[hlcoders] GetCurrentCommand() in CBasePlayer

2005-02-25 Thread Knifa
Hi everyone.
Does anyone know the equivalent of GetCurrentCommand() in CBasePlayer
for the HL2DM (or updated) SDK?
Thanks
--
Knifa
SourceForts
http://knd.org.uk/sourceforts/
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RE: [hlcoders] Source Control document

2005-02-25 Thread Mike Dussault
Try emailing Perforce tech support. You should be allowed 2 users and
any number of clientspecs, so I don't know why you'd be getting license
spam.

The source control doc tells how to setup both the client and the server
on a machine. If you want to setup a separate client-only machine, I
sent info on that few emails back:

"
If you're setting up a separate client to connect to the perforce
server, then you need to:

1. In Settings->Options, under p4 port, give it the IP of the machine
that the perforce server is on.
2. Create a new clientspec by going ClientSpec->New, then give it any
name. In the next dialog, under View, enter:

 //depot/LocalModCode/... //[whatever name you want]/...

example: //depot/LocalModCode/... //BobsMachine/...

Then you can sync and work using the clientspec you just created (and
you'll be working in the //depot/LocalModCode codeline).
"

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Friday, February 25, 2005 4:20 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source Control document

Well i got everything working but the license thing has me a little
stumped keeps coming with exceeded license and I am the only user using
the software?

I would image the steps that valve provided are for the server side?
Is there any help setting up client side? Or possibly a few tips :P

r00t 3:16
CQC Gaming
www.cqc-gaming.com


- Original Message -
From: "Ben Davison" <[EMAIL PROTECTED]>
To: 
Sent: Friday, February 25, 2005 6:10 PM
Subject: Re: [hlcoders] Source Control document


> Gives me the error, Cannont add filenames with wildcards [EMAIL PROTECTED] in
> them, use -f to force add.
>
> I'm gonna try force adding them
>
>
> On Fri, 25 Feb 2005 14:48:07 -0800, Mike Dussault
> <[EMAIL PROTECTED]> wrote:
>> Maybe it's because it's doing a p4.exe for each file. Try this, and
>> it'll only run p4.exe for each directory:
>>
>> for /D /R %i in (*.*) do @p4 add "%i\*.*"
>>
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Ben
>> Davison
>> Sent: Friday, February 25, 2005 2:34 PM
>> To: hlcoders@list.valvesoftware.com
>> Subject: Re: [hlcoders] Source Control document
>>
>> I'll try that.
>>
>> It's weird because it adds about half the files then spams that
error.
>>
>> On Fri, 25 Feb 2005 14:27:43 -0800, Mike Dussault
>> <[EMAIL PROTECTED]> wrote:
>> > Haven't seen that one before. It looks like either your sockets are

>> > not getting released by Perforce correctly, or it doesn't know
>> > which IP address to use to connect to your server.
>> >
>> > You could try setting the p4port environment variable to
>> > localhost:1666 or [your ip address]:1666 and see if that fixes it.
>> > Also try searching their tech notes:
>> > http://www.perforce.com/perforce/technotes.html
>> >
>> > -Original Message-
>> > From: [EMAIL PROTECTED]
>> > [mailto:[EMAIL PROTECTED] On Behalf Of Ben
>> > Davison
>> > Sent: Friday, February 25, 2005 12:22 PM
>> > To: hlcoders@list.valvesoftware.com
>> > Subject: Re: [hlcoders] Source Control document
>> >
>> > I have an error were I add the ValveSDKCode using the command line
>> > it will add most of the files then it will start spewing out this
error.
>> >
>> > Perforce Client Error:
>> > Connect To server failed check $p4port Connect :1666 :
>> > WSAEADDRINUSE
>> >
>> > Weird, it adds alot of files then spams that error.
>> >
>> > On Fri, 25 Feb 2005 14:52:42 -0500, r00t 3:16
>> > <[EMAIL PROTECTED]>
>> > wrote:
>> > > Nice on perforce I was working on this today for our mod.
>> > >
>> > > Couple of questions though (yes I know :P )
>> > >
>> > > I didn't see much mention for client side setup.
>> > > How do you go about setting up things on the client side?
>> > >
>> > > r00t 3:16
>> > > CQC Gaming
>> > > www.cqc-gaming.com
>> > > - Original Message -
>> > > From: "Ben Davison" <[EMAIL PROTECTED]>
>> > > To: 
>> > > Sent: Friday, February 25, 2005 2:04 PM
>> > > Subject: Re: [hlcoders] Source Control document
>> > >
>> > > > Very nice :)
>> > > >
>> > > > I installed perforce a while back and got a bit stuck, so
>> > > > hopefully this will help.
>> > > >
>> > > >
>> > > > On Fri, 25 Feb 2005 10:53:12 -0800, Mike Dussault
>> > > > <[EMAIL PROTECTED]> wrote:
>> > > >> This is a multi-part message in MIME format.
>> > > >> --
>> > > >> [ Picked text/plain from multipart/alternative ] There's a new

>> > > >> document up that describes how to use Perforce to ease the
>> > > >> process of integrating SDK changes into your codebase. Check
>> > > >> it out
>> > > >> here:
>> > > >>
>> > > >>
http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.
>> > > >> ht
>> > > >> ml
>> > > >>
>> > > >> --
>> > > >>
>> > > >> ___
>> > > >> To unsubscribe, edit your list preferences, or view the list
>> > > >> archives, please visit:
>> > > >> http://list.valvesoftware.com/mailman/li

Re: [hlcoders] Source Control document

2005-02-25 Thread r00t 3:16
Well i got everything working but the license thing has me a little stumped
keeps coming with exceeded license and I am the only user using the
software?
I would image the steps that valve provided are for the server side?
Is there any help setting up client side? Or possibly a few tips :P
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Ben Davison" <[EMAIL PROTECTED]>
To: 
Sent: Friday, February 25, 2005 6:10 PM
Subject: Re: [hlcoders] Source Control document

Gives me the error, Cannont add filenames with wildcards [EMAIL PROTECTED] in
them, use -f to force add.
I'm gonna try force adding them
On Fri, 25 Feb 2005 14:48:07 -0800, Mike Dussault
<[EMAIL PROTECTED]> wrote:
Maybe it's because it's doing a p4.exe for each file. Try this, and
it'll only run p4.exe for each directory:
for /D /R %i in (*.*) do @p4 add "%i\*.*"
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: Friday, February 25, 2005 2:34 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source Control document
I'll try that.
It's weird because it adds about half the files then spams that error.
On Fri, 25 Feb 2005 14:27:43 -0800, Mike Dussault
<[EMAIL PROTECTED]> wrote:
> Haven't seen that one before. It looks like either your sockets are
> not getting released by Perforce correctly, or it doesn't know which
> IP address to use to connect to your server.
>
> You could try setting the p4port environment variable to
> localhost:1666 or [your ip address]:1666 and see if that fixes it.
> Also try searching their tech notes:
> http://www.perforce.com/perforce/technotes.html
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ben
> Davison
> Sent: Friday, February 25, 2005 12:22 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Source Control document
>
> I have an error were I add the ValveSDKCode using the command line it
> will add most of the files then it will start spewing out this error.
>
> Perforce Client Error:
> Connect To server failed check $p4port Connect :1666 : WSAEADDRINUSE
>
> Weird, it adds alot of files then spams that error.
>
> On Fri, 25 Feb 2005 14:52:42 -0500, r00t 3:16 <[EMAIL PROTECTED]>
> wrote:
> > Nice on perforce I was working on this today for our mod.
> >
> > Couple of questions though (yes I know :P )
> >
> > I didn't see much mention for client side setup.
> > How do you go about setting up things on the client side?
> >
> > r00t 3:16
> > CQC Gaming
> > www.cqc-gaming.com
> > - Original Message -
> > From: "Ben Davison" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Friday, February 25, 2005 2:04 PM
> > Subject: Re: [hlcoders] Source Control document
> >
> > > Very nice :)
> > >
> > > I installed perforce a while back and got a bit stuck, so
> > > hopefully this will help.
> > >
> > >
> > > On Fri, 25 Feb 2005 10:53:12 -0800, Mike Dussault
> > > <[EMAIL PROTECTED]> wrote:
> > >> This is a multi-part message in MIME format.
> > >> --
> > >> [ Picked text/plain from multipart/alternative ] There's a new
> > >> document up that describes how to use Perforce to ease the
> > >> process of integrating SDK changes into your codebase. Check it
> > >> out
> > >> here:
> > >>
> > >> http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.
> > >> ht
> > >> ml
> > >>
> > >> --
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list
> > >> archives, please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >
> > >
> > > --
> > > - Ben Davison
> > > - http://www.shadow-phoenix.com
> > >
> > > ___
> > > 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
> >
> >
>
> --
> - Ben Davison
> - http://www.shadow-phoenix.com
>
> ___
> 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
>
>
--
- Ben Davison
- http://www.shadow-phoenix.com
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Re: [hlcoders] Source Control document

2005-02-25 Thread Ben Davison
Gives me the error, Cannont add filenames with wildcards [EMAIL PROTECTED] in
them, use -f to force add.

I'm gonna try force adding them


On Fri, 25 Feb 2005 14:48:07 -0800, Mike Dussault
<[EMAIL PROTECTED]> wrote:
> Maybe it's because it's doing a p4.exe for each file. Try this, and
> it'll only run p4.exe for each directory:
>
> for /D /R %i in (*.*) do @p4 add "%i\*.*"
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
> Sent: Friday, February 25, 2005 2:34 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Source Control document
>
> I'll try that.
>
> It's weird because it adds about half the files then spams that error.
>
> On Fri, 25 Feb 2005 14:27:43 -0800, Mike Dussault
> <[EMAIL PROTECTED]> wrote:
> > Haven't seen that one before. It looks like either your sockets are
> > not getting released by Perforce correctly, or it doesn't know which
> > IP address to use to connect to your server.
> >
> > You could try setting the p4port environment variable to
> > localhost:1666 or [your ip address]:1666 and see if that fixes it.
> > Also try searching their tech notes:
> > http://www.perforce.com/perforce/technotes.html
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Ben
> > Davison
> > Sent: Friday, February 25, 2005 12:22 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Source Control document
> >
> > I have an error were I add the ValveSDKCode using the command line it
> > will add most of the files then it will start spewing out this error.
> >
> > Perforce Client Error:
> > Connect To server failed check $p4port Connect :1666 : WSAEADDRINUSE
> >
> > Weird, it adds alot of files then spams that error.
> >
> > On Fri, 25 Feb 2005 14:52:42 -0500, r00t 3:16 <[EMAIL PROTECTED]>
> > wrote:
> > > Nice on perforce I was working on this today for our mod.
> > >
> > > Couple of questions though (yes I know :P )
> > >
> > > I didn't see much mention for client side setup.
> > > How do you go about setting up things on the client side?
> > >
> > > r00t 3:16
> > > CQC Gaming
> > > www.cqc-gaming.com
> > > - Original Message -
> > > From: "Ben Davison" <[EMAIL PROTECTED]>
> > > To: 
> > > Sent: Friday, February 25, 2005 2:04 PM
> > > Subject: Re: [hlcoders] Source Control document
> > >
> > > > Very nice :)
> > > >
> > > > I installed perforce a while back and got a bit stuck, so
> > > > hopefully this will help.
> > > >
> > > >
> > > > On Fri, 25 Feb 2005 10:53:12 -0800, Mike Dussault
> > > > <[EMAIL PROTECTED]> wrote:
> > > >> This is a multi-part message in MIME format.
> > > >> --
> > > >> [ Picked text/plain from multipart/alternative ] There's a new
> > > >> document up that describes how to use Perforce to ease the
> > > >> process of integrating SDK changes into your codebase. Check it
> > > >> out
> > > >> here:
> > > >>
> > > >> http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.
> > > >> ht
> > > >> ml
> > > >>
> > > >> --
> > > >>
> > > >> ___
> > > >> To unsubscribe, edit your list preferences, or view the list
> > > >> archives, please visit:
> > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >>
> > > >>
> > > >
> > > >
> > > > --
> > > > - Ben Davison
> > > > - http://www.shadow-phoenix.com
> > > >
> > > > ___
> > > > 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
> > >
> > >
> >
> > --
> > - Ben Davison
> > - http://www.shadow-phoenix.com
> >
> > ___
> > 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
> >
> >
>
> --
> - Ben Davison
> - http://www.shadow-phoenix.com
>
> ___
> 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
>
>


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

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To unsubscribe, edit your list preferences, or view the lis

RE: [hlcoders] Source Control document

2005-02-25 Thread Mike Dussault
Maybe it's because it's doing a p4.exe for each file. Try this, and
it'll only run p4.exe for each directory:

for /D /R %i in (*.*) do @p4 add "%i\*.*"


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: Friday, February 25, 2005 2:34 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source Control document

I'll try that.

It's weird because it adds about half the files then spams that error.


On Fri, 25 Feb 2005 14:27:43 -0800, Mike Dussault
<[EMAIL PROTECTED]> wrote:
> Haven't seen that one before. It looks like either your sockets are
> not getting released by Perforce correctly, or it doesn't know which
> IP address to use to connect to your server.
>
> You could try setting the p4port environment variable to
> localhost:1666 or [your ip address]:1666 and see if that fixes it.
> Also try searching their tech notes:
> http://www.perforce.com/perforce/technotes.html
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ben
> Davison
> Sent: Friday, February 25, 2005 12:22 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Source Control document
>
> I have an error were I add the ValveSDKCode using the command line it
> will add most of the files then it will start spewing out this error.
>
> Perforce Client Error:
> Connect To server failed check $p4port Connect :1666 : WSAEADDRINUSE
>
> Weird, it adds alot of files then spams that error.
>
> On Fri, 25 Feb 2005 14:52:42 -0500, r00t 3:16 <[EMAIL PROTECTED]>
> wrote:
> > Nice on perforce I was working on this today for our mod.
> >
> > Couple of questions though (yes I know :P )
> >
> > I didn't see much mention for client side setup.
> > How do you go about setting up things on the client side?
> >
> > r00t 3:16
> > CQC Gaming
> > www.cqc-gaming.com
> > - Original Message -
> > From: "Ben Davison" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Friday, February 25, 2005 2:04 PM
> > Subject: Re: [hlcoders] Source Control document
> >
> > > Very nice :)
> > >
> > > I installed perforce a while back and got a bit stuck, so
> > > hopefully this will help.
> > >
> > >
> > > On Fri, 25 Feb 2005 10:53:12 -0800, Mike Dussault
> > > <[EMAIL PROTECTED]> wrote:
> > >> This is a multi-part message in MIME format.
> > >> --
> > >> [ Picked text/plain from multipart/alternative ] There's a new
> > >> document up that describes how to use Perforce to ease the
> > >> process of integrating SDK changes into your codebase. Check it
> > >> out
> > >> here:
> > >>
> > >> http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.
> > >> ht
> > >> ml
> > >>
> > >> --
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list
> > >> archives, please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >
> > >
> > > --
> > > - Ben Davison
> > > - http://www.shadow-phoenix.com
> > >
> > > ___
> > > 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
> >
> >
>
> --
> - Ben Davison
> - http://www.shadow-phoenix.com
>
> ___
> 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
>
>


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

___
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please visit:
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Re: [hlcoders] Making sparks with g_pEffects

2005-02-25 Thread Hasan Aljudy
I don't really know, but one thing I would think if is: are you sure
that ( tr.endpos ) is where you think it is? try to use the debug
overlays or something like that to make sure of it...


On Fri, 25 Feb 2005 22:21:09 +, Knifa <[EMAIL PROTECTED]> wrote:
> Server-side and Client-Side shared
> I've included IEffects.h
>
> I get no errors while compiling, but it doesn't show up in game.
> (If it matters, I'm using the HL2DM base code)
>
> >Are you doing it on the server or on the client? And have you included
> >all the appropriate files to make it all happen?
> >
> >
> >On Fri, 25 Feb 2005 22:10:35 +, Knifa <[EMAIL PROTECTED]> wrote:
> >
> >
> >>Hi all.
> >>
> >>I'm trying to make sparks using
> >> g_pEffects->Sparks( tr.endpos );
> >>
> >>In my weapon (which is based on the pistol) but it isn't created.
> >>The stunstick does it the same way when you switch to it and it works,
> >>but it doesn't work for me. Does anyone know why?
> >>--
> >>Knifa
> >>SourceForts
> >>http://knd.org.uk/sourceforts/
> >>
> >>___
> >>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
> >
> >
> >
> >
> >
> >
>
> --
> Knifa
> SourceForts
> http://knd.org.uk/sourceforts/
>
> ___
> 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] Source Control document

2005-02-25 Thread Ben Davison
I'll try that.

It's weird because it adds about half the files then spams that error.


On Fri, 25 Feb 2005 14:27:43 -0800, Mike Dussault
<[EMAIL PROTECTED]> wrote:
> Haven't seen that one before. It looks like either your sockets are not
> getting released by Perforce correctly, or it doesn't know which IP
> address to use to connect to your server.
>
> You could try setting the p4port environment variable to localhost:1666
> or [your ip address]:1666 and see if that fixes it. Also try searching
> their tech notes: http://www.perforce.com/perforce/technotes.html
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
> Sent: Friday, February 25, 2005 12:22 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Source Control document
>
> I have an error were I add the ValveSDKCode using the command line it
> will add most of the files then it will start spewing out this error.
>
> Perforce Client Error:
> Connect To server failed check $p4port
> Connect :1666 : WSAEADDRINUSE
>
> Weird, it adds alot of files then spams that error.
>
> On Fri, 25 Feb 2005 14:52:42 -0500, r00t 3:16 <[EMAIL PROTECTED]>
> wrote:
> > Nice on perforce I was working on this today for our mod.
> >
> > Couple of questions though (yes I know :P )
> >
> > I didn't see much mention for client side setup.
> > How do you go about setting up things on the client side?
> >
> > r00t 3:16
> > CQC Gaming
> > www.cqc-gaming.com
> > - Original Message -
> > From: "Ben Davison" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Friday, February 25, 2005 2:04 PM
> > Subject: Re: [hlcoders] Source Control document
> >
> > > Very nice :)
> > >
> > > I installed perforce a while back and got a bit stuck, so hopefully
> > > this will help.
> > >
> > >
> > > On Fri, 25 Feb 2005 10:53:12 -0800, Mike Dussault
> > > <[EMAIL PROTECTED]> wrote:
> > >> This is a multi-part message in MIME format.
> > >> --
> > >> [ Picked text/plain from multipart/alternative ] There's a new
> > >> document up that describes how to use Perforce to ease the process
> > >> of integrating SDK changes into your codebase. Check it out
> > >> here:
> > >>
> > >> http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.ht
> > >> ml
> > >>
> > >> --
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list
> > >> archives, please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >
> > >
> > > --
> > > - Ben Davison
> > > - http://www.shadow-phoenix.com
> > >
> > > ___
> > > 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
> >
> >
>
> --
> - Ben Davison
> - http://www.shadow-phoenix.com
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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RE: [hlcoders] Source Control document

2005-02-25 Thread Mike Dussault
If you're setting up a separate client to connect to the perforce
server, then you need to:

1. In Settings->Options, under p4 port, give it the IP of the machine
that the perforce server is on.
2. Create a new clientspec by going ClientSpec->New, then give it any
name. In the next dialog, under View, enter:

 //depot/LocalModCode/... //[whatever name you want]/...

example: //depot/LocalModCode/... //BobsMachine/...

Then you can sync and work using the clientspec you just created (and
you'll be working in the //depot/LocalModCode codeline).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Friday, February 25, 2005 11:53 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source Control document

Nice on perforce I was working on this today for our mod.

Couple of questions though (yes I know :P )

I didn't see much mention for client side setup.
How do you go about setting up things on the client side?

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Ben Davison" <[EMAIL PROTECTED]>
To: 
Sent: Friday, February 25, 2005 2:04 PM
Subject: Re: [hlcoders] Source Control document


> Very nice :)
>
> I installed perforce a while back and got a bit stuck, so hopefully
> this will help.
>
>
> On Fri, 25 Feb 2005 10:53:12 -0800, Mike Dussault
> <[EMAIL PROTECTED]> wrote:
>> This is a multi-part message in MIME format.
>> --
>> [ Picked text/plain from multipart/alternative ] There's a new
>> document up that describes how to use Perforce to ease the process of

>> integrating SDK changes into your codebase. Check it out
>> here:
>>
>> http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.html
>>
>> --
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
>
> --
> - Ben Davison
> - http://www.shadow-phoenix.com
>
> ___
> 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] Source Control document

2005-02-25 Thread Mike Dussault
Haven't seen that one before. It looks like either your sockets are not
getting released by Perforce correctly, or it doesn't know which IP
address to use to connect to your server.

You could try setting the p4port environment variable to localhost:1666
or [your ip address]:1666 and see if that fixes it. Also try searching
their tech notes: http://www.perforce.com/perforce/technotes.html

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: Friday, February 25, 2005 12:22 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source Control document

I have an error were I add the ValveSDKCode using the command line it
will add most of the files then it will start spewing out this error.

Perforce Client Error:
Connect To server failed check $p4port
Connect :1666 : WSAEADDRINUSE

Weird, it adds alot of files then spams that error.

On Fri, 25 Feb 2005 14:52:42 -0500, r00t 3:16 <[EMAIL PROTECTED]>
wrote:
> Nice on perforce I was working on this today for our mod.
>
> Couple of questions though (yes I know :P )
>
> I didn't see much mention for client side setup.
> How do you go about setting up things on the client side?
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
> - Original Message -
> From: "Ben Davison" <[EMAIL PROTECTED]>
> To: 
> Sent: Friday, February 25, 2005 2:04 PM
> Subject: Re: [hlcoders] Source Control document
>
> > Very nice :)
> >
> > I installed perforce a while back and got a bit stuck, so hopefully
> > this will help.
> >
> >
> > On Fri, 25 Feb 2005 10:53:12 -0800, Mike Dussault
> > <[EMAIL PROTECTED]> wrote:
> >> This is a multi-part message in MIME format.
> >> --
> >> [ Picked text/plain from multipart/alternative ] There's a new
> >> document up that describes how to use Perforce to ease the process
> >> of integrating SDK changes into your codebase. Check it out
> >> here:
> >>
> >> http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.ht
> >> ml
> >>
> >> --
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> >
> > --
> > - Ben Davison
> > - http://www.shadow-phoenix.com
> >
> > ___
> > 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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- http://www.shadow-phoenix.com

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Re: [hlcoders] Making sparks with g_pEffects

2005-02-25 Thread Teddy
Are you doing it on the server or on the client? And have you included
all the appropriate files to make it all happen?


On Fri, 25 Feb 2005 22:10:35 +, Knifa <[EMAIL PROTECTED]> wrote:
> Hi all.
>
> I'm trying to make sparks using
>  g_pEffects->Sparks( tr.endpos );
>
> In my weapon (which is based on the pistol) but it isn't created.
> The stunstick does it the same way when you switch to it and it works,
> but it doesn't work for me. Does anyone know why?
> --
> Knifa
> SourceForts
> http://knd.org.uk/sourceforts/
>
> ___
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> visit:
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Re: [hlcoders] Making sparks with g_pEffects

2005-02-25 Thread Knifa
Server-side and Client-Side shared
I've included IEffects.h
I get no errors while compiling, but it doesn't show up in game.
(If it matters, I'm using the HL2DM base code)
Are you doing it on the server or on the client? And have you included
all the appropriate files to make it all happen?
On Fri, 25 Feb 2005 22:10:35 +, Knifa <[EMAIL PROTECTED]> wrote:

Hi all.
I'm trying to make sparks using
g_pEffects->Sparks( tr.endpos );
In my weapon (which is based on the pistol) but it isn't created.
The stunstick does it the same way when you switch to it and it works,
but it doesn't work for me. Does anyone know why?
--
Knifa
SourceForts
http://knd.org.uk/sourceforts/
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--
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SourceForts
http://knd.org.uk/sourceforts/
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[hlcoders] Making sparks with g_pEffects

2005-02-25 Thread Knifa
Hi all.
I'm trying to make sparks using
g_pEffects->Sparks( tr.endpos );
In my weapon (which is based on the pistol) but it isn't created.
The stunstick does it the same way when you switch to it and it works,
but it doesn't work for me. Does anyone know why?
--
Knifa
SourceForts
http://knd.org.uk/sourceforts/
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Re: [hlcoders] Source Control document

2005-02-25 Thread Ben Davison
I have an error were I add the ValveSDKCode using the command line it
will add most of the files then it will start spewing out this error.

Perforce Client Error:
Connect To server failed check $p4port
Connect :1666 : WSAEADDRINUSE

Weird, it adds alot of files then spams that error.

On Fri, 25 Feb 2005 14:52:42 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> Nice on perforce I was working on this today for our mod.
>
> Couple of questions though (yes I know :P )
>
> I didn't see much mention for client side setup.
> How do you go about setting up things on the client side?
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
> - Original Message -
> From: "Ben Davison" <[EMAIL PROTECTED]>
> To: 
> Sent: Friday, February 25, 2005 2:04 PM
> Subject: Re: [hlcoders] Source Control document
>
> > Very nice :)
> >
> > I installed perforce a while back and got a bit stuck, so hopefully
> > this will help.
> >
> >
> > On Fri, 25 Feb 2005 10:53:12 -0800, Mike Dussault
> > <[EMAIL PROTECTED]> wrote:
> >> This is a multi-part message in MIME format.
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> There's a new document up that describes how to use Perforce to ease the
> >> process of integrating SDK changes into your codebase. Check it out
> >> here:
> >>
> >> http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.html
> >>
> >> --
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> >
> > --
> > - Ben Davison
> > - http://www.shadow-phoenix.com
> >
> > ___
> > 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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- http://www.shadow-phoenix.com

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Re: [hlcoders] Source Control document

2005-02-25 Thread r00t 3:16
Nice on perforce I was working on this today for our mod.
Couple of questions though (yes I know :P )
I didn't see much mention for client side setup.
How do you go about setting up things on the client side?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Ben Davison" <[EMAIL PROTECTED]>
To: 
Sent: Friday, February 25, 2005 2:04 PM
Subject: Re: [hlcoders] Source Control document

Very nice :)
I installed perforce a while back and got a bit stuck, so hopefully
this will help.
On Fri, 25 Feb 2005 10:53:12 -0800, Mike Dussault
<[EMAIL PROTECTED]> wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
There's a new document up that describes how to use Perforce to ease the
process of integrating SDK changes into your codebase. Check it out
here:
http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.html
--
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Re: [hlcoders] New Mod Directory on Visual C++ 2003 .NET

2005-02-25 Thread Jeffrey \"botman\" Broome
Andre Bandarra wrote:
No luck on these ones. Every modification is made on the existing
files on the existing directories. O want to create a new directory.
There is no "existing files".  You create your mod (MYMOD) using the
Steam "Create a Mod" button...
http://wiki.bots-united.com/index.php/Getting_started_with_the_Source_SDK
--
Jeffrey "botman" Broome
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Re: [hlcoders] Source Control document

2005-02-25 Thread Ben Davison
Very nice :)

I installed perforce a while back and got a bit stuck, so hopefully
this will help.


On Fri, 25 Feb 2005 10:53:12 -0800, Mike Dussault
<[EMAIL PROTECTED]> wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> There's a new document up that describes how to use Perforce to ease the
> process of integrating SDK changes into your codebase. Check it out
> here:
>
> http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.html
>
> --
>
> ___
> 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] Source Control document

2005-02-25 Thread Mike Dussault
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
There's a new document up that describes how to use Perforce to ease the
process of integrating SDK changes into your codebase. Check it out
here:

http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.html



--

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Re: [hlcoders] New Mod Directory on Visual C++ 2003 .NET

2005-02-25 Thread Andre Bandarra
No luck on these ones. Every modification is made on the existing
files on the existing directories. O want to create a new directory.

On Fri, 25 Feb 2005 13:23:52 -0500, Rice, Rick
<[EMAIL PROTECTED]> wrote:
> Try the following references:
> http://www.hl2coding.com/wiki/
> http://www.hl2world.com/wiki/index.php/Main_Page
> http://www.sourcewiki.org/wiki/index.php/Main_Page
> and of course:
> http://collective.valve-erc.com/
>
> Everything you need is there. good luck.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Andre Bandarra
> Sent: Friday, February 25, 2005 1:01 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] New Mod Directory on Visual C++ 2003 .NET
>
> Hello everyone!
> Sorry if i am asking a stupid question, but i am a newbie at VC++ 2003 .NET.
> Let me explain what i want.
>
> So.. there are basically 3 MOD options inside the SDK. HL2, HL2DM and
> SDK. As i wanted to keep my MOD organized, i wanted to created a new
> one, called MYMOD and copy the files under SDK into it, them compile
> using the code in MYMOD.
> But then i dont know how to make the compiler compile the files inside
> MYMOD. Can anybody help me? I know it is possible because there are
> SDK, HL2 and HL2DM. I
>
> Thanks
>
> ___
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> please visit:
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RE: [hlcoders] New Mod Directory on Visual C++ 2003 .NET

2005-02-25 Thread Rice, Rick
Try the following references:
http://www.hl2coding.com/wiki/
http://www.hl2world.com/wiki/index.php/Main_Page
http://www.sourcewiki.org/wiki/index.php/Main_Page
and of course:
http://collective.valve-erc.com/

Everything you need is there. good luck.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andre Bandarra
Sent: Friday, February 25, 2005 1:01 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] New Mod Directory on Visual C++ 2003 .NET

Hello everyone!
Sorry if i am asking a stupid question, but i am a newbie at VC++ 2003 .NET.
Let me explain what i want.

So.. there are basically 3 MOD options inside the SDK. HL2, HL2DM and
SDK. As i wanted to keep my MOD organized, i wanted to created a new
one, called MYMOD and copy the files under SDK into it, them compile
using the code in MYMOD.
But then i dont know how to make the compiler compile the files inside
MYMOD. Can anybody help me? I know it is possible because there are
SDK, HL2 and HL2DM. I

Thanks

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[hlcoders] New Mod Directory on Visual C++ 2003 .NET

2005-02-25 Thread Andre Bandarra
Hello everyone!
Sorry if i am asking a stupid question, but i am a newbie at VC++ 2003 .NET.
Let me explain what i want.

So.. there are basically 3 MOD options inside the SDK. HL2, HL2DM and
SDK. As i wanted to keep my MOD organized, i wanted to created a new
one, called MYMOD and copy the files under SDK into it, them compile
using the code in MYMOD.
But then i dont know how to make the compiler compile the files inside
MYMOD. Can anybody help me? I know it is possible because there are
SDK, HL2 and HL2DM. I

Thanks

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Re: [hlcoders] Resetting entites on round restart.

2005-02-25 Thread Ben Davison
Thanks :)

Hrmmm I keep getting undeclared identifier, intellisense shows up that
I can use gEntList, I have included baseentity.h and entitylist.h.

Very strange.


On Fri, 25 Feb 2005 01:10:41 -, Chris Janes
<[EMAIL PROTECTED]> wrote:
> Ok, I got this sorted (pretty much) recently - it may not be the tidiest way
> of doing it, but it works!
>
> What I did was create a filter class (I found it while looking through the
> verc forums -
> http://www.chatbear.com/board.plm?a=viewthread&t=549,1104207081,14733&b=4991
> &id=767996&v=flatold&s=20) which lets me track the entities that I want to
> *keep* through a restart. Once I had that, I needed access to the list of
> entities that the current map contains, which is as far as I can tell, only
> available when the map loads, so I put in a couple of extra procedures in
> the IGameSystem class (a global singleton interface to the game rules).
> These let me cache a copy of the entity list from
> CServerGameDLL::LevelInit_ParseAllEntities() (found in
> sdk_gameinterface.cpp).
>
> With that information, I was able to loop through all the entities, check if
> I they needed deleting - use UTIL_Remove on them to do so. Once the entity
> list was clear, I call MapEntity_ParseAllEntities with the map entity list
> and the filter. Then it's just a case of calling the spawn function on the
> players.
>
> A full list of the changes - new procedures etc can be found here :
> http://www.hidden-source.com/round-restart.php
>
> One thing to note, it doesn't remove decals or debris, I assume they're
> temporary effects on the client side - not that big a deal.
>
> Ging
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
> Sent: 24 February 2005 23:35
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Resetting entites on round restart.
>
> I belive mapenties.h is a start, but I would like to hear frm people who
> have already done it or done work on it.
>
> I'm having a hard time getting my head around it.
>
> On Thu, 24 Feb 2005 15:19:04 -0800, Stephen Micheals
> <[EMAIL PROTECTED]> wrote:
> > Im also interested on how to do this.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> --
> - Ben Davison
> - http://www.shadow-phoenix.com
>
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Re: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-25 Thread Knifa
Okay, I noticed that if I remove the EF_NODRAW effect flag, it works
okay. The player still sticks inside it though.
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Would the collsion group code I was given stop the player from colliding
with it already or would I need to add something to it?

You can't hit it with a trace if it's SOLID_NONE.  The collision group
thing should keep all other traces/physics from hitting it.  Players can
definitely walk through SOLID_BSP entities as long as their collision
groups don't collide.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Knifa
Sent: Friday, February 25, 2005 8:00 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting a trace to hit off a non solid entity
It all works (and the way I had it before it worked too)
I need to know how to get the trace to hit the entity even
when it's NOT solid (with SOLID_NONE) It works if you make it
SOLID_BSP, but a player can't walk through that and things can't move


But this doesn't work, it still hits it.



So you also need a case for collision groups lower than the brush's
collision group:
if ( collisionGroup1 == COLLISION_GROUP_FORTSITE_TEAM1 ||
collisionGroup1 == COLLISION_GROUP_FORTSITE_TEAM2 )
return false;
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Re: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-25 Thread Knifa
This is a multi-part message in MIME format.
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[ Picked text/plain from multipart/alternative ]
Would the collsion group code I was given stop the player from colliding
with it already or would I need to add something to it?

>You can't hit it with a trace if it's SOLID_NONE.  The collision group
>thing should keep all other traces/physics from hitting it.  Players can
>definitely walk through SOLID_BSP entities as long as their collision
>groups don't collide.
>
>
>
>
>>-Original Message-
>>From: [EMAIL PROTECTED]
>>[mailto:[EMAIL PROTECTED] On Behalf Of Knifa
>>Sent: Friday, February 25, 2005 8:00 AM
>>To: hlcoders@list.valvesoftware.com
>>Subject: Re: [hlcoders] Getting a trace to hit off a non solid entity
>>
>>It all works (and the way I had it before it worked too)
>>
>>I need to know how to get the trace to hit the entity even
>>when it's NOT solid (with SOLID_NONE) It works if you make it
>>SOLID_BSP, but a player can't walk through that and things can't move
>>
>>
>>
>But this doesn't work, it still hits it.
>
>
>
>
>>>So you also need a case for collision groups lower than the brush's
>>>collision group:
>>> if ( collisionGroup1 == COLLISION_GROUP_FORTSITE_TEAM1 ||
>>>collisionGroup1 == COLLISION_GROUP_FORTSITE_TEAM2 )
>>> return false;
>>>
>>>
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>>>To unsubscribe, edit your list preferences, or view the list
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>>>
>>archives, please visit:
>>
>>
>>>http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>--
>>Knifa
>>SourceForts
>>http://knd.org.uk/sourceforts/
>>
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>>
>>
>>
>
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>
>
>
>
>
>

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RE: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-25 Thread Jay Stelly
You can't hit it with a trace if it's SOLID_NONE.  The collision group
thing should keep all other traces/physics from hitting it.  Players can
definitely walk through SOLID_BSP entities as long as their collision
groups don't collide.


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Knifa
> Sent: Friday, February 25, 2005 8:00 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Getting a trace to hit off a non solid entity
>
> It all works (and the way I had it before it worked too)
>
> I need to know how to get the trace to hit the entity even
> when it's NOT solid (with SOLID_NONE) It works if you make it
> SOLID_BSP, but a player can't walk through that and things can't move
>
> >>>But this doesn't work, it still hits it.
> >>>
> >>>
> >
> >So you also need a case for collision groups lower than the brush's
> >collision group:
> > if ( collisionGroup1 == COLLISION_GROUP_FORTSITE_TEAM1 ||
> >collisionGroup1 == COLLISION_GROUP_FORTSITE_TEAM2 )
> > return false;
> >
> >
> >___
> >To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> >
> >
> >
>
> --
> Knifa
> SourceForts
> http://knd.org.uk/sourceforts/
>
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Re: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-25 Thread Knifa
It all works (and the way I had it before it worked too)
I need to know how to get the trace to hit the entity even when it's NOT
solid (with SOLID_NONE)
It works if you make it SOLID_BSP, but a player can't walk through that
and things can't move
But this doesn't work, it still hits it.

So you also need a case for collision groups lower than the brush's
collision group:
if ( collisionGroup1 == COLLISION_GROUP_FORTSITE_TEAM1 ||
collisionGroup1 == COLLISION_GROUP_FORTSITE_TEAM2 )
return false;
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Re: [hlcoders] RE: Making code compatable with converted HLDM models

2005-02-25 Thread Draco
Thanks! I'll try this tomorow, maybe I'll have GMan walking soon.
Anyone know how I would go about getting the little guy rag dolling
properly?


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Re: [hlcoders] unloading plugins, playerinfomanager and cvars

2005-02-25 Thread Maarten van der Zwaart
On Thu, Feb 24, 2005 at 08:34:58PM +0200, disq wrote:
>   3. The code seems to crash if i register more than one CVAR, but i'm
>   still investigating that. Code is like this:
>
> static ConVar myp_cvar1("myp_cvar1", "", FCVAR_PLUGIN | FCVAR_PROTECTED, 
> "first cvar");
> static ConVar myp_cvar2("myp_cvar2", 1, FCVAR_PLUGIN | FCVAR_PROTECTED, 
> "second cvar"); //crash here!

You pass an integer to the constructor of the second, it should be a
string, like the first one.

Maarten

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Re: [hlcoders] Help with HL1 SPR file format

2005-02-25 Thread Rodrigo 'r2d2rigo' Diaz
Thanks, I discovered that thing a while ago! Sprite data are
references to palette colours, and I thought they were RGB triplets :)


On Thu, 24 Feb 2005 21:00:42 +, Philip Searle
<[EMAIL PROTECTED]> wrote:
> Rodrigo 'r2d2rigo' Diaz wrote:
> > Hi, I want to load a SPR file to use it as a texture in one OpenGL
> > program. I have based my code from the one in sprgen.c. For testing,
> > I'm using a single frame 256*256 sprite, and I follow this order for
> > reading the data:
> > -1 struct dsprite_t (sprite header)
> > -1 short (# of palette indexes - 256)
> > -256 bytes (colours of the palette indexes)
> > -1 struct spriteframetype_t (frame type - single or multiple)
> > -1 struct dspriteframe_t (sprite frame header)
> > -dspriteframe_t->height*dspriteframe_t->width bytes (height*width
> > bytes - sprite frame data)
> > And then I create the texture with glTexImage2D. The problem is the
> > final texture gets messy; did I miss something? Is there any
> > documentation about SPR file format?
>
> I'm not sure whether this was a typo, but the palette is actually 256*3
> bytes (red, green and blue).
>
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[hlcoders] RE: Making code compatable with converted HLDM models

2005-02-25 Thread Jose Luis Gonzalez
Look here:

http://forums.thewavelength.net/index.php?showtopic=11309

You need to extract the model_anims.mdl from Half life 2 Deathmatch CGF.

Put in your mod like HL2DM, i hope it works too for gman :)



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