RE: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Brandon Dunham
--
[ Picked text/plain from multipart/alternative ]
:D Steam works appears to be free.
http://www.next-gen.biz/index.php?option=com_content&task=view&id=8880&Itemid=2


> From: [EMAIL PROTECTED]
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;)
> Date: Wed, 30 Jan 2008 04:07:31 +
>
> Yeah, my idea being that VALVe dont store anything on their servers, its
> all third party on the mod dev's servers, etc.
>
> Maybe we will get suprised with something? :P who knows
>
> Brandon Dunham wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> >
> > This would be a swell idea.  If only, if only. =/
> >
> >
> >
> >
> >> From: [EMAIL PROTECTED]
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;)
> >> Date: Wed, 30 Jan 2008 00:31:23 +
> >>
> >> Could VALVe not implement an api where that a mod "ID" if you will is
> >> registered with SteamWorks, (no need for anything fancy, maybe a guid
> >> style id, or simply a number), and then the mod developers can add
> >>
> >> Update URL (Update location, maybe some data files to tell what update
> >> is newer, etc)
> >> Stats URL (Stats location, used for achievements, etc)
> >>
> >> and stuff like that. It means valve dont store anything, we can have
> >> steam functionality, and maybe even an integrated steam
> >> download/installer? :P
> >>
> >
> >
> > _
> > Climb to the top of the charts! Play the word scramble challenge with star 
> > power.
> > http://club.live.com/star_shuffle.aspx?icid=starshuffle_wlmailtextlink_jan
> > --
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RE: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Brandon Dunham
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[ Picked text/plain from multipart/alternative ]

This would be a swell idea.  If only, if only. =/



> From: [EMAIL PROTECTED]
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;)
> Date: Wed, 30 Jan 2008 00:31:23 +
>
> Could VALVe not implement an api where that a mod "ID" if you will is
> registered with SteamWorks, (no need for anything fancy, maybe a guid
> style id, or simply a number), and then the mod developers can add
>
> Update URL (Update location, maybe some data files to tell what update
> is newer, etc)
> Stats URL (Stats location, used for achievements, etc)
>
> and stuff like that. It means valve dont store anything, we can have
> steam functionality, and maybe even an integrated steam
> download/installer? :P


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RE: [hlcoders] New update.

2008-01-15 Thread Brandon Dunham
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I agree with this, even something like this:
-EP1 Engine
=HL2
=HL2: DM
=HL2: EP1
-Orange Box Engine
=Portal
=Team Fortress 2

But then again, I guess it might have something to do with the game config.


> From: [EMAIL PROTECTED]
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] New update.
> Date: Tue, 15 Jan 2008 15:26:26 -0700
>
> I apologize if I'm overstepping my bounds, but may I make a suggestion
> to change your change slightly? I know everyone on this list will
> understand the purpose of the engine selector list box and why the games
> are separated, but if you're already integrating the Orange Box and
> Episode 1 SDK Launchers, why not simply combine the games in one single
> list box? I suggest this from a user experience and end user simplicity
> standpoint... having one list with all the games, just like it used to
> be, will cause less questions to be asked by people who are new to the SDK.
>
> //   Adam Maras (memzero)
>
> Mike Durand wrote:
> > That change comment shouldn't have gone out when it did so there is no
> > change in the SDK Launcher yet. When it does get updated then you will
> > have a drop-list of engine versions that removed the need to add the
> > "-engine" start option.
> >
> > -Mike
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
> > Sent: Tuesday, January 15, 2008 12:42 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] New update.
> >
> > Same, i cant see any changes to the source sdk launcher... The same old
> > dropdown box for games, and -engine ep1 still has effect.
> >
> >
> > Jake Breen wrote:
> >
> >> Anyone know what this changes?
> >> "
> >>
> >>* SDK Launcher now has a drop list of engine versions in addition
> >>
> > to
> >
> >>  a drop list of games/mods. This eliminates the need to specify
> >>  engine version as a launch option"
> >>
> >>
> >> From the latest steam update...no changes to source sdk on my side...
> >>
> >> ___
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> >>
> >>
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[hlcoders] Singleplayer mod + Multiplayer mod

2007-12-30 Thread Brandon N/A
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[ Picked text/plain from multipart/alternative ]
Is it possible to have a multiplayer and singleplayer mod in the same build?  
If so, could you instruct me on how to do such a thing?  I have noticed that 
not a single Valve game has multi and single player in the same build, maybe 
this is a clue. =/
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RE: [hlcoders] The rib bone's connected to?

2007-12-27 Thread Brandon N/A
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Ham bone
:D


> From: [EMAIL PROTECTED]
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] The rib bone's connected to?
> Date: Thu, 27 Dec 2007 11:42:16 -0800
>
> --
> [ Picked text/plain from multipart/alternative ]
> hmm.. A quick look at CSDKRagdoll reveals that it has the following
> hierarchy
>
> .
> CBaseAnimating
>CBaseAnimatingOverlay
>CSDKRagdoll
>
>
> Looking at the hierarchy, you should be able to call
> CBaseAnimating::LookupBone()
> I haven't actually tried it myself.. I just quickly scanned the hierarchy.
>
> - Original Message -
> From: "Maarten De Meyer" <[EMAIL PROTECTED]>
> To: 
> Sent: Thursday, December 27, 2007 11:21 AM
> Subject: [hlcoders] The rib bone's connected to?
>
>
> > Hi list,
> >
> > quick question. I want to recover specifically the head bone in my
> > characters' ragdolls. How can I do this? Do I need to hardcode the index,
> > can I get it by name ( I tried the physobj->getname but it always returns
> > the name of the entire model so far ), or is there another way I can get
> > this specific bone? I've also seen there's a LookupBone function, but
> > that's implemented in the CBaseAnimating class, which the ragdoll isn't.
> > Or do I not have to bother passing by the ragdoll and is the player's
> > model updated from the ragdoll already [ so I could call the LookupBone on
> > the player itself ? ]
> >
> > Thanks in advance,
> >
> > -- Maarten
> >
> >
> > ___
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[hlcoders] Import MP Netcode into SP Build

2007-11-20 Thread Brandon N/A
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I was visiting the steam forums, and I was reading a thread about making a mod 
build into both singleplayer and multiplayer.  It was said in that thread that 
they needed to import the multiplayer netcode into the singleplayer build.  Is 
this possibe?  If so how?  The main goal of this mod is to create a 
Singleplayer game with AI similar to that of HL2 along with a online 
multiplayer function.

This information will be relayed to our coder, I'm just trying to alleviate 
some pressure for him.

Thanks in advance,
Mechanical Rabbit

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Re: [hlcoders] Re: The Wall Bug of KZMOD

2006-04-19 Thread Brandon
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very good news

On 4/19/06, Skillet <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> It would be greatly appreciated if you posted a patch on the wiki.
> Nice work :)
>
> On 4/19/06, Tim Lippert <[EMAIL PROTECTED]> wrote:
> >
> > Wonderful news!!!
> > We found a 95% fix for this damn wallbug. It seems that the collsion
> > boxes(bounding box) of the client and the server were not the same size.
> > when he made them the same size...it went from 100 buggy spots on
> our
> > test map to 5.and at the spot we had the 5 client stucks...it
> also
> > was not consistant as i went over that spot 5 more times and didnt get
> stuck
> > at all :)
> >
> > Thanks for any replies on this subject. It all led us into the right
> > direction. The info might be good for Valve as well for thier HL2DM bug
> > spots that Bloody Kenny was speaking of.
> > ___
> > SMS schreiben mit WEB.DE FreeMail - einfach, schnell und
> > kostenguenstig. Jetzt gleich testen! http://f.web.de/?mc=021192
> >
> >
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> >
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Re: [hlcoders] The Wall Bug of KZMOD

2006-04-15 Thread Brandon
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[ Picked text/plain from multipart/alternative ]
psst dont release a really bugged beta to the public
then u fix it and no one cares anymore


On 4/14/06, Skillet <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> The same issue happens in my mod (using HL2DM SDK base), so I would assume
> it is a problem of the SDK and none of the aforementioned movement
> changes.
> Curiously, it seems, for me, to be just as likely to occur while moving
> along perfectly straight walls as diagonals and other oddly shaped
> geometry.
>
> On 4/13/06, Jason Houston <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > They released a BETA, calm down ;)
> >
> >
> > --
> > Draco
> > --
> >
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Re: [hlcoders] The Wall Bug of KZMOD

2006-04-13 Thread Brandon
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If its killing your mod and you obviously tested it before it came out for
the love of god why would you release it!

On 4/13/06, Jason Houston <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> "reminds me of Doom 1 over a modem" That's because they only added client
> predicted movement to their games when they made Quake :)
>
> --
> Draco
> --
>
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Re: [hlcoders] Sound downloads.

2006-03-20 Thread Brandon
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Omg so you guys are going to fix it!  Release it!!!

On 3/20/06, Yahn Bernier <[EMAIL PROTECTED]> wrote:
>
> It's a bug, we have a fix.  I'll find out when it's scheduled to ship
> out to the public release.
>
> Yahn
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
> Sent: Monday, March 20, 2006 3:53 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Sound downloads.
>
> I'm just wondering is there a status on the sound download bug?
>
> It has been reported a few times, you know, the one where sounds don't
> work
> on the map on which they were downloaded, you have to restart your
> client
> for them to work.
>
> Is this actually a bug or one of the new "features"?
>
>
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Re: [hlcoders] Volume Textures

2005-12-30 Thread Brandon
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you mean paralex mapping?

On 12/30/05, Greg Chadwick <[EMAIL PROTECTED]> wrote:
>
> Does anyone know how to use volume textures (3D textures) in Source?
> There's a shader I want to write however I need to use a 3D texture and
> I can't see an obvious way to use them.  I could probably use a 2D
> texture to emulate a 3D one but it'd be a bit nasty and would slow
> performance.
>
>
>
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Re: [hlcoders] Merry Christmas

2005-12-24 Thread Brandon
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[ Picked text/plain from multipart/alternative ]
Merry Christmas!

On 12/24/05, DrBob <[EMAIL PROTECTED]> wrote:
>
> Ho ho ho ho ho...
> I'm stuck here working. :-(
>
> � wrote:
> > I guess it's a bit early at your side, but I wish you all a Merry
> Christmas
> > and Happy Holidays!
> > julian
> >
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Re: [hlcoders] developer.valvesoftware.com - Dead for anybody else?

2005-11-17 Thread Brandon
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[ Picked text/plain from multipart/alternative ]
it always errors after i edit something like when adding a steam beta ui bug
a couple months ago

On 11/17/05, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> Pleas also rebuild the search table, it keeps erroring
> - might want to repair, and optomise the hole data
> base infact, with all of ts2do's comments
>
> Adam
>
> --- Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>
> > We are upgrading it to a newer media wiki version,
> > should be back soon.
> >
> > - Alfred
> >
> > Benjamin Davison wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > The 1 time you need to reference an article, the
> > site dies :P
> > >
> > > --
> > > - Ben Davison
> > > - http://www.shadow-phoenix.com
> > > --
> > >
> > > ___
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> >
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> >
> >
>
>
> 
>
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Re: [hlcoders] Source Engine: Fixed a rare crash in the physics system

2005-11-03 Thread Brandon
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[ Picked text/plain from multipart/alternative ]
actually yea it did crash thats why he released a new version with no
explosive barrels

On 11/3/05, Dan Stevens (IAmAI) <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Doesn't the CS:S map, aim_advanced have explosive barrels? That map has
> been
> around a while. I haven't played on it a great deal, but I've never
> noticed
> a crash while playing on it.
>
> Dan
>
>
> On 03/11/05, Brandon <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > ok the update just releaed was this
> >
> > *Source Engine*
> > Fixed a rare crash in the physics system
> >
> > does this mean crashing when using explosive oil drums in
> counter-strike:
> > source has been fixed or was this addressing a differernt physics
> problem.
> >
> > this hapened while using the explosive oil drum as prop physics and prop
> > physics multiplayer in cs: s.
> > --
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[hlcoders] Source Engine: Fixed a rare crash in the physics system

2005-11-02 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
ok the update just releaed was this

*Source Engine*
Fixed a rare crash in the physics system

does this mean crashing when using explosive oil drums in counter-strike:
source has been fixed or was this addressing a differernt physics problem.

this hapened while using the explosive oil drum as prop physics and prop
physics multiplayer in cs: s.
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Re: [hlcoders] Problem with new Steam beta

2005-10-20 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
yea it is no longer beta

On 10/20/05, Dan Stevens (IAmAI) <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I thought the new UI has been released, thus is no longer a beta.
>
> On 20/10/05, Alex W <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Delete your clientregistry.blob file. If that doesn't work, create a mod
> > shortcut (right click > create desktop shortcut) and launch the game via
> > the
> > shortcut.
> >
> > On 10/19/05, Lukas Zielke <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > I discovered a problem using the Steam beta. Since I'm using the beta
> I
> > > can't start games anymore. Everytime I want to start a game (e.g.
> > > Half-Life 2 or Counter-Strike: Source) there's a popup from windows
> that
> > > says "hl2.exe has discovered an error and must be closed".
> > > --
> > > [ IMSTP9.gif of type image/gif deleted ]
> > > --
> > >
> > >
> > > ___
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Re: [hlcoders] Steam update broken HL2 mods?

2005-10-12 Thread Brandon Canary
--
[ Picked text/plain from multipart/alternative ]
Just got the new updated and downloaded and third party games are still not
launching :(

On 10/12/05, Dan Stevens (IAmAI) <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> An easier and less drastic solution is to create a desktop shortcut for
> the
> mod.
>
> On 12/10/05, Draco <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Thanks alot mate, now I have an answer for anyone I see complaining
> about
> > it
> > :)
> > Quoted your email 3 times now.
> >
> > --
> > Draco
> > --
> >
> > ___
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> > please visit:
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> >
> >
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Re: [hlcoders] Mod Idea.

2004-07-23 Thread Brandon
ummm i.. must be like a underground religion.. lol
im a artist... and yes we do get angry very easily..

jesus! my hair isn't perfect nor is my  knots in my shoe laces..  i have
to go scream now :) haha
sorry too little slep last night



- Original Message -
From: "McCormack, Chris" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, July 23, 2004 8:09 AM
Subject: RE: [hlcoders] Mod Idea.


Probably not. People still play doom2 and quake.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of tei
Sent: 23 July 2004 15:47
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Mod Idea.



Oh.. Oh,...

A few millions gamers will feel very solitaire from the day 0 after the
half-life2 release, with computers 6 years out-dated (good enough for
Half-Life + WON but not for Steam + HL2 ). All modders will migrate to
the new platform? Its Half-Life1 dying?

ouch...




Daniel Koppes wrote:

> I can't help but shake the feeling that we're all just killing time with
> random things until Half-Life 2 & the SDK comes out
>
> At 02:55 23/07/2004, you wrote:
>
>
>> Dragons of Pern:
>>
>>  You fly with your dragoon trough valleys of death rescueing villagers
>> from the invasion of "ogrosk" a dangeroush villag-eater creature.
>>
>> Your dragon may become exaust, and can be need to eat cows, wait over
>> wizard turrets, save pricess.. etc..
>>
>> You may also fight againts others Dragon Knights.. (corrupted ones that
>> end has mercenary for the ogrosk and that use vile dragoons)
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>
>
> --
> Programmer The Pokémod
> http://pokemod.687th.com
>
> --
>
>
> ___
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Re: [hlcoders] Mod Idea.

2004-07-22 Thread Brandon
not sure..  i know they said it once.. before. i can't remember when though
:(
- Original Message -
From: "K. Mike Bradley" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, July 22, 2004 10:00 AM
Subject: RE: [hlcoders] Mod Idea.


Yes what is the ETA on the SDK?


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Daniel Koppes
Sent: Thursday, July 22, 2004 11:08 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Mod Idea.

I can't help but shake the feeling that we're all just killing time with
random things until Half-Life 2 & the SDK comes out

At 02:55 23/07/2004, you wrote:


>Dragons of Pern:
>
>  You fly with your dragoon trough valleys of death rescueing villagers
>from the invasion of "ogrosk" a dangeroush villag-eater creature.
>
>Your dragon may become exaust, and can be need to eat cows, wait over
>wizard turrets, save pricess.. etc..
>
>You may also fight againts others Dragon Knights.. (corrupted ones that
>end has mercenary for the ogrosk and that use vile dragoons)
>
>
>___
>To unsubscribe, edit your list preferences, or view the list archives,
>please visit:
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>


--
Programmer The Pokémod
http://pokemod.687th.com

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Re: [hlcoders] Mod Idea.

2004-07-22 Thread Brandon
i think your right
- Original Message -
From: "Daniel Koppes" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, July 22, 2004 8:08 AM
Subject: Re: [hlcoders] Mod Idea.


I can't help but shake the feeling that we're all just killing time with
random things until Half-Life 2 & the SDK comes out

At 02:55 23/07/2004, you wrote:


>Dragons of Pern:
>
>  You fly with your dragoon trough valleys of death rescueing villagers
>from the invasion of "ogrosk" a dangeroush villag-eater creature.
>
>Your dragon may become exaust, and can be need to eat cows, wait over
>wizard turrets, save pricess.. etc..
>
>You may also fight againts others Dragon Knights.. (corrupted ones that
>end has mercenary for the ogrosk and that use vile dragoons)
>
>
>___
>To unsubscribe, edit your list preferences, or view the list archives,
>please visit:
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>


--
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http://pokemod.687th.com

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RE: [hlcoders] black screen when I start a server with my mod.

2003-06-22 Thread Brandon Renfrow
Esc/resume doesn't do anything, I tried all the resolution modes the
only thing that was promising is that at 800 x 600 using opengl I could
see the words "loading". There is no small square at the top. The code
is vanilla :).

-Brandon Renfrow.

My computer - 2100xp, 512mb 2100, Radeon 9700, 80gig 8mb.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of jc
Sent: Sunday, June 22, 2003 5:57 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] black screen when I start a server with my mod.

i have the exact same problem. its like my game menu but screwed up. it
only
happened when i upgraded to a radeon 9100 (with my screwy old S3 virge
it
was fine). running in a window gets rid of this problem but if i run
full
screen i have to esc/resume. also it affects the windowed mode if u
start in
full screen and switch to windowed.

it does it in every mod i tried :/

jc

- Original Message -
From: "MoD" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, June 22, 2003 1:32 PM
Subject: Re: [hlcoders] black screen when I start a server with my mod.


> I get a leftover 640X480 picture of the game menu after starting a
> listen server, esc resume and its ok.
>
> Brandon, try running at different resolutions and report what gives.
> Also, make sure you used a vanilla SDK, I like to mess with a line of
> code here and tehre and I sometime forget about it...
>
> --
>
> MoD.
>
> - Original Message -
> From: "Phil" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, June 22, 2003 11:37 AM
> Subject: RE: [hlcoders] black screen when I start a server with my
mod.
>
>
> > At some resolutions, you will see a large square in the top-left
> corner
> > instead of it covering the whole screen.
> >
> > Is there any known cause of this?
> >
> > --
> >  "Windows [n.]
> > A thirty-two bit extension and GUI shell to a sixteen bit patch to
an
> eight
> > bit operating system originally coded for a four bit microprocessor
> and sold
> > by a two-bit company that can't stand one bit of competition."
> > (Anonymous USEnet post)
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > [EMAIL PROTECTED] On Behalf Of Daniel Koppes
> > > Sent: Sunday, June 22, 2003 8:21 PM
> > > To: [EMAIL PROTECTED]
> > >
> > > Try pressing escape (after it's done loading) then click 'Resume
> Game'
> > >
> > > Happens with other mods too.
> > >
> > >
> > > At 20:03 22/06/2003, you wrote:
> > > >This is a multi-part message in MIME format.
> > > >--
> > > >[ Picked text/plain from multipart/alternative ]
> > > >I just recently got a new computer and reinstalled half-life. I
> copied
> > > >the valve folder and changed the name of folder to "test" and the
> > > >liblist.gam to
> > > >
> > > >game "Test Mod"
> > > >type "multiplayer_only"
> > > >mpentity "info_player_deathmatch"
> > > >gamedll "dlls\hl.dll"
> > > >
> > > >Using VisualStudios.net I compiled the original hl.dsp and
> cl_dll.dsp in
> > > >the SinglePlayer Source code folder and had it place the new
.dlls
> in
> > > >the appropriate places within the test folder.
> > > >
> > > >Now the original deathmatch mod works fine. But when I change the
> game
> > > >to "Test Mod" and start a server, I don't even see the console.
Its
> just
> > > >completely black. However it doesn't freeze, as soon as I press
esc
> it
> > > >goes back to the menu. I can't explain why it does this, can
anyone
> > > >help?
> > > >
> > > >-Brandon Renfrow
> > > >--
> > > >
> > > >___
> > > >To unsubscribe, edit your list preferences, or view the list
> archives,
> > > >please visit:
> > > >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > > --
> > > Programmer and Modeller for <http://pokemod.fragoff.net/>The
> > > <http://pokemod.fragoff.net/>Pokemod
> > >
> > > --
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> >
> >
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archives,
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[hlcoders] black screen when I start a server with my mod.

2003-06-22 Thread Brandon Renfrow
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I just recently got a new computer and reinstalled half-life. I copied
the valve folder and changed the name of folder to "test" and the
liblist.gam to

game "Test Mod"
type "multiplayer_only"
mpentity "info_player_deathmatch"
gamedll "dlls\hl.dll"

Using VisualStudios.net I compiled the original hl.dsp and cl_dll.dsp in
the SinglePlayer Source code folder and had it place the new .dlls in
the appropriate places within the test folder.

Now the original deathmatch mod works fine. But when I change the game
to "Test Mod" and start a server, I don't even see the console. Its just
completely black. However it doesn't freeze, as soon as I press esc it
goes back to the menu. I can't explain why it does this, can anyone
help?

-Brandon Renfrow
--

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RE: [hlcoders] detecting mapchange client-side

2002-11-13 Thread Brandon \"Axis\" Russell
One problem I see with that though is if they reload the same map then it
wouldnt get re-initialized.

You could try using a MSG to send to re-connecting clients as stated below
here to send the server info you need.

Or, if you got code client side you need to just reset values to or
something you could try using VidInit() functions.

I believe those are only called on level reloads\loads.

-Brandon "Axis" Russell
Programmer for
Day of Defeat



-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin@;list.valvesoftware.com]On Behalf Of Cortex
Sent: Wednesday, November 13, 2002 11:56 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] detecting mapchange client-side


Hey !

I finally got it to work !! I use the method that is used in the new (SDK
2.3) overview code. It checks at each call of "Reset" if the name of the map
has changed (using gEngfuncs.pfnGetLevelName()). If it has changed, I delete
my rain until I get a new message from the server.

It works great.

Thx for your help anyway

  - Cortex : HL ALBATOR coder & mapper
  - [EMAIL PROTECTED] & ICQ : 71548738

Cortex wrote:
> Hi,
>
> I've a problem since several months (but I didn't tried to fix it for
> several months ;p). In fact, I want to detect mapchange from
> client-side.
>
> Nowadays, I check it from the CHud::Redraw function :
> if (!intermission)
> 
> else
> // It's an intermission
>
> It works fine for intermissions. But my problem is with some "brute"
> map change. For instance, if the user types "map blabla", my code
> won't detect it...
>
> For the story, I want to detect that to disable rain at map change
> (else, the rain will continue to fall in the next level !).
>
> Any help would be greatly appreciated.
>
>   - Cortex : HL ALBATOR coder & mapper
>   - [EMAIL PROTECTED] & ICQ : 71548738
>
>
>
> ___
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RE: [hlcoders] Problem with client-side events

2002-10-27 Thread Brandon \"Axis\" Russell
Just taking a swing here at this. But 2 problems I see right off with this
system is the fact that

A.) With a entity being in the map (your grate to emit steam) its spawn
function is called generally when the map is still loading (your not in the
map yet). So wouldnt sending a playevent while your not fully in the game,
b\c the server is still loading, pretty much void that call ?

B.) If this is a multiplayer mod then the other clients would not get this
event b\c its only called on map load. So clients connecting after that load
would never get the msg.

Thats the 2 possible problem areas Im seeing right off.

-Brandon "Axis" Russell
Programmer for
Day of Defeat



-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin@;list.valvesoftware.com]On Behalf Of Persuter
Sent: Sunday, October 27, 2002 1:25 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Problem with client-side events


Hey folks.

I have a question about client-side events. I'm trying to program something
simple here: an entity that sends a message to the client-side telling it
to start a particle system when it spawns, i.e., a grate from which dynamic
steam emits, or something similar.

I have the following code:

void CParticleEmitter::Spawn( void )
{
Precache();
PLAYBACK_EVENT_FULL( FEV_GLOBAL | FEV_UPDATE, edict(), m_usStartParticle,
0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, type, 0, 0, 0 );
}

void CParticleEmitter::Precache( void )
{
m_usStartParticle = PRECACHE_EVENT( 1, "events/particle.sc" );
}

(type, by the way, is the type of system to add)

Now, this all works fine and dandy, the event gets precached, the playback
function goes through fine, the problem is that on the client side the
corresponding function never gets called. On the client-side dll, I've
added the function declaration in both ev_hldm.cpp and hl_events.cpp, and
I've added the HookEvent in hl_events.cpp as well. I dunno, I'm perfectly
able to do weapons but for some reason this one has me at a loss, and the
one client-side non-weapon event in the SDK isn't much help. Am I missing
something required in the spawn function or on the client side that is
simply part of the weapons code?

Thanks for any help.

Persuter

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RE: [hlcoders] Question and problem concerning the Hud

2002-10-19 Thread Brandon \"Axis\" Russell
A few things to look over ...

1.) Is your sprite(s) you compiled true additive sprites ? As in .. (from
sprite tutorial)

"What this amounts to is a white pixel in your sprite is essentially totally
opaque and white, and black pixel becomes transparent, and every value in
between is appropriately translucent, modulo the background behind the
sprite.  The lighting of the surrounding area will not directly affect the
lighting of this sprite, so in extremely dark areas the sprite may appear to
be self-illuminating (which is often desirable, especially for explosions
and lens flares).  The brighter the background behind the sprite, the
brighter the sprite will be."

2.) When placing in the sprite to your hud.txt did you do the
x,y,width,height values right ?

hud_main320 320hud  x   y   width   height

3.) The 22 at the top of hud.txt ... is this the total lines (non-comments,
actual sprite lines) in the hud.txt file ? This includes all 320\640
sprites, not just 22 sprites for each 320 and then 640, but all of them.

If you did the above, and this is based on the fact that you truly did only
edit the line in vidinit() in health.cpp to replace "cross" with "hud_main".
Then its more than likely your sprite file itself. Thats about all I can
offer for help, just double check what you did already.

also ...

"P.s. On a side note, I shouldnt use additive sprites if i want to use full
color sprites and not make them transparent huh ? I see DOD uses an alpha
test sprite for their hud_main piece"

If you want to use a full color sprite then alpha test would be the way to
go. Read the sprite tutorial located in the SDK for how to compile a alpha
test.

-Brandon Russell
Programmer for
Day of Defeat

-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin@;list.valvesoftware.com]On Behalf Of Paul Bean Jr.
Sent: Saturday, October 19, 2002 2:42 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Question and problem concerning the Hud


Hey, I'm new to the Halflife programming scene, not new to c++ however, but
looking at this thing sometimes makes me feel that ways, anyways on to the
real problem.  I'm trying to
get a feel on how exactly i should make my hud look, and I want to use my
own sprites,
so I create a sprite (i make two of them, same exact sprite just one to use
for 320 and one for 640) and create a hud.txt which looks briefly like
below(i'll only show clip's of it to reduce spam and merely get my point
across)
--hud.txt--
22
//Sr hud god ...measuring these things with photoshop suxorz
//320
hud_main320 320hud1 53  57  152 151
number_1320 320hud1 5   5   9   10

//640
hud_main640 640hud1 53  57  152 151
number_1640 640hud1 5   5   9   10
...
--End of hud.txt--
As you can see i actualyl only have 22 sprites i want to load, so now I'm
like ok...
cheap quick hack, I'll just reposition the y coordinate and tell healthhud
class to use hud_main instead of cross.  I compile her in debug setting,
load her up and try my mod bam. It blits FIRST the specified image i
told it to clip and blit onto the screen it THEN places the WHOLE sprite
file (not just the dimensions I specified)more or less a little diagnolly
lower and to the right, NEXT to it. I don't get it what's going on ?
what did I do wrong ? my sprite is an additive and I don't change anything
to the source except what sprite it should use
--Health.cpp--
m_HUD_dmg_bio = gHUD.GetSpriteIndex( "dmg_bio" ) + 1;
//Cheap hack, I don't mind using cross as my hud :)
m_HUD_cross = gHUD.GetSpriteIndex( "hud_main" );
--End of Health.cpp--
now i've searched and searched for real non incompetent tutorials(although I
appreciate what little infomration i could squeeze out of the others,
believe me) and have found no wrong doing in what I've done, yet come out
with horid results. I have a screenshot of the problem for later in depth
reference for anyone is intersted*notes the chirping crickets and
guesses no one is* so If anyone could give me any feedback whatsoever on
this problem please do so( it also blits a little green tiny box at the
bottom of my screen which i think is just a casualtie that will be solved
when this issue is) Thankyou ahead of time, this is my first post and a
lengthy one as you can tell, thanks for bearing with me and reading the
message, I hope to contribute to more posts now that i've recently
subscribed to the list.


P.s. On a side note, I shouldnt use additive sprites if i want to use full
color sprites and not make them transparent huh ? I see DOD uses an alpha
test sprite for their hud_main piece

Thankyou,
Pj Bean (AKA Nakusku)
Lead Coder of Saiyan Rebirth(http://www.sr.flagrun.net)


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RE: [hlcoders] Re: Sounds automatically called?

2002-10-17 Thread Brandon \"Axis\" Russell
"Is it possible to edit the events for the model without having the original
model and its qc file?"

You could decompile the model and try recompiling it back like you want.

OR

WARNING BELOW IS A HACK !

//START HACK

HACK: you could go client side in entity.cpp in HUD_StudioEvent() and
intercept the sound event and play the sound you want depending on the
weapon model. Although this is just off the top of my head and not to
mention a HUGE HUGE hack =).

//END TERRIBLE HACK

But this all goes back to what you mentioned as well "I don't plan on using
this in one of my mods without the modeler's permission."

I would not suggest using anything unless you have permission.

-Brandon Russell
Programmer for
Day of Defeat

-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin@;list.valvesoftware.com]On Behalf Of Jonathan Day
Sent: Thursday, October 17, 2002 9:07 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Re: Sounds automatically called?


That is so weird that you replied.  Of all the peopl here, you replied.

It's weird, because I wrote the code for this m4a1 based on your m16
tutorial at the Coding Collective site.  I just used some m4a1 model to
practice with.

Seriously...it's like those levi comercials...the one with the dead emu in
the back seat that's not dead so the driver crashes into a pool hall where
the emu sorority girls are.  OK, it's not exactly like that...but you know
what I mean.

Anyway, onto the coding stuff.  Is it possible to edit the events for the
model without having the original model and its qc file?  This just for
practice, of course...I don't plan on using this in one of my mods without
the modeler's permission.  But, right now I'm just figuring things out.

Jonathan Day
Trepid
http://www.trepid.net




> At 04:53 PM 17/10/2002 -0400, you wrote:
>> Does DefaultReload() automatically call sounds that look like they're
>> related to the gun?  Cause, I never told it to use these sounds in my
>> sound\weapons folder, but it's using them anyway.  Like
>> uhm4a1_clipout.wav.  I never told it to use it, but it uses it.  At
>> first I figured maybe the default sound was similar to the one in my
>> mod's
>> folder...but I edited the sound, and it was actually the sound in my
>> folder.
>>
>> So, apparently it uses the sound even without me asking to use it.  I
>> mean,
>> I was going to make it use it anyway, but it did it before I wrote the
>> code.
>> I wouldn't have a problem with this if it was just timed right.  The clip
>> is
>> taken out in the animation, but the sound is a little delayed...so it's
>> buggin' me.
>>
>> It's not just the clipout sound, it's all the sounds related to the m4a1.
>
> The sounds for certain things are compiled into the model as events that
> play when the animation is played.  For example, here is the line for the
> reload animation for our AK47.  As you see, it plays the clipout.wav on
> frame 13 of the animation and the clipin on frame 42.  This is in the QC
> file that is used to compile the model.
>
> $sequence reload6 "reload6" fps 30 { event 5004 13
> "weapons/ak47_clipout.wav" } { event 5004 42 "weapons/ak47_clipin.wav" }
>
>
>
> Rob Prouse (Commando)
> Tour of Duty Mod
> http://www.tourofdutymod.com
>
>
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RE: [hlcoders] Valve File Depot

2002-10-08 Thread Brandon \"Axis\" Russell

I like it !!

Great job Chris ... ;p

-Brandon
Programmer for
Day of Defeat

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Chris Bokitch
Sent: Tuesday, October 08, 2002 5:52 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Valve File Depot


The name was a bit of a joke, but I decided to keep it anyway. :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Tim Reynolds
Sent: Tuesday, October 08, 2002 3:24 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Valve File Depot


Dev Dev Revolution?

lol

- Original Message -
From: "Eric Smith" <[EMAIL PROTECTED]>
To: "Half-Life Dedicated Server Mailing List" <[EMAIL PROTECTED]>;
"Half-Life Dedicated Linux Server Mailing List"
<[EMAIL PROTECTED]>; "Half-Life Dedicated Server Annoucement
Mailing List" <[EMAIL PROTECTED]>;
<[EMAIL PROTECTED]>; "Half-Life Dedicated Server Applications
Mailing List" <[EMAIL PROTECTED]>
Cc: "Erik Johnson" <[EMAIL PROTECTED]>; "Leon Hartwig"
<[EMAIL PROTECTED]>; "Adrian Finol" <[EMAIL PROTECTED]>;
"Chris Bokitch" <[EMAIL PROTECTED]>
Sent: Tuesday, October 08, 2002 10:30 PM
Subject: [hlcoders] Valve File Depot


> The active projects from the Valve File Depot have been moved to a new
site.
> The login/password information will stay the same for any accounts you've
> been using.
>
> The URL for the new site is:
>
> http://dev.valve-erc.com/
>
> For example, the login for the beta server is still:
>
> login: server_beta
>  pass: server_beta
>
> The old URL for the Valve File Depot has information regarding the new
site.
> Anyone who uses the old URL will be redirected to the new site.
>
> -Eric
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RE: [hlcoders] First Person Deadcam

2002-10-08 Thread Brandon \"Axis\" Russell

Thats entirely up to you =).

I think you can get the rest on your own. There is different ways you can go
with this coding. Its wide open for what ever you need to do.

-Brandon
Programmer for
Day of Defeat

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall
Sent: Tuesday, October 08, 2002 11:03 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] First Person Deadcam


Hi,
  Thanks for the info. However, last time I looked (I don't have the source
on front of me) that 'weapon list' is bounded by a "if (IsSpectator())"
check for HLTV only, I need it to work when not HLTV. Or do you have to
remove all those HLTV only checks if you want to use 'spectator cams' in
game?

Mark.

-Original Message-
From: Brandon "Axis" Russell [mailto:[EMAIL PROTECTED]]
Sent: 08 October 2002 16:50
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] First Person Deadcam



"the view->model pointer is null."

Look at V_FindViewModelByWeaponModel() in view.cpp. Here you replace the
p_model of the player entity we are spectation with the correct v_model.
This list has to be manually updated with your current ingame weapons.
view->model will not be saved for us to know about other player entities
client side. However we do know what their p_model is b\c its rendered to us
when we look at them. So plug in your weapons into this list and that should
solve that problem.

"My problem is the camera seems to be tracking the player correctly but it
is at their feet not their 'eyes'"

This I dont know really. I would suggest running in debug mode and stepping
into the view.cpp. Mainly focus on

V_CalcRefdef()

which should call

V_CalcSpectatorRefdef()

then if in First Person mode should call

V_CalcNormalRefdef()

Be watching for the viewangles being set and how they are offset ect.

Hope that points you in the right direction.

-Brandon
Programmer for
Day of Defeat

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall
Sent: Tuesday, October 08, 2002 4:32 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] First Person Deadcam


Sorry, I wasn't clear enough. You become a spectator when you are dead in my
mod (like CS) and I was talking about the 'First Person Cam' in the
spectator mode when you are looking through a 'living' players view so his
p_model and v_model would be intact (I don't use p_models in my mod anyway).

 My problem is the camera seems to be tracking the player correctly but it
is at their feet not their 'eyes' and the view->model pointer is null.

Thanks,
Mark.

-Original Message-
From: Brandon "Axis" Russell [mailto:[EMAIL PROTECTED]]
Sent: 08 October 2002 00:50
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] First Person Deadcam


B\c I believe at the point of death (death animation being played) the
p_models are not shown b\c all items are removed from the player. Player is
just a stripped entity that is doing a death animation then his model is not
drawn till you spawn() again. If you wanted the p_model to stay longer you
would have to store off the current p_model at point of death and keep the
pev->weaponmodel set during death animation I would think.

Hope that helps,
-Brandon
Programmer for
Day of Defeat

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall
Sent: Monday, October 07, 2002 4:26 AM
To: '[EMAIL PROTECTED]'
Subject: [hlcoders] First Person Deadcam


Hi,
  I merged with SDK2.3 and got it all running. The first person deadcam
works but there is no weapon model displayed. Any idea why? or where I
should be looking?

Thanks,
Mark.
www.planethalflife.com/vampire
www.planethalflife.com/ios


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RE: [hlcoders] First Person Deadcam

2002-10-08 Thread Brandon \"Axis\" Russell


"the view->model pointer is null."

Look at V_FindViewModelByWeaponModel() in view.cpp. Here you replace the
p_model of the player entity we are spectation with the correct v_model.
This list has to be manually updated with your current ingame weapons.
view->model will not be saved for us to know about other player entities
client side. However we do know what their p_model is b\c its rendered to us
when we look at them. So plug in your weapons into this list and that should
solve that problem.

"My problem is the camera seems to be tracking the player correctly but it
is at their feet not their 'eyes'"

This I dont know really. I would suggest running in debug mode and stepping
into the view.cpp. Mainly focus on

V_CalcRefdef()

which should call

V_CalcSpectatorRefdef()

then if in First Person mode should call

V_CalcNormalRefdef()

Be watching for the viewangles being set and how they are offset ect.

Hope that points you in the right direction.

-Brandon
Programmer for
Day of Defeat

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall
Sent: Tuesday, October 08, 2002 4:32 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] First Person Deadcam


Sorry, I wasn't clear enough. You become a spectator when you are dead in my
mod (like CS) and I was talking about the 'First Person Cam' in the
spectator mode when you are looking through a 'living' players view so his
p_model and v_model would be intact (I don't use p_models in my mod anyway).

 My problem is the camera seems to be tracking the player correctly but it
is at their feet not their 'eyes' and the view->model pointer is null.

Thanks,
Mark.

-Original Message-
From: Brandon "Axis" Russell [mailto:[EMAIL PROTECTED]]
Sent: 08 October 2002 00:50
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] First Person Deadcam


B\c I believe at the point of death (death animation being played) the
p_models are not shown b\c all items are removed from the player. Player is
just a stripped entity that is doing a death animation then his model is not
drawn till you spawn() again. If you wanted the p_model to stay longer you
would have to store off the current p_model at point of death and keep the
pev->weaponmodel set during death animation I would think.

Hope that helps,
-Brandon
Programmer for
Day of Defeat

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall
Sent: Monday, October 07, 2002 4:26 AM
To: '[EMAIL PROTECTED]'
Subject: [hlcoders] First Person Deadcam


Hi,
  I merged with SDK2.3 and got it all running. The first person deadcam
works but there is no weapon model displayed. Any idea why? or where I
should be looking?

Thanks,
Mark.
www.planethalflife.com/vampire
www.planethalflife.com/ios


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RE: [hlcoders] First Person Deadcam

2002-10-07 Thread Brandon \"Axis\" Russell

B\c I believe at the point of death (death animation being played) the
p_models are not shown b\c all items are removed from the player. Player is
just a stripped entity that is doing a death animation then his model is not
drawn till you spawn() again. If you wanted the p_model to stay longer you
would have to store off the current p_model at point of death and keep the
pev->weaponmodel set during death animation I would think.

Hope that helps,
-Brandon
Programmer for
Day of Defeat

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall
Sent: Monday, October 07, 2002 4:26 AM
To: '[EMAIL PROTECTED]'
Subject: [hlcoders] First Person Deadcam


Hi,
  I merged with SDK2.3 and got it all running. The first person deadcam
works but there is no weapon model displayed. Any idea why? or where I
should be looking?

Thanks,
Mark.
www.planethalflife.com/vampire
www.planethalflife.com/ios


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RE: [hlcoders] First Person Deadcam

2002-10-07 Thread Brandon \"Axis\" Russell

Weapon model, as in p_model or v_model ?

-Brandon
Programmer for
Day of Defeat

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall
Sent: Monday, October 07, 2002 4:26 AM
To: '[EMAIL PROTECTED]'
Subject: [hlcoders] First Person Deadcam


Hi,
  I merged with SDK2.3 and got it all running. The first person deadcam
works but there is no weapon model displayed. Any idea why? or where I
should be looking?

Thanks,
Mark.
www.planethalflife.com/vampire
www.planethalflife.com/ios


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RE: [hlcoders] How do you guys deal with players harrasing other players?

2002-09-30 Thread Brandon \"Axis\" Russell

Im always on holiday !! :)

And I finally got my hlcoder email account working again. Was down for a
while.


-Brandon "Axis" Russell
Programmer for Day of Defeat

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of botman
Sent: Monday, September 30, 2002 10:57 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] How do you guys deal with players harrasing
other players?


Sent: Monday, September 30, 2002 10:44 AM
Subject: RE: [hlcoders] How do you guys deal with players harrasing other
players?


> The best plan is to code with the assumption that every thing your adding
> in will be used as an exploit. You also have to program in the mind of a
> cheater.

A little bit behind in our e-mail are we?  Just getting back from a 2 week
holiday?   :)

Jeffrey "botman" Broome

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RE: [hlcoders] How do you guys deal with players harrasing other players?

2002-09-30 Thread Brandon \"Axis\" Russell

The best plan is to code with the assumption that every thing your adding in
will be used as an exploit. You also have to program in the mind of a
cheater. As your writing your new systems think "If I was a cheater how
could I break this". Its a sad world, but the best way to win is to be one
step ahead of the cheaters. If someone is blocking a door leading from a
spawn area. Then this doesnt mean you have to program stuff to combat it. It
just means you and your mapper needs to rethink the paths from a spawn area.
In Day of Defeat we was hit with this one alot. So we took out the "spawn in
a room with 1 exit door" train of thought and randomly spawned people in a
area with multiple exits out if possible.

Thats probably the best advice to take and  use in this situation. Just
program with the mind set of how can I break this.

-Brandon "Axis" Russell
Programmer for Day of Defeat

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Ryan
"Professional Victim" Desgroseilliers
Sent: Wednesday, September 18, 2002 5:51 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] How do you guys deal with players harrasing
other players?


Permanant bans should really not be added for any kind of arbitrary
decision.  This kind of feature relies too heavily in the "perfect world"
assumption -- more often than not, players will simply vote "yes" when
unaware of the circumstances of the vote just to get that annoying prompt
off the screen.  Not to mention the arbitrary bans handed out on many
style-obsessed servers for using tactics the server doesn't approve of, and
the general "ban first, instruct later" mentality many players have towards
newbies unaware of the server rules.  IMO, it's much more effective to work
to remove the possible venues of abuse than to add features encouraging what
is essentially vigilante justice.


- Original Message -
From: "botman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, September 18, 2002 7:09 AM
Subject: Re: [hlcoders] How do you guys deal with players harrasing other
players?


> > build some vote features into your mod (vote_cheater, vote_lamer,
> > vote_spammer). not a console based one, but an onscreen one.
> >
> > if more than 50% of the users vote to ban someone, the server does it,
and
> > then sends a notice to the server your mod's page is hosted on, (with a
> > small reciever program running) that takes the ban notice, and applys
the
> > wonID to a global banlist. Each server sends a message to this main
> server,
> > and syncs up it's global banlist (with options to sync lists like:
cheater
> > list, lamer list, and spamer list available) on a regular basis.
>
> ...and like I said, you'd have a server with 8 players on it (5 of them
> being from myg0t) and the myg0t players would start banning everyone else
> left and right (since they comprise more than 50% of the players).
>
> Bad idea, IMHO.  Also global ban lists are a bad idea unless you are
99.997%
> sure the player is cheating or constantly disruptive (i.e. has been
> disruptive on more than one occasion).
>
> Jeffrey "botman" Broome
>
>
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Re: [hlcoders] (no subject)

2002-05-12 Thread Brandon Robertson

How do i make an entity? And how will that control which animation is played
and such. Can i see some sample code, or can anyone direct me to a tutorial
on this?



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[hlcoders] (no subject)

2002-05-12 Thread Brandon Robertson

Where is the code for placing player models in my game? I already have the
models made, i just wanna know how to get them in my mod.


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