Ook wrote:
Strange...do German guts look different from everyone elses?
Yes. Do to some genetic defect, Germans don't actually have blood.
When you shoot them, nothing comes out (at least that's what all the
German politicians would have you believe).
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diots.
Anyways, do with this what you will.
At least they spelled everything correctly. You gotta' give 'em credit
for that. :)
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rid of these lamers once and for all.
Don't forget to also enclose your credit card number. :)
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d with the amount of things you have to
learn. :)
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Manager by a metric buttload.
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Anthony Mann wrote:
... or what version of the API is used?
Go into your Steam bin folder, right click on mss32_s.dll, select
"Properties", and look at the Version tab.
Mine says "File Version 7.0.4.0"
Hmmm, I didn't know that Miles was owned by RAD Game Tools
Adam "amckern" McKern wrote:
EP2 uses the 6.6a API.
Weird. My [EMAIL PROTECTED] episode two\bin\Mss32.dll
says 3.0.0.0
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hat is happening on the server-side.
Yahn did an excellent paper on prediction and lag compensation...
http://www.gamasutra.com/features/gdcarchive/2001/bernier.doc
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tion and this process starts all over again.
The best way to eliminate this round-trip update of carried objects
would be to simulate the position of those objects on the client (make
the client authoritative) and send those updates to the server so that
the server can replicate this movem
Ryan Sheffer wrote:
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//m_flWait = 2; who the hell did this? (sjb)
That's what source control history is for, so you can track down the
bastard that screwed up your code. :)
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Garry Newman wrote:
You forgot please_kill_alyx_off.cpp
NO SPOLIERS PLEEZE! KTHXS
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or an example...
http://www.unrealtechnology.com/features.php?ref=rendering
Charaters on the order of 5,000-8,000 polys is typical.
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d from the engine in some
sort of API. Having some sample code about how to use this would be
nice! :)
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o kick that "player" from the server.
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few weeks ago...
http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/msg22770.html
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owsing).
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. :)
Google Russian to English translation of the above:
"Red box your friend sent you an invitation,
giving the right to have its own box in the new Ukrainian www.i.ua mail!
To register your mailbox, click on this link:"
Google Rocks! :)
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what they connect to.
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Chrs Anderson wrote:
> DO NOT EMAIL ME
Scroll ALL the way down to the bottom each email sent to this list and
read what it says about "To unsubscribe..."
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> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
"Your Future Starts Here. blah, blah, blah" :)
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Tom Leighton wrote:
> Dont you mean irc? Isnt iirc an abbreviation for something else? :P
I think it's Apple's version of IRC. :)
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ampowered.com/steamworks/gettingstarted.php
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Yahn Bernier wrote:
> No, there are no remaining bugs in the code. Well done.
I call "bullshit". There's always one more bug! ;)
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u don't keep upgrading your hardware every
few years, you will be unable to run the latest and greatest games.
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g in e-mail?
http://en.wikipedia.org/wiki/Top-posting#Top-posting
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eople might request to not be on the page.
You could try sending an email to [EMAIL PROTECTED] and see if it
bounces back. :)
Also, if I worked at Valve, I wouldn't be able to use "jeffb@" because
Jeff Ballinger already has it. :(
-
e
> launching the engine tools more consistent with our other tools.*
>
> Not only that, but hoping the crash bug when saving would be fixed.
Did you use the "Valve Time" conversion table? :)
http://developer.valvesoftware.com/wiki/Valve_Time
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, the FTP app would
introduce CR/LF in place of newlines (unless FTP was set up properly to
know that the client/server we using different text file formats).
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Garry Newman wrote:
> Valve need to come and clean my bathroom. I bought Half-Life 1 in
> 2001, I pay their wages, they owe me this.
You haven't cleaned your bathroom since 2001?
Ew, you're disgusting!
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ngs that later got removed.
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further there so as not to spam the coders list.
Awesome! It's nice to see Valve finally give some bot lovin' again like
they did when the first SDK came out for the original Half-Life.
Way to go Valve! You guys and gals truly are the best. :)
I may have to get off my butt and get b
true since the pointer will always be non-zero.
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d issue is more than likely due to which
email client you use (some less-than-awesome email clients don't support
threaded emails properly when replying to emails). You are using
"Reply" to respond to messages, right?
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http://developer.valvesoftware.com/wiki/Command_Line_Options
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listas wrote:
This is a multi-part message in MIME format.
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You don't. You use C++ instead.
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listas wrote:
Microsoft or Borland ?
Microsoft Visual Studio .net 2003. See this page...
http://developer.valvesoftware.com/wiki/Compiler_Choices
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linux servers wrote:
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Are there any free compilers out there. I need to compile a simple plugin.
Nope. Not that will build the HL2 SDK without extensive modifications
by the user.
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-erc.com/index.php
Spend some time on the Wavelength forums as well...
http://www.thewavelength.net/forums/
Do a google.com search for things like "half-life2 plugin tutorial" or
similar search keywords.
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systems. If memory serves correctly, Windows
forces QueryPerformanceCounter() to always run on CPU 0, so you don't
get any discrepancy between calls.
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of v2 (not away from v2).
If you subtract A from B, (i.e. B - A) the vector will be in the
direction of B. I remember it by subtracting one integer from another.
5 - 3 is +2 (i.e. going in the direction of 5 from 3). 3 - 5 is -2
(going in the direction of 3 from 5).
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ange.
Just make 'msecnum' be a local 'int' variable for the bot and make
'msecdel' and 'msecval' be local 'float' variables...
int msecnum;
float msecdel;
float msecval;
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2576989,22874
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Eric Smith wrote:
>
List has been *REAL* quiet in the last few days. Perhaps my email
server is broken? P.S. VALVe rox my sox! ;)
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7;t take up a client slot.
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THE STORM wrote:
So the Bot pointer is set to NULL and BotThink() for this Bot is not
called anymore in StartFrame() but still when I kick him the game crash.
What I'm supposed to do?
Run it in the debugger? ;)
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THE STORM wrote:
Is that NPC entites is possible for HL1 engine?
Yes. In fact, it can even be a Metamod plugin for other existing mods
(TFC, CS, DoD, etc.)...
http://botman.planethalflife.gamespy.com/monster.shtml
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in that message.
Codewise, is no such thing as a mod to a mod (other than a server
plugin), unless you have access to the mod source code.
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NG"
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nsing/terms.shtml
...UE3 would probably be significantly more.
I'm guessing Source is somewhere closer to the $500,000 to $1,000,000 mark.
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a Saturday morning
animated series from TF2 (or at least some episodes for G4TV).
Oh, also. Portal is awesome. Can't wait to play it. :)
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for 10% of that! ;)
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e a plugin bot that was fully functional and
easy to maintain.
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or two - check
back here for the latest status.
"This should be available within the next month or two" :)
Doooh!
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visi
Louka Outrebon wrote:
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I'd like to be able to read mdmp files...
http://www.codeproject.com/debug/postmortemdebug_standalone1.asp
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odels"
I found this...
http://www.axyz-design.com/
...there are surely other similar COTS models available.
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otential animations. Rigs cannot be expected
to solve every problem. For some problems, you may need multiple rigs."
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addition to the current
version of DLLs released via Steam.
See "Method B: Symbols The Easy Way: Using Symbol Server"...
http://www.codeproject.com/debug/postmortemdebug_standalone1.asp
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ct to the remote "camera" used by the
portal. What's visible to that camera (from the camera's point of view)
gets rendered to the texture used as the material displayed as the portal.
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f querries,
developing an easy-to-maintain and mod release agnostic plugin bot will
be extremely difficult.
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tries to
intricately to handle thread groups well, and then turns around and uses
Outlook to trample all over them :P
Threaded view works fine for me in Thunderbird. What mail client are
you using?
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rivate/hlcoders/2005-October/015487.html
...I think Valve is well aware of the problem. :)
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John Sheu wrote:
Just a question: what's faster, a TraceHull or, say, 7 plain traces?
1 TraceHull is faster than 7 line traces (assuming they trace from the
same start and end points.
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mulations without some
collisions) :)
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rection changes) will have more
prediction issues.
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especially "bouyancy")
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the player in using their
mouse/keyboard/controller to aim his weapons. Auto-aiming systems can
help here (especially on console gaming systems), but you don't want the
game code to completely take over the task of aiming the weapon
otherwise it's
t a conversion of the original HL1 single
player source. But I could see how it would be a pain for Value to
package it up all pretty and everything inside yet another SDK distribution.
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trings, but you can't add new elements or remove
existing elements (other than making them "blank").
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t.
Add your new directory to the end (with ';' for separators).
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[EMAIL PROTECTED] wrote:
Ich bin erst am Montag, den 2/10
wieder im Büro.
I'm out of office and back on monday
october 2
Tom Halbleib
Can someone at VALVe remove this guy from the list? Danke.
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html
...but there's still lots of common questions and problems listed there
that you might want to read through.
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Jeffrey "botman" Broome wrote:
Here's a HL1 FAQ that I put together years ago. Many of the links
(toward the middle of the page are still good, however, many of those
sites no longer exist and the FAQ isn't still being updated).
http://botman.planethalflife.gamespy.com/MO
Jeffrey "botman" Broome wrote:
Dh! Sent this too soon. To access some of the now defunct URLs,
try using the Internet Archive...
http://www.thewavelength.net/oldsite/2dart/tutorials/texturetutorial.html
Damn, I can't seem to be able to copy and paste a link...
http://
best of my knowledge) was never released
for HL1 or HL2, so if you can't find anything from google.com then
you're on your own.
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ever). :)
Hooray Beer!
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it apply to Valve's
Source games as well the SDK?
Wiki discussion? That way you don't have to involve anyone who doesn't
care about it and would rather not be spammed with it. :)
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as subject line and quantity
of quoted text.
The folks at Google are smart enough to know that most people are idiots
and design software to handle that fact. This is the way that all
software should be written, smart enough to make up for dumb users. :)
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option? People
that want to connect to servers that modify the customer's settings can
be told how to disable this cvar.
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other linker format) without having access
to the source code to rebuild the libraries.
Even if you can get everything to compile, you won't be able to link
everything to generate the final DLL(s). Good luck! :)
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__
engine work. Many natural phenomena that you may need to do are possible
with some simple equations from the book.
GameDev.net has some excellent articles on Math and Physics...
http://www.gamedev.net/reference/list.asp?categoryid=28
...see the "Subcategory: Vectors" section
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Jay C. wrote:
Hey,
Anyone know the quickest way to inverse a Vector?
I tried x,y and z *= -1 but that wasn't correct.
What do you mean by "inverse"?
Vect * -1 will give you a vector that points in the opposite direction
of the original vector.
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Alfred Reynolds wrote:
He has been busy preparing for GDC (which he is now at).
...and whatever happened to that Alfred guy that used to make Admin Mod?
;)
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ames
that allow the end user to customize what the HUD displays?
99.99% huh? Are you sure about that? :)
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s the entity rotates. This is the same problem that
people have with players trying to go prone and have a long, low, skinny
bounding box that rotates when the player rotates (can't be done).
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nted out or used as a filename.
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Mark Chandler wrote:
Is there any base multiplayer bot code out there?
I haven't looked in a long while, but if there is, you'd probably find
it here...
http://bots-united.com/
...check their Forums.
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__
);
pEntity->SetLocalOrigin( local_origin );
pEntity->SetLocalAngles( local_angles );
pEntity->AddSpawnFlags( 0x0020 );
}
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e up?
My guess is that they are doing an untrained dictation mode transcription.
You can find several examples of SAPI code on the net, for example...
http://www.ccir.ed.ac.uk/~jad/phonemes.html
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[EMAIL PROTECTED] wrote:
Steam for Linux??? As in, a Steam client for Linux? So people can run
Steam and Steam games under Linux?
Steam is a delivery service. Steam != HL client.
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hrough all entities every tick.
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themselves to a global linked list
when they are created and remove themselves when they are destroyed.
Then just loop through your linked list and do the distance calculation
yourself instead of having the engine iterate through all entities.
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Nick wrote:
I would also like to know how this is done.
FMOD? Start up a thread, let it run while loading a map. Fade to
silence when the map starts running.
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Tony "omega" Sergi wrote:
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you use FMOD..
to start playing a track..
then stop it or fade it out..
...and just in case you can't find FMOD in the Half-Life SDK...
http://www.fmod.org/
:)
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Port IO
threads and your main thread and funnel all engine API access through
your main thread (i.e. the only thing the threads should do it I/O and
then send that stuff to your main thread who would in turn call engine
functions).
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_
ally care about what they
are working on and not just people who want to make "teh best mod evar!!!"
Success comes to those who are willing to do the hard work, be
innovative, and take criticism and learn from it.
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_
time than it is to hold back a mod for 2 or 3 years until it's "done"
and then release it hoping that everyone will flock to it.
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m guessing he is trying to sell the exploits
to others on the list via email, because from what I have seen he
wants nothing to do with fixing them, or even letting others fix them.
Very bad.
You, sir, are a moron and really aren't worth the time it took me to
compose
recognize that game and won't "tune" things for that
game and will just use generic settings). ATI rules. Nvidia, not so
much. :)
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