer :-) My question is: Can a Half-Life mod use DOD models, even though the end-user might not have DOD? Thanks in advance, Scott

[hlcoders] [OT] Another OT Question

2004-03-07 Thread [EMAIL PROTECTED]
Again, I know this is probably not the best place to ask this question, but it seems to be the best place to get a quick answer :-) My question is: Can a Half-Life mod use DOD models, even though the end-user might not have DOD? Thanks in advance, Scott

Re: [hlcoders] [OT] Another OT Question

2004-03-08 Thread [EMAIL PROTECTED]
. [EMAIL PROTECTED] wrote: Again, I know this is probably not the best place to ask this question, but it seems to be the best place to get a quick answer :-) My question is: Can a Half-Life mod use DOD models, even though the end-user might not have DOD? Thanks in advance, Scott

Re: [hlcoders] pwd?

2004-03-13 Thread [EMAIL PROTECTED]
Alfred Reynolds wrote: The problem with deleting mails with attachments is that stops anyone with outlook being able to use the list (when using html or RTF email modes, the defaults). This is a problem? Sorry Alfred, but the problem is that too many people use Outbreak, one of the leading co

[hlcoders] OT: An important issue for today, April 1, 2004

2004-04-01 Thread [EMAIL PROTECTED]
http://www.dhmo.org/ I wonder if ingesting too much DHMO has impaired VALVe programmer's ability to write code for long periods of time. :-) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftwa

Re: [hlcoders] hlds ping

2004-07-24 Thread [EMAIL PROTECTED]
[ Converted text/html to text/plain ] Three questions: How fast is your computer? If you are below 1 GHz, that could be the problem. How are you connected to the internet? If it is with a 56K modem, your server will lag. You probably shouldn't be running a server without DSL or cable modem. Wha

[hlcoders] pfnGetLevelName crashing and models not spawned

2004-09-12 Thread [EMAIL PROTECTED]
Hi gurus! I'm coding a new VGUI for my mod and i needed to find out the loaded map name. I'm calling gEngfuncs.pfnGetLevelName() but every call to this function makes HL crash. I really dont have any clue about this... HL just closes w\o giving any error. I'm also trying to write a flag entity

Re:[hlcoders] pfnGetLevelName crashing and models not spawned

2004-09-14 Thread [EMAIL PROTECTED]
Thank you for the map name tip. But i still cant get my models spawned on the map... but entities are compiled well into the map and the entity class is the same as cycle_sprite and doesnt work... ___ To unsubscribe, edit your list preferences, or vie

[hlcoders] pfnPEntityOfEntOffset returning 0!

2004-09-18 Thread [EMAIL PROTECTED]
Hello! Examining my code i've found out why the CTF Flag entity wasnt spawning correctly.. i tried to find my flag with UTIL_FindEntityByClassname( pFlagEntity, "ctf_flag" ); and examining this function i've found out that pentEntity = FIND_ENTITY_BY_STRING(...) was returning a valid address in

[hlcoders] Mod causing error on exit

2001-12-05 Thread [EMAIL PROTECTED]
All: One of the projects I am working on is causing the following error (translated) on a teammates computer: "HL caused pagefault in module KERNEL32.DLL at memoryspot" When he types "exit" at the console. I have not been able to reproduce the problem on my computer, but he says that it occurs

Re: [hlcoders] Mod causing error on exit

2001-12-05 Thread [EMAIL PROTECTED]
LOL. I would if I could, but I can't reproduce the error on my machine, and my teammate doesn't have MSVC++ on his machine. -Scott Oskar 'Zoot' Lindgren wrote: > Debug! > > - Original Message ----- > From: <[EMAIL PROTECTED]> > To: <[EMAIL PROT

Re: [hlcoders] Linux problem

2001-12-26 Thread [EMAIL PROTECTED]
9") > > LoadLibrary failed on /beta/hl_2/oz/dlls/mp_i386.so: > > /beta/hl_2/oz/dlls/mp_i386.so: undefined symbol: __vt_3ios > > Host_Error: Couldn't get DLL API from /beta/hl_2/oz/dlls/mp_i386.so! > > Error Host_Error: Couldn't get DLL API

Re: [hlcoders] ogc required to play??

2002-01-07 Thread [EMAIL PROTECTED]
gt; Tom wrote: > > > we could have product activation like micrsoft with the phones personnaly > > manned by valve > > > > > > - Original Message - > > From: "Ack Doh" <[EMAIL PROTECTED]> > > To: <[EMAIL PROTECTED]> > >

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