Re: [hlcoders] Logitech mouse third button in HL (update)

2001-12-25 Thread Tom
in the logitech setup, bind mouse4 to shift, and then in hl bind shift to whatever u want mouse 4 to be and it should work. IMHO the 4th button is useless though cos its hard to concentrate on 4 buttons let alone 3 whist shooting - Original Message - From: Nathan Taylor

Re: [hlcoders] what a bloody n00b

2001-12-28 Thread Tom
fileplanet seems fine to me (or it could just be I live in UK so all the americans aint online to be hogging the other mirrors sorry but its true!). Also, if your saying that ppl cant put stuff on a cd, such as huge patches and such which 56kers cant download, how the hell do u expect them to

[hlcoders] Triapi clipping?

2001-12-29 Thread Tom
them invisiable. (like using gensurf but then making it all invisiable so it didnt render but I would still get the benifit of clipping). Would this still create alot of fps drop in hl or would it be fine? thanks tom ___ To unsubscribe, edit your list

Re: [hlcoders] What causes/caused the overflow error w/ATI cards

2001-12-29 Thread Tom
if they wanted support for the Voodoo series. Lakario - Original Message - From: Tom Sent: Saturday, December 29, 2001 5:52 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] What causes/caused the overflow error w/ATI cards actually

Re: [hlcoders] What causes/caused the overflow error w/ATI cards

2001-12-30 Thread Tom
it was posted that it was because of the valve anti cheat system (which really really really didnt work) detecting your opengl driver as a cheat and so overflowing you. I think anyway - Original Message - From: andrew [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, December 29,

Re: [hlcoders] FP charging PHL Monopoly

2001-12-30 Thread Tom
PHL is a large site though, and there is already alot of hl news, so I think they have to filter out the stuff which they think only a few people will want to read - Original Message - From: Nathan Taylor To: HLCoders Sent: Sunday, December 30, 2001 4:36 AM

[hlcoders] Why does all my triapi go white when I go into thirdperson mode

2001-12-31 Thread Tom
);gEngfuncs.pTriAPI-TexCoord2f( 1, 0 );gEngfuncs.pTriAPI-Vertex3f(4096,-4096,100); gEngfuncs.pTriAPI-Brightness( 1 );gEngfuncs.pTriAPI-TexCoord2f( 1, 1 );gEngfuncs.pTriAPI-Vertex3f(4096,4096,100);gEngfuncs.pTriAPI-End(); --tom

Re: [hlcoders] Compile Zipping

2001-12-31 Thread Tom
they arnt zipped, they are simply compiled not as debug. Make sure u compile using release and not debug mode (project-options and select release I think). The debug code adds the extra 1-2 megs into the dll - Original Message - From: Kevin Whittaker [EMAIL PROTECTED] To: [EMAIL

Re: [hlcoders] accessing functions not in pm code from pm code?

2002-01-01 Thread Tom
thanks botman, I renamed the pm files to .cpp but it still says it cant find it! Just still get the unresolvable external symbol (even though player.cpp can find it fine) - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, January 01, 2002 6:37 PM

Re: [hlcoders] accessing functions not in pm code from pm code?

2002-01-01 Thread Tom
doesnt seem like it can find any externs! I tried making a test.c file also and it couldnt find the function there either wierd! - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, January 01, 2002 7:24 PM Subject: Re: [hlcoders] accessing functions

Re: [hlcoders] ogc required to play??

2002-01-02 Thread Tom
just had a peek at the ogc hack, it does load by the way I pointed out (or atleast the ver I just downloaded did) - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, January 02, 2002 5:58 PM Subject: Re: [hlcoders] ogc required to

Re: [hlcoders] ogc required to play??

2002-01-05 Thread Tom
yeh, thats the problem, when I tried the client dll hack (to see if it worked) there was no code to do it released. Now this guy has released his own client dll hook code so anybody whos got a basic C knowlage can make a cheat, each one is different. - Original Message - From: botman

Re: [hlcoders] ogc required to play??

2002-01-05 Thread Tom
you cant just generate a new cd key, well you can, but WON wont auth you. You need an actual produced one which the chances of you generating are absurdly large. Why not bind the client dll onto the engine (have the engine as a .lib file or something and include it? I dno, could work, but

Re: [hlcoders] ogc required to play??

2002-01-05 Thread Tom
they go and find a 13 year old that they need their hl key to test their 133t mod and that they can have creditz. Also before, I think there was a huge list of valid hl keys which someone stole (the story was that someone from sierra stole them cos he got sacked, no idea if it was true) -

Re: [hlcoders] ogc required to play??

2002-01-06 Thread Tom
3dsmax has a dongle didnt it? It worked well there! - Original Message - From: Andrew Foss [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, January 06, 2002 1:22 AM Subject: Re: [hlcoders] ogc required to play?? Ahh, perhaps another good addition to this version would be tieing

Re: [hlcoders] ogc required to play??

2002-01-06 Thread Tom
yes it is :) r3.1 had a dongle thingy on the serial port (I think anyway, telling from the diagrams in the help of how to install this small blue bit of plastic). It was called sential or something. - Original Message - From: Andrew Foss [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent:

Re: [hlcoders] ogc required to play??

2002-01-06 Thread Tom
the quake protocol hasnt been revserd engineerd in all the time it was going! Or I dont think so atleast! - Original Message - From: leming [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, January 06, 2002 10:19 PM Subject: Re: [hlcoders] ogc required to play?? That exact

Re: [hlcoders] ogc required to play??

2002-01-07 Thread Tom
we could have product activation like micrsoft with the phones personnaly manned by valve - Original Message - From: Ack Doh [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, January 07, 2002 5:00 PM Subject: Re: [hlcoders] ogc required to play?? i've always wondered why, during

Re: [hlcoders] Powered by GameSpy

2002-01-30 Thread Tom
dought it, it doesnt have access to your log files, im guessing it just refreses all the servers at time intervals and keeps the scores - Original Message - From: Richard Taylor [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, January 30, 2002 9:15 PM Subject: Re: [hlcoders]

Re: [hlcoders] Solidity problems

2002-02-01 Thread Tom
this could be completly wrong but remember if the pev-owner of an entity is the player then the player can walk through it - Original Message - From: Charlie Cleveland [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, February 01, 2002 7:26 PM Subject: [hlcoders] Solidity problems

Re: [hlcoders] Solidity problems

2002-02-01 Thread Tom
:D I had the same problem a long time ago, its something which you just don't think of! - Original Message - From: Charlie Cleveland [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, February 01, 2002 8:36 PM Subject: Re: [hlcoders] Solidity problems Tom, I think I love you

[hlcoders] HLDSK2.2 HLDM weapons broke?

2002-02-06 Thread Tom
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Just wondeirng if anybody else gets this, but with a fresh compile of sdk2.2 some of the hldm weapons wont work! Such as the python crosshair is dodgy, and the egon beam only works if you copy the

Re: [hlcoders] HLDSK2.2 HLDM weapons broke?

2002-02-06 Thread Tom
thanks, ill try downloading another version, although the one im using atm is the one on the valve-erc sdk site with client_weapons defined - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, February 06, 2002 4:06 PM Subject: Re:

[hlcoders] Message Problems

2002-02-09 Thread Tom
(VGUIMenu, -1); but then I still got the error! Thanks in advance --tom ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Message Problems

2002-02-09 Thread Tom
you didn't make an instance of the hud variable and call its init func. - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, February 10, 2002 7:30 AM Subject: [hlcoders] Message Problems Im having some problems sending over a message, it seems

Re: [hlcoders] Map entities client-side

2002-02-12 Thread Tom
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,

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

Re: [hlcoders] Re:OGC Source etc.

2002-02-21 Thread Tom
yeh, I was looking to see how the client dll works and came across that clientbot. Then it was basically me, one other guy and the owner on the forums. It was made originally for bots (POD pod I think was gonna use it) but then it changed to cheating. Because its on a GNU licence and ogc based

Re: [hlcoders] weird issue when game starts

2002-02-23 Thread Tom
I always get that unknown address, no idea what causes it, (Could be a message sending too early or something client side trying to use the engine) - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, February 23, 2002 7:07 AM Subject: RE:

[hlcoders] Getting velocity client side?

2002-02-23 Thread Tom
-curstate.velocity.x); it always just prints 0 for all of x y and z and even [0] [1] or [2] any ideas thanks tom -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman

Re: [hlcoders] Argh!

2002-02-25 Thread Tom
no they wont When I compile dlls using vs.net they work fine on other computers without vs.net on - Original Message - From: Michael Shimmins [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, February 25, 2002 7:55 AM Subject: RE: [hlcoders] Argh! You realise that to play your

[hlcoders] Dum C++ pointer question

2002-02-25 Thread Tom
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is there anyway to make another isntance of an object by using another objects pointer as a base? So I mean like if I have: CObject *ob1 = new Object(blah,blah,blah,blah); and then I want ob2 to

Re: [hlcoders] Argh!

2002-02-27 Thread Tom
yeh I noticed that, shuved an int before it to stop it from moaning - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, February 27, 2002 9:36 PM Subject: RE: [hlcoders] Argh! or find bugs in the code ;) like in weapons.h haveWeapon

[hlcoders] Good proxy/router software to host servers over?

2002-02-28 Thread Tom
an internet game Microsoft XPs ICS doesnt seem to want to even when I tell it to forward the port thanks tom -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://listvalvesoftwarecom/mailman/listinfo/hlcoders

Re: [hlcoders] Good proxy/router software to host servers over?

2002-03-01 Thread Tom
if not, does anybody have any ideas on how to run HLDS over ICS so it creats an internet game from a lan computer? So far all it does is create a lan game and selects the wrong ip to host on :( - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday

Re: [hlcoders] Good proxy/router software to host servers over?

2002-03-01 Thread Tom
tried wingate, tried winroute, both gave me BSOD with their xx.sys files on startup :/ - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, March 01, 2002 7:09 PM Subject: Re: [hlcoders] Good proxy/router software to host servers over? if not, does

Re: [hlcoders] tutorial/example

2002-03-05 Thread Tom
what sort of flame thrower? A particle one or a TFC alike one, if its a TFC one I think there was a tutorial on www.planethafllife.com/hlprogramming I think anyway, else check out hlci (not sure about url hlci.valveworld.com ?) it may be indexed on there - Original Message - From:

Re: [hlcoders] What actually is an aimbot?

2002-03-06 Thread Tom
have you been living in some kinda box for the passed about 6 months? (sorry but it had to be asked!) they are bascially things which aim for you and can shoot for you, most include wall hacks, started off being colord models which then a seperate program would look for the colours and aim for.

Re: [hlcoders] Building SDK 2.2 with the Borland or MinGW C++ compilers...

2002-03-12 Thread Tom
just wondering, does anyone here know of any tutorials for borland C++ Builder? It looks like a good alternative to MFC, its alot easier but I can only find a few (say 20) really basic tutorials (on google) unlike the hundreds for MFC thanks tom - Original Message - From: botman [EMAIL

Re: [hlcoders] cvar/console message access from an external program.

2002-03-13 Thread Tom
tried reading the log files? - Original Message - From: Kyle McCulloch [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, March 13, 2002 7:12 AM Subject: [hlcoders] cvar/console message access from an external program. I'm trying to write a client side stats program that writes

Re: [hlcoders] Solid Vehicles

2002-03-14 Thread Tom
the hull always stays pointed the same way, thats why the player hull is a square rectangle. Benifits of hulls are that they dont need much extra collision code to work, but the problems are that you are very limited with them - i.e. limits to size etc. Beniftis of tracelines are that they can

[hlcoders] Why does sounds/models/sprites have to be precached?

2002-03-29 Thread Tom
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Just wondering, it seems so stupid, I mean, I could see why for the client, it has to show the models, but for the server?! It doesn't display the models or play the sounds?! Why does it need to

Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Tom
how is the pm code shared between the master server and the client servers? (just being nosey :) ) your idea sounds really cool, hope to try it out in the future, be really good having a mass killing :) BTW, Adrian said that polyfighter had unlimited map sizes (so did the leader of uncrossable

Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Tom
yes, but he said it around christmas time! - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, April 03, 2002 9:30 PM Subject: Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games how is the pm code shared between the

Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-04 Thread Tom
what happens to the netcode? i thought the original reason for the limit was because once you went passed that in quake, the netcode had to be changed to allow for larger values of origins. - Original Message - From: Miguel Aleman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday,

[hlcoders] n00b: Linux Compile?

2002-04-04 Thread Tom
procedure (from making the makefile to compiling) it would be great. thanks --tom -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] no sequence for act:59 ( for a Gonome)

2002-04-11 Thread Tom
hmm, is it ok for me to join in? www.svencoop.com - Original Message - From: Chris Blane [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, April 11, 2002 6:22 PM Subject: Re: [hlcoders] no sequence for act:59 ( for a Gonome) Hhehe yeah, I saw your site a long time ago. Guess

Re: [hlcoders] little app

2002-04-13 Thread Tom
i have a question, wtf is the path tool for? Ive tried using it and it doesnt seem to do much and there are no tutorials on how to use it... - Original Message - From: Cortex [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, April 13, 2002 8:52 AM Subject: [hlcoders]

Re: [hlcoders] little app

2002-04-13 Thread Tom
- From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, April 13, 2002 10:04 AM Subject: Re: [hlcoders] little app i have a question, wtf is the path tool for? Ive tried using it and it doesnt seem to do much and there are no tutorials on how to use

Re: [hlcoders] Modeling Rendering in the Customize Menu

2002-04-13 Thread Tom
yes and no, you cant directly (onto the hl shell or vgui menus) but you could do what dc did which was make a map which is a black box, then create a temp model using the efx api, set the view to directly infront of it and then draw the vgui menu onto the screen, if the view is real close then

[hlcoders] Screenshot format

2002-04-13 Thread Tom
to the bmp files in the hl root?! --tom -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Modeling Rendering in the Customize Menu

2002-04-13 Thread Tom
). - Original Message - From: Tom Sent: Saturday, April 13, 2002 10:52 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Modeling Rendering in the Customize Menu yes and no, you cant directly (onto the hl shell or vgui menus) but you could do what dc did which was make a map which is a black box

Re: [hlcoders] Modeling Rendering in the Customize Menu

2002-04-13 Thread Tom
technically you could get all of the features of the hl menu into vgui - you already have half of the server browser, all of the other options except res and graphic settings are in the config.cfg and im sure the res and graphic settings must be stored in a file somewhere which is easy to find

Re: [hlcoders] TriAPI weirdness

2002-04-14 Thread Tom
are you drawing it in the transparent triangles or the normal triangles call? try moving it from one to the other - Original Message - From: Sebastian Steinlechner [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 14, 2002 4:17 PM Subject: [hlcoders] TriAPI weirdness Hello,

Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Tom
rewriting the netcode - erm why? You'll bodge it Thought the guy from DOD said he had made the client and server basically the same so you could have 32^32 people playing on a server (each client acted as a mini server for others to connect to with the main server being the master server). I

Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Tom
based on Biometric Stenography (BS). Tom wrote: rewriting the netcode - erm why? You'll bodge it Thought the guy from DOD said he had made the client and server basically the same so you could have 32^32 people playing on a server (each client acted as a mini server for others to connect

Re: [hlcoders] QWERTY - AZERTY

2002-04-16 Thread Tom
As you might know, in Europe (France for me :) ), we haven't the same keyboard as you, in England or America i always thought we were in europe! :) - Original Message - From: Cortex [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, April 16, 2002 8:10 AM Subject: [hlcoders] QWERTY

Re: [hlcoders] HL 1.1.0.9 Update

2002-04-21 Thread Tom
heard that you can already get wallhacks - Original Message - From: leming [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, April 20, 2002 10:04 PM Subject: Re: [hlcoders] HL 1.1.0.9 Update Will the anti-cheat protection REALLY work on 1109? Or will it be a case more of

Re: [hlcoders] 1109 to contain any code we should know about?

2002-04-21 Thread Tom
Just wondeirng, if mods are able to use Steam, where will we find the bandwidth for this continous stream of people downloading?! Im sure fileplanet would be out of the question! - Original Message - From: Eric Smith [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002

Re: [hlcoders] [OT] Need new content...

2002-04-21 Thread Tom
i still cant understand why i should pay my £30 and have to wait 3 hours for the game to download when i can go to my local computer shop and buy it for £30 without waiting for 3 hours. Surly they should knock down the prices so i dont take the 5 min trip to the local computer game store! -

Re: [hlcoders] 1000+ are nice?

2002-04-22 Thread Tom
im guessing they aint never gonna release HL2 or TF2, i mean we havent heard anything about it in ages, the UT team manage to push out new UT games extreamly quickly, im not sure why valve would not do this unless it was because they had scrapped it complelty. I mean they managed to get CS:CZ out

Re: [hlcoders] Anti-cheat code in mods

2002-04-27 Thread Tom
lol, another one of valves great systems bites the dust within a week - Original Message - From: Jonah Sherman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, April 27, 2002 7:28 AM Subject: Re: [hlcoders] Anti-cheat code in mods The protection of client.dll is nothing more

Re: [hlcoders] Anti-cheat code in mods

2002-04-28 Thread Tom
yeh, and the people who make the cheats probably know the hl engine better than valve and can also program better than valve :) - Original Message - From: Florian Zschocke [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 28, 2002 7:17 PM Subject: Re: [hlcoders] Anti-cheat

Re: [hlcoders] Anti-cheat code in mods

2002-04-29 Thread Tom
I read on the cheating-death forums that valve said that they were releasing new anticheating modules or something which was announced on the hlds_linux group. Is this true? Hopefully they will stop the new clientdll hooks which have already started to emerge - Original Message - From:

Re: [hlcoders] Anti-cheat code in mods

2002-05-01 Thread Tom
Just an update, but some people now say that anti cheat has been turned on ? What does this mean? - Original Message - From: James Mitchell [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 29, 2002 4:50 AM Subject: RE: [hlcoders] Anti-cheat code in mods He didn't really

Re: [hlcoders] Re: triApi speed problems

2002-05-12 Thread Tom
triapi is nothing more than an opengl/d3d wrapper, all the calls you make just get sent to the renderer. Its not triapi which is slowing down, its you trying to draw too many sprites. - Original Message - From: Chris 'Tal-N' Blane [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday,

Re: [hlcoders] Re: triApi speed problems

2002-05-12 Thread Tom
Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, May 12, 2002 8:00 PM Subject: Re: [hlcoders] Re: triApi speed problems triapi is nothing more than an opengl/d3d wrapper, all the calls you make just get sent to the renderer. Its not triapi which is slowing

Re: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Tom
is it supost to use 3GB or are you just a sloppy programmer :) - Original Message - From: David Flor [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, May 13, 2002 6:13 AM Subject: RE: [hlcoders] Re: triApi speed problems Because he CAN! I have 1Gb on one machine, w/ 768Mb on

Re: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Tom
Windows takes up the other Gb? :) - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, May 12, 2002 11:51 PM Subject: Re: [hlcoders] Re: triApi speed problems is it supost to use 3GB or are you just a sloppy

Re: [hlcoders] New anti-cheat update...

2002-05-16 Thread Tom
it does all seem very pointless to me, it only affects cs and it only picks up ogc. Like poeple will just use their opengl hacks instead and then well, all this wait will be pointless? - Original Message - From: Tim Holt [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, May 16,

Re: [hlcoders] Client commands

2002-06-14 Thread Tom
. Didn't know you could have text boxes in VGUI. Shows how little I've used it. - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, June 14, 2002 7:49 PM Subject: Re: [hlcoders] Client commands you can intercept clientcommands fine cside, look

Re: [hlcoders] Water Surface Points?

2002-06-15 Thread Tom
not, you then know where abouts the water surface is and can use tracelines of 1 length to find the exact position of the liquid. hope this helps tom - Original Message - From: Cale Dunlap [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, June 15, 2002 10:17 AM Subject: [hlcoders] Water

Re: [hlcoders] Team Fortress II

2002-06-15 Thread Tom
the latest i heard was they they tried and then failed with the development on a modified version of the hl engine, so they are making a new engine, and until they have done enough work on it for it to look nice, they wont release any news - Original Message - From: Persuter [EMAIL

[hlcoders] pmove-forward/up/right

2002-06-18 Thread Tom
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I was wondering if anybody could give me an explanation of what each of these were? My original thought was that they must just divide the view angle up into forward/up/right components, but then

Re: [hlcoders] pmove-forward/up/right

2002-06-18 Thread Tom
space that represent the view of the player. So the forward vector is the unit vector for the line straight out from the players view, up is up for the player view, etc. So you were half right but I think you confused yourself by thinking too hard ;) - Original Message - From: Tom

Re: [hlcoders] Particle System

2002-06-28 Thread Tom
while on the subject of linked lists, why is it that all of the tutorials (and my C++ book) never delete any of the memory they have created?! Is it just bad programming or can you leave it for windows to clean up? - Original Message - From: Persuter [EMAIL PROTECTED] To: [EMAIL

[hlcoders] What to do when people blatently steal your code?

2002-12-04 Thread Tom
was originally written by previous coder, Tom. Mark has told me that he wrote the majority of the code for SC mp3 player, and Tom helped him with it. However, Sven Viking has said otherwise... [...] However, someone from the SC team is also accusing us of stealing other parts of the code for Real

Re: [hlcoders] VAC

2002-12-04 Thread Tom
VAC = valve anti cheat, it doesn't stop you from doing anything, just helps stop cheats (aimbots etc) - Original Message - From: Rat Man [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 04, 2002 9:37 PM Subject: RE: [hlcoders] VAC [ Converted text/html to text/plain ]

Re: Re[4]: [hlcoders] for GearBox people...Nightfire engine

2003-03-08 Thread Tom
they are ripping out all of your AI? they must appreciate your work a lot :o) - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, March 08, 2003 5:52 PM Subject: Re: Re[4]: [hlcoders] for GearBox people...Nightfire engine I understand all that, I

[hlcoders] Porting HL2 to Linux

2003-10-04 Thread tom
, the Linux comunity could help porting it, and send the code back to valve. Valve get's so access to a not so small market (at no/or very low costs) and Linux users get a great game which runs natively (without any emulators, like now, used to run HL). What do you think about it? tom

Re: [hlcoders] Re: Porting HL2 to Linux

2003-10-04 Thread tom
tei wrote: Hello tom, t Hi folks, t a question: will valve port HL2 to Linux? If they made a dedicated server t for Linux, the engine has to compile. And then it's only a small t step to port the whole application. Posible? maybe. A good thing? maybe not. Small market? I heard something

Re: [hlcoders] HL2 Source Leaked

2003-10-04 Thread tom
else. tom ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Re: Porting HL2 to Linux

2003-10-04 Thread tom
all internal e-mail addresses. I tried it weeks ago, not now... tom ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Porting HL2 to Linux

2003-10-04 Thread tom
Stan Bubrouski wrote: tom wrote: Hi folks, a question: will valve port HL2 to Linux? If they made a dedicated server for Linux, the engine has to compile. And then it's only a small step to port the whole application. They only need to implement Not true by any means. It would

Re: [hlcoders] Porting HL2 to Linux

2003-10-04 Thread tom
Stan Bubrouski wrote: tom wrote: Really? Look at this: I think you are inteligent enough to find out what grep does, it's a nice tool. I've been using UNIX for 9 years, I think I know better than you. Oh and way to post copyrighted material right to Valve's own mailing list. Not a very

Re: [hlcoders] settings.scr + game.cfg

2003-09-23 Thread Tom Taylor
whens that gonna be? Ill take a stab in the dark, is it 'when its done' :) - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, September 23, 2003 1:06 PM Subject: Re: [hlcoders] settings.scr + game.cfg settings.scr does not seem to correlate with

Re: [hlcoders] Client side radar question

2003-11-25 Thread Tom Taylor
im not sure that the client knows the position of all of the players, you are only sent data from players in your current VIS group afaik so a client side radar would be rather limited - Original Message - From: Kyle [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, November 24, 2003

Re: [hlcoders] Host_Error under Steam

2003-12-14 Thread Tom Grim
the team, the authentication would kick him. If I recall correctly, it was a bug in the authentication process where an unauthorized player joining would kick everyone. Tom Grim aka Elven Thief --- Ben Banfield [EMAIL PROTECTED] wrote: I have just encountered this bug in the latest version of bg

[hlcoders] ScreenToWorld?

2003-12-22 Thread Tom Taylor
of searching the archive? All i can find is a huge index which is a bit difficult to use when your looking for specific things. Thanks,Tom -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] ScreenToWorld?

2003-12-23 Thread Tom Taylor
))-1); - Original Message - From: Tom Taylor [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, December 22, 2003 11:32 PM Subject: [hlcoders] ScreenToWorld? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Can anyone shed any light

Re: [hlcoders] UserMsg 57..... ?

2004-05-26 Thread Tom Grim
If I recall correctly, yes, everyone on the NS server dropped. This occured a lot back in the playtesting when steam started. I'm unsure if Charlie has determined what caused it, but the last post he made here mentioning it said that he wasn't 100% sure it was cleared up. Unfortunately, I only

Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-07-24 Thread Tom Grim
has been around for a while, but doesn't seem to have been found out before. Tom Grim aka Elven Thief --- Arithon Kelis [EMAIL PROTECTED] wrote: I apologize in advance for the cross-posting. I scanned through my archive of the hlds mailing list, but did not see anything related

Re: [hlcoders] Re: People crying about changes to CS:S custom, network protocol (Michael A. Hobson)

2005-06-17 Thread Tom Edwards
There's been a report on the Steam forums of someone getting a prompt that looks exactly like the 'Ticket Expired' error and (you can guess what's going to happen, can't you?) after entering the password in the account had been hijacked by the next day.

[hlcoders] NPC activities

2005-07-02 Thread Tom Edwards
Since the VDC launched I've been making solid progress documenting Source's AI. My current project is the actbusy routine, and I need help. Actbusy is a way of telling NPCs to perform certain actions at specified locations. You enter the action name into a keyvalue box, but the actions aren't

Re: [hlcoders] NPC activities

2005-07-03 Thread Tom Edwards
( ACT_ZOMBIE_WALLPOUND ); On 7/2/05, Tom Edwards [EMAIL PROTECTED] wrote: Since the VDC launched I've been making solid progress documenting Source's AI. My current project is the actbusy routine, and I need help. Actbusy is a way of telling NPCs to perform certain actions at specified locations. You

Re: [hlcoders] NPC activities

2005-07-03 Thread Tom Edwards
*VCD Tom Edwards wrote: Cancel that, they aren't there. Here's some examples of the 'hidden' activities I'm looking for: d1_t01_BreakRoom_Sit01_Idle d1_t01_BreakRoom_Sit02 d1_t01_BreakRoom_WatchBreen d1_t01_Clutch_Chainlink_Idle d1_t01_BreakRoom_WatchClock_Sit LineIdle01 sitcouchknees1 I've

Re: [hlcoders] ideas on making an expanding orb

2005-07-04 Thread Tom Edwards
If I understand the concept of rigid bodies correctly, there isn't going to be any way of doing this at all without faking it (like with a sprite). Ian Warwick wrote: I need to code an orb that expands over time, but not quite sure how to approach it. I am after some ideas on how I could

Re: [hlcoders] NPC activities

2005-07-06 Thread Tom Edwards
Of Tom Edwards Sent: Tuesday, July 05, 2005 2:04 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] NPC activities I'm no modeller or coder, but that sounds pretty neat regardless. What's the collective term for these technologies (the material system sounds like it does the same sort

Re: [hlcoders] Many thanks to Valve and Alfred!

2005-07-07 Thread Tom Edwards
*Queue 'should have been there from the start' complaints* Mattie Casper wrote: I love the new update. Not least because of the new addition of the API InsertServerCommand(): Actually, there is one change (nothing that would break a plugin). We added this function: virtual void

Re: [hlcoders] Many thanks to Valve and Alfred!

2005-07-07 Thread Tom Edwards
Well, uh, if we were DJs it would be... Matt Parkins wrote: Cue, not Queue. :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards Sent: 07 July 2005 13:44 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Many thanks to Valve

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