[hlcoders] syntax and ansi compliance
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EXPORT problem
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Server launcher
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Singing Walter plugin
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. > ___ > 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] ghostinj.dll?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ghostinj.dll?
I started to think that might have been the case too. After reading over the code, it looks to me like you could code your own dll of some sort, and set it to be called if whatever key was set. And yes it looks like that could be used to seriuosly tweek the hlds.exe you get when you compile this. I was gonna look at making a windowed version of HLDS, kinda like Tony Rays, but I quickly realized I have no windows programming skills at all, and would not even know where to start to create the gui. But atleast I do know this is the code that would allow that to be made. Hey Botman, how about color output in the hlds window??? Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] LOD stuff
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server Side Weapon Entity "weapon_*" Owner
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Valve: Crash bug found
LMAO. Good use of a ford though. 8) Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] serverside mod problem revisited
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Linux problem
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] what a bloody n00b
About the fileplanet thing. Well let me see, I hoave my own webpage, that I pay for myself. With about 500mb storage. Cost a little bit. Then I also have the OZ website supported by fileplanet. I have not received anything about a storage limit( but I only put OZ stuff there), and I get all kinda of support from FP, and PHL. All free. If they wanna change the people who what to d/l my stuff and don't want to wait, more power to them, but than me forking over yet another website few. Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] world.cpp Keyvalues
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; } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] world.cpp Keyvalues
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] world.cpp Keyvalues
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] vgui newbie question.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] vgui newbie question.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] StartDeathCam()
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] vgui newbie question.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] vgui newbie question.
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; ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Removing items at level start
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapon slots
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 > ___ > 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] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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] Weapon slots
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??
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] access keyword
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Removing items at level start
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 > > > ___ > 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] access keyword
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HLTV Spectator
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. > ___ > 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
[hlcoders] Question about the EULA again
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?
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
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: > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Question about the EULA again
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Question about the EULA again
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Water currants???
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Alternate Mod Dir
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 > > > ___ > 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
[hlcoders] View models
Does anyone know if viewmodels are affected by the topcolor/bottom color command if palated correctly? What I am hopeing for is being able to make 1 viewmodel, that I can use in a team play style game, that will change colors to math the team color. Just makes life a bit easier I think. Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Maya 4
Just to let those that use it or that would like to, there is a Maya 4 HL exporter plugin avai;ible now. Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using different player models
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] MP map transistion.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] model skin names
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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 <>
Re: [hlcoders] view models
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 >> > ___ > 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
[hlcoders] Getting third party mods listed on steam
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Problems with Blood color
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] What MSVC version do you use/have?
Visual Studio .Net 2003 in use here. Dave R. Meyers OZ Deathmatch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] What MSVC version do you use/have?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] http://msdn.microsoft.com/visualc/vctoolkit2003/
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 >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view >>> >>> >> 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?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Vampire Bloodlines and HL2
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Updated SDK source code? - Incl list of files changed
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Elevator issues
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Weapon ballastics
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 ___ 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] Server query protocol
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Missing Models for Ammocrates
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Animated HUD Icon
>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." ___ 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
[hlcoders] Borlands C++ Tools Question.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Anyone know how VICE works?
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 ___ 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