RE: [hlcoders] QAngle arithmetics

2004-12-18 Thread Yahn Bernier
The code for this is already in the client .dll, search for:

void InterpolateAngles( const QAngle& start, const QAngle& end, QAngle&
output, float frac )

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Byttow
Sent: Saturday, December 18, 2004 5:23 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] QAngle arithmetics

I don't have the code in front of me, but, I'd think you would want to
convert them into quaternions and then do a simple slerp of 0.5.


On Sat, 18 Dec 2004 17:51:23 -0700, Hasan Aljudy
<[EMAIL PROTECTED]> wrote:
> Thanks!!
>
> Now, I was wondering about what type of operations you can perform on
> them, to get certain result.
>
> For example, if you have two angles, and you want to create a new
> angle that's [facing] halfway between the two .. or things like that
> in general, can they be achived by simple mathematical operations?
>
> Any online resources on that?
>
> On Fri, 17 Dec 2004 18:33:27 -0800, Jay Stelly <[EMAIL PROTECTED]>
wrote:
> > QAngles represent an euler angle sequence in degrees.  They have the

> > same convention as Half-Life (and Quake).  There are routines in
> > mathlib that convert them to/from matrices and basis vectors.  Those

> > routines should give you a precise specification of the euler
> > sequence, but it's the usual pitch, yaw, roll sequence.  The first
> > element is pitch, second is yaw, third is roll.  They were designed
> > to use primarily for simple AI - where you mostly just change one of

> > the rotations.  Note that the axes aren't set up so that angle.x is
> > a rotation around the local x axis.  (pitch is rotation around y
> > axis, rotation around the x axis is roll).  QAngle is not a term
that's used outside of the Source codebase.
> > The name was chosen to describe an euler sequence that uses the
> > conventions of Quake.
> >
> > The RadianEuler type is an x/y/z sequence in radians.  So that's a
> > bit simpler mathematically.  We use those in most of the animation
> > system - and a similar representation for angular
> > velocities/impulses in physics (AngularImpulse - although it's kept
> > in degrees to make it easy to generate from AI code).
> >
> > The X, Y, Z axes are forward, left, up in an entity's local frame or

> > east, north, up in world space.  This is a right handed coordinate
> > system.
> >
> > Jay
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Hasan
> > > Aljudy
> > > Sent: Friday, December 17, 2004 5:48 PM
> > > To: hlcoders
> > > Subject: [hlcoders] QAngle arithmetics
> > >
> > > What mathematical object does QAgnle represent? Is there a good
> > > on-line source for the math of these angles?
> > >
> > > I tried google, but I don't know exactly what I should be looking
> > > for .. and searching "qangle" doesn't return much.
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
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[hlcoders] Precision of RandomFloat

2004-12-18 Thread Skyler York
I am developing a system which may require RandomFloat to generate
extremely small values in order to function (on the order of 1^-8, 1^-9
at the very minimum).  I was wondering what the precision was for
RandomFloat (uniform distribution variety).  Does it utilize the full
precision of a floating-point, or is it is much less?
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Re: [hlcoders] QAngle arithmetics

2004-12-18 Thread Hasan Aljudy
ah .. Thanks!!

On Sat, 18 Dec 2004 17:22:46 -0800, David Byttow <[EMAIL PROTECTED]> wrote:
> I don't have the code in front of me, but, I'd think you would want to
> convert them into quaternions and then do a simple slerp of 0.5.
>
>
> On Sat, 18 Dec 2004 17:51:23 -0700, Hasan Aljudy <[EMAIL PROTECTED]> wrote:
> > Thanks!!
> >
> > Now, I was wondering about what type of operations you can perform on
> > them, to get certain result.
> >
> > For example, if you have two angles, and you want to create a new
> > angle that's [facing] halfway between the two .. or things like that
> > in general, can they be achived by simple mathematical operations?
> >
> > Any online resources on that?
> >
> > On Fri, 17 Dec 2004 18:33:27 -0800, Jay Stelly <[EMAIL PROTECTED]> wrote:
> > > QAngles represent an euler angle sequence in degrees.  They have the
> > > same convention as Half-Life (and Quake).  There are routines in mathlib
> > > that convert them to/from matrices and basis vectors.  Those routines
> > > should give you a precise specification of the euler sequence, but it's
> > > the usual pitch, yaw, roll sequence.  The first element is pitch, second
> > > is yaw, third is roll.  They were designed to use primarily for simple
> > > AI - where you mostly just change one of the rotations.  Note that the
> > > axes aren't set up so that angle.x is a rotation around the local x
> > > axis.  (pitch is rotation around y axis, rotation around the x axis is
> > > roll).  QAngle is not a term that's used outside of the Source codebase.
> > > The name was chosen to describe an euler sequence that uses the
> > > conventions of Quake.
> > >
> > > The RadianEuler type is an x/y/z sequence in radians.  So that's a bit
> > > simpler mathematically.  We use those in most of the animation system -
> > > and a similar representation for angular velocities/impulses in physics
> > > (AngularImpulse - although it's kept in degrees to make it easy to
> > > generate from AI code).
> > >
> > > The X, Y, Z axes are forward, left, up in an entity's local frame or
> > > east, north, up in world space.  This is a right handed coordinate
> > > system.
> > >
> > > Jay
> > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > > Hasan Aljudy
> > > > Sent: Friday, December 17, 2004 5:48 PM
> > > > To: hlcoders
> > > > Subject: [hlcoders] QAngle arithmetics
> > > >
> > > > What mathematical object does QAgnle represent? Is there a
> > > > good on-line source for the math of these angles?
> > > >
> > > > I tried google, but I don't know exactly what I should be
> > > > looking for .. and searching "qangle" doesn't return much.
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives, 
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
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RE: [hlcoders] player_say?

2004-12-18 Thread Tony Paloma
I'm also not getting player_say. Anybody know a solution?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Thursday, December 16, 2004 4:35 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] player_say?

Wierd, I get player_say now trough FireGameEvent. Anyways, a
documentation would be nice.

Greets
Ronny


> Since the latest update, there should be a player_say event.
> But I dont get this event via FireGameEvent nor via ClientCommand
> in CS:S. Where is the event?
> Instead I get some more undocumented events like player_footstep,
> door_moving, bullet_impact. Do we get some documentation for
> this?
> And, HudMsg is still not working in CS:S.
>
> Greets
> Ronny
>
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RE: [hlcoders] Is Per-Entity Gravity Possible ?

2004-12-18 Thread Michael Hobson
Yahn, Jay, Adrian,
Thank you guys for all the help on this.
At 02:26 PM 12/17/2004, you wrote:
Look at physics_main/physics_main_shared in the dlls and game_shared
folders
And for Vphysics stuff, Jay already provided some pointers.
Yahn
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael
Hobson
Sent: Friday, December 17, 2004 10:29 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Is Per-Entity Gravity Possible ?
Yahn:
Thank you for the speedy response.
At 08:58 AM 12/17/2004, Yahn  wrote:
>Correct, you'd have to convert gravity to a vector, which should be
>doable.  Brian was going to do this at one point for kicks, not sure if
>he has any suggestions on what the biggest issues will be.  My gut is
>that the FL_ONGROUND assumptions about the z axis in the movement code
>would take a bit of time to unwind, but you do have all of that code in
>the SDK at this point, so this should be very possible.
The code in GAME_SHARED/GAMEMOVEMENT.* appears to only apply to
*players* (like HL 1's PM_SHARED subsystem).
In looking around in the SDK code, I haven't yet found anything that
would allow me to control the movement for any other entity types.  Am I
missing something here ?
{OLD}Sneaky_Bastard!
email:  [EMAIL PROTECTED]
Michael A. Hobson
icq:#2186709
yahoo: warrior_mike2001
IRC:  Gamesurge channel #wavelength
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[hlcoders] (from Plugin) Retrieving a edict_t* from UserID

2004-12-18 Thread Roy Laurie
I had assumed that IVGameEngine::PEntFromIndex(int) would do the trick. 
However, when
debugging, even as the  userid is currently valid, the formentioned function 
returns what
would seem a blank entity. So two questions arise...

1) Are not the userid and engine entity index the same?

2) Most importantly, what other options are there for retrieving the associated 
edict_t* -
without- doing the obvious and storing it for later use from whichever function 
might provide
it.

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RE: [hlcoders] ServerPlugin: ICvar?

2004-12-18 Thread Alfred Reynolds
See serverplugin_cvar.cpp.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bug Sent:
Saturday, December 18, 2004 10:50 AM To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] ServerPlugin: ICvar?

> Fun, now tell me how to read the value of the cvar?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ronny
> Schedel
> Sent: 18 December 2004 18:14
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] ServerPlugin: ICvar?
>
>
> engine->ServerCommand("mp_timelimit 30\n");
>
> Greets
> Ronny
>
>
> >
> > ..So I can modify a game cvar.. (One I didn't create)
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Marcelo
> > Bezerra Sent: 18 December 2004 15:06
> > To: [EMAIL PROTECTED]
> > Subject: Re: [hlcoders] ServerPlugin: ICvar?
> >
> > What do you want ICvar for?
> >
> > On Fri, 2004-12-17 at 22:48 +, Bug wrote:
> > > Is there a way to get access to ICvar from within a server plugin?
> > >
> > > It uses the appSystemFactory interface within a client DLL and the
> > > engineFactory within a server dll, both of which are inaccessible
> > > to server plugins. I tried, just for kicks, using
> > > interfaceFactory and gameServerFactory with no successes.
> > >
> > >
> > >
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
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>
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Re: [hlcoders] QAngle arithmetics

2004-12-18 Thread David Byttow
I don't have the code in front of me, but, I'd think you would want to
convert them into quaternions and then do a simple slerp of 0.5.


On Sat, 18 Dec 2004 17:51:23 -0700, Hasan Aljudy <[EMAIL PROTECTED]> wrote:
> Thanks!!
>
> Now, I was wondering about what type of operations you can perform on
> them, to get certain result.
>
> For example, if you have two angles, and you want to create a new
> angle that's [facing] halfway between the two .. or things like that
> in general, can they be achived by simple mathematical operations?
>
> Any online resources on that?
>
> On Fri, 17 Dec 2004 18:33:27 -0800, Jay Stelly <[EMAIL PROTECTED]> wrote:
> > QAngles represent an euler angle sequence in degrees.  They have the
> > same convention as Half-Life (and Quake).  There are routines in mathlib
> > that convert them to/from matrices and basis vectors.  Those routines
> > should give you a precise specification of the euler sequence, but it's
> > the usual pitch, yaw, roll sequence.  The first element is pitch, second
> > is yaw, third is roll.  They were designed to use primarily for simple
> > AI - where you mostly just change one of the rotations.  Note that the
> > axes aren't set up so that angle.x is a rotation around the local x
> > axis.  (pitch is rotation around y axis, rotation around the x axis is
> > roll).  QAngle is not a term that's used outside of the Source codebase.
> > The name was chosen to describe an euler sequence that uses the
> > conventions of Quake.
> >
> > The RadianEuler type is an x/y/z sequence in radians.  So that's a bit
> > simpler mathematically.  We use those in most of the animation system -
> > and a similar representation for angular velocities/impulses in physics
> > (AngularImpulse - although it's kept in degrees to make it easy to
> > generate from AI code).
> >
> > The X, Y, Z axes are forward, left, up in an entity's local frame or
> > east, north, up in world space.  This is a right handed coordinate
> > system.
> >
> > Jay
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > Hasan Aljudy
> > > Sent: Friday, December 17, 2004 5:48 PM
> > > To: hlcoders
> > > Subject: [hlcoders] QAngle arithmetics
> > >
> > > What mathematical object does QAgnle represent? Is there a
> > > good on-line source for the math of these angles?
> > >
> > > I tried google, but I don't know exactly what I should be
> > > looking for .. and searching "qangle" doesn't return much.
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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Re: [hlcoders] QAngle arithmetics

2004-12-18 Thread Hasan Aljudy
Thanks!!

Now, I was wondering about what type of operations you can perform on
them, to get certain result.

For example, if you have two angles, and you want to create a new
angle that's [facing] halfway between the two .. or things like that
in general, can they be achived by simple mathematical operations?

Any online resources on that?

On Fri, 17 Dec 2004 18:33:27 -0800, Jay Stelly <[EMAIL PROTECTED]> wrote:
> QAngles represent an euler angle sequence in degrees.  They have the
> same convention as Half-Life (and Quake).  There are routines in mathlib
> that convert them to/from matrices and basis vectors.  Those routines
> should give you a precise specification of the euler sequence, but it's
> the usual pitch, yaw, roll sequence.  The first element is pitch, second
> is yaw, third is roll.  They were designed to use primarily for simple
> AI - where you mostly just change one of the rotations.  Note that the
> axes aren't set up so that angle.x is a rotation around the local x
> axis.  (pitch is rotation around y axis, rotation around the x axis is
> roll).  QAngle is not a term that's used outside of the Source codebase.
> The name was chosen to describe an euler sequence that uses the
> conventions of Quake.
>
> The RadianEuler type is an x/y/z sequence in radians.  So that's a bit
> simpler mathematically.  We use those in most of the animation system -
> and a similar representation for angular velocities/impulses in physics
> (AngularImpulse - although it's kept in degrees to make it easy to
> generate from AI code).
>
> The X, Y, Z axes are forward, left, up in an entity's local frame or
> east, north, up in world space.  This is a right handed coordinate
> system.
>
> Jay
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > Hasan Aljudy
> > Sent: Friday, December 17, 2004 5:48 PM
> > To: hlcoders
> > Subject: [hlcoders] QAngle arithmetics
> >
> > What mathematical object does QAgnle represent? Is there a
> > good on-line source for the math of these angles?
> >
> > I tried google, but I don't know exactly what I should be
> > looking for .. and searching "qangle" doesn't return much.
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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Re: [hlcoders] Displaying an MOTD on a client's machine (server plugin)

2004-12-18 Thread Ben Davison
You could probably modify this tutorial.

http://hl2sdk.wolferix.de/index.php/VGUI


On Sat, 18 Dec 2004 18:42:24 -0500, Josh <[EMAIL PROTECTED]> wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Is this possible?  Does anyone know how? I just want to display a screen
> like the motd with text
>
> Thanks,
>
> Josh
>
> --
>
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>


--
- Ben Davison
- http://www.shadow-phoenix.com

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[hlcoders] Displaying an MOTD on a client's machine (server plugin)

2004-12-18 Thread Josh
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Is this possible?  Does anyone know how? I just want to display a screen
like the motd with text



Thanks,

Josh

--


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Re: [hlcoders] ServerPlugin: ICvar?

2004-12-18 Thread Ronny Schedel
There is a
static ConCommandBase const *FindCommand( char const *name );
in convar.h. It should work fine.
Greets
Ronny

Fun, now tell me how to read the value of the cvar?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: 18 December 2004 18:14
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] ServerPlugin: ICvar?
engine->ServerCommand("mp_timelimit 30\n");
Greets
Ronny

..So I can modify a game cvar.. (One I didn't create)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Marcelo
Bezerra
Sent: 18 December 2004 15:06
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] ServerPlugin: ICvar?
What do you want ICvar for?
On Fri, 2004-12-17 at 22:48 +, Bug wrote:
Is there a way to get access to ICvar from within a server plugin?
It uses the appSystemFactory interface within a client DLL and the
engineFactory within a server dll, both of which are inaccessible
to server plugins. I tried, just for kicks, using interfaceFactory and
gameServerFactory with no successes.


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RE: [hlcoders] ServerPlugin: ICvar?

2004-12-18 Thread Bug
Fun, now tell me how to read the value of the cvar?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: 18 December 2004 18:14
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] ServerPlugin: ICvar?


engine->ServerCommand("mp_timelimit 30\n");

Greets
Ronny


>
> ..So I can modify a game cvar.. (One I didn't create)
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Marcelo
> Bezerra
> Sent: 18 December 2004 15:06
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] ServerPlugin: ICvar?
>
> What do you want ICvar for?
>
> On Fri, 2004-12-17 at 22:48 +, Bug wrote:
>> Is there a way to get access to ICvar from within a server plugin?
>>
>> It uses the appSystemFactory interface within a client DLL and the
>> engineFactory within a server dll, both of which are inaccessible
>> to server plugins. I tried, just for kicks, using interfaceFactory and
>> gameServerFactory with no successes.
>>
>>
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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Re: [hlcoders] ServerPlugin: ICvar?

2004-12-18 Thread Ronny Schedel
engine->ServerCommand("mp_timelimit 30\n");
Greets
Ronny

..So I can modify a game cvar.. (One I didn't create)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Marcelo
Bezerra
Sent: 18 December 2004 15:06
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] ServerPlugin: ICvar?
What do you want ICvar for?
On Fri, 2004-12-17 at 22:48 +, Bug wrote:
Is there a way to get access to ICvar from within a server plugin?
It uses the appSystemFactory interface within a client DLL and the
engineFactory within a server dll, both of which are inaccessible
to server plugins. I tried, just for kicks, using interfaceFactory and
gameServerFactory with no successes.


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RE: [hlcoders] ServerPlugin: ICvar?

2004-12-18 Thread Bug

..So I can modify a game cvar.. (One I didn't create)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Marcelo Bezerra
Sent: 18 December 2004 15:06
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] ServerPlugin: ICvar?

What do you want ICvar for?

On Fri, 2004-12-17 at 22:48 +, Bug wrote:
> Is there a way to get access to ICvar from within a server plugin?
>
> It uses the appSystemFactory interface within a client DLL and the
> engineFactory within a server dll, both of which are inaccessible
> to server plugins. I tried, just for kicks, using interfaceFactory and
> gameServerFactory with no successes.
>
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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[hlcoders] player_hurt game event

2004-12-18 Thread Marcelo Bezerra
Could valve include more info in the player_hurt event or implement a
proper attacked log message?
I am using the player_hurt event to simulate the playerx attacked
playery message in my source dedicated server and I am missing some
usefull information.
Namely the weapon used, the ammount of damage health and armor taken.
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Re: [hlcoders] ServerPlugin: ICvar?

2004-12-18 Thread Marcelo Bezerra
What do you want ICvar for?

On Fri, 2004-12-17 at 22:48 +, Bug wrote:
> Is there a way to get access to ICvar from within a server plugin?
>
> It uses the appSystemFactory interface within a client DLL and the
> engineFactory within a server dll, both of which are inaccessible
> to server plugins. I tried, just for kicks, using interfaceFactory and
> gameServerFactory with no successes.
>
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>


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Re: [hlcoders] Multiplayer NPCs

2004-12-18 Thread Adam \"amckern\" Mckern
i would look at clinet side predctions, and work from
there (sorry if this has been answered)

things that should be done on the client are
animtions, and sounds, while the demage should be
sever side, this of course will get harder as you
progress to things line gun ships, and striders

Adam


--- wheaty <[EMAIL PROTECTED]> wrote:

> I've been able to get a fully working headcrab in a
> multiplayer mod
> (basically copied the npc_headcrab code and spent a
> while trimming it
> until it compiled).  As it stands right now,
> *everything* is done on
> the server side, which isn't exactly optimal.  My
> question is, should
> I attempt to hack the headcrab into the "shared"
> code?
>
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=
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Re: [hlcoders] Re: vehicle_driver_eyes in Strider. Shake!!

2004-12-18 Thread Adam \"amckern\" Mckern
Looking at the third person code, for hl2, its much
the same as it is for hl1, take a look at
articals.thewavelenght.net and see if you can adapt it
to cam_eyes


--- Jose Luis Gonzalez <[EMAIL PROTECTED]> wrote:

> Thanks for your greetings. V0.2 of the mood will be
> released this weekend or
> Monday. Stay tuned :).
>
> The minimum to get Strider Work is
> gpGlobals->curtime+0.05, and stills
> shake. (minor shake than 0.1, but not good).
>
> Any feature to make the player follow the strider at
> gpGlobals->curtime?
>
> Thanks to all and sorry for my English.
>
>
>
>
-
>
> >From: "Adam \"amckern\" Mckern" <[EMAIL PROTECTED]>
> >Subject: Re: [hlcoders] vehicle_driver_eyes in
> Strider. Shake!!
> >To: [EMAIL PROTECTED]
> >Reply-To: [EMAIL PROTECTED]
> >
> >first of all, i'm only knowing what the tool code
> is
> >all about, and not the game play code, but if you
> take
> >the 0.1 down lower to say 0.0001 will it work?
> >
> >
> >also, good work on the mod, i'm downloading it now
> >(though cant find the 0.2 any where)
> >
> >
> >--- [EMAIL PROTECTED] wrote:
> >
> >> This is a multi-part message in MIME format.
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >>
> >>
> >> First, my english no good.
> >>
> >> Hi, i'm making a drivable strider using the
> >> npc_strider code. (i know is better to create a
> >> entire new class to make it). I have the next
> >> problem:
> >>
> >> I set the player view to vehicle_driver_eyes
> >> attachment of the strider.
> >>
> >> Ok, it works, but the player view shake.
> >>
> >> I see Think time in Strider is set to
> >> gpGlobals->curtime+0.1. This is the problem.
> >>
> >> If i set the Think function to gpGlobals->curtime
> >> works!!. But Strider don't walk. Problems with
> >> navigation paths.
> >>
> >> How i can make the player view don't shake when i
> >> set the player view to the vehicle_driver_eyes
> >> attachment in Strider???.
> >>
> >> Strider movement is softly, but SDK only returns
> me
> >> vehicle_driver_eyes position every
> >> gpGlobals->curtime+0.1, although i refresh view
> >> player position to a timer variable with
> >> gpGlobals->curtime set. shake view always!!.
> >>
> >> Any idea? Thanks a lot and sorry for my english.
> >> --
> >>
> >
> >
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> >
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>
> =
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>
>
>
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> --__--__--
>
> Message: 3
> From: "HoundDawg" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Subject: RE: [hlcoders] FileFarm - Community File
> Mirror Network
> Date: Fri, 17 Dec 2004 04:36:56 -0800
> Organization: DawgPaw Gaming Network
> Reply-To: [EMAIL PROTECTED]
>
> Yes, I have to agree, that WoW downloader is one of
> the worst solutions I've
> seen to date.
>
> One of the slickest file download/update systems
> I've seen, it he GuildWars
> one.  The initial game download is very, very small
> and quick.  Then, it
> downloads what it thinks you need just before you
> need it, while you are
> playing what has already been downloaded.  Any game
> updates are sent in the
> background and are implemented while you keep
> playing.  I really never would
> have believed it or liked the concept if I hadn't
> experienced it.  Lag?  I
> never noticed any, at all.  This is coming from an
> MMORPG that hasn't even
> released yet.
>
> - HoundDawg
>
>
> > Yea, lets have a rerun of the Blizzard downloader,
> where it
> > works in the
> > torrent scheme and you upload more then you
> download (which actually
> > counts when your upload is metered [damn
> australia]).
> > The whole p2p thing has most likely been discussed
> and it definately
> > would cause a rather large uproar in the
> community.  I heard somewhere
> > that the original creator of bittorrent is working
> for valve now?  I'm
> > not sure how true that claim is, but aside from
> that, it probably
> > wouldn't go so great for Official downloads.
> Sure, for mods it'd be
> > good, but CS updates and stuff should remain on
> fast servers :/
> > And STEAM uses VGUI2 afaik.. so you won't be
> getting windows widgets
> > anytime soon =)
> >
> > - Bruce "Bahamut" Andrews
>
>
>
> --__--__--
>
> Message: 4
> Date: Fri, 17 Dec 2004 23:50:49 +1100
> From: "Bruce \"Bahamut\" Andrews"
> <[EMAIL PROTECTED]>
> To:  [EMAIL PROTECTED]
> Subject: Re: [hlcoders] FileFarm - Community File
> Mirror Network
> Reply-To: [EMAIL PROTECTED]
>
> Doesn't sound entirely 56k friendly, though that's
> an awesome idea.
> Luckily they designed the engine to be that
> flexible, hey =)
> I'd love to see a mmorpg on the HL2 engine, though
> that random company
> that leased it doesn't sound entirely too