[hlcoders] syntax and ansi compliance

2001-11-14 Thread Dave R. Meyers

I think this might be a silly quiestion, but I am curious.

When I ported my mod over to Linux, I had to change a bunch of counter
loops:

 for ( int i = 1; i <= gpGlobals->maxClients; i++ )


to this style

int i;

for (  i = 1; i <= gpGlobals->maxClients; i++ )


For ansi compliance.  The question is this, why did not all of the loops
have to change?  and would there be a problem with the value ever being
passed to the wrong counter?

I mean I know it has something to do with scope, but this just seems odd
that not all loops gave errors??

Dave R. Meyers
aka Starbreaker
www.starbraker.com
Lead Coder Oz Deathmatch

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Re: [hlcoders] EXPORT problem

2001-11-15 Thread Dave R. Meyers



I had this problem with one of my thinks.  I 
believe I fixed it by renaming the think to runethink, and explicitly calling 
that think when my code needed that think.  
 
Dave
 

  - Original Message - 
  From: 
  q9806774 
  To: [EMAIL PROTECTED] 
  
  Sent: Wednesday, November 14, 2001 10:06 
  PM
  Subject: [hlcoders] EXPORT problem
  
  This is another error i keep getting in developer 
  mode which is kinda annoying yet it doesn't effect the code in 
  anyway.
   
  error message is
  Can't find address 07fb3017
  Error No Export : MissionDestroyable : 
  MissionThink(07fb3017)
   
  now the obvious is that it isn't declared as 
  EXPORT in the function header but i have done that and yet it still throws 
  this at me.
   
  MissionThink originates from the base class as a 
  virtual EXPORT function and is inherited into this new mission 
  type.
   
  As i said it doesn't effect the way the game 
  plays but that developer mode alert message is a pain in the ass to get and i 
  want it gone. any ideas anyone?


[hlcoders] Client side stuff

2001-11-15 Thread Dave R. Meyers

Up until now, I have only been coding a server side mod.  But I am working
on enhancing the CTF code that was implemented by the original author.  As I
am doing this I have seen that I could make this part a client/server mod.
But when I compile the client dll with no changes, I get a ton of linker
errors similar to this:

tripmine.obj : error LNK2001: unresolved external symbol "struct cvar_s
oz_sectripammoused" (?oz_sectripammoused@@3Ucvar_s@@A)

I know why this is happening, as I have made changes to the weapons, and the
client dll shares this code, but where in the client dll, do I tell it about
the changes I made?

Dave R. Meyers
aka Starbreaker
www.starbraker.com
Lead Coder Oz Deathmatch

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[hlcoders] Server launcher

2001-11-25 Thread Dave R. Meyers

Just a quick question.

If I wanted to modify the displayed output in the dedicated server window,
the code I need to start with is in the dedicated folder of the sdk correct?

Just trying to confirm this, as there is no (or so little I can't find it)
information on this.

Dave


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Re: [hlcoders] Singing Walter plugin

2001-11-27 Thread Dave R. Meyers

I think Botman needs someone looking over his shoulder at work. 8p

Wish I had either the extra time, or the skill and knowledge to code that
well that fast.

Dave

- Original Message -
From: "Florian Zschocke" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, November 26, 2001 10:37 PM
Subject: Re: [hlcoders] Singing Walter plugin


> Reedbeta wrote:
> >
> > Botman, I just downloaded your Singing Walter plugin for WinAmp and
tried it
> > outcool beansbut man, when do you find the time to do all this
stuff?
>
> Yeah, I was wondering about that, too. How on earth do you do that?
> :)
>
> Florian.
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Re: [hlcoders] ghostinj.dll?

2001-11-28 Thread Dave R. Meyers

I think your best bet might be to open the dedicated.* file if you are
running under windows, or type make in the dedicated dir if you are running
linux.  worked for me.

Dave


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Re: [hlcoders] ghostinj.dll?

2001-11-28 Thread Dave R. Meyers

I started to think that might have been the case too.

After reading over the code, it looks to me like you could code your own dll
of some sort, and set it to be called if whatever key was set.

And yes it looks like that could be used to seriuosly tweek the hlds.exe you
get when you compile this.

I was gonna look at making a windowed version of HLDS, kinda like Tony Rays,
but I quickly realized I have no windows programming skills at all, and
would not even know where to start to create the gui.

But atleast I do know this is the code that would allow that to be made.

Hey Botman, how about color output in the hlds window???

Dave


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Re: [hlcoders] LOD stuff

2001-12-02 Thread Dave R. Meyers

Was that a post about an entity.cpp.  I believe I saved it, let me look and
I will get back to you.  It would have been on topica

Dave


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Re: [hlcoders] Server Side Weapon Entity "weapon_*" Owner

2001-12-08 Thread Dave R. Meyers

This is a check I make to see if the player has a crowbar, then if he does
not, give him one.  Works fine for me.


   if (!pPlayer->HasNamedPlayerItem("weapon_crowbar"))
pPlayer->GiveNamedItem( "weapon_crowbar" );


Dave


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Re: [hlcoders] Valve: Crash bug found

2001-12-20 Thread Dave R. Meyers

LMAO.  Good use of a ford though. 8)

Dave


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[hlcoders] serverside mod problem revisited

2001-12-22 Thread Dave R. Meyers

Just another question about this.  I have in my liblist.gam the sv_only set
to 1.  And I have tried this with mp_consistency set to both 0 and 1, but I
still get the cannot connect to game, you must install this custom game
..  message.

Why is this happening.

If I create a folder and add a liblist.gam to it I can connect just fine?
Any ideas?

Dave R. Meyers
aka Starbreaker
www.starbraker.com
Lead Coder Oz Deathmatch

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[hlcoders] Linux problem

2001-12-25 Thread Dave R. Meyers

Ok, here is a copy of a log I received from Sparken how is helping me get
the rho-bot code back into OZ under Linux.  He is using the egcs version
recommended by valve (egcs 1.1.2?).  Now the code compiles and runs just
fine without the bot code, but once the bot code is added, then run this
happens.  Now from my understanding, it compiles just fine, with no big
problems.  But as I was not even able to get it this far by myself, I am not
even sure where to start offering help.  Anyone seen this before, and we
searched through all the code, and there is no reference to __vt_3ios that
we can find???

Dave


Here is a copy of the entire log file:
--
Host_Init
Added packfile /beta/hl_2/valve/pak0.pak (985 files)
Added packfile /beta/hl_2/oz/pak0.pak (73 files)
Protocol version 45
Exe version 4.1.0.8
Exe build: 15:09:28 Sep 17 2001 (1789)
WON Auth Server
couldn't exec language.cfg
Server logging data to file /beta/hl_2/oz/logs/L1224133.log
L 12/24/2001 - 14:57:52: Log file started (file
"/beta/hl_2/oz/logs/L1224133.log") (game "oz") (version "45/4.1.0.8/1789")
L 12/24/2001 - 14:57:52: Log file closed
Server logging data to file /beta/hl_2/oz/logs/L1224134.log
L 12/24/2001 - 14:57:52: Log file started (file
"/beta/hl_2/oz/logs/L1224134.log") (game "oz") (version "45/4.1.0.8/1789")
LoadLibrary failed on /beta/hl_2/oz/dlls/mp_i386.so:
/beta/hl_2/oz/dlls/mp_i386.so: undefined symbol: __vt_3ios
Host_Error: Couldn't get DLL API from /beta/hl_2/oz/dlls/mp_i386.so!
Error Host_Error: Couldn't get DLL API from /beta/hl_2/oz/dlls/mp_i386.so!




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Re: [hlcoders] what a bloody n00b

2001-12-27 Thread Dave R. Meyers

About the fileplanet thing.

Well let me see, I hoave my own webpage, that I pay for myself.  With about
500mb storage.  Cost a little bit.  Then I also have the OZ website
supported by fileplanet.  I have not received anything about a storage
limit( but I only put OZ stuff there), and I get all kinda of support from
FP, and PHL.  All free.  If they wanna change the people who what to d/l my
stuff and don't want to wait, more power to them, but than me forking over
yet another website few.

Dave


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[hlcoders] world.cpp Keyvalues

2001-12-30 Thread Dave R. Meyers

 Ok, here is a small bit of code, that I am using to detect a keyvalue in
the maps worldspawn section.  Now what it does, is finds the key
"defaultctf" then sets a value in the mod to reflect what is finds.  Now I
know it works, because as I changelevel maps, the value of oz_defaultctf
does change, but where I am getting stuck, is that I need it to change back
to 0 if there is no key present.   The first is present in op4ctf maps, the
second is present in the OZ ctf maps, but in a normal DM map, that key is
not there.  This key changes the games rules, and it gets stuck at the last
value read in.  Now I realize the last value will not get called by a map
that does not have the key, it is just there for error handling, as right
now I only need 1 or 2.  I tried adding a CVAR_SET_FLOAT to set it back to 0
in a few places, but it always seems to get set to 0 and never use the one
in the map.  I cannot for the life of me figure out where to reset it???

Any help would be much appreciated, or even a what the hell are you
thinking. 8)

Thanks,

Dave R. Meyers
aka Starbreaker
www.starbraker.com
Lead Coder Oz Deathmatch

else if ( FStrEq(pkvd->szKeyName, "defaultctf"))
 {

  if ( atoi(pkvd->szValue) )
  {
   if ((atoi(pkvd->szValue)) == 1)
   {
CVAR_SET_FLOAT( "oz_defaultctf", 1);//(atoi(pkvd->szValue)) );
   }
   else if ((atoi(pkvd->szValue)) == 2)
   {
CVAR_SET_FLOAT( "oz_defaultctf", 2);//(atoi(pkvd->szValue)) );
   }
  }
  else
  {
   CVAR_SET_FLOAT( "oz_defaultctf", 0 );
  }

  pkvd->fHandled = TRUE;

 }


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Re: [hlcoders] world.cpp Keyvalues

2001-12-30 Thread Dave R. Meyers

Also in regards to my last post, I have worked out an interim solution, but
I do not like it.

 if ( !strncmp( ( char * )STRING( gpGlobals->mapname ), "oz_ctf", 6 ) == 0
&& !strncmp( ( char * )STRING( gpGlobals->mapname ), "op4ctf_", 7 ) == 0)
 CVAR_SET_STRING( "oz_defaultctf", "0" );

this seems to work great, but the problem is, I want to use some maps, that
do not have those as prefixes, and I do not want to add every map name to
the list.

Dave R. Meyers
aka Starbreaker
www.starbraker.com
Lead Coder Oz Deathmatch

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Re: [hlcoders] world.cpp Keyvalues

2001-12-30 Thread Dave R. Meyers

nope, that is right on, but I also tried that(first idea as a matter of
fact), and for some reason it would always stay 0.  never change to 1 or 2?

But you do have the concept right.

Thanks for the quick reply, I am off to bed now.  Maybe when I wake up, I
will have more ideas.  happens sometimes.

Dave


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[hlcoders] vgui newbie question.

2001-12-31 Thread Dave R. Meyers

I followed the tut on HL Programming planet, and I have a functioning vgui
menu.

Now, I want to make use of the commandmenu.txt.  But if I have anything in
it, the game crashes.  I remove the text, game runs fine, but no menu.

Anyone have an idea what is going on?

I copied the commandmenu.txt from tfc just to test it, works fine under tfc,
just not my mod.

Dave


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Re: [hlcoders] vgui newbie question.

2002-01-01 Thread Dave R. Meyers

Ok, I will give writing my own from scratch a try.

I figured out what was causing the crash though.  I was unaware of the vgui
folder in the gfx folder.  Once I copied it from tfc and placed it into the
gfx folder of Infinity, it stopped crashing.

No menu though, but at least no crashing.

Dave


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Re: [hlcoders] StartDeathCam()

2002-01-01 Thread Dave R. Meyers

Once I am awake, I will look through my code, and see what I can tell you.
I remember adding something about info_intermission to the OZ code, for ctf.
So that a player was spawned there, then to the team spawn they selected in
ctf style play.  But I can't remember right now, and want to go back to
sleep.

Dave


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Re: [hlcoders] vgui newbie question.

2002-01-01 Thread Dave R. Meyers

ok, no workie.

I just added a few elements with nothing special to see if they would
display, all I get now when I press my commandmenu key is:

user msg no pfn commandmenu 100

Any ideas?

I was just hoping to get the menus working this way, as it seemed easier
than hijacking the tfc menu system, and bending it to my will.

Dave


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Re: [hlcoders] vgui newbie question.

2002-01-02 Thread Dave R. Meyers

Here is the offensive little piece of code, that I kept over looking.

After commenting this out, the command menu pops up just fine. 8)

Thanks all

Dave


 // Not visible while undefined
// if (g_iPlayerClass == 0)
//  return;


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[hlcoders] Removing items at level start

2002-01-03 Thread Dave R. Meyers

Ok, in my items spawn functions, I set the flags to kill_me, and so the
items do not spawn or respawn.  But the problem I am getting now is that
when I go back into the map to start to add my own stuff where I want it, I
get an out of edicts error, which I understand is from having too many items
in a level.

I looked through Botman's stripper code, and see that it blocks the entities
from spawning in teh dispatch spawn, which is also where my ent's get
killed??

Which would be better, and why would I be getting the error if they were
being removed properly?

Dave


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Re: [hlcoders] Weapon slots

2002-01-03 Thread Dave R. Meyers

hud,txt is a good place to start.  that or the weapon file itself, but I
believe the hud.txt is the right file.

Dave

- Original Message -
From: "Yacketta, Ronald" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, January 03, 2002 11:02 AM
Subject: [hlcoders] Weapon slots


> Folks,
>
> Can someone give mea reference point as to how in the heck the weapon
> slots are associated with
> The weapon sprites? I am changing slots around and notice that the
> weapons in each slot now do not match
> The associated sprite for that slot :(
>
> Regards,
> Ron
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Re: [hlcoders] Removing items at level start

2002-01-03 Thread Dave R. Meyers

The exact error I get is :

ED_Alloc: no free edicts

and it seems to happen around the time the items should be respawning?

On a side note, what does decals must hit mod_brush mean?


Dave


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Re: [hlcoders] Weapon slots

2002-01-03 Thread Dave R. Meyers



OK, I got it now.
 
int CCrossbow::GetItemInfo(ItemInfo 
*p){ p->pszName = 
STRING(pev->classname); p->pszAmmo1 = 
"bolts"; p->pszAmmo2 = NULL; p->iMaxAmmo2 = 
-1; p->iSlot = 2;//This is the 
"bucket" p->iPosition = 2;    //    
This is the position in the bucket p->iId = 
WEAPON_CROSSBOW; p->iFlags = 0; return 
1;}
A few lines removed.
 
Ok, so to reorder the things in teh hud, you would 
change those values around.  But do the sprites in teh hud folow the change 
automatically, or do you have to adjust those too?
 
I know this was not my topic, but I have 
thought of doing this to. 8)
 
Dave
 

  - Original Message - 
  From: 
  [DRP]Avatar-X 
  To: [EMAIL PROTECTED] 
  
  Sent: Thursday, January 03, 2002 4:47 
  PM
  Subject: Re: [hlcoders] Weapon 
slots
  Weapons in half life are arranged into 5 (or 10) "buckets" 
  Each bucket can hold up to 4 weapons. 
  The bucket is the little number you see in the hud, and each bucket 
  corresponds to one keyboard numeral 
  Buckets are ordered starting with 0, so pressing "slot1" on your keyboard 
  opens bucket 0 
  Now, each bucket can hold 4 weapons (max), and they are also 0-based. So 
  the first weapon in the bucket is 0, the second is 1, etc. 
  The crowbar is in bucket 0, slot 0 The MP5 is in bucket 2, slot 0 
  I hope this helps! 
  -av 
  "Yacketta, Ronald" wrote: 
  

Could you kindly explain this a little better.. bucket? never heard 
of or seen that term related to 
weapons before-Ron 

  -Original Message- From: 
  [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] 
  On Behalf Of Gareth Llewellyn Sent: Friday, January 04, 2002 1:59 
  AM To: 
  [EMAIL PROTECTED] Subject: Re: [hlcoders] Weapon slots 
   Each bucket and its 
  respective slot start at 0Therefore the crowbar is:Bucket 0Slot 
  0 The sprites are 
  governed by the weaponname.txt in the sprites folder. Sorry I can't be of 
  more help I aint at my HL editing PC. Gareth Llewellyn InNeedOfTherepy -Project Leader -Lead Coder -Lead Mapper Half-Life The Beginning 
  www.HLTB.co.uk
  -- - [DRP]Avatar-X SillyZone Homepage: 
  www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My 
  Homepage: www.cyberwyre.com   


Re: [hlcoders] Weapon slots

2002-01-03 Thread Dave R. Meyers
Title: Message



I finally found what I was looking 
for.
 
http://www.contaminated.net/wavelength/coding/
 
the tut you want is weapons in the hud.  I 
could not get the entire url, but that is what you want.
 
It explains everything about getting your weapon to 
show up in the hud.
 
To include the code in the sdk, and the stuff in 
the sprites folder.
 
Dave
 

  - Original Message - 
  From: 
  Yacketta, 
  Ronald 
  To: [EMAIL PROTECTED] 
  
  Sent: Thursday, January 03, 2002 6:27 
  PM
  Subject: RE: [hlcoders] Weapon 
slots
  
  Finally! someone understands WTF I was talking about 
  :)
   
  Yes, 
  you can change the code until you drop dead.. but the freaking HUD wont :( I 
  combed the
  client dll and have yet to find anything related to bucket/slot info 
  etc..
   
  -Ron
  

-Original Message-From: [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED]] 
On Behalf Of Dave R. MeyersSent: Thursday, January 03, 
2002 10:29 PMTo: 
[EMAIL PROTECTED]Subject: Re: [hlcoders] Weapon 
slots
OK, I got it now.
 
int CCrossbow::GetItemInfo(ItemInfo 
*p){ p->pszName = 
STRING(pev->classname); p->pszAmmo1 = 
"bolts"; p->pszAmmo2 = NULL; p->iMaxAmmo2 = 
-1; p->iSlot = 2;//This is the 
"bucket" p->iPosition = 2;    
//    This is the position in the bucket p->iId = 
WEAPON_CROSSBOW; p->iFlags = 0; return 
1;}
A few lines removed.
 
Ok, so to reorder the things in teh hud, you 
would change those values around.  But do the sprites in teh hud folow 
the change automatically, or do you have to adjust those too?
 
I know this was not my topic, but I have 
thought of doing this to. 8)
 
Dave
 

  - Original Message - 
  From: 
  [DRP]Avatar-X 
  To: [EMAIL PROTECTED] 
  
  Sent: Thursday, January 03, 2002 4:47 
  PM
  Subject: Re: [hlcoders] Weapon 
  slots
  Weapons in half life are arranged into 5 (or 10) "buckets" 
  Each bucket can hold up to 4 weapons. 
  The bucket is the little number you see in the hud, and each bucket 
  corresponds to one keyboard numeral 
  Buckets are ordered starting with 0, so pressing "slot1" on your 
  keyboard opens bucket 0 
  Now, each bucket can hold 4 weapons (max), and they are also 0-based. 
  So the first weapon in the bucket is 0, the second is 1, etc. 
  The crowbar is in bucket 0, slot 0 The MP5 is in bucket 2, slot 0 
  I hope this helps! 
  -av 
  "Yacketta, Ronald" wrote: 
  

Could you kindly explain this a little 
better.. bucket? never heard of or seen that term related to weapons 
before-Ron 

  -Original Message- 
  From: 
  [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] 
  On Behalf Of Gareth Llewellyn Sent: Friday, January 04, 2002 1:59 
  AM To: 
  [EMAIL PROTECTED] Subject: Re: [hlcoders] Weapon 
  slots  Each bucket and its respective slot start at 
  0Therefore the crowbar 
  is:Bucket 
  0Slot 
  0 The sprites are 
  governed by the weaponname.txt in the sprites folder. Sorry I can't be 
  of more help I aint at my HL editing PC. Gareth Llewellyn 
  InNeedOfTherepy 
  -Project 
  Leader -Lead 
  Coder -Lead 
  Mapper Half-Life The Beginning www.HLTB.co.uk
  -- - [DRP]Avatar-X SillyZone Homepage: 
  www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My 
  Homepage: www.cyberwyre.com   



Re: [hlcoders] ogc required to play??

2002-01-03 Thread Dave R. Meyers

 strcat(DatFileName,(char *)STRING(gpGlobals->mapname));
 strcat(DatFileName,".dat");


 file://see if the mapname.dat is there
 if(access(DatFileName,04) == 0)//find the original mapname.dat first
 {

I am unfamialer with teh access function, and cannot find any referances to
it in any of my C/C++ books.

The above function works fine, but I need to know if it is checking the
first 4 leters or teh last 4 leters of teh file name.  Or just what teh 04
is for?

Dave

PS I am working to update an old mod, and I cannot get hold of the original
coder. 8)


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[hlcoders] access keyword

2002-01-03 Thread Dave R. Meyers

Oops did not mean to hijack my own topic...

Here it is again, in the right topic.

strcat(DatFileName,(char *)STRING(gpGlobals->mapname));
 strcat(DatFileName,".dat");


 file://see if the mapname.dat is there
 if(access(DatFileName,04) == 0)//find the original mapname.dat first
 {

I am unfamialer with teh access function, and cannot find any referances to
it in any of my C/C++ books.

The above function works fine, but I need to know if it is checking the
first 4 leters or teh last 4 leters of teh file name.  Or just what teh 04
is for?

Dave

PS I am working to update an old mod, and I cannot get hold of the original
coder. 8)




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Re: [hlcoders] Removing items at level start

2002-01-04 Thread Dave R. Meyers

Fixed.  It was not freeing the memory correctly.

Dave

- Original Message -
From: "Dave R. Meyers" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, January 03, 2002 1:08 PM
Subject: Re: [hlcoders] Removing items at level start


> The exact error I get is :
>
> ED_Alloc: no free edicts
>
> and it seems to happen around the time the items should be respawning?
>
> On a side note, what does decals must hit mod_brush mean?
>
>
> Dave
>
>
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Re: [hlcoders] access keyword

2002-01-04 Thread Dave R. Meyers

It looks to be just a check to make sure the file exists.  The thing is
though that it allows for up to ten more files of the same name + X.

crossfire.dat
crossfire1.dat
crossfire2.dat

then it is supposed to figure out how many files there are, then generate a
random number, and pick one.

I don't have multiple files yet, so I can't test that it works??

Dave


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Re: [hlcoders] HLTV Spectator

2002-01-04 Thread Dave R. Meyers

I forget what info_ thingy it looks for, but Opera had the same problem and
they wrote a nice little fix for it.  Are you using custom maps that might
not have this entity in it?

Just a thought.

Dave

- Original Message -
From: "Mark Gornall" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, January 04, 2002 12:27 AM
Subject: [hlcoders] HLTV Spectator


> Hi,
> I've just merged my mod with the full sdk2.2 and I'm trying to get it
to
> work with HLTV.
>  I start a server, run HTLV ont he same PC, connect 127.0.0.1. The proxy
> shows up as a spectator on the server and everything seems fine.
>  I then browse the game from another PC and see the 'eyeball' icon entry
and
> the real game entry. I join the 'eyeball' game. My games starts to load,
> 'spooling demo' etc, it get's to the loading sky console message (just
> before rendering starts I think) then just crashes to the desktop. I ran
the
> joining client under the debugger and it's crashing in HL.exe.
>
>  Any ideas on helping diagnose the problem? What does the proxy send to
the
> client that could crash it? Or what is my cl_dll missing that could crash
> HL?
>
>  I've made sure the FL_PROXY flag is preserved on the server and checked
> general spectator/overview code for merge problems but I haven't touched
any
> of that code, as you'd expect. I've attached my hltv.log below, doesn't
say
> much unfortunately. I've tried it with an overview test bmp in overviews
dir
> and with it nothing in there.
>
> Thanks,
> Mark.
>
> WON initialized.
> Challenging 127.0.0.1:27015 (1/3).
> Get challenge (HASHEDCDKEY)
> Connecting to  127.0.0.1:27015 (1/3).
> Connection accepted by 127.0.0.1:27015
> >
> BUILD 1769 SERVER (0 CRC)
> Server # 1
>
> Added 444 resources.
> Received baseline with 12 entities.
> Activated director module.
> Spectator connected (192.0.0.1:27005).
> Client 192.0.0.1:27005 timed out.
> Spectator disconnected (192.0.0.1:27005)
> WON shutdown.
> Demo module shutdown.
> Multicast module shutdown.
> Disconnected.
> Server module shutdown.
> World module shutdown.
> Master module shutdown.
> Proxy module shutdown.
> Network shut down.
>
>
> __
> This mail has been scanned for all known viruses by UUNET
> delivered through the MessageLabs Virus Control Centre.
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[hlcoders] Question about the EULA again

2002-01-06 Thread Dave R. Meyers



Using the newly finished Infinity mod, I can remove 
all the specified entities from any map, then go back in and place what ever 
"stuff" I want.
 
So I can run any map under a mod that supports the 
files written buy Infinity, so my question is this:
 
If I want create 'dat' files for Counter Strike 
maps, Op4 map, and TFC maps, are there any legal issues I need to address 
first?
 
I do not need to modify or distribute the maps, 
just the 'dat' file.
 
Any concerns???
 
Dave
 
 

   


Re: [hlcoders] what is the process for subscribing to this mailing list?

2002-01-06 Thread Dave R. Meyers



http://list.valvesoftware.com/mailman/listinfo/hlcoders

  - Original Message - 
  From: 
  Christopher Long 
  To: [EMAIL PROTECTED] 
  
  Sent: Sunday, January 06, 2002 4:13 
  PM
  Subject: [hlcoders] what is the process 
  for subscribing to this mailing list?
  
  Is there an address you gotta go to. Asking for 
  someone that needs an answer. I was transfered over from the topica list so i 
  wouldn't have a clue. I had an email with that in it before i formated. Help 
  would be appreciated.


Re: [hlcoders] Question about the EULA again

2002-01-07 Thread Dave R. Meyers

This was kinda of my thinking, but I E-mailed many people, and have not
gotten any word back. From any mod teams.

I know people who code CS, TFC, and OP4 watch this list, so I hoped that by
post this question they might respond.

Also the thing you forgot to add below, is the hours spent making maps, and
placing the gear in just the right place.

Thanks for the kind words though. 8)

Dave

- Original Message -
From: "alfred" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, January 06, 2002 8:57 PM
Subject: Re: [hlcoders] Question about the EULA again


> Legally (IANAL) I don't think its an issue. If you don't steal there
> property (i.e copyright) and if you don't pass yourself off as doing
> someone elses work its okay.
> Morally its a different story. MOD programmers spend months coding and
> drawing and thinking (and sleeping) to perfect their mods. If you
> corrupt a mod think how it makes them feel... I guess the politite thing
> to do would be to contact the mod author and tell them what you want to
> do. I bet most won't mind (just word the email real carefully).
>
> omega wrote:
>


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Re: [hlcoders] Question about the EULA again

2002-01-07 Thread Dave R. Meyers

Nope.  Infinity was originally developed and created by Jeff "Jammer" Meyer.
(not a relative).

The way it was setup, you could start a map in HL, and enter edit mode, and
begin removing and/or placing any weapon, ammo, item, and
Info_player_deathmatch points.  Save the file, then start up Infinity
without edit mode on, and play it like standard HL, except that you have
items in diffrent places.  Also random weapon, and ammo spawns, so you never
knew what type of weapon or ammo wouldspawn there next.

He stopped the project right around the 1100 patch, mainly due to time
requirements.

He had helped work onOZ Deathmatch, so Oz had support for it built in, so I
revived the project.  I have since added quite abit, and learned alot about
keyvalues and what they can be used for.  Making items too.

If anyone thinks this sounds usful, and would like the code to add to your
own mod, just let me know.

I am also working on releasing it as an open source mod

Dave


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Re: [hlcoders] Question about the EULA again

2002-01-07 Thread Dave R. Meyers

Ok, I released the MOD, and the source code for it.  After looking at
Botmans Stripper project, I think I might try to see if I can combine the 2.
That would make Infinity much more useful and possibly get more people to
use it. 8)

Thanks everyone.  Especially Botman.

Dave R. Meyers
aka Starbreaker
www.starbraker.com
Lead Coder Oz Deathmatch

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[hlcoders] Water currants???

2002-01-08 Thread Dave R. Meyers

Ok, after a few players mentioned this to me, Ihad to check it out.

In Undertow, the water no longer moves the player???

I went through all my mod code, and compared it to a clean source, but I
find no changes with reguards to water and movements types that were
diffrerant than before.

I have also not modified the shared files, or client dll.  This is for a
server side only mod?

Any ideas?

Dave R. Meyers
aka Starbreaker
www.starbraker.com
Lead Coder Oz Deathmatch

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Re: [hlcoders] Alternate Mod Dir

2002-01-08 Thread Dave R. Meyers

fallback_dir "modname"

you can also specify many many dir, before it gets to valve.

Dave


- Original Message -
From: "Nicemice" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, January 08, 2002 12:13 PM
Subject: [hlcoders] Alternate Mod Dir


> Hi,
> is it possible to add an alternate search dir for .pak files in the
> liblist.gam ?
>
> thx
> Nicemice
>
> Headcoder, Spy & Assassinate:
> www.creativelevels.de/spy
>
>
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[hlcoders] View models

2002-01-14 Thread Dave R. Meyers

Does anyone know if viewmodels are affected by the topcolor/bottom color
command if palated correctly?

What I am hopeing for is being able to make 1 viewmodel, that I can use in a
team play style game, that will change colors to math the team color.

Just makes life a bit easier I think.

Dave


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[hlcoders] Maya 4

2002-01-16 Thread Dave R. Meyers

Just to let those that use it or that would like to, there is a Maya 4 HL
exporter plugin avai;ible now.

Dave


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Re: [hlcoders] Using different player models

2002-01-16 Thread Dave R. Meyers

Have you looked at the model info in the sdk??

There is a folder with player models in it, and it looked to me that there
was a tfc hwguy in there.  All the base components, Qc file.  bitmaps.
everything you need to compile and make it run.  the qc file is huge.

Just a thought.

Dave

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[hlcoders] MP map transistion.

2002-01-16 Thread Dave R. Meyers

Ok, I have been cheating on this newgroup  I have been reading others.

What I have seen, is numerous requests for a few things, that I think sound
resonable.

1: a cvar to allowdownloads of everything EXCEPT bsp files. so that players
can get sprays and custom models. but not choke bandwidth getting a map
from teh server.

2: a message that will show up kinda like teh MOTD, but in between levels.
So that say the above does not happen, when a player is downloading a map
from the server, he would be sent a message that say "blah blah blah
download this map from here instead for fast downloads blah blah blah"  and
could be read in from a txt file on the server.  Maybe give a bit more info
to the players as they wait..  just an idea.

I know there is an admin mod plugin that does this, but I have seen and
helpped with a few problems with it.  Also not every mod works with admin
mod.  And to top all that off, if you were to run say an anticheat program,
admin mod, metamod, your mod, and every plugin you could find for all of
this, you might take a little bit of a resource hit when player #2 joins the
game.

So I guess in a nut shell, is there anywhere outside the engine, where the
server is told to put the player on ice becausing he is downloading a map
that we could inssert some of this code to do it ourselves??  Or would valve
need to add this to the engine for us?

Just letting the thoughts roam freely in my empty head,

Dave


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[hlcoders] model skin names

2002-01-18 Thread Dave R. Meyers

Is there an easy way to rename the skins inside a model?

The reason I ask this, is that I am going through and trying to add the
DM_Base.bmp to teh view models, so that the view models show the team color
of the player.  It works just fine, but I had to decompile the view model,
import the smd, rename the file, rename the file in teh smd, save the smd,
edit the qc file, then compile.

Not really bad, as when I am done, I won't (should not) have to go back and
do it again, but was thinking there has to be an easier way???

Dave


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[hlcoders] view models

2002-01-19 Thread Dave R. Meyers

Ok, I can decompile teh models, and recompile them fine, but when I use
them, it is like they stick out somewhat.

I have included a picture for you all to look at to see the problem.

Now just to test this, I decompiled a viewmodel, recompiled it, then started
the game, and it was messed up.

I did no editing of anysort to it.  Anyone have this problem before, and
know a work around?

Dave


<>

Re: [hlcoders] view models

2002-01-19 Thread Dave R. Meyers

Yeap.  that was it.

I needed $origin 0 -10 0  to set it straight

Thanks tons,

Dave

- Original Message -
From: "Dutton, Aaron" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, January 18, 2002 10:54 PM
Subject: RE: [hlcoders] view models


> looks like you are going to have to play with the origin of the model.
This
> link should help out.
>
>
http://www.planetquake.com/polycount/resources/halflife/tutorials/scarecrows
> _tutorials/weapons/compiling.shtml
>
>
>
> > -Original Message-
> > From: Dave R. Meyers [SMTP:[EMAIL PROTECTED]]
> > Sent: Saturday, January 19, 2002 2:32 AM
> > To: [EMAIL PROTECTED]
> > Subject: [hlcoders] view models
> >
> > Ok, I can decompile teh models, and recompile them fine, but when I use
> > them, it is like they stick out somewhat.
> >
> > I have included a picture for you all to look at to see the problem.
> >
> > Now just to test this, I decompiled a viewmodel, recompiled it, then
> > started
> > the game, and it was messed up.
> >
> > I did no editing of anysort to it.  Anyone have this problem before, and
> > know a work around?
> >
> > Dave
> >  << File: HalfL00e.JPG >>
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[hlcoders] Getting third party mods listed on steam

2004-08-30 Thread Dave R. Meyers
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Sorry if this is a repeat of a dead forum, but I just moved and finally got
almost everything set back up and missed the last 3 months or so of this
list, but



Was there ever a word on how or if we could get our mods advertised on
steam?



Starbreaker

OZ Deathmatch



--



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RE: [hlcoders] Problems with Blood color

2004-10-18 Thread Dave R. Meyers
For OZ Deathmatch, I added the ability to use Green and Blue for Blood
color.  After making the changes you are talking about, I also had to make
new sprites for the new colors.  Then match up calls to them based on what
the blood colors were.

If you want the sprites, I will see if I still have them some where.  But
you will need the sprites if you want to litter the battle field with
different colored blood splatters.

Dave R. Meyers
OZ Deathmatch




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RE: [hlcoders] What MSVC version do you use/have?

2004-10-20 Thread Dave R. Meyers

Visual Studio .Net 2003 in use here.

Dave R. Meyers
OZ Deathmatch





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RE: [hlcoders] What MSVC version do you use/have?

2004-10-22 Thread Dave R. Meyers

My bet is that it will take about 3 to 4 months for MOD developers to
get completely up to speed on the new tools and code.  Add in another
month or two for testing, bug fixing, and tuning.  I'll predict that the
first full MOD for Half-Life2 won't release a BETA version until at
least May 2005.

Does anyone have any expectations of releasing any full blown MOD any
sooner than that?  :)

--
Jeffrey "botman" Broome

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Not rally, as I still cannot find any mappers that will work for free on a
CTF style mod.

If HL2 rally is gonna ship with no MP other than that CS crap, then we will
need to make all our own maps (or reuse the CS (crap) maps for a basic DM
mod or team mod.  As I really don't care for CS(crap) I won't bother to try
an use the maps from it.  If I cannot get any mappers to work on a mod with
me, then I will just end up posting code somewhere for mod ideas and hope
someone uses it.

Dave R. Meyers
OZ Deathmatch



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RE: [hlcoders] http://msdn.microsoft.com/visualc/vctoolkit2003/

2004-10-26 Thread Dave R. Meyers
I have been using .net pretty much since it came out, and yes there is a
learning curve, but it is not that bad if you stick to what you know and
then slowly add new things.  I find some of the features very helpful, my
favorite would have to be the collapse all feature that will collapse
everything down to the function (like windows folders).

Yeah Tei. I had the same issue trying the express download, but after I
downloaded the files manually, everything worked fine.  There was a link off
to the side that says if you are having download problems go here. 8)

I did and it is all fine now.  I will try out .net 2005 for a bit and see
what is different if anything, but for now it is not a big priority.

Starbreaker


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruce "Bahamut"
Andrews
Sent: Tuesday, October 26, 2004 1:53 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] http://msdn.microsoft.com/visualc/vctoolkit2003/

meh, I had a look at visual studio .NET, it didn't seem particularly
helpful at first glance, but that's probably because I don't know much
about it.  Steep learning curve != good application o.O

- Bruce "Bahamut" Andrews



tei wrote:

>
> No, I like the idea to distribute a compiler for free. But Its only the
> use of SMB over internet that is a brain damaged idea. Of course, not
> work in a firewalled system. HTTP is the way to go.
>
> About money, the linux kernel is 628M $ and the GCC compiler is 190M $,
> both for free and withouth limitations of use. Much better than this:
>
>"Under their license you can not legally distribute what you have
> 'compiled' with the beta software, nor can you use it in a buisness
> enviroment . Even so you can develop a full product in a hobby setting
> using them and have someone with the full software 'compile' the
> distributable for you. Either way for Mod developers wanting to get up
> to speed as quickly and cheaply as possible it definatly is a route to
> take. "  (Lyme)
>
> I also like the VC6 gui more than the compiler. GCC or CL both are cool,
> but Its the VC6 gui that its very usefull for develop apps. If Microsoft
> not provice for free the GUI, a better compiler is GCC because its FREE,
> you can distribute mods compiled with GCC and not with that express
> version of VC.
>
> Anyway v++express its not the only Microsoft compiler out here.
>
> The 'Visual C++ Toolkit' its also free to download on the microsoft
> network, and looks like better...
>
> http://msdn.microsoft.com/visualc/vctoolkit2003/
>
> And that installer WORKS.
>
> Forget the express version, Its crap (at least the Installer)
>
>
> Bruce "Bahamut" Andrews wrote:
>
>> Well it'd be stupid of Microsoft to release a "beta" of software that
>> costs ~1000 dollars brand new and let people develop software with it
>> for their own purposes...  It is, after all, just an extended test :/
>>
>> - Bruce "Bahamut" Andrews
>>
>>
>>
>> tei wrote:
>>
>>>
>>> ridiculous, that installer need to download data with "file and printer
>>> sharing" ,the SMB protocol ,on port 445.
>>>
>>> Lets me thing.. humm.. I am not THAT stupid to open "file and printer
>>> sharing" to internet. Or I am?
>>>
>>>
>>>
>>> Bruce "Bahamut" Andrews wrote:
>>>
 Microsoft Visual Studio 2005 Beta.
 " Also, there is no "Go Live" license for this beta release, so
 your use
 of this beta is limited to testing and evaluation only."

 I assume that refers to your ability to distribute software you create
 with it?
 http://lab.msdn.microsoft.com/vs2005/get/

 - Bruce "Bahamut" Andrews



 Adam "amckern" Mckern wrote:

> What is that aimed at the GCF? or the msvc?
>
>
> --- "Bruce \"Bahamut\" Andrews"
> <[EMAIL PROTECTED]> wrote:
>
>
>
>> You aren't allowed to distribute anything you make
>> using it (legally) so
>> it's pretty pointless to use it isn't it?
>>
>> - Bruce "Bahamut" Andrews
>>
>>
>>
>> Adam "amckern" Mckern wrote:
>>
>>
>>
>>> Thanks guys
>>>
>>> I think back to an old december 2003 iterview, and
>>> understand the sdk will come via steam, i might see
>>>
>>>
>> if
>>
>>
>>> some one could upload a gcf, for me to use at home
>>>
>>> I am also useing .net 2005, its free, so i'm gona
>>>
>>>
>> use
>>
>>
>>> it till it dies
>>>
>>> Adam
>>>
>>> =
>>> http://ammahls.com
>>>
>>>
>>>
>>>
>>> ___
>>> Do you Yahoo!?
>>> Declare Yourself - Register online to vote today!
>>> http://vote.yahoo.com
>>>
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>>>
>>>
>> the list archives, please visit:
>>
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>>
>>>
>>>
>

[hlcoders] Is it True that we will get the SDK around HL2 relase date?

2004-11-02 Thread Dave R. Meyers
Man, long subject, but no other way to say it...

Are we really gonna get the SDK sometime close to the release date of HL2?

You know how website rumors are, but PHL usually is on the up and up.

Dave R. Meyers
Aka Starbreaker
OZ Deathmatch



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[hlcoders] Vampire Bloodlines and HL2

2004-12-08 Thread Dave R. Meyers
Has any one checked the ability to get Bloodlines resources(Maps, models,
textures...) into HL2?

Just wondering as they are both built on Source, but Knowing Troika was
involved makes me worry.

Dave Meyers




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RE: [hlcoders] Updated SDK source code? - Incl list of files changed

2004-12-21 Thread Dave R. Meyers
MyMod dir was created and rar'ed before the last change, as was not modified
in any way.
CTF dir was created just after the change(thank you Valve nice job 8). ) The
only change to it was that I had compiled and run it, but no files were
changed by me.
I used the newest version of Beyond Compare (2.7 something).

I have not had the chance to look at the changes in the files listed, but
the Binary compare that was run, marks a file as different if it finds a
change in the file itself, then moves on.  Could be as simple as a "." after
the Purpose header, or an entire new set of functions.  I will check later
when I have more time.


Binary Comparison of  to 
3876 files in 85 folders

2169 files match exactly


---Removed by me, as the list was really long---

86 files don't match

cl_dll\game_controls\SpectatorGUI.cpp
cl_dll\game_controls\spectatorgui.h
cl_dll\sdk\sdk_hud_ammo.cpp
cl_dll\sdk\sdk_hud_weaponselection.cpp
cl_dll\c_ai_basenpc.cpp
cl_dll\c_baseentity.h
cl_dll\c_props.cpp
cl_dll\c_te_playerdecal.cpp
cl_dll\c_vehicle_jeep.cpp
cl_dll\client_sdk.vcproj
cl_dll\detailobjectsystem.cpp
cl_dll\hltvcamera.cpp
cl_dll\hltvcamera.h
cl_dll\physpropclientside.cpp
cl_dll\physpropclientside.h
dlls\hl2_dll\func_recharge.cpp
dlls\hl2_dll\prop_combine_ball.cpp
dlls\sdk\sdk_player.cpp
dlls\sdk\sdk_player.h
dlls\ai_basenpc.cpp
dlls\ai_basenpc.h
dlls\baseanimating.cpp
dlls\BaseAnimatingOverlay.cpp
dlls\basecombatweapon.cpp
dlls\baseentity.h
dlls\baseflex.cpp
dlls\doors.cpp
dlls\env_screenoverlay.cpp
dlls\func_break.cpp
dlls\func_breakablesurf.cpp
dlls\gameinterface.cpp
dlls\hl_sdk.vcproj
dlls\item_world.cpp
dlls\items.h
dlls\nav.h
dlls\nav_area.cpp
dlls\nav_area.h
dlls\nav_edit.cpp
dlls\nav_file.cpp
dlls\nav_generate.cpp
dlls\nav_mesh.cpp
dlls\nav_mesh.h
dlls\nav_node.cpp
dlls\nav_node.h
dlls\nav_pathfind.h
dlls\physics_fx.cpp
dlls\player.cpp
dlls\player.h
dlls\props.cpp
dlls\rope.cpp
dlls\soundscape.cpp
dlls\util.cpp
dlls\util.h
game_shared\sdk\sdk_weapon_parse.cpp
game_shared\basecombatweapon_shared.cpp
game_shared\basecombatweapon_shared.h
game_shared\basegrenade_shared.cpp
game_shared\beam_shared.cpp
game_shared\gamemovement.cpp
game_shared\gamemovement.h
game_shared\physics_main_shared.cpp
game_shared\predicted_viewmodel.h
game_shared\props_shared.h
game_shared\util_shared.h
lib\public\vgui_controls.lib
public\tier0\vprof.h
public\vgui\MessageMap.h
public\filesystem_init.cpp
public\filesystem_init.h
public\mathlib.cpp
public\tgaloader.cpp
utils\common\scriplib.cpp
utils\common\scriplib.h
utils\common\wadlib.c
utils\serverplugin_sample\serverplugin_empty.cpp
utils\studiomdl\simplify.cpp
utils\vbsp\map.cpp
utils\vbsp\staticprop.cpp
utils\vbsp\vbsp.cpp
utils\vmpi\vmpi.h
utils\vrad\mpivrad.cpp
utils\vrad\vrad.cpp
utils\vvis\mpivis.cpp
utils\vvis\vvis.cpp
vgui2\controls\DirectorySelectDialog.cpp
vgui2\controls\TreeView.cpp


This would be the MyMod Folder -

1 folders and files only on left

public\checksum_crc.cpp

This would be the CTF Folder -

11 folders and files only on right
--
cl_dll\Debug_SDK\
cl_dll\sdk\sdk_hud_health.cpp
dlls\Release_SDK\
dlls\nav_colors.cpp
dlls\nav_colors.h
dlls\nav_ladder.cpp
dlls\nav_ladder.h
game_shared\death_pose.cpp
game_shared\death_pose.h
game_shared\env_detail_controller.cpp
game_shared\env_detail_controller.h

Dave R. Meyers



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[hlcoders] Elevator issues

2005-01-20 Thread Dave R. Meyers
Not sure if this has been talked about in here, but will there be a fix for
MP elevators?

They work fine in SP maps, but if you run the same map in MP the elevator
jerks something fierce and the player gets stuck in the object all the time.

Just a question that many people seem to want a fix for, as making the
players use stairs or ramps all the time can hurt.

Dave R. Meyers
Starbreaker


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RE: [hlcoders] Weapon ballastics

2005-02-02 Thread Dave R. Meyers
Look at the crossbow code.  The rebar bolt already does this.  When you
shoot at a far target, the bolt drops, and it drops a lot if you are
shooting really far.

Dave R. Meyers
Starbreaker


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Tuesday, February 01, 2005 10:10 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Weapon ballastics

This may have been mentioned before but was unable to find the post.

Is it possible to calculate the distance the bullet has traveled, and then
start to decrease the bullet velocity and FPS (would need to convert feet
per second to inches per second) depending on how far the bullet has
traveled, and if possible have the bullet start to drop the further is
travels.

This would allow the player to have to compensate a bit depending how far
they are shooting etc.


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


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RE: [hlcoders] Server query protocol

2005-02-22 Thread Dave R. Meyers
Is HLDS_APPS going to be a new list?

But anyway, my suggestion feature request would be a negative choice option
for the filter.  So instead of say filtering on all of a type of server, you
could filter all but this.  Not sure if that makes sense or not, but say I
know I want to play a source based game tonight, but just not sure which
one, but I am sure that I don't want to play game X.  So I check the box for
Game X, then check another box to find all severs but game X.

Just an idea that I thought might be useful to more than just me..

Dave R. Meyers
Starbreaker


>>You can make feature requests or suggestions to this list (hlds_apps) or
to me directly.

>>- Alfred



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[hlcoders] Missing Models for Ammocrates

2005-03-21 Thread Dave R. Meyers

I am not sure if this is just me, but it looks like I am missing several
ammo crate models.

In the item_ammo_crate there is a define for several types of ammo that you
can use in the nice infinite crates, but when added to a map they come up as
ERROR in big red letters.

I followed it all the way to missing models, does anyone have these models
or is everyone missing them?

Dave R. Meyers
Starbreaker

PS I was not sure which list to post this to, so I posted it to both



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RE: [hlcoders] Animated HUD Icon

2005-03-28 Thread Dave R. Meyers
>From the few animated textures I have seen, it is all in the vmt file.  What
the frames are and the speed to animate.

Would it not be the same for textures in the HUD?

Dave R. Meyers
OZ Deathmatch


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of  Childe
Roland
Sent: Friday, March 25, 2005 11:57 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Animated HUD Icon

I am trying to create an Icon on the HUD that is animated.  I have the VTF
created with 3 frames.  I have a few questions:

1.  The first frame of the texture(128x128) is drawn, but there is a
background being drawn that is bigger than the image.  I'm using
"DrawTexturedRect( 0, 0, 128, 128 );"  What could cause this bigger
background drawn around it??

2.  I know the XPOS in HudLayout.res allows you to put an "r128" it
128 from the right side.  Is there a comparable way to make it draw a
distance from the bottom?

3.  How do I make this thing animate?  Is there someway to specify the
frame, then do a counter, or is there something built in that I can just
tell it to animate?

thanks :)
--
=
 Childe Roland
"I will show you fear in a handful of jellybeans."

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[hlcoders] Borlands C++ Tools Question.

2005-03-29 Thread Dave R. Meyers
Has anyone tried to use any of Borland's tools with the new sdk?

Just kind of curious, as I really like Borland Builder the last time I used
it.  But after all the reading I have been doing, I have not found any
mention of anyone using Borland tools on the new SDK...

Dave R. Meyers
Starbreaker
OZ Deathmatch



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[hlcoders] Anyone know how VICE works?

2005-03-29 Thread Dave R. Meyers
Just kind of curious.  I was wondering how this works code wise.

I understand the command line stuff, but once the files are encrypted, how
do you use them in your mod?

Dave



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RE: [hlcoders] Anyone know how VICE works?

2005-03-29 Thread Dave R. Meyers
Very cool, thanks.

Dave R. Meyers
Starbreaker
OZ Deathmatch

PS I love the bird AI!



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adrian Finol
Sent: Tuesday, March 29, 2005 7:36 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Anyone know how VICE works?

Your Gamerules should have this method defined and returning the same
key you used to encrypt the files:

virtual const unsigned char *GetEncryptionKey() { return NULL; }

We only use this for the weapon script files. Also the code looks for a
script file with the extension '.ctx' and if not found then fallbacks to
the .txt file of the same name.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dave R.
Meyers
Sent: Tuesday, March 29, 2005 6:09 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Anyone know how VICE works?

Just kind of curious.  I was wondering how this works code wise.

I understand the command line stuff, but once the files are encrypted,
how do you use them in your mod?

Dave



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