[hlcoders] Half-Life 2 / Source Mod FAQ

2003-07-07 Thread Chris Bokitch
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.

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RE: [Fwd: [hlcoders] DOD hw/sw.dll redistribution?]

2003-07-03 Thread Chris Bokitch
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
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RE: [hlcoders] Models and memory management

2003-01-28 Thread Chris Bokitch
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

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RE: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Chris Bokitch
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/
  -
 
 
 
 
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RE: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Chris Bokitch
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/
  -
 
 
 
 
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 please visit:
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RE: [hlcoders] FGD's and coding

2002-11-24 Thread Chris Bokitch
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)

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--
Programmer and Modeller for http://pokemod.fragoff.net/The
http://pokemod.fragoff.net/Pokemod

--
--

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RE: [hlcoders] water gone screwy :(

2002-11-22 Thread Chris Bokitch
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

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RE: [hlcoders] water gone screwy :(

2002-11-21 Thread Chris Bokitch
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

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RE: Re[2]: [hlcoders] SDK Licence applies to HL PS2?

2002-11-16 Thread Chris Bokitch
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)

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RE: [hlcoders] Mac VS PC

2002-10-11 Thread Chris Bokitch
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...

2002-10-09 Thread Chris Bokitch

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



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RE: [hlcoders] VALVe : map to dxf...

2002-10-09 Thread Chris Bokitch

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



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RE: [hlcoders] Valve File Depot

2002-10-08 Thread Chris Bokitch

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] Fwd: Half-life fake players bug

2002-06-21 Thread Chris Bokitch

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

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--
I think...I think it's in my basement. Let me go upstairs and check. -M.C.
Escher


--

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