RE: [hlcoders] #if 0 #endif -- isn't a /* */ 'better form'?

2001-11-15 Thread David Flor

Moderately on topic: If you want to do commenting in and out of code
during testing, the trick I've found is to use "/**/"

For instance...

1:  printf( "line 1" );
2: /**/
3:  printf( "line 2" );
4: /**/
5:  printf( "line 3" );

If you want to temporarily comment out #3, you remove the last "/" from
#2 so that it looks like:
2: /**

...and it's commented out; you don't have to touch #4. Sure beats having
to add/remove whole lines of remark tags.

Tnx & Rgds...
David Flor ( [EMAIL PROTECTED] )
Planning Group International
305-253-0100


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Pat Magnan
Sent: Thursday, November 15, 2001 3:46 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] #if 0 #endif -- isn't a /* */ 'better form'?


Cool. There is a reason to do that that escaped me. Haven't come across 
that scenario yet, but hey, I'll keep looking, I'm sure there's a file 
or two in there I've never looked at ;)

  

> > Perhaps there's a reason for doing this that escapes me though.
> 
> If you have /* */s in the cuntion already, the */ will terminate the
block
> function and force you to go back and add more /*s, which is a pain.
Take
> this for example:
> 
> doBlah(vec1, vec2);
> /* Commented...
>   doBlah2(vec2, vec3, length);
> */
> doBlah3(length);
> 
> If you wanted to get rid of this whole block by commenting it out
with /*
> */, VC will interpret the end of the comment at the first */, leaving 
> doBlah3 to possibly wreak havoc. With #if 0, the block is removed by
the
> preprocessor and there's no chance of comments mucking it up.
> 
> -James "Corvidae" Williams ([EMAIL PROTECTED])
> Administrator, Wavelength Forums
(http://www.planethalflife.com/wavelength)
> Co-Leader / Coder, Underhive (http://www.underhive.com)
> 
> ___
> To unsubscribe, edit your list preferences, or view the list
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> 
> 

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RE: [hlcoders] syntax and ansi compliance

2001-11-15 Thread David Flor

In that example, it's actually more correct to do it the ANSI way, but I
guess that's up to interpretation. 

What error did it give you? Was "i" already defined in the function?

I've never had the problem of syntax errors when compiling my Linux
version. I'm not sure what compiler version I'm using, but it has no
problem handling all the crazy stuff I do.

Tnx & Rgds...
David "Nighthawk" Flor ( [EMAIL PROTECTED] )
Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/

"When Alexander saw the breadth of his domain he wept for there were no
more worlds to conquer."

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Dave R.
Meyers
Sent: Wednesday, November 14, 2001 7:17 PM
To: [EMAIL PROTECTED]
Subject: [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

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RE: [hlcoders] Valve: WorldCraft Bug

2001-11-16 Thread David Flor

A while back people at Valve hinted at doing just that: releasing the
VGUI library source code. Would be nice...

Tnx & Rgds...
David "Nighthawk" Flor ( [EMAIL PROTECTED] )
Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/

"When Alexander saw the breadth of his domain he wept for there were no
more worlds to conquer."


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of botman
Sent: Friday, November 16, 2001 3:21 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Valve: WorldCraft Bug



- Original Message -
From: "Oskar 'Zoot' Lindgren" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, November 16, 2001 2:09 PM
Subject: Re: [hlcoders] Valve: WorldCraft Bug


> Why not make Worldcraft open-source, valve? I mean add it to the 
> SDK...

Hmmm, that would be like making VGUI open source.  I doubt that it's
going to happen.

Jeffrey "botman" Broome

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RE: [hlcoders] Valve: WorldCraft Bug

2001-11-16 Thread David Flor

Well, you know, there's not a whole lot to writing your own GUI
interface and create your very own map editor... ;)

Tnx & Rgds...
David "Nighthawk" Flor ( [EMAIL PROTECTED] )
Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/

"When Alexander saw the breadth of his domain he wept for there were no
more worlds to conquer."

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Neale
Roberts
Sent: Friday, November 16, 2001 4:10 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Valve: WorldCraft Bug


Or an AUTOSAVE. God knows how long I've wanted that in Worldcraft.

Damnit, I BOUGHT Worldcraft (version 1.6). I have the right to demand
it!!!

:)

- Original Message - 
From: Oskar 'Zoot' Lindgren 
To: [EMAIL PROTECTED] 
Sent: Friday, November 16, 2001 9:00 PM
Subject: Re: [hlcoders] Valve: WorldCraft Bug


yeah, like scripts... or why not make a waypoint generator... 

Valve give it to us!

- Original Message - 
From: Nathan Taylor 
To: HLCoders 
Sent: Friday, November 16, 2001 9:47 PM
Subject: Re: [hlcoders] Valve: WorldCraft Bug


That would be phat.  It would give lots of people the opportunity to
look at how a level creator is put together.   Then again, why would you
want to edit the level creator except maybe to add new buttons?

Lakario

- Original Message -
From: Oskar 'Zoot' Lindgren
Sent: Friday, November 16, 2001 3:16 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Valve: WorldCraft Bug

Why not make Worldcraft open-source, valve? I mean add it to the SDK...
- Original Message - 
From: Cortex 
To: [EMAIL PROTECTED] 
Sent: Friday, November 16, 2001 6:08 PM
Subject: Re: [hlcoders] Valve: WorldCraft Bug


And, about the bugs in Worldcraft... What about correcting
the bug with decals... When we put a info_decal into Worldcraft
we can't deplace it ( only the center moves ).

Cortex.
- Original Message - 
From: Erik Johnson 
To: '[EMAIL PROTECTED]' 
Sent: Thursday, November 15, 2001 5:31 PM
Subject: RE: [hlcoders] Valve: WorldCraft Bug


We'll get back to you as soon as we have something.
-Original Message-
From: Nathan Taylor [mailto:[EMAIL PROTECTED]]
Sent: Thursday, November 15, 2001 2:21 AM
To: HLCoders
Subject: Re: [hlcoders] Valve: WorldCraft Bug


Having any luck with debugging that?

Lakario

- Original Message -
From: Nathan Taylor
Sent: Tuesday, November 13, 2001 4:19 PM
To: HLCoders
Subject: [hlcoders] Valve: WorldCraft Bug

Okay I doubt you'll fix this but I guess there is hoping...

As you may or may not Worldcraft (3.3 at least) has a compatibly bug
with WinXP/WinME systems in that it does not save the Gamecfg.wc file
correctly all the time.  Basically, you load WC, go to options, add a
new mod, quit WC and when you come back its not there (most of the time
but sometimes it saves).  Is there any chance you could debug this
because frankly, I am getting pissed at having to add mods over and over
and over again.  If you can either fix it, or give a method to fix it
I'd be happy.

Thanks,

Lakario
ModDev.net
www.moddev.net

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RE: [hlcoders] Hitting a weapon p model

2001-11-19 Thread David Flor

No, it's not readily possible because the model isn't physically there;
i's added in during the render process and not part of the "world". The
weapon's hit boxes are not processed by the engine.

Tnx & Rgds...
David "Nighthawk" Flor ( [EMAIL PROTECTED] )
Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/

"When Alexander saw the breadth of his domain he wept for there were no
more worlds to conquer."


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Georges
Giroux
Sent: Sunday, November 18, 2001 8:02 PM
To: Valve
Subject: [hlcoders] Hitting a weapon p model


Hello everyone,

I was just wondering if it is possible to hit a player's p model for his
current weapon? I've added traceattack and the pev->damage flags, but
the weapon only receives the traceattack if an explosion hits the
player... if I aim directly at the player's weapon and fire, it does not
get it, the player does...am I missing something?

Georges
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RE: [hlcoders] Overflow problem

2001-11-28 Thread David Flor
Title: Message



You 
might want to consider making that variable part of the client data so that it's 
(1) bit packed, and (2) processed through normal channels.
 
For 
instance, in "The Opera" I made the action meter the same thing, but using bit 
packing and settings in "delta.lst" it's handled as only 6 bytes. I'm guessing 
the armor value doesn't need to be exact when it comes to the client, so you can 
lower the amount of bits it uses when sent. For instance, you can represent the 
value as 10 bits instead of the 14 bits it would normally require; inherently, 
that means the data would only be sent 1/16th of the time (my math might be 
wrong; it's early, OK?).
 
Am I 
making sense here?
Tnx & Rgds... David Flor ( [EMAIL PROTECTED] ) Planning Group International 305-253-0100 

  
  -Original Message-From: 
  [EMAIL PROTECTED] 
  [mailto:[EMAIL PROTECTED]] On Behalf Of 
  CortexSent: Wednesday, November 28, 2001 10:47 AMTo: 
  [EMAIL PROTECTED]Subject: Re: [hlcoders] Overflow 
  problem
  try to use WRITE_SHORT instead of WRITE_WORDS.
   
  CortexHL 
  Albator coder & mapperwww.hlalbator.fr.st
  
- Original Message - 
From: 
_Phantom_ 
To: [EMAIL PROTECTED] 

Sent: Tuesday, November 27, 2001 11:38 
PM
Subject: [hlcoders] Overflow 
problem
loFor some reason we can't track down the current 
version of the code isdropping clients out with the error 
:SZ_GetSpace: overflow on netchan->messageWARNING: reliable 
overflow for Now, I've done a global search for 
SZ__GetSpace, netchan, and 'WARNING ... 'for both client and server and 
can't find any referance to it.The only thing I can possible think 
it's related to is the new armor valuewe have been testing with, as it's 
currently set at 6000 (I change themessage sending health and armor 
about to send WORDS and not BYTES).Anyone able to shead any light on 
this?cheersRob___To 
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RE: [hlcoders] Overflow problem

2001-11-28 Thread David Flor
Title: Message



Techncially, a float is longer (natively, 4 bytes) or 
equal to (2 byte conversion in WRITE_FLOAT) than a word (2 bytes). If you want 
to use a percentage you could use a single byte or less (7 bits, actually, which 
represents 0-127. You can use less bits by sacrificing 
fidelity).
 
Is 
your HUD a numerical representation? For instance, in "The Opera" the action 
meter is not, so even though the server keeps it as a value from 0-100+, it's 
sent to the client as a value from 0-63 and scaled proportionally on the 
draw.
 
if 
it's a number you're displaying, is it really that much of an issue if it's a 
few digits off? I mean, if the max is 6000 I won't be all that tramatized at the 
difference between a difference of 50 points, for instance.
 

Tnx & Rgds... 
David "Nighthawk" Flor ( 
[EMAIL PROTECTED] ) Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/ 

"When Alexander saw the breadth of 
his domain he wept for there were no more worlds to conquer…" 
-Original Message-From: 
[EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED]] On Behalf Of 
omegaSent: Wednesday, November 28, 2001 5:47 PMTo: 
[EMAIL PROTECTED]Subject: Re: [hlcoders] Overflow 
problem

  if its for displaying on the hud, you could also 
  just send in a range of 0-1.0 for percentages.
   
  ie: fValueToClient = armor / 6000;
   
  and then on the client fArmor = fValueFromServer 
  * 6000;
   
  then you only need to send one float. and you 
  wouldnt even _have_ to do it as a message. pack it into something that already 
  gets sent to the client that isnt used (theres a LOT of things that are 
  available in entvars_t/cl_entity_t to use, that are sent over but never 
  filled)
   
   
  -omegaBlackened Interactivehttp://www.nofadz.com/blackened
  
- Original Message - 
From: 
_Phantom_ 
To: [EMAIL PROTECTED] 

Sent: Wednesday, November 28, 2001 1:32 
PM
Subject: Re: [hlcoders] Overflow 
problem

I was thinking about doing the same idea from a 
different angle, instead of having values 0 -> 6000 on the client I was 
going to change it so the server uses 0 -> 6000 but the client only ever 
see a percentage of the total, so 3000 on the server would show 50% on the 
client. As long as the values compared are only whole percents this should 
slow the updates to the client enuff so that the over flow is gotten 
around.
 
As I was planing to use percentages on the 
client for display reasons anyways this should sort both things out at 
    once.
     

  - Original Message - 
  From: 
  David Flor 
  To: [EMAIL PROTECTED] 
  
  Sent: Wednesday, November 28, 2001 
  4:31 PM
  Subject: RE: [hlcoders] Overflow 
  problem
  
  You might want to consider making that variable part of the client 
  data so that it's (1) bit packed, and (2) processed through normal 
  channels.
   
  For instance, in "The Opera" I made the action meter the same 
  thing, but using bit packing and settings in "delta.lst" it's handled as 
  only 6 bytes. I'm guessing the armor value doesn't need to be exact when 
  it comes to the client, so you can lower the amount of bits it uses when 
  sent. For instance, you can represent the value as 10 bits instead of the 
  14 bits it would normally require; inherently, that means the data would 
  only be sent 1/16th of the time (my math might be wrong; it's early, 
  OK?).
   
  Am I making sense here?
  Tnx & Rgds... David Flor ( [EMAIL PROTECTED] ) Planning Group International 305-253-0100 
  

-Original Message-From: 
[EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED]] On Behalf Of 
CortexSent: Wednesday, November 28, 2001 10:47 
AMTo: [EMAIL PROTECTED]Subject: Re: 
[hlcoders] Overflow problem
try to use WRITE_SHORT instead of WRITE_WORDS.
 
CortexHL 
Albator coder & mapperwww.hlalbator.fr.st

  - Original Message - 
  From: 
  _Phantom_ 
  To: [EMAIL PROTECTED] 
  
  Sent: Tuesday, November 27, 2001 
  11:38 PM
  Subject: [hlcoders] Overflow 
  problem
  loFor some reason we can't track down the 
  current version of the code isdropping clients out with the error 
  :SZ_GetSpace: overflow on netchan->messageWARNING: 
  reliable overflow for Now, I've done a 
  global search for SZ__GetSpace, netchan, and 'WARNING ... 'for 
  both client and server and can't find any referance to it.The 
  on

RE: [hlcoders] Models and sequences

2002-01-24 Thread David Flor

You know, it never dawned on me that that could be the cause of some of
the hit detection issues in my mod. 

OK, so refresh my memory: how do I define the transformations on the
SERVER?

Tnx & Rgds...
David "Nighthawk" Flor ( [EMAIL PROTECTED] )
Lead Programmer, The Persistence Engine - http://www.persistengine.com/
Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/
President, Mach III Enterprises

"When Alexander saw the breadth of his domain he wept for there were no
more worlds to conquer..."

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Adrian Finol
Sent: Wednesday, January 23, 2002 11:31 PM
To: Ken Birdwell; ''[EMAIL PROTECTED]' '
Subject: RE: [hlcoders] Models and sequences


 One thing to remember is that any transformation applied to the model
client side has to be duplicated on the server in order to mantain hit
detection in order.

 We had this problem with CS, where the client was doing all the
blendings ( 9 to be exact ) while the server had no idea about what was
going on. Hence the old CS hitbox problem.

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RE: [hlcoders] TriAPI WorldToScreen() Function

2002-02-12 Thread David Flor

Don't see why you would need a function like that; I believe if you pass
an origin outside the view cone to "WorldToScreen", the X/Y/Z
coordinates it returns are outside the drawing area anyway (the "Z"
value would define the depth, negative values I believe are behind the
player).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of James
Williams
Sent: Tuesday, February 12, 2002 9:50 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] TriAPI WorldToScreen() Function


> Whats the PosInCone function?  Is this something you have made? If so
> would a DotProduct test work the same way?

It's a quickie function I wrote that does a dot product with the
viewangles, yes.

-James "Corvidae" Williams ([EMAIL PROTECTED])
Administrator, Wavelength Forums
(http://www.planethalflife.com/wavelength)
Co-Leader / Coder, Underhive (http://www.underhive.com)

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RE: [hlcoders] Dum C++ pointer question

2002-02-25 Thread David Flor

Um... No. You're assigning the POINTERS there, not the objects
themselves; the result would be both pointers pointing to the same
object in memory and the second object not being referenced by anything
(memory leak, actually).

What you meant is...

*O2 = *O1;

This is relatively safe to use, but I believe there might be issues with
doing that on objects that "virtual" components in them. I personally
just do it the long way: create a "CObject::Copy( CObject *pSource );"
function, as described below. Besides, a "Copy" function is sometimes
necessary if you allocate memory within the object; if you just copy the
pointers, both pointers will reference the same memory and get real
messy if one disposes it prematurely.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Miguel
Aleman
Sent: Monday, February 25, 2002 7:28 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Dum C++ pointer question


You should overload the = operator so you can simply do this.

CObject *O1 = new CObject( 0, 1, "Hello" );
CObject *O2 = new CObject( );

O2 = O1;

Now O2 is an exact copy with the same values but in a different location
in memory.

- Original Message -
From: "Varlock" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, February 25, 2002 3:36 AM
Subject: Re: [hlcoders] Dum C++ pointer question


> A pointer is just a variable containing the address to a location
> in memory, so it would be expected that assigning the pointer like
> that would just make ob2 point to ob1. To do what you want to do, I
> would recommend a copy constructor. You could also overload the
> assignment operator.
>
> class CObject
> {
> public:
> // blah blah blah
>
> CObject( const CObject © );
> };
>
> CObject :: CObject( const CObject © )
> {
> m_iInteger = copy.m_iInteger;
> m_flFloat = copy.m_flFloat;
>
> // assign any other values here
> }
>
> I think that's about it. Watch out for pointers and strings in the
copy
> constructor, since you probably don't want to just assign them like
> above. You probably want to use functions like strcpy and memcpy for
> those.
>
> - Varlock
>
> - Original Message -
> From: "Tom" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Monday, February 25, 2002 12:26 AM
> Subject: [hlcoders] Dum C++ pointer question
>
>
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Is there anyway to make another isntance of an object by using
> > another
> objects pointer as a base?
> >
> > So I mean like if I have:
> >
> > CObject *ob1 = new Object(blah,blah,blah,blah);
> >
> > and then I want ob2 to be exactly the same as ob2, is it possable
> > just
to
> copy ob1? (i.e. dont need to write everything out).
> >
> > I tried just doing
> > CObject *ob2 = ob1, but then ob2 is actually ob1 and you end up with

> > two
> pointers to one object and not two pointers to two objetcs
> > --
> >
> > ___
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>
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RE: [hlcoders] LOL

2002-02-25 Thread David Flor

I've known of people that felt particularly daring and attempted to use
WINE, but that adds a level of dependency that might not be available on
every Linux server you install on. For my game servers, I don't even
bother installing WINE.

For my own mod, which uses INI files for configuration options, I use to
have the native Win32 calls handle it. Once I got to Linux, I had to
write my own INI file parser so that it'd work.

Just be sure that, when it comes to the server, do not write code that
is platform dependent; it's good programming practice to make any
application platform independent regardless. On the client you can do
whatever you want, but the server needs to be more flexible.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of botman
Sent: Monday, February 25, 2002 7:29 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] LOL


> is there any rules when compiling on linux. does botman have a faq or
> something?

You make things simplest for yourself by not using any C++ streams (no
cout or cerr output).  Also make sure you aren't using Windows API stuff
(like time functions, etc.).  If you aren't sure whether functions are
available under Unix/Linux, just use the man pages on Linux to see if a
function exists (i.e. "man strcpy").  Take a look at the Makefile for
building the SDK on Linux as an example of compiler switches and linker
options when building the Linux shared library.

There is no "tutorial" for building on Linux other than looking at the
Makefile.

Jeffrey "botman" Broome

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[hlcoders] Linux is the bane of my existence...

2002-03-12 Thread David Flor

I was able to compile it "no problem" under Redhat 6.x, but now that
that installation tanked and I'm forced on to Redhat 7.2, I have compile
issues. Wish I knew the intricacies of Linux; took me an hour to get
things like FTP or the HL Dedicated Server running...


gcc -Dstricmp=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp
-DVALVE_DLL -w -m486 -O2 -ffast-math -funroll-loops -fomit-frame-pointer
-fexpensive-optimizations -malign-loops=2 -malign-jumps=2
-malign-functions=2 -nostartfiles -fPIC -I. -I../engine -I../common
-I../pm_shared -I../persistence -I../game_shared -o obj/genericmonster.o
-c genericmonster.cpp

genericmonster.cpp: In method 'void CGenericMonster::Spawn ()'
genericmonster.cpp:112: invalid static_cast from type '{unknown type}'
to type 'void (CBaseEntity::*)()'

The line in question is "SetThink(DoThink);"

Suggestions, anyone?

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[hlcoders] HLTV overviews

2002-03-14 Thread David Flor

For the life of me I can't find the document that describes how to
create the 2D overview images for HLTV. Somebody out there have it
handy?

Thanks!

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RE: [hlcoders] Does the new anticheating system work?

2002-04-25 Thread David Flor

"Also Counter-Strike is the only MOD with anti-cheat protection built
into it."

Depends what your definition of "protection"... "The Opera" prefers the
term of "humiliation".

Tnx & Rgds...
David "Nighthawk" Flor ( [EMAIL PROTECTED] )
Lead Programmer, The Persistence Engine - http://www.persistengine.com/
Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/
President, Mach III Enterprises

"When Alexander saw the breadth of his domain he wept for there were no
more worlds to conquer..."

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of botman
Sent: Thursday, April 25, 2002 8:37 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Does the new anticheating system work?


> Just wondering but, some people seem to say that you can get wallhacks

> for cs1.4 and even that lambert still works under it. I was wondering
> if anybody knew if they actually did and if so is there really anyway
> which we can code out cheats?

Valve has stated in the dedicated server e-mail lists that right now the
only thing that is included in the anti-cheat is the blocking of client
DLL hooking.

OpenGL wall hacks and other non-client DLL cheats (scripts, etc.) will
still work.  Also Counter-Strike is the only MOD with anti-cheat
protection built into it.  Anti-cheats will be added to the other MODs
in the "near" future. Blocking other types of cheats in Counter-Strike
will also happen in the "near" future.  Note: definitions of "near" may
vary.  :)

Jeffrey "botman" Broome

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RE: [hlcoders] Anti-cheat code in mods

2002-04-27 Thread David Flor

And now that the cheat code references have been posted on this thread
for all the world to see, I'm sure we can thank you for the wonderful
gaming experiences we will now have...

Christ, people; if you've found an exploit, don't post it or links to
cheat sources on a PUBLIC LIST!!!

"Common sense is not so common..."

Tnx & Rgds...
David "Nighthawk" Flor - [EMAIL PROTECTED]
Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Tom
Sent: Saturday, April 27, 2002 4:56 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Anti-cheat code in mods


lol, another one of valves "great" systems bites the dust within a week

- Original Message -
From: "Jonah Sherman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, April 27, 2002 7:28 AM
Subject: Re: [hlcoders] Anti-cheat code in mods


> The "protection of client.dll" is nothing more than a RC4-hybrid which

> is easy to find. entire loader:
> ...
> proof its not even a halfass fix:
> ...


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RE: [hlcoders] Anti-cheat code in mods

2002-04-28 Thread David Flor

There's a difference in making people aware that an exploit exists and
spoon-feeding the exploit to everyone.

Take SecuriTeam, for example ( http://www.securiteam.com/ ). Yes, they
post exploit code, but they usually do it months after the exploit has
been acknowledged, and well after a patch has been made available.
Providing an exploit to the public invites people to take advantage of
it, irrespective of how long it takes the developer to fix.

As for "...creating immense pressure on a company to fix their software
immediately...", you've never been a corporate developer, have you? It's
not like they can whip up a patch and distribute it to the world in an
hour; it has to go through thorough investigation, go through respective
Quality Assurance teams, and undergo a Beta deployment process. Now that
it's been so thoughtfully released to the public, you now force the
company to push this fix through the process as fast as is humanly
possible. What kind of product quality can you expect from it then?

If Microsoft released patches so quickly, the chaos they would cause
with software not suffciently tested would be catastrophic. Not to
mention that Microsoft is reportedly on a 24 hour development/testing
schedule anyway (developers come in in the morning, the build takes
several hours, and testing occurs later the same day, or something like
that) and has twenty times the amount of programmers and testers that
Valve has.

Also, do keep in mind the Valve is actively working on the product.
Stopping current development to fix something usually means they may
have to roll back or disable new functionality so as not to cause
further problems to the public. That, in and of itself, takes time as
well.

BTW: When you "...see all of the latest Microsoft cracks on CNN...",
that's usually because Microsoft has already released a patch. If CNN
posted details of an exploit that had no solution, they would get hit
with multiple lawsuits the likes of which you cannot possibly imagine.

I've found exploits, cheats and bugs before. I remember long ago the bug
that typing a certain command would cause any Half-Life server to
instantly crash. It wasn't common knowledge, and thank God for that, but
Valve was made aware of the situation through private communications and
the problem was subsequently fixed without any mention of it anywhere.

Tnx & Rgds...
David "Nighthawk" Flor - [EMAIL PROTECTED]
Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Miguel
Aleman
Sent: Sunday, April 28, 2002 12:30 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Anti-cheat code in mods


Flor, thats usually how you get something fixed. One person finds an
exploit, posts it somewhere. The community the spreads it around,
creating immense pressure on a company to fix their software
immediately.

If we didn't see all of the latest Microsoft cracks on CNN, do you think
that company would be so active in trying to fix them?

-z80x86

- Original Message -
From: "David Flor" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, April 27, 2002 3:12 PM
Subject: RE: [hlcoders] Anti-cheat code in mods


> And now that the cheat code references have been posted on this thread

> for all the world to see, I'm sure we can thank you for the wonderful
> gaming experiences we will now have...
>
> Christ, people; if you've found an exploit, don't post it or links to
> cheat sources on a PUBLIC LIST!!!
>
> "Common sense is not so common..."
>
> Tnx & Rgds...
> David "Nighthawk" Flor - [EMAIL PROTECTED]
> Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of Tom
> Sent: Saturday, April 27, 2002 4:56 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Anti-cheat code in mods
>
>
> lol, another one of valves "great" systems bites the dust within a
> week
>
> - Original Message -
> From: "Jonah Sherman" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Saturday, April 27, 2002 7:28 AM
> Subject: Re: [hlcoders] Anti-cheat code in mods
>
>
> > The "protection of client.dll" is nothing more than a RC4-hybrid
> > which
>
> > is easy to find. entire loader:
> > ...
> > proof its not even a halfass fix:
> > ...
>
>
> ___
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please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
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>

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RE: [hlcoders] Anti-cheat code in mods

2002-04-28 Thread David Flor

"Exactly, but seeing as how we're programmers..."

That's the problem: not everyone on this list is a "nice" programmer.
Don't you think that the cheat developers weren't the first ones to
register to this list?

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[hlcoders] HLDS

2002-04-30 Thread David Flor

Question out of curiosity... With 1.1.0.9, it seems that some of the
DLLs have changed slightly. Because of that, it seems that the source to
the Half-Life Dedicated Server is now somewhat dated and doesn't work.

For "The Opera", of which we planned to release a patch in the coming
days, the custom built Dedicated Server "opera_dedicated.exe" crashes.

Is it the case that changes to DLL handling make the HLDS source no
longer work? If so, when can we expect source that does work?

Tnx & Rgds...
David Flor

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RE: [hlcoders] HLDS

2002-04-30 Thread David Flor

That's not the issue. The error I'm getting:

"The application or DLL D:\Games\HalfLife\sw.dll is not a valid Windows
image. Please check this against your installation diskette."

In looking at the DS, within the "Eng_Load" function it does a call to
"Sys_LoadLibrary" to open that DLL. I'm guessing that that DLL either no
longer exists or is in some different format. So what can I do then?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Leon Hartwig
Sent: Wednesday, May 01, 2002 2:08 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] HLDS


Try editing common/exefuncs.h and add two more dummy funcs to the end of
the struct, so it looks like this at the end:

...
void(*unused24)(void);
void(*unused25)(void);
void(*unused26)(void);
void(*unused27)(void);
} exefuncs_t;

I had thought that the dedicated server code from the existing SDK would
work with *109, but I overlooked this.  I think this should be the only
change you need.  Let us know if it works.


> -Original Message-
> From: David Flor [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, April 30, 2002 10:53 PM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] HLDS
>
>
> Question out of curiosity... With 1.1.0.9, it seems that some of the
> DLLs have changed slightly. Because of that, it seems that the source
> to the Half-Life Dedicated Server is now somewhat dated and doesn't
> work.
>
> For "The Opera", of which we planned to release a patch in the coming
> days, the custom built Dedicated Server "opera_dedicated.exe" crashes.
>
> Is it the case that changes to DLL handling make the HLDS source no
> longer work? If so, when can we expect source that does work?
>
> Tnx & Rgds...
> David Flor
>
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RE: [hlcoders] HLTV 1109 quick fix

2002-05-01 Thread David Flor

In looking at this, I'm guessing that "DRC_EVENT" somehow maps to
"DRC_CMD_EVENT". Is there some way, through this or through some other
means, to send custom messages to all spectators? I'd like to be able to
do more than simply state two players and try to figure things out.

Also, I see that you now set the message size, which in your example is
9, but the client doesn't read the "priority" long. So if I wanted to
add more data to this message, do I add it at the end or before the
"priority"? Is there some other manner?

Anyway... At least it doesn't crash any more!

Tnx & Rgds...
David "Nighthawk" Flor - [EMAIL PROTECTED]
http://opera.redeemedsoft.com/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Martin
Webrant
Sent: Wednesday, May 01, 2002 8:32 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] HLTV 1109 quick fix


Thx Mugsy!

A few comments:
Need to add "char map[255]" to overviewInfo_s and save it off in
ParseOverviewFile. The sub commands of svc_director is missing in the
client - add them to hud_spectator.h.

Martin 'BulliT' Webrant
www.planethalflife.com/agmod


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Mugsy _
Sent: den 1 maj 2002 07:42
To: [EMAIL PROTECTED]
Subject: [hlcoders] HLTV 1109 quick fix


Hey all,

Had a chat with Martin Otten, and he sent me some info to get HLTV
working again in 1109, until they can release another SDK.

Check it out at http://www.captured.com/savage/hltv_1109_fix.html

I make all the usual disclaimers associated with tutorials. Let me know
if there are any big errors and I'll fix em.

Matt "Mugsy" Boone
Day of Defeat mod
www.dayofdefeatmod.com

_
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RE: [hlcoders] HLTV 1109 quick fix

2002-05-01 Thread David Flor

While, I'm at it, I thought I'd ask... In the fix you specify:

#define SVC_DIRECTOR51 // messsage for director module in
proxy

...but in my version of HL I have another define...

#define SVC_SOUNDFADE   51

Are these conflicting messages?

Also, where are the "DRCAPI_..." values used? There's a reference to
"CallDirectorProc", but can't find it...

-----Original Message-
From: David Flor [mailto:[EMAIL PROTECTED]]
Sent: Thursday, May 02, 2002 12:17 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] HLTV 1109 quick fix


In looking at this, I'm guessing that "DRC_EVENT" somehow maps to
"DRC_CMD_EVENT". Is there some way, through this or through some other
means, to send custom messages to all spectators? I'd like to be able to
do more than simply state two players and try to figure things out.

Also, I see that you now set the message size, which in your example is
9, but the client doesn't read the "priority" long. So if I wanted to
add more data to this message, do I add it at the end or before the
"priority"? Is there some other manner?

Anyway... At least it doesn't crash any more!

Tnx & Rgds...
David "Nighthawk" Flor - [EMAIL PROTECTED]
http://opera.redeemedsoft.com/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Martin
Webrant
Sent: Wednesday, May 01, 2002 8:32 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] HLTV 1109 quick fix


Thx Mugsy!

A few comments:
Need to add "char map[255]" to overviewInfo_s and save it off in
ParseOverviewFile. The sub commands of svc_director is missing in the
client - add them to hud_spectator.h.

Martin 'BulliT' Webrant
www.planethalflife.com/agmod


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Mugsy _
Sent: den 1 maj 2002 07:42
To: [EMAIL PROTECTED]
Subject: [hlcoders] HLTV 1109 quick fix


Hey all,

Had a chat with Martin Otten, and he sent me some info to get HLTV
working again in 1109, until they can release another SDK.

Check it out at http://www.captured.com/savage/hltv_1109_fix.html

I make all the usual disclaimers associated with tutorials. Let me know
if there are any big errors and I'll fix em.

Matt "Mugsy" Boone
Day of Defeat mod
www.dayofdefeatmod.com

_
Get your FREE download of MSN Explorer at
http://explorer.msn.com/intl.asp.

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RE: [hlcoders] Semi-transparent TGAs in VGUI?

2002-05-05 Thread David Flor

Depending on what you call "semi-transparent"...

"Semi-transparent" TGA images don't seem to work as such in software
mode. For isntance, if you create an alpha chanel in Photoshop that's a
gradient, so that the image fades out gracefully to the background, it
will work in GL but not in software mode. In software mode, if the alpha
is <128 it's transparent and >=128 it's solid (or is it the other way
around); there's no in between.

When you refer to "semi-transparent", I assume you mean like the
"indexalpha" option there is for sprites, similar to what I believe Day
of Defeat does. When you do that in Photoshop, make sure your alpha
channels are SOLID white and SOLID black.

Tnx & Rgds...
David "Nighthawk" Flor ( [EMAIL PROTECTED] )

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Frazee
Sent: Sunday, May 05, 2002 11:15 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Semi-transparent TGAs in VGUI?


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I am trying to write an inventory with a semi transparent image in the
background that shows the black for completely transparent. So far,
though, I have been unsuccessful (with the background). The idea is to
make it blend in with the rest of the semi-transparent hud. How do I do
that?
--

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RE: [hlcoders] deleting animation

2002-05-05 Thread David Flor

Huh? You want to "delete" animations?!?

I believe most of the references to "pev->sequence" are done through a
LookupSequence or LookupActivity function call, which means it looks for
the "ACT_..." verb and not the index of the animation itself. Therefore,
by modifying the ".qc" file and recompiling the model, you should be
fine.

Why would you want to delete animations anyway? It's not like they take
up a whole lot of space anyway... You can simply not use them!

Tnx & Rgds...
David "Nighthawk" Flor ( [EMAIL PROTECTED] )

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of MiK
Sent: Sunday, May 05, 2002 12:55 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] deleting animation


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
hi

i want to delete animations of player. i've deleted the lines of code
that changes the pev->sequence to another value that 0, but it doesnt
really work, the game return an error each time a move or i take damage.
where can I fix this problem ? i search the code who send to client that
an anim must be played (in gamestudiorenderer.cpp or a file like that i
think)
--

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RE: [hlcoders] VALVe: Bug in the game filter screen

2002-05-10 Thread David Flor

Plus, you can be reasonably sure that this list is read by the game
coders directly. Sometimes, you're never quite sure who's reading
support sites and troubleshooting pages.

--
Tnx & Rgds...
David "Nighthawk" Flor ( [EMAIL PROTECTED] )
Lead Programmer, The Persistence Engine - http://www.persistengine.com/
Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/
President, Mach III Enterprises

"When Alexander saw the breadth of his domain he wept for there were no
more worlds to conquer..."


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of botman
Sent: Friday, May 10, 2002 5:05 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] VALVe: Bug in the game filter screen


> Call me thick but I can't seem to figure out how this has anything to
> do with HL Coding.
>
> Thanks for the useless email though, Nathan. You never disappoint.
>
> Keep the support calls off of the mail list, guys.

Why?  Sometimes you don't know whether a bug is caused by something in
the engine/game menu or something that you have done in your MOD.

You probably shouldn't post things like "Half-Life doesn't work with my
video card", but posting a question about bugs in the game could very
well be a coding issue.  (In this case it isn't, but you shouldn't have
a general rule that says "Don't post any bug related issues here!").

Jeffrey "botman" Broome

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RE: [hlcoders] Re: triApi speed problems

2002-05-12 Thread David Flor

Because he CAN!

I have 1Gb on one machine, w/ 768Mb on my secondary. Trust me, it's real
comforting to know that memory won't be an issue.

And I have written heavily database intensive applications that use
every bit of those 4Gb (well, 3Gb, if you want to get technical...).

Tnx & Rgds...
David Flor
Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Roachfood -
the-coming.com
Sent: Sunday, May 12, 2002 11:25 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Re: triApi speed problems


what in God's name do you need 4 gig of ram for besides some sort of
bragging rights?  Geezus I have 512 and i never use more than
300.
=)

You win the ram contest...

Roachie
- Original Message -
From: "Kuja" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, May 12, 2002 7:23 PM
Subject: RE: [hlcoders] Re: triApi speed problems


> Send it here also, I have a really awesome computer that should be
> able to handle anything
>
> Specs: 1.5ghz athlon tb, 4 gigs of ram, ATI Radeon 8500.
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of Chris Foss
> Sent: Sunday, May 12, 2002 8:12 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Re: triApi speed problems
>
>
>
> From: "Chris 'Tal-N' Blane" <[EMAIL PROTECTED]>
> > Ask Rain, i was only have old source before this was developed. I
> > can
send
> > the testmod folder but i don't think that the list allows for
attatchments
> > no matter how small.
>
> Well, send it here, I'll test it on my box...
>
> specs:
> K6-2 350, voodoo3, 320mb ram
>
> I'll see if it's hardware dependant.
>
> E-Mail: [EMAIL PROTECTED]
>
> ___
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RE: [hlcoders] Re: triApi speed problems

2002-05-13 Thread David Flor

Generally, if I remember correctly, under a standard Win2K installation,
the applications take 2Gb and the "system" takes the rest. In Win2K
ADVANCED SERVER, there's a way to get 3Gb for the app and 1Gb for the
"system".

Using different APIs provided in Windows, it is possible to have an
application use more than that, but it's not pretty...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of JR
Sent: Monday, May 13, 2002 2:04 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Re: triApi speed problems


Maybe Windows takes up the other Gb? :)

- Original Message -
From: "Tom" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, May 12, 2002 11:51 PM
Subject: Re: [hlcoders] Re: triApi speed problems


> is it supost to use 3GB or are you just a sloppy programmer :)
>
>
> - Original Message -
> From: "David Flor" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Monday, May 13, 2002 6:13 AM
> Subject: RE: [hlcoders] Re: triApi speed problems
>
>
> > Because he CAN!
> >
> > I have 1Gb on one machine, w/ 768Mb on my secondary. Trust me, it's
> > real comforting to know that memory won't be an issue.
> >
> > And I have written heavily database intensive applications that use
> > every bit of those 4Gb (well, 3Gb, if you want to get technical...).
> >
> > Tnx & Rgds...
> > David Flor
> > Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED]] On Behalf Of
> > Roachfood - the-coming.com
> > Sent: Sunday, May 12, 2002 11:25 PM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [hlcoders] Re: triApi speed problems
> >
> >
> > what in God's name do you need 4 gig of ram for besides some sort of

> > bragging rights?  Geezus I have 512 and i never use more than
> > 300.
> > =)
> >
> > You win the ram contest...
> >
> > Roachie
> > - Original Message -
> > From: "Kuja" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Sunday, May 12, 2002 7:23 PM
> > Subject: RE: [hlcoders] Re: triApi speed problems
> >
> >
> > > Send it here also, I have a really awesome computer that should be

> > > able to handle anything
> > >
> > > Specs: 1.5ghz athlon tb, 4 gigs of ram, ATI Radeon 8500.
> > >
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED]]On Behalf Of Chris
> > > Foss
> > > Sent: Sunday, May 12, 2002 8:12 PM
> > > To: [EMAIL PROTECTED]
> > > Subject: Re: [hlcoders] Re: triApi speed problems
> > >
> > >
> > >
> > > From: "Chris 'Tal-N' Blane" <[EMAIL PROTECTED]>
> > > > Ask Rain, i was only have old source before this was developed.
> > > > I can
> > send
> > > > the testmod folder but i don't think that the list allows for
> > attatchments
> > > > no matter how small.
> > >
> > > Well, send it here, I'll test it on my box...
> > >
> > > specs:
> > > K6-2 350, voodoo3, 320mb ram
> > >
> > > I'll see if it's hardware dependant.
> > >
> > > E-Mail: [EMAIL PROTECTED]
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> >
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > > ___
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> > > archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> > ___
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> >
> >
> > ___
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> please visit:
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> >
>
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RE: [hlcoders] modifying usercmd_s

2002-05-13 Thread David Flor

What he means is increasing the storage size so that it can be passed
allong client to server without any difficulty.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Mazor
Sent: Monday, May 13, 2002 3:54 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] modifying usercmd_s


Not sure if this would work, but what about a type-cast?

Example:
int iValue = (int)usValue;

-Mazor

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Daniel
Koppes
Sent: Monday, May 13, 2002 2:47 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] modifying usercmd_s


Um. Did you ever think to just TRY it?

Would be a better answer than you'd get from here :)


- Original Message -
From: "Jeff Fearn" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, May 13, 2002 6:32 PM
Subject: [hlcoders] modifying usercmd_s


> I was wondering if it would be possible to increase the size of
> buttons in usercmd_t, from an unsigned short to an int?
>
> I believe I can't do it as it is part of the engine :{
>
> If this is the case is there any chance of getting the SDK updated at
> some stage?
>
> I want to add some melee attacks, and maybe make grenades off hand,
> and using pev->button seems the obvious way to do it. Now pev->button
> is an
int,
> so it seems only usercmd_t sould need to be updated.
>
> I know I could do this with messages, but it seems to me that this
> would
be
> a cheaper (bandwith), and more logical, method. After all, it would
> keep
all
> the different buttons in the one spot :}
>
> Jeff
>
> _
> Chat with friends online, try MSN Messenger: http://messenger.msn.com
>
> ___
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please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
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>

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RE: [hlcoders] Speed bug

2002-05-16 Thread David Flor

When you run DIAGONALLY, do you exceed 250 as well?

I've seen this before because the "max speed" is only across the AXIS.
That is, if yoy have a max speed of 250, that means 250 across the "x"
AND 250 across the "Y", which linearly is over 350 units.

You can cap the movement velocity by using something akin to:

int iVelocity = pev->velocity.Length2D();
if (iVelocity > iMaxSpeed )
{
pev->velocity.x = pev->velocity.x * iMaxSpeed / iVelocity;
pev->velocity.y = pev->velocity.y * iMaxSpeed / iVelocity;
}

...at least I *think* that's right.

You'd have to do calculations such as this where you process the
"cmd->forwardmove" and "cmd->sidemove" in the client code.

This is all talking out of my ass; I don't have the code in front of me
and haven't touched this part of it in ages.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Commando
Sent: Thursday, May 16, 2002 4:36 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Speed bug


Some of our users have reported that when you run along a wall and hold
the Move Left or Right button so that you push into the wall, you run
much quicker.  I tested this by adding the following code to
CBasePlayer::ItemPostFrame() to output the velocity of the player.

ALERT(at_console, "Ground speed %f\n", Vector(pev->velocity).Length());

Our max player speed is set at 250.  Running normally I see numbers like
this.  When running along a wall and pressing into it, the number jumps
to 360.  I double checked this by timing myself running across a large
room.  Normally it takes 9 seconds, but by taking advantage of this bug
I can run across in 6 seconds.

I am pretty sure this is a bug in the SDK or the engine as we have not
modified any of this code and I have experienced this in other mods.  Is
this a known bug?  If so, is there a fix for it?

Rob Prouse
http://www.tourofdutymod.com

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[hlcoders] Third person player / Developer mode

2002-05-17 Thread David Flor

Something weird...

"The Opera" has a third person mode that I emulate, so to speak. I am
planning of releasing a patch in the coming days, but I noticed
something rather odd.

When I ran in third person, I noticed that the player model always
appears as the "player.mdl" reference model, irrespective of the model
selected. BUT it only did that when "developer 0" is set. If I set
"developer 1", I see the correct model.

Is this normal? Is there something deep in my code that might be causing
this, or is this a native Half-Life thing?

Tnx & Rgds...
David "Nighthawk" Flor ( [EMAIL PROTECTED] )
Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/

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RE: [hlcoders] Third person player / Developer mode

2002-05-17 Thread David Flor

But doesn't that assume you set the model yourself with the "SET_MODEL"
command, and precache it?

What I'm trying to avoid is precaching ALL of our player models, which
would mean:
1) Only server-defined player models could be used. This isn't an issue
because I restrict the models client-side anyway through model
encryption.
2) It would take up 40+Mb of memory for models that it never use.

Right now my code does:

char *szModel = "paladin"; // For instance...
SET_MODEL( ENT(pev), "models/player.mdl" );
g_engfuncs.pfnSetClientKeyValue( entindex(),
g_engfuncs.pfnGetInfoKeyBuffer( edict() ), "model", szModel );

...but what does that have to do with "developer 0"?

For the record, I set a breakpoint inside the client-side rendering code
and, sure enough, "model/player.mdl" is the entity being rendered. Is
this some safety feature in Half-Life?

Tnx & Rgds...
David Flor
Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Georges
Giroux
Sent: Friday, May 17, 2002 9:10 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Third person player / Developer mode


Hey there,

On Gladiator the camera is always in third person, but I always had
trouble with the gordon model being displayed rather than my own. I
found out you have to clear out the model key like this:

// Have to do this or else ingame model switching does not work for some
reason g_engfuncs.pfnSetClientKeyValue( entindex(),
g_engfuncs.pfnGetInfoKeyBuffer( edict() ), "model", "" );

That fixed my problem.

--
Project Lead/Coder
Gladiator mod
[EMAIL PROTECTED]
ICQ: 11425443
http://gladiator.lan-gaming.com

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of David Flor
Sent: Friday, May 17, 2002 8:51 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Third person player / Developer mode


Something weird...

"The Opera" has a third person mode that I emulate, so to speak. I am
planning of releasing a patch in the coming days, but I noticed
something rather odd.

When I ran in third person, I noticed that the player model always
appears as the "player.mdl" reference model, irrespective of the model
selected. BUT it only did that when "developer 0" is set. If I set
"developer 1", I see the correct model.

Is this normal? Is there something deep in my code that might be causing
this, or is this a native Half-Life thing?

Tnx & Rgds...
David "Nighthawk" Flor ( [EMAIL PROTECTED] )
Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/

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RE: [hlcoders] Re: WON is really down?

2002-10-06 Thread David Flor

You changed the server IP addresses without waiting for DNS propagation?
That's pretty daring...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of sol.greyfox
Sent: Sunday, October 06, 2002 5:32 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Re: WON is really down?


Quote from Eric Smith (of Valve Software):

"To fix the problem we need to change the IP address for the server at
"half-life.west.won.net".  At 11:00pm PDT tonight (Thursday, October 3,
2002) the IP address for this server will be changed to "198.74.33.62".
It could take up to 48 hours for the DNS to resolve to this address,
depending on who your Internet provider is."

This is more than likely the root of all the WON problems we are having.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Tim Holt
Sent: Sunday, October 06, 2002 4:29 PM
To: '[EMAIL PROTECTED]'
Subject: [hlcoders] Re: WON is really down?


Seeing a lot of chatter in our DoD forums about WON issues in the last
24 hours.

Two things that would be really nice if clarified.  First, where did you
read that "bankrupcy" quote from (it's just a rumor unless you can point
to a valid source), and what (where) is that alternate IP address fix
(pointing at 198.74.33.62:7002).  Is this a cheat/hack type thing you're
suggesting? That is, is this legit or not?
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[hlcoders] help

2002-10-14 Thread David Flor



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of
[EMAIL PROTECTED]
Sent: Monday, October 14, 2002 3:01 PM
To: [EMAIL PROTECTED]
Subject: hlcoders digest, Vol 1 #719 - 1 msg


Send hlcoders mailing list submissions to
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To subscribe or unsubscribe via the World Wide Web, visit
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or, via email, send a message with subject or body 'help' to
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When replying, please edit your Subject line so it is more specific than
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Today's Topics:

   1. RE: Lots 'o precaching. (Ken Birdwell)

--__--__--

Message: 1
From: Ken Birdwell <[EMAIL PROTECTED]>
To: "'[EMAIL PROTECTED] '"
<[EMAIL PROTECTED]>
Subject: RE: [hlcoders] Lots 'o precaching.
Date: Mon, 14 Oct 2002 04:17:27 -0700
Reply-To: [EMAIL PROTECTED]

Precacheing only allocates a name slot for model.  It doesn't force it
to be in memory.  The HL engine demand loads model data only when
needed.

To further help reduce memory footprint, use $externaltextures (though
this only really helps in software) and use $sequencegroupsize to break
the .mdl file into multiple smaller chunks so that blocks of animation
data are also demand loaded.

http://www.thewavelength.net/oldsite/models/reference/qcscript.html



-Original Message-
From: Daniel Koppes
To: [EMAIL PROTECTED]
Sent: 10/12/2002 7:39 AM
Subject: [hlcoders] Lots 'o precaching.

I have a rather big problem.

I need some way to precache ~200 models but I cannot think of anyway
to do this.

I can't guarantee that any of them won't be in a level, but loading all
of them would be a terrible waste of memory (even  @ 500k per model
thats 100mb of ram gone).

All attempts I have made were (mostly) met with that horrible
'Precaching can only be done in Precache function'

Does anyone have any ideas?

(If this seems vague, I blame it on 4am).

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RE: [hlcoders] help

2002-10-14 Thread David Flor

ARGH! Rats... I follow instructions and what do I get??? Public
humiliation!

Never mind...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of David Flor
Sent: Monday, October 14, 2002 5:09 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] help




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of
[EMAIL PROTECTED]
Sent: Monday, October 14, 2002 3:01 PM
To: [EMAIL PROTECTED]
Subject: hlcoders digest, Vol 1 #719 - 1 msg


Send hlcoders mailing list submissions to
[EMAIL PROTECTED]

To subscribe or unsubscribe via the World Wide Web, visit
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or, via email, send a message with subject or body 'help' to
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When replying, please edit your Subject line so it is more specific than
"Re: Contents of hlcoders digest..."


Today's Topics:

   1. RE: Lots 'o precaching. (Ken Birdwell)

--__--__--

Message: 1
From: Ken Birdwell <[EMAIL PROTECTED]>
To: "'[EMAIL PROTECTED] '"
<[EMAIL PROTECTED]>
Subject: RE: [hlcoders] Lots 'o precaching.
Date: Mon, 14 Oct 2002 04:17:27 -0700
Reply-To: [EMAIL PROTECTED]

Precacheing only allocates a name slot for model.  It doesn't force it
to be in memory.  The HL engine demand loads model data only when
needed.

To further help reduce memory footprint, use $externaltextures (though
this only really helps in software) and use $sequencegroupsize to break
the .mdl file into multiple smaller chunks so that blocks of animation
data are also demand loaded.

http://www.thewavelength.net/oldsite/models/reference/qcscript.html



-Original Message-
From: Daniel Koppes
To: [EMAIL PROTECTED]
Sent: 10/12/2002 7:39 AM
Subject: [hlcoders] Lots 'o precaching.

I have a rather big problem.

I need some way to precache ~200 models but I cannot think of anyway
to do this.

I can't guarantee that any of them won't be in a level, but loading all
of them would be a terrible waste of memory (even  @ 500k per model
thats 100mb of ram gone).

All attempts I have made were (mostly) met with that horrible
'Precaching can only be done in Precache function'

Does anyone have any ideas?

(If this seems vague, I blame it on 4am).

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RE: [hlcoders] little bug in the SDK 2.3 ?

2002-10-17 Thread David Flor
Don't know if it's meant to be that way, but the "!!" convention ensures
that the value is ALWAYS either a one or a zero.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin@;list.valvesoftware.com] On Behalf Of Cortex
Sent: Thursday, October 17, 2002 10:24 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] little bug in the SDK 2.3 ?


Hi,

I'm porting my mod to SDK 2.3. While browsing the files, I found :

 return !!gEngfuncs.GetPlayerUniqueID( iPlayer, playerID );

int the bool HACK_GetPlayerUniqueID (int iPlayer, char PlayerID[16]);
function, in cl_dll/vgui_ScorePanel.cpp.

It's weird... I think it must be a "taping" error, but I'd like to have
a confirmation from you, guys ;)

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]  &  ICQ : 71548738



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