Re: [hlcoders] Light entities
You need to know which light it is you want to turn on and off. In your code, you are trying to toggle a light you reference with "CLight", but thats an unidentified variable. Use the GET_ENTITY_BY_STRING or similar functions to get a pointer to the entity. -av Rob z wrote: > ok im not the best of coders sooo a lil more help would be nice after > looking at what botman wrote and reading through some code about the > GetClassPtr() function i was hoping this would work ( to test i am putting > the code in the client command function ) > > CBaseEntity *pLight = NULL; > pLight = GetClassPtr( (CLight *)NULL ); > pLight->Use(NULL, NULL, USE_TOGGLE, 0); // toggle on or off > > but it returns me some errors that im not very sure what to do to solve. can > anyone help? > error C2065: 'CLight' : undeclared identifier > : error C2059: syntax error : ')' > > i think that CLight is the wrong thing to put to find the light entity but i > have no idea what to put :( > > _ > Join the worlds largest e-mail service with MSN Hotmail. > http://www.hotmail.com > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server-side GetAttachment/GetBonePosition bug
Well, I think the solution to ALL of your life problems is described in these steps: [ Steps removed by Administrator: Classified ] Just do those things and you will be fine! -av Skyler York wrote: > [ Converted text/html to text/plain ] > > That's an odd problem. I have experience using attachments serverside, and > they've always returned the correct positions for me when working with NPC > models. I assume you are using the player entity, so it must be something > special with the player for whatever reason (I would download the AVIs but my > 56k is crap). > >From: "Georges Giroux" > >Reply-To: [EMAIL PROTECTED] > >To: > >Subject: [hlcoders] Server-side GetAttachment/GetBonePosition bug > >Date: Fri, 17 May 2002 21:12:18 -0400 > > > >Hi there, > > > >I don't know if anyone can give me a hand, I've been searching for answers > >for months to this to no avail, I've tried the mailing list a few months > >back and > >no help there either. > > > >I'm having a hard time figuring out why GetAttachment and GetBonePosition on > >the server-side > >never returns the proper coordinates. Now I am not using any custom > >blending, > >so it cannot be a problem of server-side blending (right?). > > > >Here are some movies: > >These two shows GetAttachment from the server-side. I call it every frame of > >animation of the swing > >from the base of the model's hand to the tip of the sword. > >http://gladiator.lan-gaming.com/tmp/server_swing_01.avi > >http://gladiator.lan-gaming.com/tmp/server_swing_02.avi > > > >Here is GetAttachment from the client-side, we can see that it works > >perfectly, so it's not > >a problem with the model. > >http://gladiator.lan-gaming.com/tmp/swordtrail.avi > > > >Does anyone have any ideas? Does GetAttachment work at all on the > >server-side? > >Thanks a bunch, I really appreciate it, > > > >Georges > > > >-- > >Project Lead/Coder > >Gladiator mod > >[EMAIL PROTECTED] > >ICQ: 11425443 > >http://gladiator.lan-gaming.com > > > >___ > >To unsubscribe, edit your list preferences, or view the list archives, please > visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > -------------- > Chat with friends online, try MSN Messenger: Click Here[1] > > ===References:=== > 1. http://g.msn.com/1HM305401/43 > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Third person player / Developer mode
As far as i know, this developer problem only happens in single-player mode. So if you are not making a single-player mod, i wouldn't worry about it. -av _Phantom_ wrote: > from the problems we had with Erads with regarding models from what I can > tell the server uses the model.mdl for all its' calcs and unless ya tell it > otherwise the client uses the same model (this played merry hell when we was > using oversized hulls for the large robots as the hit boxes was all out) > > you dont need to precache all the models for that switch using the > SET_MODEL() stuff you have below as it's a client side thing and doesnt seam > to need it (well, we dont have anything other than model.mdl and robo.mdl > being cached server side and we can still use the standard HL model skins > (zombie etc) and they aint cached anywhere, we was even using robo.mdl > without precaching it pre-hitbox fix) > > Anyways, as far as I can tell this is the code setup we have : > > CBasePlayer::Spawn(..) > { > ... > // note - player model setup here - change it > if (m_iPlayerClass == CLASS_ERAD) > { > SET_MODEL(ENT(pev), "models/player/robo/robo.mdl"); > } > else > { > SET_MODEL(ENT(pev), "models/player.mdl"); > } > g_ulModelIndexPlayer = pev->modelindex; > pev->sequence = LookupActivity( ACT_IDLE ); > ... > } > and called from the gamerules playerspawn() function we have the > EquipPlayer() fucntion which sets the model depending on which class you are > : > For Erads : > g_engfuncs.pfnSetClientKeyValue( pPlayer->entindex(), > g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", "robo" ); > For Humans (depending on class): > g_engfuncs.pfnSetClientKeyValue( pPlayer->entindex(), > g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", "merc" ); > g_engfuncs.pfnSetClientKeyValue( pPlayer->entindex(), > g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", "zombie" ); > g_engfuncs.pfnSetClientKeyValue( pPlayer->entindex(), > g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", "hgrunt" ); > g_engfuncs.pfnSetClientKeyValue( pPlayer->entindex(), > g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", "hgrunt" ); > > admitaly I never tried this with either devloper 1 or devloper 0 in place > (unless -dev does it ;), however this all shows the correct models when the > player is pushed into third person mode, so if you have basicaly the same > I'd guess you've goofed something somewhere > > - Original Message - > From: "David Flor" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Saturday, May 18, 2002 2:18 AM > Subject: RE: [hlcoders] Third person player / Developer mode > > > But doesn't that assume you set the model yourself with the "SET_MODEL" > > command, and precache it? > > > > What I'm trying to avoid is precaching ALL of our player models, which > > would mean: > > 1) Only server-defined player models could be used. This isn't an issue > > because I restrict the models client-side anyway through model > > encryption. > > 2) It would take up 40+Mb of memory for models that it never use. > > > > Right now my code does: > > > > char *szModel = "paladin"; // For instance... > > SET_MODEL( ENT(pev), "models/player.mdl" ); > > g_engfuncs.pfnSetClientKeyValue( entindex(), > > g_engfuncs.pfnGetInfoKeyBuffer( edict() ), "model", szModel ); > > > > ...but what does that have to do with "developer 0"? > > > > For the record, I set a breakpoint inside the client-side rendering code > > and, sure enough, "model/player.mdl" is the entity being rendered. Is > > this some safety feature in Half-Life? > > > > Tnx & Rgds... > > David Flor > > Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/ > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Anti-cheat code in mods
I have an idea! Why dont they make HL so that the clients all run server-side, and it just sends a series of screenshots to you. That way no hacks would work!! Also, HL could be played in a web browser!!! AHA but this is my idea so I will go sell it to Valve and make millions!!! -Av Dynerman David M wrote: > Security by obscurity, huh? > > Being a coding forum, it's pretty appropriate that someone would post > that (in a negative light) > > What's more effective - hiding the hw.dll loads and hoping hackers don't > find it, or getting an inside scoop on WHAT they're doing (including > source code) and coding some real protection? > > david > > -Original Message- > From: David Flor [mailto:[EMAIL PROTECTED]] > Sent: Saturday, April 27, 2002 2:13 PM > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Anti-cheat code in mods > > And now that the cheat code references have been posted on this thread > for all the world to see, I'm sure we can thank you for the wonderful > gaming experiences we will now have... > > Christ, people; if you've found an exploit, don't post it or links to > cheat sources on a PUBLIC LIST!!! > > "Common sense is not so common..." > > Tnx & Rgds... > David "Nighthawk" Flor - [EMAIL PROTECTED] > Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/ > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED]] On Behalf Of Tom > Sent: Saturday, April 27, 2002 4:56 AM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] Anti-cheat code in mods > > lol, another one of valves "great" systems bites the dust within a week > > - Original Message - > From: "Jonah Sherman" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Saturday, April 27, 2002 7:28 AM > Subject: Re: [hlcoders] Anti-cheat code in mods > > > The "protection of client.dll" is nothing more than a RC4-hybrid which > > > is easy to find. entire loader: > > ... > > proof its not even a halfass fix: > > ... > > ___ > 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 -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam messes up Half-Life
Sorry, I meant to say colon. Not comma. Leon Hartwig wrote: > This is a multi-part message in MIME format. > -- > > From: [DRP]Avatar-X [mailto:[EMAIL PROTECTED]] > > Sent: Wednesday, April 24, 2002 10:41 PM > > > > 46 : 495254 : Mann auf Feuer > > 53 : 558185 : [BD]MaKaVeLi > > 43 : 46537 : Venom, Homeless Kitty > > 44 : 399677 : Ryan > > 38 : 42354 : Phut > > 52 : STEAM_0:3424 : ceown, Monk > > > > Now, my software parses this user list. It does this by looking for > > comma's. Note how > > each value is seperated by a comma. Now, also note how the uniqueID on > > the last line > > also has a comma in it. See a problem? > > I don't see a comma in the uniqueID of the last player. Steam IDs are all > in the form of STEAM_#:# where the first # is a 16-bit unsigned int and the > second # is a 64-bit unsigned int. > > -- > [ winmail.dat of type application/ms-tnef deleted ] > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Steam messes up Half-Life
I was looking at the list of players in my server and suddenly noticed that a bunch of them had really wierd UniqueID's. Here: 46 : 495254 : Mann auf Feuer 53 : 558185 : [BD]MaKaVeLi 43 : 46537 : Venom, Homeless Kitty 44 : 399677 : Ryan 38 : 42354 : Phut 52 : STEAM_0:3424 : ceown, Monk Now, my software parses this user list. It does this by looking for comma's. Note how each value is seperated by a comma. Now, also note how the uniqueID on the last line also has a comma in it. See a problem? Changing my code is relatively easy, but this problem should not even have happened in the first place. Another thing i notice is that the number... 3424.. is NOT "ceown" 's original uniqueID number. This means that banlists are now useless, anyone that was previously banned can now join again at ease. Any comments, valve? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] QWERTY -> AZERTY
GERMANY > ALL ;) Marcelo de Paula Bezerra wrote: > This keyboard layout thing, is a common complaint about Tracker too. > Maybe they will fix it one day. > > On Tue, 2002-04-16 at 09:27, Tom wrote: > > "As you might know, in Europe (France for me :) ), we haven't the same > > keyboard as you, in England or America" > > > > i always thought we were in europe! :) > > > > > > - Original Message - > > From: "Cortex" <[EMAIL PROTECTED]> > > To: <[EMAIL PROTECTED]> > > Sent: Tuesday, April 16, 2002 8:10 AM > > Subject: [hlcoders] QWERTY -> AZERTY > > > > > > > As you might know, in Europe (France for me :) ), we haven't the same > > > keyboard as you, in England or America... Instead of "QWERTY", our 6 first > > > letters at the bottom left of the keyboard are "AZERTY". > > > > > > However, in HL our keyboard acts as if it's an american keyboard... Then, > > to > > > type "a" at the console, we have to hit the "q" key... It's not really a > > > handicap but it's annoying... > > > > > > Now, my question :) "How could I convert the QWERTY keyboard to an > > "AZERTY" > > > keyboard" (game dll ?? client dll ?? an other little app ?? ). A french > > > program (HLKeyFr) has managed to do what I want but I can't include it in > > my > > > mod. Moreover, I'd be glad not to use the program of another one in my > > > mod... > > > > > > - Cortex : mapper & coder www.hlalbator.fr.st > > > > > > > > > ___ > > > 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 -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] Compiling the SDk
Sigh... everyone and their windows advice... "REFORMAT! REFORMAT!" First, get windows 2000. not XP, not 98, not ME. Second, CONTRARY TO POPULAR BELIEF, you DONT need to wipe your whole HD. Just kill off the "Windows" folder, and re-install. All your apps will still be there in C:\program files -av Dynerman David M wrote: > I doubt you have Windows installed over the 11 partitions. > > In fact, your setup makes it EASIER to reformat. Just backup and wipe > the windows partition, and leave the other ones alone. > > Now on the other hand, if you had one 80gb partition, then you'd be > hosed because you'd have to reformat the entire thing. > > On a separate note, if you did need to backup 80 gigs, IMHO the best > solution is to buy a 20 or 40 gig drive, backup the stuff you need and > then blast the 80 gig. Cheaper then 2,000 CD-R's, and faster too. > > david > > -Original Message- > From: Philip (Fiber) [mailto:[EMAIL PROTECTED]] > Sent: Saturday, March 23, 2002 5:05 AM > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] [OT] Compiling the SDk > > I am already aware of the MS demons inside my PC, but read my last post. > > Good luck getting me to reformat, I got 80gigs (on 11 partitions) of > stuff with the only back-up medium being CD-R's (how screwed I am if > something trashes my HDD). Maybe I should get some sort of backup > system, h, a DVD-RAM could double as a backup drive AND a > DVD-burner. ;) > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED]] On Behalf Of botman > Sent: Friday, March 22, 2002 10:35 AM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] [OT] Compiling the SDk > > > Specifically the errors go like this - > > > > LINK : fatal error LNK2023: bad dll or entry point > > > 'msobj10.dll'!'?FCreateReader@IDebugSSectionReader@@SA_NPAEIPAPAV1@K@Z' > > Error executing link.exe. > > Dude! You've got demons or something inside your PC. :) > > Uninstall and reinstall MSVC or (even better), reformat your hard disk > and > reinstall Windows and all your apps again. > > Jeffrey "botman" Broome > > ___ > 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 -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half Life engine limitations.
The engine limits are there for a reason. I've hit pretty much every one of them... and every time i think "Dammit, what a stupid limit" but in retrospect it makes me redesign my map/model/sound/code/whatever so that it will fit in the limits. If there were no precache limit people would have a thousand models and it would take older computers 6 min to load. Limits are gd! -av Cale Dunlap wrote: > I'm hoping you don't precache that many, jesus. You played CStrike? The user > needs like, 384MB of ram to get into a server on a single try. The preaches > are so big and so many that it takes up so much time to precache for the > average user. Figured I'd just have ya consider that into whatever your > trying to do. Nothing more annoying than a complex mod precaching a billion > things and having the client time-out during connect. Be careful... the game > can also crash, I've had that expereince on computers with not enough ram to > handle the precaches. > > -Cale 'Mazor' Dunlap > > >From: "[DRP]Avatar-X" <[EMAIL PROTECTED]> > >Reply-To: [EMAIL PROTECTED] > >To: [EMAIL PROTECTED] > >Subject: Re: [hlcoders] Half Life engine limitations. > >Date: Sat, 16 Mar 2002 20:34:51 -0500 > > > >Well studiomdl.exe is coded for a max of a 2mb model, but i increased it to > >4mb and HL had no problem loading it. > > > >Max of 512 models, including map models (doors, triggers) and sprites > >Max of 512 sounds, including (i believe) things that are said with "speak" > > > >-av > > > >Christopher Long wrote: > > > > > This is a multi-part message in MIME format. > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > pheew third and final post. > > > > > > Just wondering what the half life engine can handle as far as precaching > >of models, sounds and sprites go. > > > > > > Is there a certain size limit a model can be ie 3Mb but like one would > >get that big. > > > Is there a limit as to how many models can be precached before no more > >can? > > > sounds i think i remember someone talking about this a while back 500 > >sounds or something? > > > > > > Also has anyone here got the source code to the old school scoreboard? > >(not sdk 1.0 one the sdk2.0 one) i think i remember there beind a time when > >there was the old school scoreboard but it had a vgui scroll element if > >there was more then 22 players or something so they'd fit and also the > >voice column added in? Was this ever around or am i imagining things? > > > > > > If someone has it around could they hook me up with the scorepanel.cpp > >and scorepanel.h Cause i kinda dislike the new ones look and wanna > >replace it with the old one. > > > > > > thanks in advance. > > > -- > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > >please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > >-- > >- > >[DRP]Avatar-X > >SillyZone Homepage: www.thesillyzone.com > >SillyZone Forums: forum.thesillyzone.com > >My Homepage: www.cyberwyre.com > > > > > >___ > >To unsubscribe, edit your list preferences, or view the list archives, > >please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > "Even in death, feelings carry on; love -- the ultimate power -- will stay > within me, as I will stay with thee." > -Me > > _ > Chat with friends online, try MSN Messenger: http://messenger.msn.com > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half Life engine limitations.
Well studiomdl.exe is coded for a max of a 2mb model, but i increased it to 4mb and HL had no problem loading it. Max of 512 models, including map models (doors, triggers) and sprites Max of 512 sounds, including (i believe) things that are said with "speak" -av Christopher Long wrote: > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > pheew third and final post. > > Just wondering what the half life engine can handle as far as precaching of models, >sounds and sprites go. > > Is there a certain size limit a model can be ie 3Mb but like one would get that big. > Is there a limit as to how many models can be precached before no more can? > sounds i think i remember someone talking about this a while back 500 sounds or >something? > > Also has anyone here got the source code to the old school scoreboard? (not sdk 1.0 >one the sdk2.0 one) i think i remember there beind a time when there was the old >school scoreboard but it had a vgui scroll element if there was more then 22 players >or something so they'd fit and also the voice column added in? Was this ever around >or am i imagining things? > > If someone has it around could they hook me up with the scorepanel.cpp and >scorepanel.h Cause i kinda dislike the new ones look and wanna replace it with >the old one. > > thanks in advance. > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] cvar/console message access from an external program.
Perhaps valve could implement a "reader API" that basically reads out whats going on in the game without giving specifics IE it would say "person A killed person B" but not say where they are or something. Would be pretty hard to use that to cheat. -av botman wrote: > > I really wanted to stay away from those. I hope I can make one that won't be > > detected by anticheats, or blocked in future HL versions.. > > H, I think that's exactly what Valve is trying to prevent. :) > > Jeffrey "botman" Broome > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] cvar/console message access from an external program.
I've been wracking my brain, and I think the only option that would work exactly like you want is to use a client-side hook DLL. -Av "Yacketta, Ronald" wrote: > I thought "condump" dumped everything tossed to the client console to > qconsole.log > Maybe this would be a bit cleaner for you to use? > > -Ron > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED]] On Behalf Of Kyle > McCulloch > Sent: Wednesday, March 13, 2002 3:51 AM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] cvar/console message access from an external > program. > > Client side. Clients can't seem to be able to generate log files, so > there are no log to read. Having my app work server side is useless > since the whole point is to display your personal stats on an lcd > display regardless of the mod or the server. > > - Original Message - > From: "Tom" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Wednesday, March 13, 2002 2:25 AM > Subject: Re: [hlcoders] cvar/console message access from an external > program. > > > tried reading the log files? > > > > > > - Original Message - > > From: "Kyle McCulloch" <[EMAIL PROTECTED]> > > To: <[EMAIL PROTECTED]> > > Sent: Wednesday, March 13, 2002 7:12 AM > > Subject: [hlcoders] cvar/console message access from an external > > program. > > > > > > > I'm trying to write a client side stats program that writes it's > > > output > to > > a > > > serial driven LCD screen (www.matrixorbital.com). My problem is > > > getting > > the > > > kill/death messages from HL. So far I've been useing 'condump', but > > > am > > very > > > unhappy with it, since I have to manually invoke it every time I > > > want my stats updated, and I get duplicate messages from it's lack > > > of time > > stamping. > > > I've also looked at condebug, but it doesn't save any server > > > messages to it's logs. I've also thought of using a dll hook (Such > > > as a heavily > > modified > > > OGC) but it may be detected as a cheat. > > > > > > Can anyone suggest some other ideas besides modifing client/mp dll's > > > > (I > > want > > > to use this with existing mods)? > > > > > > Thanks, > > > Kyle McCulloch > > > http://www.hekzbox.com > > > > > > PS: I hope this isn't off topic. I've had 0.0 luck finding resources > > > > for this subject. > > > > > > ___ > > > 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 > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD saytext.cpp question
I hate HL DM because it doesn't play a beep when someone talks, prompting you to look down at the speech. I immedialty placed the sound in a misc\ dir in my Valve folder for when I play HLDM -av Nicemice wrote: > PlaySound( "misc/talk.wav", 1 ); > > is an old Quake1 dinasour. ID called their "New Message Notify Sound" > talk.wav too and stored it in the sound/misc directory(.pak file). > > cu > Nicemice > www.creativelevels.de/spy - Spy & Assassinate - > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OT: what do langauge microsoft use for their apps?
As Far As I Know IMVHO, you make me ROFLMAO. BIAI -av Michael Shimmins wrote: > Blagh, this is annoying me, what does AFAIK stand for? > > Michael Shimmins > The Absconder Effect (http://www.tae-mod.com) > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED]]On Behalf Of Florian > Zschocke > Sent: Friday, 8 March 2002 9:40 AM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] OT: what do langauge microsoft use for their > apps? > > Simon Rose wrote: > > > > It always did my > > noodle that something could compile itself, if you see what I mean. Cool > > though. > > It's called bootstrapping and every compiler does it. You have to > start at machine level somewhere, tho, unless you're > cross-compiling (which is what is usually done). > > > I would hope they don't use VB for anything. Sorry, but imho, I don't > think > > VB is up to the job. > > AFAIK the UIs are in VB. > > Florian. > ___ > 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 -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What is C#
an embed it into web > > > > > pages? So > > > > > far all ive been able do do is html parsing (stuff like u do with > > > > > php/asp). > > > > > > > > > > Or are you just saying that its not "compiled" simply run by the > > > > > framework? > > > > > (like java is) > > > > > > > > > > - Original Message - > > > > > From: "Nicolai Haehnle" <[EMAIL PROTECTED]> > > > > > To: <[EMAIL PROTECTED]> > > > > > Sent: Wednesday, February 27, 2002 2:47 PM > > > > > Subject: Re: [hlcoders] What is C# (was : Argh!) > > > > > > > > > > > > > > > > Am Mittwoch, 27. Februar 2002 14:09 schrieb _Phantom_: > > > > > > > btw, I'm not a M$ fan, however it does seam alot of C# bashing > > > > > happens > > > > > just > > > > > > > because M$ made it, C# from what I've read does have a fair > amout > > > > > going > > > > > for > > > > > > > it, not least of which is making windows coding easier by hiding > > the > > > > > Win32 > > > > > > > API more. Granted it might not be of much/any use to game > > > > > programmers, > > > > > but > > > > > > > it still deserves it's shot... > > > > > > > > > > > > > > :D > > > > > > > > > > > > (note that much of this isn't actually a reply to Phantom_, but a > > > > > summary > > > > > of > > > > > > replies to various postings etc..) > > > > > > > > > > > > Experience tells me that Microsoft is _very_ bad at coming up with > > > > > good > > > > > APIs. > > > > > > Just think all the COM mess out there, DirectX is especially bad, > > > > > MSHTML > > > > > > (which I recently had to fight against) is just plain evil. MFC > > isn't > > > > > good > > > > > > either, especially compared with such beauties as Qt. > > > > > > > > > > > > I've looked at the specs of C#, and boy this is madness. C# is > like > > > > > C++, > > > > > but > > > > > > with three times as many keywords. It looks like most of the code > > > > > actually > > > > > > consists of keywords, as opposed to C / C++. The relative sparsity > > of > > > > > > keywords is one of the things I love about C. > > > > > > Quite surprisingly though - considering that C# is a Microsoft > > product > > > > > - > > > > > all > > > > > > the keywords are lower case (don't you all love > LPDIRECTDRAWSURFACE7 > > > > > etc... - > > > > > > note that there are lots worse). > > > > > > > > > > > > C# has some difficulties right at the foundation, e.g. that the > > > > > language > > > > > is > > > > > > just plain illogical. The program entry point is a main() function > > (or > > > > > > rather, method). But since there are no global functions in C#, it > > > > > simply > > > > > > picks one main() functions out of one class (and complains if > there > > > > > are > > > > > > several main methods IIRC). > > > > > > > > > > > > The language will be used, that much is obvious. But I'm pretty > sure > > > > > that > > > > > the > > > > > > reason for its acceptance will be Microsoft's marketing prowess > > rather > > > > > than > > > > > > the language's benefits - after all, the language is mainly an > > attempt > > > > > to > > > > > fix > > > > > > all bad design decisions we've seen in the past. > > > > > > > > > > > > Oh, and I can prove the statement that marketing prowess is all > that > > > > > counts. > > > > > > I've seen polls on the net where about 36% of the participants > > already > > > > > used > > > > > > Windows XP, even though there's no sensible reason at all to > upgrade > > > > > from > > > > > an > > > > > > existing system to it. > > > > > > > > > > > > Anyway, as long as open software exists, we're going to remain > free, > > > > > if we > > > > > > choose to do so. If you want to bitch about something, bitch about > > > > > software > > > > > > patents. > > > > > > > > > > > > cu, > > > > > > Prefect > > > > > > ___ > > > > > > 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 > > > > > > > > > > > > > > > > > > ___ > > > > To unsubscribe, edit your list preferences, or view the list archives, > > please > > > > visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > __ > > > Do You Yahoo!? > > > Yahoo! Greetings - Send FREE e-cards for every occasion! > > > http://greetings.yahoo.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 > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Argh!
alvesoftware.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 > > > >___ > > > >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 > > > > ___ > 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 -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] liblist.gam and the hazard course
No word? Several clear and better solutions have been offered here. The best one is simply to make a "Live fire" map that comes up when you click "new game" Just do that, and compromise... stop hoping for the perfect solution to fall into your lap in the form of a patch by valve. -av Kuja wrote: > Just while poking around with my options I happened to notice that nowhere > does it say what font they used for btns_main. After some probing, I found > it to be TREBUCHET MS BOLD 16 PT WITH CRISP AA ;). Just thought that might > be useful. Still no word on how to get the hazard course in without allowing > newgames. > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Creating brush based ents in the code
-- [ Picked text/plain from multipart/alternative ] Problem is there's a strange bug in HL where a brush-based ent can't have its origin past +/-4096 in three axises Example: Take the grate in well above the grenade pack in the red base, and try to move it so it's in the blue base. You will find that after a while, the ent you are moving will continue to be reported in the new position, but the ent you see on screen will be in the old position. -av Paul 'MoOg' Samways wrote: > That's great info, thanks. Thankfully I can do 3d matrix rotations and stuff > in my sleep (about the only thing that sunk in at university!), so this > should be interesting > > - Original Message - > From: "botman" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Friday, February 22, 2002 2:37 PM > Subject: Re: [hlcoders] Creating brush based ents in the code > > > > I'm currently wanting to be able to spawn various brush based entities > in a > > > map during game time. At the moment the plan is to have all the prefabs > > > stored in some hidden away area of the map, and then just duplicate the > > > entities as and when I need them. > > > > > > Now I'm just wanting to check that there isn't a way of hardcoding or > > > storing the information for these prefabs anywhere other than in the > maps, > > > as obviously I'd rather not have to have the same prefabs hidden away in > > > every single map. I mean the data that defines the brush must be stored > > > somewhere, so can this be saved to a seperate 'database of prefabs' and > then > > > loaded in seperate from the maps? > > > > > > Paul 'MoOg' Samways > > > > Take a look at my Stripper2 plugin for Metamod. It allows server > operators to > > "clone" brush entities by creating brush based entities (func_wall, etc.) > on > > the fly when a map is loaded. You can only clone brush models > (model=*number) > > that already exist in the map .bsp file (sounds like what you want to do, > > sorta). > > > > http://planethalflife.com/botman/stripper2.shtml > > > > The origin for cloned brush models will be RELATIVE to the origin of the > > original brush model (i.e. an origin of 0,0,100 will clone it 100 units > above > > the original). When rotating cloned brush models it seems to do the > rotation > > first (based on the ABSOLUTE origin in 3D coordinates of the original > brush > > model) and then apply the translation (coordinate offset from the final > > position after the rotation). I hope you have pretty good matrix algebra > > skills for applying the rotation and translation of cloned brush models. > :) > > > > See this thread in my forum for a little more detail... > > > > > http://dynamic.gamespy.com/~botman/yabb/YaBB.pl?board=6&action=display&num=2 > 687 > > > > Jeffrey "botman" Broome > > > > ___ > > 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 -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OT - Pertains to coding in a way :\
I've got 8 devices on one IRQ, and my system is not unstable in any way. I leave it running for weeks at a time without restarting, and I never shut it off. As you can see: http://www.thesillyzone.com/device.gif my video card and TV card are on the same IRQ. However, I can play HL in a window with the TV in a window on top of HL, WHILE USING my network cards for networking, WHILE USING my sound card for sound, WHILE USING the Maxtor card to control my hard drives. Wow! 5 devices in use at the same time, all on the same IRQ, with uber-stableness. IRQ's arent the issue here. -av Deepak Manglani wrote: > Any tips as to how to disable ACPI? > discovered I've got 5 devices on the same IRQ > > thanx, > dpac. > > - Original Message - > From: "Roachfood - the-coming.com" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Friday, February 22, 2002 7:19 AM > Subject: [hlcoders] OT - Pertains to coding in a way :\ > > > Sorry about the off topic but I found something out about my system > tonight > > that really pisses me off. Ive been having problems with my video and > sound > > card while running my mod on 2k, and I went to my sound card site to try > and > > figure out why. I go to the faq and the first thing on there is "Disable > > ACPI". > > > > I dont know if some of you know about this (im sure you do) but ACPI is a > > power saving thing that newer systems have and win2k and winxp default to > if > > its enabled on yer motherboard. Basically it assigns as many devices to 1 > > IRQ that it can, and it can cause lockups and crashes. (I have 6 on IRQ > 11) > > I am fixing to have to reinstall win2k to get rid of it and dont want you > > guys to go through the same thing. > > > > If you have win2k or XP go to device manager and double click on Computer > > and if it says something like in wtf2.jpg then you have it enabled. It > can > > cause a lot of problems cause its really meant for servers and stuff, not > > gaming machines. Again sorry for the off topic but I thought my mod was > > crashing for ages cause it was incompatible with win2k even though it > works > > perfectly on 98. So check for this. It can be satan! SATAN! > > > > www.the-coming.com/wtf.jpg > > www.the-coming.com/wtf2.jpg > > > > Roachie > > > > ___ > > 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 -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OT - Pertains to coding in a way :\
With Plug & Play, IRQ's are kinda old... each device doesn't need its own IRQ. IRQ's are mainly used for older software. -av Daniel Koppes wrote: > This is weird, i have windows 2000 on a fairly modern > mobo, but all my devices are on seperate IRQs > > (Modem, network card, 3d card, sound card). > > --- Deepak Manglani <[EMAIL PROTECTED]> wrote: > > Any tips as to how to disable ACPI? > > discovered I've got 5 devices on the same IRQ > > > > thanx, > > dpac. > > > > - Original Message - > > From: "Roachfood - the-coming.com" > > <[EMAIL PROTECTED]> > > To: <[EMAIL PROTECTED]> > > Sent: Friday, February 22, 2002 7:19 AM > > Subject: [hlcoders] OT - Pertains to coding in a way > > :\ > > > > > > > Sorry about the off topic but I found something > > out about my system > > tonight > > > that really pisses me off. Ive been having > > problems with my video and > > sound > > > card while running my mod on 2k, and I went to my > > sound card site to try > > and > > > figure out why. I go to the faq and the first > > thing on there is "Disable > > > ACPI". > > > > > > I dont know if some of you know about this (im > > sure you do) but ACPI is a > > > power saving thing that newer systems have and > > win2k and winxp default to > > if > > > its enabled on yer motherboard. Basically it > > assigns as many devices to 1 > > > IRQ that it can, and it can cause lockups and > > crashes. (I have 6 on IRQ > > 11) > > > I am fixing to have to reinstall win2k to get rid > > of it and dont want you > > > guys to go through the same thing. > > > > > > If you have win2k or XP go to device manager and > > double click on Computer > > > and if it says something like in wtf2.jpg then you > > have it enabled. It > > can > > > cause a lot of problems cause its really meant for > > servers and stuff, not > > > gaming machines. Again sorry for the off topic > > but I thought my mod was > > > crashing for ages cause it was incompatible with > > win2k even though it > > works > > > perfectly on 98. So check for this. It can be > > satan! SATAN! > > > > > > www.the-coming.com/wtf.jpg > > > www.the-coming.com/wtf2.jpg > > > > > > Roachie > > > > > > ___ > > > 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 -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Brainstorming: simulating entity behaviour in a "laboratory" environment
No man... i work doing dynamic web programs and i take lots of notes on paper. It's much faster than typing it and works as a quick reference. -av Tim Holt wrote: > LOL - get with the 90's man - cause they are over :^) > > [DRP]Avatar-X wrote: > > > Interesting... however, when I designed my complex seven-floor elevator with call > > buttons, in-elevator buttons, multi-floor-call-at-a-time, and floor-ordering, (all >with > > standard ents, my 4th ever HL map) i used an ancient device to help me keep track >of > > what all the ents where called and how the entire idea flowed. > > > > This device is known as PAPER. > > > > That's right, i drew out my plans, so i could keep track of them. > > > > Maybe you should try it! > > > > -av > > > > Tim Holt wrote: > > > > > >>Was recently working on a pretty complex set of entities to manage a > >>firing range. It involves a fairly complex set of entities > >>(game_counters, env_renders, func_guntargets, path_corners, weapon > >>strips, triggers, env_messages, func_buttons, etc. etc. > >> > >>And what I found was that actually testing this in the "fuzzy" > >>environment of a game was not always easy for several reasons... > >>1) I had no way to actively check the exact state of entities > >>2) Things happened too fast at times > >>3) Trying to scroll through the console to view "developer 2" > >> output is not very good. Especially in a multi-player environment > >> where people talking, dying, etc. cause excessive scroll. > >>4) I had to shoot all 5 of the targets in the rifle range and there's > >> one that's pretty hard to hit :^) > >> > >>OK so what do I want? > >>1) A set of code that can parse a .map file, analyze the entities > >> and identify... > >> a) common errors such as targets with no matching target ent > >> b) "orphan" entities that need to be targeted to do something, > >> but nothing targets them > >> c) "sequence trigger" entities that in some way start some > >> event or sequence of events. Examples are buttons, > >> trigger_once/multiples, etc. > >>2) Something that will diagram my entity relations in an abstract > >> way. Has anyone ever used National Instruments LabView? > >>3) A way to simulate some entity behaviour using this view. Click > >> on a func_button and "simulate" it's trigger - and watch just > >> what happens. > >>4) View all entity properties during simulations to see just > >> how they behave, etc. > >> > >>Now what would be REALLY cool would be some extension to HL that let > >>extensive debugging/tracing information be sent to a second computer on > >>the net. So you could run the game on one machine, and monitor the > >>entities on another machine. Even perhaps manually trigger items via > >>the debugging panel. For example, what if you want to go into spectator > >>mode to properly view some event - yet then can't actually activate the > >>events because you're no longer a player? > >> > >>Ah well maybe this tool is called "WorldCraft 4"? > >>-- > >>I think...I think it's in my basement. Let me go upstairs and check. > >>-M.C. Escher > >> > >>___ > >>To unsubscribe, edit your list preferences, or view the list archives, please >visit: > >>http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > > > > -- > > ----- > > [DRP]Avatar-X > > SillyZone Homepage: www.thesillyzone.com > > SillyZone Forums: forum.thesillyzone.com > > My Homepage: www.cyberwyre.com > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, please >visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > -- > I think...I think it's in my basement. Let me go upstairs and check. > -M.C. Escher > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Brainstorming: simulating entity behaviour in a "laboratory" environment
Interesting... however, when I designed my complex seven-floor elevator with call buttons, in-elevator buttons, multi-floor-call-at-a-time, and floor-ordering, (all with standard ents, my 4th ever HL map) i used an ancient device to help me keep track of what all the ents where called and how the entire idea flowed. This device is known as PAPER. That's right, i drew out my plans, so i could keep track of them. Maybe you should try it! -av Tim Holt wrote: > Was recently working on a pretty complex set of entities to manage a > firing range. It involves a fairly complex set of entities > (game_counters, env_renders, func_guntargets, path_corners, weapon > strips, triggers, env_messages, func_buttons, etc. etc. > > And what I found was that actually testing this in the "fuzzy" > environment of a game was not always easy for several reasons... > 1) I had no way to actively check the exact state of entities > 2) Things happened too fast at times > 3) Trying to scroll through the console to view "developer 2" >output is not very good. Especially in a multi-player environment >where people talking, dying, etc. cause excessive scroll. > 4) I had to shoot all 5 of the targets in the rifle range and there's >one that's pretty hard to hit :^) > > OK so what do I want? > 1) A set of code that can parse a .map file, analyze the entities >and identify... >a) common errors such as targets with no matching target ent >b) "orphan" entities that need to be targeted to do something, > but nothing targets them >c) "sequence trigger" entities that in some way start some > event or sequence of events. Examples are buttons, > trigger_once/multiples, etc. > 2) Something that will diagram my entity relations in an abstract >way. Has anyone ever used National Instruments LabView? > 3) A way to simulate some entity behaviour using this view. Click >on a func_button and "simulate" it's trigger - and watch just >what happens. > 4) View all entity properties during simulations to see just >how they behave, etc. > > Now what would be REALLY cool would be some extension to HL that let > extensive debugging/tracing information be sent to a second computer on > the net. So you could run the game on one machine, and monitor the > entities on another machine. Even perhaps manually trigger items via > the debugging panel. For example, what if you want to go into spectator > mode to properly view some event - yet then can't actually activate the > events because you're no longer a player? > > Ah well maybe this tool is called "WorldCraft 4"? > -- > I think...I think it's in my basement. Let me go upstairs and check. > -M.C. Escher > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] rmf format
There are tons of resources for understanding the map compile error messages, this isnt the place to look. About the encryption stuff. My server The SillyZone uses several ways to keep the maps seperate. One way is having all of the ent data encrypted in the map file, and have it decrypted by a DLL before it is passed on to TFC. But the simplest way is having special entities that only work with our DLL. For example, if you try to play avsecret_b1, the scoreboard will show 0's and not list the secrets. -av Marc Cabanatuan wrote: > Also, another quick WC question...A mapper buddy of mine made a concmap and > it turned out fine, then added an ending which was fine, but too big. Then > he deleted it and compiled fine. then added the same one, but only smaller > and is now getting a ton of these errors > Warning: Leaf portals saw into leaf > Problem at portal between leaves 276 and 260: >(2168.020 1202.162 -2539.101) > (2258.507 1257.560 -2619.943) > (2258.775 1257.671 -2619.814) > (2246.788 1246.060 -2579.443) > Warning: Leaf portals saw into leaf > Problem at portal between leaves 278 and 295: >(2130.976 1218.455 -2513.299) > (2129.851 1219.018 -2514.059) > (2104.000 1230.000 -2529.000) > (2076.475 1205.339 -2498.133) > (2104.260 1194.438 -2483.236) > === > He then deleted that, and made one from scratch and is getting the same > thing but also... > Error: Bad surface extents (5497 x 2) > === > Any idea what could be causing this map-side or WC side? > - Original Message - > From: "Marc Cabanatuan" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Friday, February 15, 2002 11:52 PM > Subject: Re: [hlcoders] rmf format > > > Is there a way to encrypt a compiled map or CRC it so that it can only be > > run on a specific server without the use of a server-side (3rd party) DLL? > > For example, I have heard that the nao_ maps on GirlPower2 and some of the > > newer maps for TheSillyZone (both TFC Servers) have this so that the maps > > cannot be run on other servers. If this is possible, how so? > > - Original Message - > > From: "Jeff Fearn" <[EMAIL PROTECTED]> > > To: <[EMAIL PROTECTED]> > > Sent: Friday, February 15, 2002 9:23 PM > > Subject: Re: [hlcoders] rmf format > > > > > > > > Worldcraft uses MFC's CObject serialization system to read and write > RMF > > > > files. The RMF file holds runtime class type information so that the > > > objects > > > > can be automatically constructed as the file is read. After each > runtime > > > > class block are the raw data members of each object. There's no > metadata > > > > describing the data fields, so the format is very sensitive to changes > > in > > > > file layout, meaning Worldcraft typically crashes if something is > wrong > > > with > > > > the data. > > > > > > > > There is a header block that identifies the file as an RMF and has a > > > format > > > > version number. The differences in the formats are all described by > the > > > > parsing code, but we don't have a separate document that describes > them. > > > I'd > > > > recommend using the MAP file format if at all possible to accomplish > > your > > > > goals. :) > > > > > > > > -- David > > > > > > ohhh lots of juicy info :) I was going to convert it to map format, just > > for > > > fun :} > > > > > > Jeff. > > > > > > ___ > > > 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 -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapon Recoil
You could animate the firing sequence of the weapon. Look at how the magnum fires in single-player... the view moves a bit and the weapon recoils -av Commando wrote: > I am trying to simulate weapons pulling up and to the right when fired full > auto by adjusting the punch angle client and server side and this works > fairly well. The only problem is that the punch angle causes the point of > aim and the player's eye direction to move, but it does not move the weapon > model with it. This ends up looking kind of strange with the aim being up > and right, but the model pointing at the original location. I like the > effect that the punch angle creates in that it decays back to the original > aim point, so does anyone know a way to get the weapon model to move with > the punch angle? > > Any help, or even pointers to what I need to adjust so that I can do it > myself would help. > > Rob Prouse > Tour of Duty Mod > http://www.tourofdutymod.com > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Valve - confirm/shatter a myth for me
Abundance of money? Hardly :P The cell phone plan im on costs me $60 CDN a month And my computer is a P3 933, 512 mb ram, geforce 2, 133 GB over 3 HD's, 1 cd-rom, 2 burners, 1 dvd-rom, tv-card, 3d blaster banshee for secondary monitor, SB live!, etc etc i bought it all with my hard-earned money! -av Nathan Taylor wrote: > -- > [ Picked text/plain from multipart/alternative ] > shush you! > > I don't want to hear about your abundance of money. I have a 56k and my parent's >desktop Compaq (although seriously tweaked due to all the hardware and software love >I have given it...) > > - nate > ----- Original Message - > From: [DRP]Avatar-X > Sent: Tuesday, February 12, 2002 8:58 AM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me > > well i have a web browser on my phone with unlimited wireless web minutes, so i can > check my normal POP email box. i also can browse any web page, and i catch up on >whats > happening in my forums and read The Onion for laughs :P > > makes my two-hour commute less boring > > -av > > Dynerman David M wrote: > > > HLCoders on your cell phone? > > > > Impressive. > > > > david > > > > -Original Message- > > From: [DRP]Avatar-X [mailto:[EMAIL PROTECTED]] > > Sent: Monday, February 11, 2002 11:49 PM > > To: [EMAIL PROTECTED] > > Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me > > > > Yeah i read that on my phone on the way home and i was thinking about it > > the whole way > > home and it confused the hell out of me... "how can the DSL reduce the > > 56k's load" > > > > Silly aaron! you wasted my valuable commute time! I could have spent it > > staring blankly > > out of the subway window! > > > > -av > > > > Persuter wrote: > > > > > Ahhh, good, I was turning it over in my head and trying to figure out > > > what the hell he meant by the DSL "sharing part of the 56K's load." > > Nice > > > to get confirmation on the preposterous factor. > > > > > > Persuter > > > > > > > -Original Message- > > > > From: [EMAIL PROTECTED] [mailto:hlcoders- > > > > [EMAIL PROTECTED]] On Behalf Of Leon Hartwig > > > > Sent: Monday, February 11, 2002 12:13 PM > > > > To: [EMAIL PROTECTED] > > > > Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me > > > > > > > > This is a multi-part message in MIME format. > > > > -- > > > > No, 56k people don't lag servers. I have no idea what Aaron is > > > talking > > > > about though, because everything after the first two words in his > > > > message is preposterous. > > > > > > > > > > > > > -Original Message- > > > > > From: Aaron Kalin [mailto:[EMAIL PROTECTED]] > > > > > Sent: Monday, February 11, 2002 9:34 AM > > > > > To: [EMAIL PROTECTED] > > > > > Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me > > > > > > > > > > > > > > > They dont, in fact when a 56K Player is in a server, if > > > > > someone on say, a > > > > > DSL joins in, that 56K player's ping drops because the DSL is > > > > > now sharing > > > > > part of the 56K's load. Thats the beauty of the netcode > > > > > valve made, call it > > > > > "load balancing" if you will. However some LPB's hate this > > because > > > ti > > > > > shoves more load on thier system because they are making up > > > > > for loss on the > > > > > 56K's end. The rest of the logistics to the netcode im not > > > > > sure of, but > > > > > thats from what knowledge I have gathered. The netcode must > > > > > be good if id > > > > > is getting valves netcode for the q3a engine. > > > > > > > > > > -Theiggsta > > > > > -Rats! Mod Team > > > > > > > > > > - Original Message - > > > > > From: "Tim Holt" <[EMAIL PROTECTED]> > > > > > To: <[EMAIL PROTECTED]> > > > > > Sent: Monday, February 11, 2002 12:01 PM > > > > > Subject: [hlcoders] Valve - confirm/shatter a myth for me > > > > > > > > &
Re: [hlcoders] Valve - confirm/shatter a myth for me
well i have a web browser on my phone with unlimited wireless web minutes, so i can check my normal POP email box. i also can browse any web page, and i catch up on whats happening in my forums and read The Onion for laughs :P makes my two-hour commute less boring -av Dynerman David M wrote: > HLCoders on your cell phone? > > Impressive. > > david > > -Original Message- > From: [DRP]Avatar-X [mailto:[EMAIL PROTECTED]] > Sent: Monday, February 11, 2002 11:49 PM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me > > Yeah i read that on my phone on the way home and i was thinking about it > the whole way > home and it confused the hell out of me... "how can the DSL reduce the > 56k's load" > > Silly aaron! you wasted my valuable commute time! I could have spent it > staring blankly > out of the subway window! > > -av > > Persuter wrote: > > > Ahhh, good, I was turning it over in my head and trying to figure out > > what the hell he meant by the DSL "sharing part of the 56K's load." > Nice > > to get confirmation on the preposterous factor. > > > > Persuter > > > > > -Original Message- > > > From: [EMAIL PROTECTED] [mailto:hlcoders- > > > [EMAIL PROTECTED]] On Behalf Of Leon Hartwig > > > Sent: Monday, February 11, 2002 12:13 PM > > > To: [EMAIL PROTECTED] > > > Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me > > > > > > This is a multi-part message in MIME format. > > > -- > > > No, 56k people don't lag servers. I have no idea what Aaron is > > talking > > > about though, because everything after the first two words in his > > > message is preposterous. > > > > > > > > > > -Original Message- > > > > From: Aaron Kalin [mailto:[EMAIL PROTECTED]] > > > > Sent: Monday, February 11, 2002 9:34 AM > > > > To: [EMAIL PROTECTED] > > > > Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me > > > > > > > > > > > > They dont, in fact when a 56K Player is in a server, if > > > > someone on say, a > > > > DSL joins in, that 56K player's ping drops because the DSL is > > > > now sharing > > > > part of the 56K's load. Thats the beauty of the netcode > > > > valve made, call it > > > > "load balancing" if you will. However some LPB's hate this > because > > ti > > > > shoves more load on thier system because they are making up > > > > for loss on the > > > > 56K's end. The rest of the logistics to the netcode im not > > > > sure of, but > > > > thats from what knowledge I have gathered. The netcode must > > > > be good if id > > > > is getting valves netcode for the q3a engine. > > > > > > > > -Theiggsta > > > > -Rats! Mod Team > > > > > > > > - Original Message - > > > > From: "Tim Holt" <[EMAIL PROTECTED]> > > > > To: <[EMAIL PROTECTED]> > > > > Sent: Monday, February 11, 2002 12:01 PM > > > > Subject: [hlcoders] Valve - confirm/shatter a myth for me > > > > > > > > > > > > > Do 56K dial up people REALLY lag servers? > > > > > > > > > > ___ > > > > > 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 > > > > > > > -- > > > [ winmail.dat of type application/ms-tnef deleted ] > > > -- > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list > archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > _ > > Do You Yahoo!? > > Get your free @yahoo.com address at http://mail.yahoo.com > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- > - > [DRP]Avatar-X > SillyZone Homepage: www.thesillyzone.com > SillyZone Forums: forum.thesillyzone.com > My Homepage: www.cyberwyre.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 -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Valve - confirm/shatter a myth for me
Yeah i read that on my phone on the way home and i was thinking about it the whole way home and it confused the hell out of me... "how can the DSL reduce the 56k's load" Silly aaron! you wasted my valuable commute time! I could have spent it staring blankly out of the subway window! -av Persuter wrote: > Ahhh, good, I was turning it over in my head and trying to figure out > what the hell he meant by the DSL "sharing part of the 56K's load." Nice > to get confirmation on the preposterous factor. > > Persuter > > > -Original Message- > > From: [EMAIL PROTECTED] [mailto:hlcoders- > > [EMAIL PROTECTED]] On Behalf Of Leon Hartwig > > Sent: Monday, February 11, 2002 12:13 PM > > To: [EMAIL PROTECTED] > > Subject: RE: [hlcoders] Valve - confirm/shatter a myth for me > > > > This is a multi-part message in MIME format. > > -- > > No, 56k people don't lag servers. I have no idea what Aaron is > talking > > about though, because everything after the first two words in his > > message is preposterous. > > > > > > > -Original Message- > > > From: Aaron Kalin [mailto:[EMAIL PROTECTED]] > > > Sent: Monday, February 11, 2002 9:34 AM > > > To: [EMAIL PROTECTED] > > > Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me > > > > > > > > > They dont, in fact when a 56K Player is in a server, if > > > someone on say, a > > > DSL joins in, that 56K player's ping drops because the DSL is > > > now sharing > > > part of the 56K's load. Thats the beauty of the netcode > > > valve made, call it > > > "load balancing" if you will. However some LPB's hate this because > ti > > > shoves more load on thier system because they are making up > > > for loss on the > > > 56K's end. The rest of the logistics to the netcode im not > > > sure of, but > > > thats from what knowledge I have gathered. The netcode must > > > be good if id > > > is getting valves netcode for the q3a engine. > > > > > > -Theiggsta > > > -Rats! Mod Team > > > > > > - Original Message - > > > From: "Tim Holt" <[EMAIL PROTECTED]> > > > To: <[EMAIL PROTECTED]> > > > Sent: Monday, February 11, 2002 12:01 PM > > > Subject: [hlcoders] Valve - confirm/shatter a myth for me > > > > > > > > > > Do 56K dial up people REALLY lag servers? > > > > > > > > ___ > > > > 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 > > > > > -- > > [ winmail.dat of type application/ms-tnef deleted ] > > -- > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _ > Do You Yahoo!? > Get your free @yahoo.com address at http://mail.yahoo.com > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting server info
It sounds to me like he is trying to make a TCP connection to the server, when the server info is indeed transferred via UDP. -av botman wrote: > > I'm writing an app that retrieves the master server list, then goes > through > > the list and gets the server info. I can get the list just fine, but it > > seems that 90% of the servers return WSAECONNRESET. I've tried mucking > with > > the code in every way fathomable (with my limited socket knowledge > anyways), > > and have been unsuccessful at getting past this. Here's how I have set it > up > > now: > > > > Here's what MSDN says about WSAECONNRESET... > > WSAECONNRESET (10054) > Connection reset by peer. > A existing connection was forcibly closed by the remote host. This normally > results if the peer application on the remote host is suddenly stopped, the > host is rebooted, or the remote host used a hard close (see setsockopt for > more information on the SO_LINGER option on the remote socket.) This error > may also result if a connection was broken due to keepalive activity > detecting a failure while one or more operations are in progress. Operations > that were in progress fail with WSAENETRESET. Subsequent operations fail > with WSAECONNRESET. > > ...This appears to me like the server is closing the connection. Something > that might cause this is if you are using a non-valid IP port to send the > request to. Perhaps you are not setting up the host_sin structure with the > correct port number for the server (since many of them aren't 27015). > > Jeffrey "botman" Broome > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Info on a client command
Personally I like to figure things out for myself. It's more fun that way. I learned to code without the use of books, tutorials, or anything else. All I had for reference was other people's code. Many other programmers I know can't learn from code... they look at the HL SDK, and then ask me something like "how do i make the funnel effect" rather than digging up env_funnel and figuring out its TE_LARGEFUNNEL I think it's sad that people are so lazy and so dependant on others for the most basic information. Just my two cents -av Neale Roberts wrote: > Damn! And I spent all day inventing this wheel too... > > - Original Message - > From: "Yacketta, Ronald" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Thursday, February 07, 2002 5:14 PM > Subject: RE: [hlcoders] Info on a client command > > > I think it is along the lines of "why reinvent the wheel" > > if someone knows, why not spill the beans so we all can learn a little > > something.. > > > > > -Original Message- > > > From: Nicolai Haehnle [mailto:[EMAIL PROTECTED]] > > > Sent: Thursday, February 07, 2002 11:19 > > > To: [EMAIL PROTECTED] > > > Subject: Re: [hlcoders] Info on a client command > > > > > > > > > Am Donnerstag, 7. Februar 2002 16:52 schrieb _Phantom_: > > > > How does this work when there are two keys bound to one action then? > > > > eg > > > > > > > > bind "[" "invprev" > > > > bind "]" "invnext" > > > > bind "MWHEELDOWN" "invnext" > > > > bind "MWHEELUP" "invprev" > > > > > > > > or does it not include mouse/joystick button as they are > > > buttons and not > > > > keys? > > > > > > Well, why don't you try and find out? > > > > > > cu, > > > Prefect > > > ___ > > > 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 -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
Since all you did was add animations, most likely the new animations are referring to bones that your model doesn't have. There is a difference between old model bone names, some use "Arm" and others "Clavicle" So you should open the files and make sure the bones are all named properly and stuff. If it doesnt work, email me all the files and i'll check it out for you -av Nathan Taylor wrote: This is what it shows: ERROR cannot find bone Bip01 L Leg for bbox - Original Message - From: [DRP]Avatar-X Sent: Thursday, January 24, 2002 9:49 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] (no subject) What is the error you get? Nathan Taylor wrote: I know HLCoders is not the place to ask but thus has been bothering me for months. I made a model (player) and exported and all that using the valve skeleton of Gordon deathmatch. After exporting I edited the .qc file and added animations as needed. However, whenever I try to run the .qc through studiomdl it goes fine until it gets to the bone: Bip01 L Leg. I have not edited the skeleton, at all, all I have done is apply the vertices as needed. Can somebody help me please (externally of HLCoders if need be)? -Thanks Lakario ModDev.net ICQ: Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com
Re: [hlcoders] (no subject)
What is the error you get? Nathan Taylor wrote: I know HLCoders is not the place to ask but thus has been bothering me for months. I made a model (player) and exported and all that using the valve skeleton of Gordon deathmatch. After exporting I edited the .qc file and added animations as needed. However, whenever I try to run the .qc through studiomdl it goes fine until it gets to the bone: Bip01 L Leg. I have not edited the skeleton, at all, all I have done is apply the vertices as needed. Can somebody help me please (externally of HLCoders if need be)? -Thanks Lakario ModDev.net ICQ: Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com
Re: [hlcoders] new model skeletons
Check out the multiplayer model "CF" (cold fusion) it's a 4-legged centaur with wings, and totally new animations, which work fine in-game -av Neale Roberts wrote: On the couple of occasions that we've actually had a modeller working for us, they've had to use a modified skeleton for one of our primary player models, as it has goat-like (reversed) legs. Although the model wasn't actually completed, the animations were perfectly ok with the modified skeleton. Unfortunately, they wouldn't display properly in-game, although I suspect that was down to me not writing the .qc file correctly - Original Message - From: Christopher Long To: [EMAIL PROTECTED] Sent: Thursday, January 24, 2002 1:51 AM Subject: [hlcoders] new model skeletons I haven't actually looked into this yet so i can't really say i have had a go but i was just wondering what is involved when changing a players skeleton to one that doesn't use the standard default valve skeleton. Is any coding involved at all or should it all be handled already properly, providing animation lists are adhered to. This is the first time i have actually thought about it so i have absolutely no clue about it. Can someone clear it up and limitations on new skeletons and whats involved in them? thanks peoples. -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com
Re: [hlcoders] dos command
dir *.bsp /b /on > maplist.txt enjoy Dustin Hannon wrote: anyone know the dos command to make a text file list of files from a folder? im tryin to make a text file called mapslist.txtwith a list of all the maps (.bsp files) in my maps folder im try (in dos)copy *.bsp mapslist.txt but this is only takin all my maps and makin one big file out of them lol can anyone help? -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com
Re: [hlcoders] View models
Yes, I was referring to the weapon view model. Note in TFC, the hands that hold the medikit or the shotgun have team-coloured elements. I've played with top/bottom color on these, and they do change. -av botman wrote: > > of course... note TFC's view models. > > > > -av > > Perhaps Dave was asking about the weapon view model. It wasn't clear from > his post which model (player or weapon) he was referring to. > > Jeffrey "botman" Broome > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] View models
of course... note TFC's view models. -av "Dave R. Meyers" wrote: > Does anyone know if viewmodels are affected by the topcolor/bottom color > command if palated correctly? > > What I am hopeing for is being able to make 1 viewmodel, that I can use in a > team play style game, that will change colors to math the team color. > > Just makes life a bit easier I think. > > Dave > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] it's quiet...too quiet
When we get a server that can handle more than 5 people without lagging (in about 2 weeks) :P Nathan Taylor wrote: Avatar, wrong place to ask but you wanted action so, when's the next SillyZone light show, I really want to see one (and yes I have the files)? -Lakario - Original Message - From: [DRP]Avatar-X Sent: Saturday, January 12, 2002 7:14 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] it's quiet...too quiet Yes, its too quiet. I have nothing to read when checking my email on my phone :( So, let's start a nice hot discussion... UNREAL IS BETTER THAN HALF-LIFE (not my personal opinion, i personally think that HL > ALL, but that wont get any conflicting views here ;-) well, whatever :P Florian Zschocke wrote: > botman wrote: > > > > art composed of > > small pieces or paper, cloth or wood? > > I'll take paper and wood, please. :) > > Florian. > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com
Re: [hlcoders] it's quiet...too quiet
Yes, its too quiet. I have nothing to read when checking my email on my phone :( So, let's start a nice hot discussion... UNREAL IS BETTER THAN HALF-LIFE (not my personal opinion, i personally think that HL > ALL, but that wont get any conflicting views here ;-) well, whatever :P Florian Zschocke wrote: > botman wrote: > > > > art composed of > > small pieces or paper, cloth or wood? > > I'll take paper and wood, please. :) > > Florian. > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ogc required to play??
Wallhack cheats wouldn't be possible if stuff on the other side of the wall isnt sent to the client :P -av Reedbeta wrote: > Perhaps we should just make the clients dumb terminals. The server does the > rendering, streams the video to the client, and the client's input commands get > sent back to the server. This would eliminate all known forms of > cheating. > > Seriously, as long as there is game logic of any kind operating on the client > side, it is vulnerable to cheats and hacks. Even if the only thing to be done > client-side was rendering and input collection, wallhack type cheats would > still be possible. > > --- leming <[EMAIL PROTECTED]> wrote: > > The idea is out there.. if anything is to be done, the main part of it has > > to be done server side. Anyone can break their client side software, but to > > break something server-side, the admin of the server (or account) is the > > one responsible, and if he isnt responsible, well, there are laws (in the > > US atleast) that will put those people off of computers for a good duration > > of time. But as far as any implimentation goes towards any methods used to > > stop things like ogc, it is my personal belief that Valve themselves are > > going to have to take a serious approach to stopping cheating. PunkBuster > > guys had a good idea, but there again was external client side software. > > Any decent programmer can not only program, but rip apart programs. Its all > > a big vicious loop of making a program work the way you want it to. And if > > the anti-cheat is all server side, the players cant do a whole lot in the > > way of breaking it, unless there are flaws in the server-side patch. > > -- > > leming > > > > At 23:04 1/3/2002 +, you wrote: > > >reply below.. > > > > > >- Original Message - > > >From: "Nicolai Haehnle" <[EMAIL PROTECTED]> > > >To: <[EMAIL PROTECTED]> > > >Sent: Thursday, January 03, 2002 3:31 PM > > >Subject: Re: [hlcoders] ogc required to play?? > > > > > > > > > > Am Mittwoch, 2. Januar 2002 22:56 schrieben Sie: > > > > > "Then the hook only need to listen on the network and it will get the > > > > > key..." > > > > > > > > > > It won't do any good to get hold of the public key. That's the beauty > > of > > > > > the public key system. You need both the private key and the public key > > >to > > > > > decrypt the message. The private key is never sent over the network. > > > > > > > > Actually, that's no problem. Remember you're man in the middle? There's a > > > > tool (ettercap) that can automatically log all SSH sessions on a switched > > >(!) > > > > networked from an intruding PC. > > > > > > > > All that's required is that you're listening in the initial phase, so > > that > > > > you can replace the keys used. This is obviously the case for a cheater > > >proxy. > > > > > > > > Now you're all forgetting another problem with the HL protocol. Protocols > > > > like ssh, https, etc... are stream-oriented which is crucial for the > > >common > > > > advanced encryption algorithms. Because the internal state of the > > >algorithm > > > > changes with the data, it cannot be applied to a packet-oriented protocol > > > > like HL's - packets can be dropped or delivered out of order, which would > > > > obviously mess up the algorithm. > > > > > >Game Programming Gems has a nice little section on network protocols and > > >gives a few ideas of how to deal with the out of order problem, as well as > > >getting around all but the most hardcore of packet sniffers by adding some > > >random data to the end of your network packets tomake it a varible lenght > > >and other handy stuff. > > > > > > > > >___ > > >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 > > > > __ > Do You Yahoo!? > Send your FREE holiday greetings online! > http://greetings.yahoo.com > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapon slots
Changing the code does change the HUD. The sprites in the HUD are generated in this manner. When you send it the weapon name, it looks for weapon_name.txt in the \sprites folder It uses that for the HUD weapon graphics. -av "Yacketta, Ronald" wrote: Finally! someone understands WTF I was talking about :)Yes, you can change the code until you drop dead.. but the freaking HUD wont :( I combed theclient dll and have yet to find anything related to bucket/slot info etc..-Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Dave R. Meyers Sent: Thursday, January 03, 2002 10:29 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Weapon slots OK, I got it now. int CCrossbow::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "bolts"; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iSlot = 2;// This is the "bucket" p->iPosition = 2; // This is the position in the bucket p->iId = WEAPON_CROSSBOW; p->iFlags = 0; return 1; }A few lines removed. Ok, so to reorder the things in teh hud, you would change those values around. But do the sprites in teh hud folow the change automatically, or do you have to adjust those too? I know this was not my topic, but I have thought of doing this to. 8) Dave - Original Message - From: [DRP]Avatar-X To: [EMAIL PROTECTED] Sent: Thursday, January 03, 2002 4:47 PM Subject: Re: [hlcoders] Weapon slots Weapons in half life are arranged into 5 (or 10) "buckets" Each bucket can hold up to 4 weapons. The bucket is the little number you see in the hud, and each bucket corresponds to one keyboard numeral Buckets are ordered starting with 0, so pressing "slot1" on your keyboard opens bucket 0 Now, each bucket can hold 4 weapons (max), and they are also 0-based. So the first weapon in the bucket is 0, the second is 1, etc. The crowbar is in bucket 0, slot 0 The MP5 is in bucket 2, slot 0 I hope this helps! -av "Yacketta, Ronald" wrote: Could you kindly explain this a little better.. bucket? never heard of or seen that term related to weapons before-Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Gareth Llewellyn Sent: Friday, January 04, 2002 1:59 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Weapon slots Each bucket and its respective slot start at 0Therefore the crowbar is:Bucket 0Slot 0 The sprites are governed by the weaponname.txt in the sprites folder. Sorry I can't be of more help I aint at my HL editing PC. Gareth Llewellyn InNeedOfTherepy -Project Leader -Lead Coder -Lead Mapper Half-Life The Beginning www.HLTB.co.uk -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com
Re: [hlcoders] Weapon slots
Weapons in half life are arranged into 5 (or 10) "buckets" Each bucket can hold up to 4 weapons. The bucket is the little number you see in the hud, and each bucket corresponds to one keyboard numeral Buckets are ordered starting with 0, so pressing "slot1" on your keyboard opens bucket 0 Now, each bucket can hold 4 weapons (max), and they are also 0-based. So the first weapon in the bucket is 0, the second is 1, etc. The crowbar is in bucket 0, slot 0 The MP5 is in bucket 2, slot 0 I hope this helps! -av "Yacketta, Ronald" wrote: Could you kindly explain this a little better.. bucket? never heard of or seen that term related to weapons before-Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Gareth Llewellyn Sent: Friday, January 04, 2002 1:59 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Weapon slots Each bucket and its respective slot start at 0Therefore the crowbar is:Bucket 0Slot 0 The sprites are governed by the weaponname.txt in the sprites folder. Sorry I can't be of more help I aint at my HL editing PC. Gareth Llewellyn InNeedOfTherepy -Project Leader -Lead Coder -Lead Mapper Half-Life The Beginning www.HLTB.co.uk -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com
[hlcoders] A little something you might like
Here's a little something that i've been doing in my server for a few months. The video files are rather large, but well worth it. If you like this and wish to see one in real-time, let me know! Note: this is all done with half life and a server-side mod, and unmodified standard client-side stuff. Enjoy! http://archaeology.csumb.edu/sillyzone/lightshow/ -- ----- [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] what a bloody n00b [THREAD CLOSED]
No close! This is the first good discussion we've had here in a while! :-) Tim Holt wrote: > [THREAD CLOSED] > > By the powers vested in me by my keyboard and nothing else, I hereby > declare this thread closed. It's slashdot fodder. > > Andrew Foss wrote: > > >>You've still got to click it for them to get money, as it's VERY unlikey > >>they have a display and pay system giving them cash. > >> > > Actually, they do get pay per seen. it's called the impression system. if a > > user downloads the image the site gets about 0.0001 cents. multiply this by > > about 3,000,000 (the amount of people on one given page at a time) and > > multiply again by $bignum, for the amount of pages you have to see to get a > > file, and the results add up fast. > > > > if you're really anal about banners, get admuncher, it can kill off annoying > > javascript, and filter off certain images and pop unders... > > > > ___ > > 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 -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] what a bloody n00b
What sucks about fileplanet is that sure, they use the money to support the service, but ONLY PEOPLE WHO PAY CAN DOWNLOAD THE FILES. People who do not want to pay, or CAN'T pay, (underage, no credit card, no money, whatever) simply can't get the files. Oh, sure, you say they have mirrors in places where the server has a max of 20 people... But their main servers are always full, and often you have to wait hours and hours for one stupid tiny file that could have been put anywhere else much easier. I say: If fileplanet makes money off of OUR files, they should give a portion of that to the author. If you create a game that thousands of people download because its so popular, you should get 10% of what fileplanet makes on it. If stupid annoying fileplanet (which i hate with a passion) doesn't do that, then someone else should. -av "Dave R. Meyers" wrote: > About the fileplanet thing. > > Well let me see, I hoave my own webpage, that I pay for myself. With about > 500mb storage. Cost a little bit. Then I also have the OZ website > supported by fileplanet. I have not received anything about a storage > limit( but I only put OZ stuff there), and I get all kinda of support from > FP, and PHL. All free. If they wanna change the people who what to d/l my > stuff and don't want to wait, more power to them, but than me forking over > yet another website few. > > Dave > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VALVe: GMAX?
Confused... what is GMAX? -av Kevin Navia wrote: now this is the news that i've wanted to hear! :D --- -- --- -- --- -- --- -- --- -- --- Kevin "runab0ut" Navia -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Eric Smith Sent: Tuesday, December 18, 2001 8:56 AM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] VALVe: GMAX? We're looking into it.-Eric -Original Message- From: Nathan Taylor [mailto:[EMAIL PROTECTED]] Sent: Monday, December 17, 2001 4:48 PM To: HLCoders Subject: [hlcoders] VALVe: GMAX? VALVe, Are there any plans to release gmax support for half-life. I know many people would love you if you did. I'm also aware of the evident cost issue so it is your call. - Thanks Regards, Lakario ModDev.net ICQ: Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com
Re: [hlcoders] could not load library E:\Half-Life\underhive\cl_dlls\client.dll
Bah, I'm still using my original install from march or april of 1999 with no problems... you "reinstall" people :P -av botman wrote: > > Another thing I just tried... adding an ASM breakpoint at the very top of > > Initialize, like in Sys_Error on the client: _asm { int 3 }; That wasn't > > even hit, meaning that Initialize isn't getting called. Now I'm convinced > > there's something very wierd happening, especially when other people > > compiling the code get the same problem. > > > > To top it off, this happened to me a few months ago with OpFor. Started it > > up one day, bailed out with exactly the same message. Something very > strange > > is going on... > > > > -James "Corvidae" Williams ([EMAIL PROTECTED]) > > Administrator, Wavelength Forums > (http://www.planethalflife.com/wavelength) > > Co-Leader / Coder, Underhive (http://www.underhive.com) > > Sounds like it's time to uninstall Half-Life, delete the Half-Life folder, > reinstall it, and update to the latest version. :) > > Jeffrey "botman" Broome > > _______ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] question to valve, curious
Hey, stu, build was awesome :P Once you got the hang of it... And does anyone remember duke letting you have two rooms taking up the exact same 3D space? Play the map Tier Drop, it is so f*cking awesome. -av "C. Graves" wrote: > I can't count the endless hours into the night I spent playing Duke Nukem > 3D.. anyone remeber the horrible map editor Build? > > christian > > - Original Message - > From: "Florian Zschocke" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Thursday, December 06, 2001 06.53 > Subject: Re: [hlcoders] [OT] question to valve, curious > > > "[DRP]Avatar-X" wrote: > > > > > > I don't have those either! :( > > > Dammit i played Duke like a nutcase but i only had Compuserve back then, > i missed out on > > > a lot of multiplayer and stuff > > > > > > Can someone link me? :P > > > > Okay, here is what I got: > > > > http://www-users.rwth-aachen.de/florian.zschocke/stuff/DNbloopers.tgz > > > > And one from a different FPS, but I can't remember the name of the > > game right now. :) > > > > http://www-users.rwth-aachen.de/florian.zschocke/stuff/likshk04.wav > > > > Florian. > > ___ > > 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 -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] question to valve, curious
I don't have those either! :( Dammit i played Duke like a nutcase but i only had Compuserve back then, i missed out on a lot of multiplayer and stuff Can someone link me? :P Florian Zschocke wrote: > You're welcome. That reminds me of the DukeNukem bloopers. You > guys still remember them? They were hillarious. > > Florian. > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] question to valve, curious
LOL, that kind of makes it clear :) Too bad, but understandable. Can anyone link me to that bloopers sound? Oh, and one thing I want to know: who did that creepy VOX voice? or is it text-to-speech. -av Ken Birdwell wrote: "no" sounds kind of nasty, like we're refusing and keeping it to ourselves. The answer is "we can't". The bsp's won't load with your version of the engine. A lot of the demo map files are either lost, changed beyond recognition, never checked in, reference textures that don't exist anymore, or are interim .rmf versions that WC can't read anymore. The monsters either were never finished, were done with out of date versions of Max, only work in the demo area, only work on privates builds of the engine, or got cut and AI code for them is long gone and nasty to try to dig back out. Our content database also has limits, so when the level designers are checking in their 1.5MB bsp's once every few days, it doesn't take long with 115+ files to fill up the database (most maps went through 30-50 iterations) and things need to get flushed. With older content, typically versions only work with very specific builds of the engine, so we'd have to hunt through and recover everything in a hopes that just maybe _all_ the different files still exist somewhere for that date. You have everything we still have, I spent quiet a while hunting it down to put in the SDK.Okay, I suspect some of us have CD's buried somewhere at home that have really early builds of the engine. But, looking at it critically is really embarrassing. You know those school pictures your mom has of you in 2nd grade wearing that purple and brown velour shirt with you just after losing your front teeth and you had that really bad haircut your dad gave you? Remember those pictures? Well, without being very very careful with getting just the right shot, early versions of half-life look like that, except that it's also just about to sneeze. Hmm. Okay, maybe "no" is the correct answer.-Original Message- From: Biggs [mailto:[EMAIL PROTECTED]] Sent: Monday, December 03, 2001 10:22 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] [OT] question to valve, curious I asked this question years ago right after HL was released. The whole reason i wanted HL was because of most of what i saw in the demos that never made it in the game. I asked if they would concider releasing the old maps, monsters and other various stuff as kinda like an SDK addon. The answer i got was no. ~Biggs - Original Message - From: Andrew Foss To: [EMAIL PROTECTED] Sent: Tuesday, December 04, 2001 12:59 AM Subject: [hlcoders] [OT] question to valve, curious I was digging around in my old CD's box, when I came upon a diamond viper driver disc. it contained a Half-life trailer. upon watching it, I noticed some cool bits. almost all the monsters in the demo are not seen in the game. (the models still exist) there are also a bunch of maps that didn't make the cut. Datacore is an example, it was originally a singleplayer map. My question is this:Since HL is actually HL2, because a lot of code, maps, textures, and models were cut/not in the final game, do you still have any of the old stuff laying around, and B: would you consider releasing any of it? I would love to see the original maps, because they look pretty cool. also, does the smelling gibs code work? can the mosters smell out the stinky bodies? :) --cannibal -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com
Re: [hlcoders] [OT] question to valve, curious
Yeah, and it's several years later now, and the SDK has gone from a sign-up-and-have-it-mailed CD to a anyone-can-download package. Maybe Valve will change their minds, I'd love to see the old maps in use somewhere. -av Biggs wrote: I asked this question years ago right after HL was released. The whole reason i wanted HL was because of most of what i saw in the demos that never made it in the game. I asked if they would concider releasing the old maps, monsters and other various stuff as kinda like an SDK addon. The answer i got was no. ~Biggs - Original Message - From: Andrew Foss To: [EMAIL PROTECTED] Sent: Tuesday, December 04, 2001 12:59 AM Subject: [hlcoders] [OT] question to valve, curious I was digging around in my old CD's box, when I came upon a diamond viper driver disc. it contained a Half-life trailer. upon watching it, I noticed some cool bits. almost all the monsters in the demo are not seen in the game. (the models still exist) there are also a bunch of maps that didn't make the cut. Datacore is an example, it was originally a singleplayer map. My question is this:Since HL is actually HL2, because a lot of code, maps, textures, and models were cut/not in the final game, do you still have any of the old stuff laying around, and B: would you consider releasing any of it? I would love to see the original maps, because they look pretty cool. also, does the smelling gibs code work? can the mosters smell out the stinky bodies? :) --cannibal -- ----- [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com
Re: [hlcoders] pushable objects
I've never seen pushables in unreal, but that sounds a lot like func_pushable... -av botman wrote: > > Has anybody seen documentation on pushable objects in > > HL ala Unreal Tournament? > > > > I figure that it could work by making a new item that > > when used it tries to move away from your forward > > vector but not having to 'use' it would be preferred. > > You could create a Touch function (i.e. PushTouch()) that would cause the > pushable object to move when it is touched. You could get the entity that > is doing the touching (i.e. the player) and use it's velocity to determine > which way to push the object without having to USE it. > > Jeffrey "botman" Broome > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] pparams->onlyClientDraw
>From what you describe, it sounds like it's not doing any client-side thinking on any >of the entities. Picking up items is all server-side sounds and such, so it wouldn't effect that. -av James Williams wrote: > > >From what you are saying and the problems he is having, it > > sounds like the function not > > only disables DRAWING of the entities, but also disables any sort > > of calculation, > > including sounds and animations. > > That could be the case, but all other sounds seem to play. +use makes the > default "can't use anything" sound when pressed, item pickup sounds work, > etc. Those aren't predicted or anything, are they? > > -James "Corvidae" Williams ([EMAIL PROTECTED]) > Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) > Co-Leader / Coder, Underhive (http://www.underhive.com) > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] pparams->onlyClientDraw
>From what you are saying and the problems he is having, it sounds like the function >not only disables DRAWING of the entities, but also disables any sort of calculation, including sounds and animations. -av omega wrote: > from what i remember a long time ago, it makes it so nothing that comes from > the server draws, only things created/updated in the client dll. > > -omega > Blackened Interactive > http://www.nofadz.com/blackened > - Original Message - > From: "James Williams" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Friday, November 30, 2001 1:06 AM > Subject: [hlcoders] pparams->onlyClientDraw > > > Got something wierd happening. I've set up a cvar (for testing only) that > > toggles pparams->onlyclientDraw between true and false in V_CalcRefDef to > > render the world or not. However, it seems that scripted sequences just > sort > > of... stop when it equals TRUE. > > > > I started a new SDK2.2 project to test this. I load the training course > and > > walk towards the holographic Gina. She starts her little spiel, I toggle > the > > cvar and she shuts up immediately. I still have to wait for the door to > > open, though (as if she was still talking). If I turn off the view when I > > get the suit just past that door, I get the pickup sound and the first > > sentence ("Welcome to the HEV Mk. IV..."), but I don't get the other > status > > messages when the various subsystems are "coming online." I'm also > seemingly > > unable to +use anything when the view is off, too. Any ideas why this is > > happening, and hopefully a fix I can apply for it? > > > > > > -James "Corvidae" Williams ([EMAIL PROTECTED]) > > Administrator, Wavelength Forums > (http://www.planethalflife.com/wavelength) > > Co-Leader / Coder, Underhive (http://www.underhive.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 -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ghostinj.dll?
That's funny, because I coded a program that can do exactly what gamehost does, without any special DLL's :-) -av "Dave R. Meyers" wrote: > I started to think that might have been the case too. > > After reading over the code, it looks to me like you could code your own dll > of some sort, and set it to be called if whatever key was set. > > And yes it looks like that could be used to seriuosly tweek the hlds.exe you > get when you compile this. > > I was gonna look at making a windowed version of HLDS, kinda like Tony Rays, > but I quickly realized I have no windows programming skills at all, and > would not even know where to start to create the gui. > > But atleast I do know this is the code that would allow that to be made. > > Hey Botman, how about color output in the hlds window??? > > Dave > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders