[hlcoders] Half-Life 2 / Source Mod FAQ
I've posted a Half-Life 2 / Source Mod FAQ at the Collective, here: http://collective.valve-erc.com/?go=source_mod_faq It is comprised of questions received through email, seen on forums, and answered in interviews. As I receive more (and more, and more) email, I'll be adding more content to this FAQ. All of the content in this FAQ is checked through the Half-Life 2 team, so it should be fairly accurate, minus my own typos. :) I will be keeping it focused mainly on modding related questions and engine specs and guidelines that affect mods (map size, polygon budget, etc). Chris. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [Fwd: [hlcoders] DOD hw/sw.dll redistribution?]
The hw.dll and sw.dll are going to be updated pretty soon so there isn't really a need to redistribute them. It would probably be best if you wait for the update. Chris. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith Sent: Tuesday, July 01, 2003 11:09 AM To: '[EMAIL PROTECTED]' Subject: RE: [Fwd: [hlcoders] DOD hw/sw.dll redistribution?] I'm sure everyone already knows this, but once we do our next client update you won't want to include the old hw.dll and sw.dll anymore. You'll need to update your mod installer so it doesn't include those files after we've updated, or your clients will have problems. -Eric -Original Message- From: Eric Smith Sent: Tuesday, July 01, 2003 11:02 AM To: '[EMAIL PROTECTED]' Subject: RE: [Fwd: [hlcoders] DOD hw/sw.dll redistribution?] It's okay to include the hw.dll/sw.dll files that come with DoD 1.0 (mod) with your mod. Thanks for checking with us first. -Eric Original Message Subject: [hlcoders] DOD hw/sw.dll redistribution? Date: Mon, 30 Jun 2003 20:09:09 -0400 From: Jonah Sherman [EMAIL PROTECTED] Reply-To: [EMAIL PROTECTED] To: [EMAIL PROTECTED] DOD 1.0 replaces the engine hw.dll and sw.dll with new ones that support transparent models. This would be a very cool feature for other mods too. Obviously valve is allowed to redistribute their own engine dlls however they want, but can a non-valve mod include the DOD hw/sw.dll's so transparent models can be used? I would really appreciate it if someone from valve would answer this so we know if we can include them or not... -Jonah ___ 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
RE: [hlcoders] Models and memory management
He's caught on! Ken, start the neutralization process! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of botman Sent: Tuesday, January 28, 2003 11:40 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Models and memory management I have added the code for usehunk==5 :) Note the comment ;) snip else if (usehunk == 5) { buf = (byte *)Mem_Malloc(len + 1); // YWB: FIXME, this is evil. } That brings up an interesting point. Have you ever noticed how much evil is in the Half-Life source code? There's the most hacked, evil, bastardized thing kjb has ever seen. There's the EvilImpulse101. There's see no evil if prisoner is set. There's I'm not following you, you evil person!!!, and the // this is evil comment in a couple of places. So what's the deal with Valve and Evil? :) 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
RE: [hlcoders] Engine enhacements been added in next HL patch?
Most of the Ritual mappers have been using QER for a very long time. It makes more sense that they use something they are extremely comfortable with rather than go through the learning stages all over again to use WC/Hammer (WC Hammer? Oh, that's just TOO close... hehe). Adding CZ support to Hammer is as simple as converting the QER entity data file to a Hammer game data file. I'm working on a preliminary version right now for testing purposes. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Neale Roberts Sent: Friday, January 03, 2003 8:38 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Engine enhacements been added in next HL patch? I have to agree with that. It's got one of the nicest interfaces around. I tried QERadiant a couple of times, and it was just awful. - Original Message - From: Chris 'Tal-N' Blane [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, January 03, 2003 4:14 PM Subject: Re: [hlcoders] Engine enhacements been added in next HL patch? I've used QEradient for HL editing and i have to say that it's a damn nightmare trying to set the damn thing u pto use WADs, but i simply couldn't settle with it once i got past the traumatic set up. I hate to sound like one of the brainwashed masses but WC/Hammer simply is perfect for Quake engine editing I've been using some form of WC since way back when it was first designed for the original Quake although it has come along in leaps and bounds since then. - Original Message - From: Nick McLaren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, January 03, 2003 4:01 PM Subject: RE: [hlcoders] Engine enhacements been added in next HL patch? One thing that I find interesting is that Ritual is using QERadiant instead of Hammer. Perhaps Ritual's level designers (all hail Levelord!) are just more familiar with QERadiant and didn't want to have to learn a different interface, but I wonder if there were any missing features from QERadiant that had to be ported from Hammer to support CZ. Jeffrey botman Broome From what I understand, it IS a modified QERadiant, though I haven't been able to find out exactly what was changed/added yet. Granted none of this is set in stone yet, I'm told that this new modified QERadiant package will be distributed with CS:CZ for level creators to play with. That can only be good for all of us. =) - Nick McLaren, CCNA, SCSA Battle LAN Technical Admin [EMAIL PROTECTED] http://www.battlelan.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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Engine enhacements been added in next HL patch?
Hmm, as far as I know, Ben Morris didn't base Worldcraft on the Radiant souce. In fact, I'm almost sure of it. I'll find out next time we do coffee. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Neale Roberts Sent: Friday, January 03, 2003 11:45 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Engine enhacements been added in next HL patch? That was a source tree that split a *long* time ago. I wouldn't say Hammer is more newbie friendly - it's just got a more friendly interface. It's certainly as powerful as Radiant. - Original Message - From: omega [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, January 03, 2003 6:47 PM Subject: RE: [hlcoders] Engine enhacements been added in next HL patch? Funny thing is, qeradiant came from the same source tree that worldcraft/hammer did. Just, the guy that did WC made it more newbie friendly that's all. Personally I cant stand hammer/wc over GTKRadiant, but the hl plugins aren't done yet. GTK Radiant is massively superior =) Just, not for HL junk right now. -omega Blackened Interactive - http://blackened-interactive.com Front Line Force - http://www.flfmod.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Chris 'Tal-N' Blane Sent: January 3, 2003 11:15 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Engine enhacements been added in next HL patch? I've used QEradient for HL editing and i have to say that it's a damn nightmare trying to set the damn thing u pto use WADs, but i simply couldn't settle with it once i got past the traumatic set up. I hate to sound like one of the brainwashed masses but WC/Hammer simply is perfect for Quake engine editing I've been using some form of WC since way back when it was first designed for the original Quake although it has come along in leaps and bounds since then. - Original Message - From: Nick McLaren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, January 03, 2003 4:01 PM Subject: RE: [hlcoders] Engine enhacements been added in next HL patch? One thing that I find interesting is that Ritual is using QERadiant instead of Hammer. Perhaps Ritual's level designers (all hail Levelord!) are just more familiar with QERadiant and didn't want to have to learn a different interface, but I wonder if there were any missing features from QERadiant that had to be ported from Hammer to support CZ. Jeffrey botman Broome From what I understand, it IS a modified QERadiant, though I haven't been able to find out exactly what was changed/added yet. Granted none of this is set in stone yet, I'm told that this new modified QERadiant package will be distributed with CS:CZ for level creators to play with. That can only be good for all of us. =) - Nick McLaren, CCNA, SCSA Battle LAN Technical Admin [EMAIL PROTECTED] http://www.battlelan.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 ___ 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
RE: [hlcoders] FGD's and coding
I've started working on some new FGD documentation based on the current Hammer specs. It'll be posted at the Collective in the next few days. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Daniel Koppes Sent: Sunday, November 24, 2002 8:09 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] FGD's and coding -- [ Picked text/plain from multipart/alternative ] Ah, I think he knows that, but wants to now add his new entities into maps with an FGD... At 12:40 24/11/2002 +0200, you wrote: Hello Paul, Editing FGD file isn't coding. To create your own new entiity you must edit source code. Recommend you to read How to make a mod.doc from the SDK and to visit botman's site - www.planethalflife.com/botman ... -- Vyacheslav Hoaxer Djura Level-designer Deep-Shadows(http://www.deep-shadows.com) ___ 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 -- -- ___ 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
RE: [hlcoders] water gone screwy :(
Ya, sorry, my bad. :) I made some sweeping changes to the way the code was stored and broke registrations and the forgotten password function. I'll be more careful and thorough in my checking next time. :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Pat Magnan Sent: Friday, November 22, 2002 4:56 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] water gone screwy :( And I was just going to respond telling you that some of us have been TRYING to but there was an error in the registration page.. fixed now.. so never mind :) At 09:45 AM 11/21/2002 -0800, you wrote: If you want a place to post tutorials... *cough* http://collective.valve-erc.com/ :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of omega Sent: Thursday, November 21, 2002 9:27 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] water gone screwy :( Hrm, if I starless would fix my login on nofadz I could update that tutorial a bit.. but anyway.. The rescale shouldn't physically affect the water, it doesn't rescale brushes. So maybe you're just seeing something funny when you're in the water due to the fact that those hulls don't work with zhlt, unless you modify hlcsg.exe so that it'll read in the qcsg formatted hulls.txt (which is what I used when I wrote that thing) as for being tied to water, that's simply so it can move up/down (ie: like un undertow, when you hit the button the water fills up) and to allow it to be rendered transparent. Now back to the hulls again, since you're using zhlt, zoner used a different format on the hulls.txt . it just takes the positive values and mirrors it exactly on the opposite. The old way you specified the top and the bottom (you could make non-perfect boxes, the old way, so you could in essence have the origin not in the exact center) which is probably the problem here. So, you'll have to make new hulls and change the code to use em. There's also some other things missing from that tut to make it work perfectly, too. -omega Blackened Interactive - http://blackened-interactive.com Front Line Force - http://www.flfmod.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of jc Sent: November 20, 2002 2:21 PM To: [EMAIL PROTECTED] Subject: [hlcoders] water gone screwy :( all of a sudden the water in my mod has stopped working properly (in doesnt extend down fully any more - there is space under the water !!). the water was working before and im clueless as to what could be causing this. i first noticed the problem after rescaling using this tut: http://www.nofadz.com/blackened/hltuts/rescale.html the maps are compiled with a modified hull file using ZHLT has anyone had any problems like this before and can anyone suggest how i can fix this? i look at func_water in the sdk and its linked to a door so im even more clueless.. jc ___ 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
RE: [hlcoders] water gone screwy :(
If you want a place to post tutorials... *cough* http://collective.valve-erc.com/ :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of omega Sent: Thursday, November 21, 2002 9:27 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] water gone screwy :( Hrm, if I starless would fix my login on nofadz I could update that tutorial a bit.. but anyway.. The rescale shouldn't physically affect the water, it doesn't rescale brushes. So maybe you're just seeing something funny when you're in the water due to the fact that those hulls don't work with zhlt, unless you modify hlcsg.exe so that it'll read in the qcsg formatted hulls.txt (which is what I used when I wrote that thing) as for being tied to water, that's simply so it can move up/down (ie: like un undertow, when you hit the button the water fills up) and to allow it to be rendered transparent. Now back to the hulls again, since you're using zhlt, zoner used a different format on the hulls.txt . it just takes the positive values and mirrors it exactly on the opposite. The old way you specified the top and the bottom (you could make non-perfect boxes, the old way, so you could in essence have the origin not in the exact center) which is probably the problem here. So, you'll have to make new hulls and change the code to use em. There's also some other things missing from that tut to make it work perfectly, too. -omega Blackened Interactive - http://blackened-interactive.com Front Line Force - http://www.flfmod.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of jc Sent: November 20, 2002 2:21 PM To: [EMAIL PROTECTED] Subject: [hlcoders] water gone screwy :( all of a sudden the water in my mod has stopped working properly (in doesnt extend down fully any more - there is space under the water !!). the water was working before and im clueless as to what could be causing this. i first noticed the problem after rescaling using this tut: http://www.nofadz.com/blackened/hltuts/rescale.html the maps are compiled with a modified hull file using ZHLT has anyone had any problems like this before and can anyone suggest how i can fix this? i look at func_water in the sdk and its linked to a door so im even more clueless.. jc ___ 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
RE: Re[2]: [hlcoders] SDK Licence applies to HL PS2?
I think Kratisto already showed this is possible -- http://personal.telefonica.terra.es/web/kratisto/gordon_ps2.jpg -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Vyacheslav Djura Sent: Friday, November 15, 2002 10:31 PM To: Ken Birdwell Subject: Re[2]: [hlcoders] SDK Licence applies to HL PS2? Hello Ken, as for me the main question is this this possible to take some models from HLPS2? I thought that it won't be possible with DVD-ROM... -- Vyacheslav Level-designer Deep-Shadows(http://www.deep-shadows.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
RE: [hlcoders] Mac VS PC
Can you move this off the list please? -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com]On Behalf Of sol.greyfox Sent: Friday, October 11, 2002 2:05 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Mac VS PC Wow. Didn't realize people like this still existed. any idiot with a stopwatch would find that a new Mac pitted against a new PC would result in the Mac completing the operation in approximately 63% of the time it took the PC to complete. their processors can do a lot of gigaflops and sure as HELL know how to use it. If you think that Windows can manage a processor (or memory for that matter), then you obviously have no clue what you are talking about. Sorry, but it's time you faced the cold, hard truth. -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com]On Behalf Of Avatar-X Sent: Friday, October 11, 2002 5:51 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Mac VS PC -- [ Picked text/plain from multipart/alternative ] what was the point of this little rant of yours? everything you mention is also possible on the PC... the PC manufacturers simply don't force you to use it. besides, any idiot with a stopwatch can see that a lower-end PC runs faster than a brand new high-end mac, sure maybe their processers can do a lot of gigaflops but they sure don't use them wisely. -av Aaron Kalin wrote: Cocoa and Darwin... OSX is a great OS and I would love to see a PC port as it is UNIX based, the Window system is a openGL rendering, not a GDI rendering (direct draw) which puts less strain on the processor for desktop rendering and allows for some sleeker graphics. Windows XP tried to do this but didd'nt quite make it. Yes you CAN do things on a Mac that are normally done on a PC, the meulators for windows work fine, I have been able to run HL and other games on it just fine along with my other essential software. No, Apple doesnt price gouge, actually the higher prices comes from their choice of product, they went higher end with this such as firewire which was invented before USB however the expense of it quickly made USB catch in the PC world, yet it never was anywhere close to the speed of firewire and is still today the method of choice for all DV editors today. Don't forget they went straight into SCSI instead of the cheaper PC EIDE drives. Also the mac's g4 processor runs ont he new RISC archetecture which no Intel or AMD has been able to match (yet, look @ the clawhammer) The dual G4 pumps out a whopping 16 gigaFLOPS (Floating Point Operations Per Second) versus the dual AMD or Intel's 6 or 7. Coupled with the better flat panel monitor technology and better sense on the higher end of the industry Apple suprisngly made the best choice for OSX, as the Server OS is quite powerful and is able to run any UNIX installed software I choose so running and maintaining the server is a breeze, I would love to see a Windows server try to outrun it. One other thing, this was a HLCoders list, not a mac and PC pissing contest, get back to HL kthx =p -iggy - Original Message - From: Chris Foss [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, October 10, 2002 9:29 AM Subject: Re: [hlcoders] Mac VS PC bah, I have nothing better to do. Macs are good at what they do: drool proof systems, graphics design, and matching the curtains. PCs are true general purpose machines. anything you can do with a mac you can do with a PC, the inverse is not true. on Ooperating systems: Linux does what it does well (server, file recovery, being 1337, being stable.) Windows is good with games, but is rather buggy for a 100%, mission critical, 'net connected server. Mac OS is good at looking pretty, and with BSD, you can actualy do stuff. An apple salesperson showed off a dual g4 box with osX (before it came out to the masses). I was like: yeah, but does it have a command line. he popped open a term, and said: it has all of the basic *nix commands, but they're in slightly diferent locations. macOS is promising, let's put it that way. (there have been successes in making an Xfree compatibility layer with osX, meaning X programs can run on aqua or cocoa or whatever it's called.) - Original Message - From: Daniel Koppes [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, October 10, 2002 3:58 AM Subject: RE: [hlcoders] Mac VS PC I'll stick with PC + Windows 2000... its pretty much 100% stable *hides from the Linux fanboys* For sure, lol. I love Mac design !!! I dream of a mix-computer mac hardware + x86 software On 10 Oct 2002 at 23:46, Daniel Koppes wrote: Um. Please tell me you're kidding. Please Okso it's a fruit ^^ I often eat apple-pies, can I eat PC-pies too ? On 10 Oct 2002 at 22:31, Philip (Fiber) wrote: Uh oh. See www.apple.com _ Why do ducks have webbed feet? To stamp out fires. Why do elephants have flat
RE: [hlcoders] VALVe : map to dxf...
The resource (linked below) has been updated with this information. http://coding.valve-erc.com/?alias=map2dxf -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of David Speyrer Sent: Wednesday, October 09, 2002 1:51 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] VALVe : map to dxf... This code assumes that every vertex in the solid can be referred to by a unique index, so a rectangular solid would have 8 verts with indices from 0 to 7. CreatePointIndexList fills out an array with the indices of verts on the given face in clockwise winding order. GetConnectionVertex returns the vertex between the two given edges. The code for CreatePointIndexList is below. Hope this helps! -- David // // Create point list, but return indices instead of vertices. // PINT CSSolid::CreatePointIndexList(CSSFace face, PINT piPoints) { PINT pts; int nPts = 0; if (piPoints) pts = piPoints; else pts = new int[face.nEdges+1]; SSHANDLEINFO hi; for (int i = 0; i face.nEdges; i++) { // calc next edge so we can see which is the next clockwise point int iNextEdge = i+1; if (iNextEdge == face.nEdges) iNextEdge = 0; CSSEdge *edgeCur = (CSSEdge*) GetHandleData(face.Edges[i]); CSSEdge *edgeNext = (CSSEdge*) GetHandleData(face.Edges[iNextEdge]); SSHANDLE hVertex = GetConnectionVertex(edgeCur, edgeNext); ASSERT(hVertex); GetHandleInfo(hi, hVertex); pts[i] = hi.iIndex; } return pts; } -Original Message- From: Cortex [mailto:[EMAIL PROTECTED]] Sent: Monday, October 07, 2002 1:11 PM To: [EMAIL PROTECTED] Subject: [hlcoders] VALVe : map to dxf... Hello, I'm trying to create a map to dxf converter, using the code that Valve gave gratefully (http://www.coding.valve-erc.com) ;) But I don't understand the LAST (!!) loop :( Here's the malicious piece of code :) : // triangulate each face and write for(i = 0; i m_nFaces; i++) { CSSFace face = m_Faces[i]; PINT pVerts = CreatePointIndexList(face); for(int v = 0; v face.nEdges; v++) pVerts[v]++; for(v = 0; v face.nEdges-2; v++) { fprintf(stream, 0\nVERTEX\n8\n%s\n10\n0\n20\n0\n30\n 0\n70\n128\n71\n%d\n72\n%d\n73\n%d\n, szName, v == 0 ? pVerts[0] : -pVerts[0], pVerts[v+1], v == (face.nEdges-3) ? pVerts[v+2] : -pVerts[v+2] ); } } I only need more informations about the CSSFace class (the members), the CreatePointIndexList and the calculation of the nEdges member of CSSFace :) Then, I'll be able to understand what gets done, and be able to merge it to my code. Thanks to anyone who could help me ;) - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st ) - email : [EMAIL PROTECTED]ICQ : 71548738 ___ 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
RE: [hlcoders] VALVe : map to dxf...
btw - if anyone makes anything cool with this code, let me know and i'll link to it from this resource. :) -Original Message- From: Chris Bokitch [mailto:[EMAIL PROTECTED]] Sent: Wednesday, October 09, 2002 5:16 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] VALVe : map to dxf... The resource (linked below) has been updated with this information. http://coding.valve-erc.com/?alias=map2dxf -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of David Speyrer Sent: Wednesday, October 09, 2002 1:51 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] VALVe : map to dxf... This code assumes that every vertex in the solid can be referred to by a unique index, so a rectangular solid would have 8 verts with indices from 0 to 7. CreatePointIndexList fills out an array with the indices of verts on the given face in clockwise winding order. GetConnectionVertex returns the vertex between the two given edges. The code for CreatePointIndexList is below. Hope this helps! -- David // // Create point list, but return indices instead of vertices. // PINT CSSolid::CreatePointIndexList(CSSFace face, PINT piPoints) { PINT pts; int nPts = 0; if (piPoints) pts = piPoints; else pts = new int[face.nEdges+1]; SSHANDLEINFO hi; for (int i = 0; i face.nEdges; i++) { // calc next edge so we can see which is the next clockwise point int iNextEdge = i+1; if (iNextEdge == face.nEdges) iNextEdge = 0; CSSEdge *edgeCur = (CSSEdge*) GetHandleData(face.Edges[i]); CSSEdge *edgeNext = (CSSEdge*) GetHandleData(face.Edges[iNextEdge]); SSHANDLE hVertex = GetConnectionVertex(edgeCur, edgeNext); ASSERT(hVertex); GetHandleInfo(hi, hVertex); pts[i] = hi.iIndex; } return pts; } -Original Message- From: Cortex [mailto:[EMAIL PROTECTED]] Sent: Monday, October 07, 2002 1:11 PM To: [EMAIL PROTECTED] Subject: [hlcoders] VALVe : map to dxf... Hello, I'm trying to create a map to dxf converter, using the code that Valve gave gratefully (http://www.coding.valve-erc.com) ;) But I don't understand the LAST (!!) loop :( Here's the malicious piece of code :) : // triangulate each face and write for(i = 0; i m_nFaces; i++) { CSSFace face = m_Faces[i]; PINT pVerts = CreatePointIndexList(face); for(int v = 0; v face.nEdges; v++) pVerts[v]++; for(v = 0; v face.nEdges-2; v++) { fprintf(stream, 0\nVERTEX\n8\n%s\n10\n0\n20\n0\n30\n 0\n70\n128\n71\n%d\n72\n%d\n73\n%d\n, szName, v == 0 ? pVerts[0] : -pVerts[0], pVerts[v+1], v == (face.nEdges-3) ? pVerts[v+2] : -pVerts[v+2] ); } } I only need more informations about the CSSFace class (the members), the CreatePointIndexList and the calculation of the nEdges member of CSSFace :) Then, I'll be able to understand what gets done, and be able to merge it to my code. Thanks to anyone who could help me ;) - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st ) - email : [EMAIL PROTECTED]ICQ : 71548738 ___ 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
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 ___ 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
RE: [hlcoders] Fwd: Half-life fake players bug
lawn mowing mod? where can i get that? it'll be at the expo for sure! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Tim Holt Sent: Friday, June 21, 2002 8:40 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Fwd: Half-life fake players bug -- [ Picked text/plain from multipart/alternative ] ramble Some of this security stuff is nuts. This guys problem is like me contacting someone and saying Oh better watch out! Someone could break the glass on your house and GET INSIDE! The creative imagination can come up with a million flaws to drive us all into little iron fortresses of fear if we let it. The fact that he RELEASED this is probably going to get more people trying it than anything ever would. And it's probably going to cause a number of security-anal sys admin types to start asking, So is this Half-Life thing the employees play at lunchtime a security risk? I know that's exactly what happened where I am. A REAL security concern would be if someone could come up with some buffer overflow exploit that allowed you to execute arbitrary commands on a server via a malicious client, or even worse, on a client via a malicious server. One bright side of course. Now all those mods with lower player counts can start writing bogus clients to make it look like they have more players. Dude! This new lawn mowing mod must be HOT! They got 100 servers and they are ALL FULL! Weird tho, the servers all have the same IP and are like 27015, 27016, 27017, etc /ramble botman wrote: Well, if it is as he says, where valve either selectively ignored his emails, or didn't care to acknowledge them, and it came to the point where a bug was posted on the net, serves valve right. Atleast he cared to explain the bug, and simply not release a bunch of programs that would create havok over the entire server population. Up to valve to fix it now that it is in the open, instead of working in private. Shame. From the posts in the Linux HLDS list, people have already tried this and it doesn't work with the x.1.1.0 release. Valve must have already fixed this prior to x.1.1.0 and didn't feel the need to e-mail the guy back about his exploit. Jeffrey botman Broome ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders