server.
Players would advance/decend in a ladder fashion so that the good
players would shuffle to the top of the ladder (to play against each
other) and the poorer players would shuffle to the bottom.
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Alfred wrote:
--
[ Converted text/html to text/plain ]
--
[ Details.hta of type application/octet-stream deleted ]
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INCOMING Everyone get their heads down!!! :)
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Stephen Micheals wrote:
Everyone just ignore these virus mails there filtered out
automatically so talking about them is pointless.
It's not pointless, it's FUN! :)
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Josh wrote:
I might be asking in the wrong place, redirect me if I'm wrong. I was
wondering where CS bugs could be reported or if they even could.
Counter-Strike bugs should probably be reported in the Steam forum...
http://www.steampowered.com/forums/
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tting pev->origin directly, which is a BAD thing)?
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nd time).
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ch for stuff anymore?)
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eld".
Have you checked to see if the 'skin' changes when picking up the shield?
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se one for the other). The CS
models use 9 way blending which isn't supported by the existing code in
the SDK. You can do a google.com search for "half-life 9 way blending"
to find some links.
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Adrian Finol wrote:
Having a shield is a state. When you pickup a "weapon_shield" it removes
that entity and then sets the picker's m_bOwnsShield (part of CSPlayer)
to true.
It's that what I said? ;)
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Freecode wrote:
so would anyone have the shield offset?
No. You'll have to find it yourself.
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McCormack, Chris wrote:
The spec for the rcon protocol was posted by alfred a while back to
this list. Google for it.
No need to google it, here's the thread you want...
http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/msg07640.html
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Alfred Reynolds wrote:
It will be true (just as soon as I write it). Details will be sent to
the list when something is available.
Now that Half-Life2 is done, poor Alfred is the only one at Valve who
still has work to do! :)
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;s email
server's time or the recipient's machine's time).
Notice how I sent this message from the future! ;)
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post...
http://list.valvesoftware.com/mailman/private/hlcoders/2004-October/009269.html
...shows the email dated as "Tue Oct 12 11:56:01 2004"
So, it's probably different for different folks.
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ies on a set of stairs in Half-Life).
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en you could pick up someone's leg after it had been blown off their
body and whack them over their head with it! :)
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ht
because you think something should be possible, doesn't mean that
it will be. Also, there might be things that are possible in the HL1
SDK (i.e. exploits) that aren't possible in the HL2 SDK. It's usually
best to know what you can do before you start trying to do it.
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gets closer and closer to being released.
The Valve guys work pretty hard to get rid of exploits as soon as they
can, especially if those exploits allow people to play online when they
haven't purchased the game (i.e. keygens and such).
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ends on what
your definition of "any time" is (since, as Einstein often pointed out,
time is a relative thing).
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Brian Irelan wrote:
CS is never final. And its not $50, its free. (With HL2)
Oh God! You mean Valve is going to be updating Counter-Strike for the
next 100 years? ;)
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this isn't sent to the
client--although the client executes the code also. I considered doing
an event or something but I'm not sure what I'd put there anyway.
Try looking at the "head bob" stuff in the client (as that effects the
view offset). It's in the view.cpp
Ruari O'Sullivan wrote:
so, Valve...
...when's the SDK?
Alfred already said...
"It should be soon (weeks, not months), we are working on it right now."
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Bruce "Bahamut" Andrews wrote:
bah, Epic have NOTHING on VALVe...
...except $1,000,000.00 contests for MOD authors. :)
http://www.unrealtournament.com/ut2003/contest.php
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ps even allowing a scripting system
like LUA to make things a little easier on non-coder type people).
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Ruari O'Sullivan wrote:
VC++ 6.0 here, though if the whole SDK compiled for windows under gcc
(say mingw) that'd be cool too.
Heh-heh! Yes, that would be cool wouldn't it? ;)
/me laughs at my own private joke
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_
ife1 sales fall to
next to nothing.
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Brian "Satertek" Irelan wrote:
You have to have a widescreen LCD monitor like all the guys at Valve.
...and you have to drive a Ferrari, like all the guys at Valve! ;)
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:(
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ons of releasing any full blown MOD any
sooner than that? :)
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"botman" Broome
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Bruce "Bahamut" Andrews wrote:
...that has to be the dumbest idea ever.
Wow. I've heard people at Valve called all kinds of things. I don't
think I've ever heard them called dumb.
I would say the Valve guys and gals are pretty darn smart (but that's
just my opinio
de from the
smallest header file, even if it's just a COPYRIGHT comment. We want an
SDK that we can't do anything with!!! :)
Here, I'll get you started...
Source\engine\inc\edict.h
//= Copyright © 1996-2004, Valve LLC, All rights reserved.
Hasan Aljudy wrote:
you have teh SDK? what about me?!!!1 :'(
Yes, here's some of the incredible AI code...
if (CanSeeEnemy())
{
ShootGunsAndShit(); // pow! pow!
}
else
{
KickDownDoorAndYell("DIE FREEMAN!");
}
if (EnemyDead())
{
DoHappyDance();
}
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Jef
[EMAIL PROTECTED] wrote:
Hmmm... If Source was written from-scratch...
Does this mean Source was begun in '99?
Possibly. If there is a header file that has some content that hasn't
changed since 1999, then yes, the copyright extends back to the time
that is was first created.
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Jeffr
Ben Davison wrote:
Looks like only mapping tools.
Yes, but it also has "Documentation" and that's a good thing (assuming
it's something similar or better than the .doc files that came with the
Half-Life 1 Full SDK).
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am account, but doesn't own a Source game?
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rcesdk).
If you don't own CS:Source (like me), you don't have the HL2 SDK. :(
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ding engine)?"
No comment.
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ffrey "botman" Broome
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PHPSESSID=70a1a62e5be709505c5ea64e20807a57
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tei wrote:
A question:
BBOX rotate on half-life?
No. Bounding boxes are axis-aligned in Half-Life (just as they are in
Quake). That's why making a "prone" bounding box is rather difficult
since you can't rotate the box in the direction the player is facing.
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my .net VC++
debugger it'll send the info strait to the debugger? That would be cool.
I presume it uses OutputDebugString...
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/debug/base/outputdebugstring.asp
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ead of fighting with trying
to build everything from source code.
GET A DAMN VIRUS CHECKER FOR THE LOVE OF MIKE!!! :)
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on't support or contribute to a site that supports stolen
code and I encourage everyone else here on this list to do the same.
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thing up after a month or two, you can
remove it (if you need to).
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alf-Life2 Texture Artists
HalfLife2Coding - Information on Half-Life2 Coding (SDK Source Code
tutorials, etc)
...then tell everyone about it and let people start adding details to
those pages.
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-Life2 has
definitely surpassed that in all areas. Actually, it has blown
EVERYTHING else away!
Valve, I'd just like to say, "You guys and gals TOTALLY ROCK!"
Excellent game. Well worth the money spent on it and well worth the
time waiting for it.
I can't wait for Half-Life3!
27;t pause. For
the love of all that's holy, PLEASE STOP the looping, looping, looping,
looping, looping, looping, looping, looping, looping, looping. It's
slowly driving me insane. :) Thanks.
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have seen it...
http://games.slashdot.org/games/04/11/20/1746246.shtml?tid=204&tid=206
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"Gordon... it's your baby!" :)
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s about to be over!1
Put this link in your web browser...
http://www.steampowered.com/index.php?area=news
...refresh every 5 seconds. You'll know when it's released before
everyone else will.
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into some
serious Source hacking.
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ng the Source engine (as I'm sure Valve is also).
Having "true" Physics, multiplayer vehicles, sophisticated
animation/blending/facial expression systems, and a large community to
begin with sets the foundation for some very interesting possibilities.
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http://collective.valve-erc.com/index.php
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ou get at the
member variables of a MOD that you don't have the source code to (not
without creating pointers to PrivateData space and overwriting random
locations in memory).
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HoundDawg wrote:
Couldn't the proposed wiki support this?
Yes. Show me the wiki! :)
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dly) to keep the
client simulations as accurate as possible. Things that aren't as
important or don't move as quickly can be replicated less often and
still have a fairly accurate client simulation of what's happening on
the server.
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s and routers between your location and the servers
location. Each gateway or router take a small amount of time to forward
the packet along. If you have a lot of stops in between, even with a
high speed network connection and a fast server, you may have high latency.
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john smith wrote:
Is there a way to get the vector the player is looking at in a plugin?
Convert the edict rotation to a vector?
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v
adays.
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Manip wrote:
Any way to get a player's alive/dead status?
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AABB and the bounding box of players don't
rotate).
Anybody figured out how to get 'origin' AND 'angles' for each player on a
server via a plugin?
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Ronny Schedel wrote:
Try to load the nonworking interfaces with gameServerFactory
instead of interfaceFactory. Especially IServerGameDLL needs
gameServerFactory.
Ah, cool. I didn't even think about that. Muchas gracias.
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been overcome, you
should see more and more tutorials showing up on VERC, Wavelength, and
other places.
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John "bKT" Bellone wrote:
Does thunderbird do something similar to gmail in conversations? I
haven't found it yet (I haven't really been looking though).
Try...
View->Sort By->Threaded
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I can
load it using gameServerFactory(). I'll try it tonight and see how it goes.
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Marcelo Bezerra wrote:
I guess the new standard is serverplugin_myname
At least it is what the sdk suggest (the sample is serverplugin_empty).
I would agree. The above is much less ambiguous than "xxx_sp". What is
"sp" ? Server Plugin? Single Player? Super Powered? :
o access the GetAbsOrigin() and GetAbsAngles() from the
CBaseEntity class. Resolving the member variables and functions with
CBaseEntity class at compile time in a plugin also seems to be a small
pain right now. :)
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'direction' vector before
creating the effect and see if that helps make things better.
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you have some exceptions enabled that you should not...
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vsdebug/html/vxgrfchanginghowdebuggerhandlesexceptions.asp
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Ronny Schedel wrote:
Hmm, I get valid results (non zero) for CPlayerState::v_angle.
You can get the origin from ICollideable::GetCollisionOrigin().
Ah! Okay, I was grepping for "angles" not "angle". I notice that
'kills' and 'deaths' is
le". You are tring to do something which you
should not be doing. :)
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Ronny Schedel wrote:
These are bad news :\
So, how can I change the velocity of a player without
class access?
You can't. This isn't the Half-Life engine! :)
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Jay Stelly wrote:
You should let us know what data you are trying to access in your
plugins so we can add it to an interface and implement it in HL2DM &
CS:S.
That's easy. EVERYTHING! Every member variable of every class should
have an interface function to Get and Set it! :)
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Jeffrey "botman" Broome wrote:
Jay Stelly wrote:
You should let us know what data you are trying to access in your
plugins so we can add it to an interface and implement it in HL2DM &
CS:S.
That's easy. EVERYTHING! Every member variable of every class should
have an interf
doesn't mean
they are going to.
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Igor Murashkin wrote:
Hi, I'd like to post on this list, my email is
[EMAIL PROTECTED]
Um, okay. You just did! YAY!!! :)
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e+font+create&btnG=Search
The first hit has links to apple.com...
http://developer.apple.com/fonts/Tools/index.html
...and this...
http://doubletype.sourceforge.net/
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coders are lazy and will happily copy what someone
else has done rather than trying to invent the wheel themselves (even if
they could invent a much better wheel with a little bit of extra work).
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Ronny Schedel wrote:
Just use a thread.
Eek! Are the engine functions in the listen server and dedicated
server thread safe?
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v
T2004), make all of your
vehicles flying vehicles (or very low hovering vehicles).
If you're doing a Road Rally kind of MOD, or a Demolition Derby kind of
MOD, best of luck to you. :)
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ChessMess wrote:
What about a Racing boat mod?
Are they flying boats? ;)
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e). This is an oversimplication, of course, but
you get the general idea.
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does HydroRacers support on the
BF1942 engine?
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has been tuned pretty well to pass the
minimal amount of entity physics data over the network to keep the
clients and servers relatively in sync with each other.
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directory, create a
MOD using the latest SDK, run Beyond Compare on the two main directories
and it will show you what has changed. :)
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v
source code
trees together.
Simply extract the new SDK source code out to a temporary directory, and
run the merge between your code and the latest code, pick and choose the
things you want to merge in, and merge them.
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. :)
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arding Adrian's response.)
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Knifa wrote:
PS: Can anyone tell me how to make a new thread for mailing lists? I'm
sort of new to these things.
Send a new message (not a reply) to:
hlcoders@list.valvesoftware.com
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llapse All Threads
...to get the same collapsed threaded view that GMail gives you by default.
Now if only I could configure GMail to NOT thread discussions and leave
things sorted by date, then I would be more happy.
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Could someone please point out where it is? thanks
The "map" command is handled by the engine. The MOD DLL code never sees
any of this.
You can use ServerActivate() and ServerDeactivate() in client.cpp to
know a map has been loaded and when a map is being unloaded (respectively).
--
I have noticed that there's a lot less "evil" in the Source SDK than in the
HL1 SDK.
Although this one does include some "bullshit", and stuff that "sucks".
But the best comments are the descriptions of the npc_ entities...
// Purpose: Dr. Kleiner, a suave ladies man leading the fight against th
does everybody get 1000's of these
execption messages in the Visual Studio Output window when running their
MOD in the debugger, or do I just have something not set up right?
P.S. I did try adding "-steam" to the "Command Arguments" before
starting the debugger, but that
ole"
gravity point that sucks things in, or pushes things away.
Not sure if anyone has been testing things like this, if so, some input on
your findings would be nice to hear. Thanks.
This sounds like something like Spirit Of Half-Life2 could use (assuming
anybody ever creates it). :)
--
Jeffre
pretty good O'Reilly book called "Physics for Game Developers"...
http://www.oreilly.com/catalog/physicsgame/
...if you are really serious about creating realistic physics in games,
you should definitely get that book (I hope your math skills are REALLY
strong). :)
--
Jeffrey &
to Quaternions (used quite a bit in
skeletal animation)...
http://www.gamedev.net/reference/articles/article428.asp
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^--- That stuff up there ^
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e other ebuilds
that were failing. Reproducible: Always Steps to Reproduce: 1.
USE="static" emerge gcc 2. emerge fam-oss or other packages that depend
on libstdc++.so.5
from here...
http://bugs.gentoo.org/show_bug.cgi?id=18050
(found using google.com and searching for "time_put_
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