Re: [hlcoders] idea: hell, limbo, spectators killing fest and others dimensions.

2004-08-30 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome ___ To unsubsc

Re: [hlcoders] RE: Incoming Msg

2004-09-01 Thread Jeffrey \"botman\" Broome
Alfred wrote: -- [ Converted text/html to text/plain ] -- [ Details.hta of type application/octet-stream deleted ] -- INCOMING Everyone get their heads down!!! :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preference

Re: [hlcoders] RE: Incoming Msg

2004-09-02 Thread Jeffrey \"botman\" Broome
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! :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list pref

Re: [hlcoders] CS bugs

2004-09-02 Thread Jeffrey \"botman\" Broome
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/ -- Jeffrey "botm

Re: [hlcoders] Public-Enemy server crash bug (infinite loop in valves hlds code)

2004-09-15 Thread Jeffrey \"botman\" Broome
tting pev->origin directly, which is a BAD thing)? -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] using metamod to get client rates

2004-09-16 Thread Jeffrey \"botman\" Broome
nd time). -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Resizing Models

2004-09-18 Thread Jeffrey \"botman\" Broome
ch for stuff anymore?) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Shield

2004-09-25 Thread Jeffrey \"botman\" Broome
eld". Have you checked to see if the 'skin' changes when picking up the shield? -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Newbie question

2004-09-25 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome ___ To unsu

Re: [hlcoders] Shield

2004-09-25 Thread Jeffrey \"botman\" Broome
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? ;) -- Jeffrey "botman" Broome __

Re: [hlcoders] Shield

2004-09-26 Thread Jeffrey \"botman\" Broome
Freecode wrote: so would anyone have the shield offset? No. You'll have to find it yourself. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftw

Re: [hlcoders] Parsing Player Information

2004-10-12 Thread Jeffrey \"botman\" Broome
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 -- Jeffrey "botm

Re: [hlcoders] Does HL2 have built-in metamod-like functionality?

2004-10-12 Thread Jeffrey \"botman\" Broome
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! :) -- Jeffrey "botman&qu

Re: [hlcoders] Does HL2 have built-in metamod-like functionality?

2004-10-12 Thread Jeffrey \"botman\" Broome
;s email server's time or the recipient's machine's time). Notice how I sent this message from the future! ;) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please vis

Re: [hlcoders] Does HL2 have built-in metamod-like functionality?

2004-10-12 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome ___ To unsubscri

Re: [hlcoders] Does HL2 have built-in metamod-like functionality?

2004-10-14 Thread Jeffrey \"botman\" Broome
ies on a set of stairs in Half-Life). -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Does HL2 have built-in metamod-likefunctionality?

2004-10-14 Thread Jeffrey \"botman\" Broome
en you could pick up someone's leg after it had been blown off their body and whack them over their head with it! :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: ht

Re: [hlcoders] Looking for plugin coders

2004-09-29 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey

Re: [hlcoders] Looking for plugin coders

2004-09-29 Thread Jeffrey \"botman\" Broome
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). -- Jeffrey "botman" Broome

Re: [hlcoders] sdk for css?

2004-10-07 Thread Jeffrey \"botman\" Broome
ends on what your definition of "any time" is (since, as Einstein often pointed out, time is a relative thing). -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] sdk for css?

2004-10-08 Thread Jeffrey \"botman\" Broome
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? ;) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, o

Re: [hlcoders] Sniper Drift/Sway

2004-10-18 Thread Jeffrey \"botman\" Broome
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

Re: [hlcoders] HL2 Gold

2004-10-18 Thread Jeffrey \"botman\" Broome
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." -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferen

Re: [hlcoders] Register protocol in win32 hl2://

2004-10-20 Thread Jeffrey \"botman\" Broome
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 -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list

Re: [hlcoders] Register protocol in win32 hl2://

2004-10-20 Thread Jeffrey \"botman\" Broome
ps even allowing a scripting system like LUA to make things a little easier on non-coder type people). -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread Jeffrey \"botman\" Broome
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 -- Jeffrey "botman" Broome _

Re: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread Jeffrey \"botman\" Broome
ife1 sales fall to next to nothing. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] HL2 Dev CPU Requirements

2004-10-21 Thread Jeffrey \"botman\" Broome
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! ;) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list

Re: [hlcoders] HL2 Dev CPU Requirements

2004-10-21 Thread Jeffrey \"botman\" Broome
l :( -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] What MSVC version do you use/have?

2004-10-22 Thread Jeffrey \"botman\" Broome
ons of releasing any full blown MOD any sooner than that? :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Removing Grenades From a Player

2004-10-23 Thread Jeffrey \"botman\" Broome
"botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Coders Update for Source Mods???

2004-10-25 Thread Jeffrey \"botman\" Broome
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

Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts

2004-10-27 Thread Jeffrey \"botman\" Broome
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.

Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts

2004-10-27 Thread Jeffrey \"botman\" Broome
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(); } -- Jef

Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts

2004-10-29 Thread Jeffrey \"botman\" Broome
[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. -- Jeffr

Re: [hlcoders] Possible release of the SDK today.

2004-11-05 Thread Jeffrey \"botman\" Broome
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). -- Jeffrey "botman" Broome

Re: [hlcoders] Source SDK released

2004-11-05 Thread Jeffrey \"botman\" Broome
am account, but doesn't own a Source game? -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Source SDK released

2004-11-05 Thread Jeffrey \"botman\" Broome
rcesdk). If you don't own CS:Source (like me), you don't have the HL2 SDK. :( -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Source SDK released

2004-11-05 Thread Jeffrey \"botman\" Broome
ding engine)?" No comment. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] height2normal.exe

2004-11-06 Thread Jeffrey \"botman\" Broome
ffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Does Valve compress files?

2004-11-09 Thread Jeffrey \"botman\" Broome
PHPSESSID=70a1a62e5be709505c5ea64e20807a57 -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Odd collisions when entity size.x is greater than 4

2004-11-10 Thread Jeffrey \"botman\" Broome
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. -- Jef

Re: [hlcoders] Debugging question in HL2

2004-11-11 Thread Jeffrey \"botman\" Broome
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 -- Jeffrey "botman" Broome ___

Re: [hlcoders] Installing Valve games not within from Steam

2004-11-11 Thread Jeffrey \"botman\" Broome
ead of fighting with trying to build everything from source code. GET A DAMN VIRUS CHECKER FOR THE LOVE OF MIKE!!! :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://

Re: [hlcoders] A Half-life wiki?

2004-11-15 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] A Half-life wiki?

2004-11-15 Thread Jeffrey \"botman\" Broome
thing up after a month or two, you can remove it (if you need to). -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] A Half-life wiki?

2004-11-17 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your

[hlcoders] So, what do you think of Half-Life2?

2004-11-17 Thread Jeffrey \"botman\" Broome
-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!

Re: [hlcoders] Debugging multiplayer mods

2004-11-22 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome ___ To unsubscri

Re: [hlcoders] Debugging multiplayer mods

2004-11-22 Thread Jeffrey \"botman\" Broome
have seen it... http://games.slashdot.org/games/04/11/20/1746246.shtml?tid=204&tid=206 -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] So, what do you think of Half-Life2?

2004-11-29 Thread Jeffrey \"botman\" Broome
"Gordon... it's your baby!" :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Any word on the SDK?

2004-11-30 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome ___ To uns

Re: [hlcoders] compiling the sdk

2004-12-01 Thread Jeffrey \"botman\" Broome
into some serious Source hacking. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] SDK - Valve vs. Epic

2004-12-02 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broom

Re: [hlcoders] HL2 Modders Resource Link List

2004-12-02 Thread Jeffrey \"botman\" Broome
http://collective.valve-erc.com/index.php -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Question on Plugin Interface

2004-12-02 Thread Jeffrey \"botman\" Broome
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). -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list pre

Re: [hlcoders] Community Shared Code Base

2004-12-03 Thread Jeffrey \"botman\" Broome
HoundDawg wrote: Couldn't the proposed wiki support this? Yes. Show me the wiki! :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/m

Re: [hlcoders] Client/Server System

2004-12-04 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome ___

Re: [hlcoders] Client/Server System

2004-12-04 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman"

Re: [hlcoders] get what player is looking at in plugin?

2004-12-04 Thread Jeffrey \"botman\" Broome
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? -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please v

Re: [hlcoders] sourcesdk.gcf question

2004-12-05 Thread Jeffrey \"botman\" Broome
adays. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Alive / Dead status?

2004-12-05 Thread Jeffrey \"botman\" Broome
Manip wrote: Any way to get a player's alive/dead status? -- Did you try IGameResources::IsAlive( int index )? -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, plea

Re: [hlcoders] Plugin supported Interface Factories...

2004-12-05 Thread Jeffrey \"botman\" Broome
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? Jeffrey "botman" Broome ___ To unsubscribe, edit your list prefer

Re: [hlcoders] Plugin supported Interface Factories...

2004-12-06 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botm

Re: [hlcoders] HL2 Modding - What you need and where to start

2004-12-06 Thread Jeffrey \"botman\" Broome
been overcome, you should see more and more tutorials showing up on VERC, Wavelength, and other places. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Gmail & Mailing Lists

2004-12-06 Thread Jeffrey \"botman\" Broome
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 -- Jeffrey "botman" Broome __

Re: [hlcoders] Plugin supported Interface Factories...

2004-12-06 Thread Jeffrey \"botman\" Broome
I can load it using gameServerFactory(). I'll try it tonight and see how it goes. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Naming format for Server Plugins

2004-12-06 Thread Jeffrey \"botman\" Broome
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? :

Re: [hlcoders] Plugin supported Interface Factories...

2004-12-07 Thread Jeffrey \"botman\" Broome
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. :) -- Jeffrey "botman" Broome ___

Re: [hlcoders] Using UTIL_ and te_ functions

2004-12-07 Thread Jeffrey \"botman\" Broome
'direction' vector before creating the effect and see if that helps make things better. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] loading times

2004-12-07 Thread Jeffrey \"botman\" Broome
you have some exceptions enabled that you should not... http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vsdebug/html/vxgrfchanginghowdebuggerhandlesexceptions.asp -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list prefer

Re: [hlcoders] Plugin supported Interface Factories...

2004-12-07 Thread Jeffrey \"botman\" Broome
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

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jeffrey \"botman\" Broome
le". You are tring to do something which you should not be doing. :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jeffrey \"botman\" Broome
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! :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferenc

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jeffrey \"botman\" Broome
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! :) -- Jeffre

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jeffrey \"botman\" Broome
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

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-10 Thread Jeffrey \"botman\" Broome
doesn't mean they are going to. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] would like to post on this list

2004-12-10 Thread Jeffrey \"botman\" Broome
Igor Murashkin wrote: Hi, I'd like to post on this list, my email is [EMAIL PROTECTED] Um, okay. You just did! YAY!!! :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, plea

Re: [hlcoders] True-Type Font Resources

2004-12-11 Thread Jeffrey \"botman\" Broome
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/ -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preference

Re: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-13 Thread Jeffrey \"botman\" Broome
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). -- Jeffrey "botman" Broome ___ To unsubscribe, edit

Re: [hlcoders] GameFrame

2004-12-13 Thread Jeffrey \"botman\" Broome
Ronny Schedel wrote: Just use a thread. Eek! Are the engine functions in the listen server and dedicated server thread safe? -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please v

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread Jeffrey \"botman\" Broome
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. :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread Jeffrey \"botman\" Broome
ChessMess wrote: What about a Racing boat mod? Are they flying boats? ;) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread Jeffrey \"botman\" Broome
e). This is an oversimplication, of course, but you get the general idea. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread Jeffrey \"botman\" Broome
does HydroRacers support on the BF1942 engine? -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Netcode and Vehicles

2004-12-14 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preference

Re: [hlcoders] Updated SDK source code?

2004-12-21 Thread Jeffrey \"botman\" Broome
directory, create a MOD using the latest SDK, run Beyond Compare on the two main directories and it will show you what has changed. :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please v

Re: [hlcoders] Updated SDK source code? - Incl list of files changed

2004-12-23 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome

Re: [hlcoders] mailinglist archives?

2004-12-27 Thread Jeffrey \"botman\" Broome
. :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Jeffrey \"botman\" Broome
arding Adrian's response.) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] CS:S as SDK mod base

2004-12-27 Thread Jeffrey \"botman\" Broome
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 -- Jeffrey "botman" Broome ___ To unsubscribe,

Re: [hlcoders] CS:S as SDK mod base

2004-12-28 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome

Re: [hlcoders] map command(HL1 question)

2004-12-31 Thread Jeffrey \"botman\" Broome
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). --

Re: [hlcoders] Source Engine Curios

2005-01-01 Thread Jeffrey \"botman\" Broome
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

[hlcoders] First-chance exception spam in Visual Studio Output window...

2005-01-03 Thread Jeffrey \"botman\" Broome
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

Re: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread Jeffrey \"botman\" Broome
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

Re: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread Jeffrey \"botman\" Broome
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 &

Re: [hlcoders] Struggling with pointers

2005-01-05 Thread Jeffrey \"botman\" Broome
to Quaternions (used quite a bit in skeletal animation)... http://www.gamedev.net/reference/articles/article428.asp -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://

Re: [hlcoders] Shaders...

2005-01-05 Thread Jeffrey \"botman\" Broome
unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ^--- That stuff up there ^ -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preference

Re: [hlcoders] Problems for a first timer, please read

2005-01-05 Thread Jeffrey \"botman\" Broome
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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