Re: [hlcoders] MOD question!

2005-09-10 Thread Hasan Aljudy
I haven't looked much into the buggy code (infact I haven't looked at
the SDK for a while now ..)

Maybe I'm a little late here, but what I would do is create a horse
entity, code and animate the way it walks and runs, etc, then when the
player rides the horse, I would simply attach the player to the horse
(just like a weapon is attached to the player), so I won't be moving
the player, I would simply move the horse and the 'attachment' should
take care of moving the player with the horse.

Ofcourse I would look at the vehicle/player/weapon code to get some
ideas about the details of implementing such a design.

On 8/26/05, Morten Nielsen [EMAIL PROTECTED] wrote:
 That sounds really cool... i did not know the controlable vehicles
 could have AI..

 but the reason i would rather like the horse as a model is because the
 movement of the player is more smooth when just walking around! i just
 want to create the ilusion of riding a horse.. that will give mutch
 better aligning to the map than the buggy vehicle code.. when the
 player mounts the horse i will try to give they player increased
 movement speed and the point of view will be set so it seems your on
 the back of the horse.. and when you look down you se the horse..

 does that sound compleatly stupid to do?

 2005/8/25, Joshua A. Jacobo [EMAIL PROTECTED]:
  Morten,
 
  Well why not design the horse as a vehicle and simply add the NPC AI
  entity code to it. One of its conditions could be am I being ridden?
  and if so the state would be null or no AI. Once the player is knocked
  from or dismounts the horse, that condition changes and  its state
  shifts again to active AI and it can move about, flee from the battle
  etc etc.
 
  We're working with a medieval-style modification as well so email me if
  you have any other questions.
 
  Joshua Jacobo
  Creative Director
  Realms of Valhallon
  www.realmsofvalhallon.com
 
  Morten Nielsen wrote:
 
  Hi i just reasently joined this list so forgive me if im dooing
  anything wrong! Thanks!
  
  But the question is:
  
  Is it possible to have 2 models. One of you (the player) and one of a
  horse.. and when you press use on that horse.. the player will mount
  the horse and the horse model will stick to the players movements. so
  when you pressforward. the player will be playing the riding horse
  forward animation and the horse will be doing the running animation.
  
  I don't want the player to do the running forward animation when on
  the horse.. that would look stupid :)
  
  But i don't want the horse i want to create to be a buggy with just
  a horse skin. i want it to become a NPC with its own mind.. so if you
  etc. explode something near it it will run away.. use AI etc..
  
  But is this all possible?
  
  Im looking to create a medival mod with knights and kings.. but im not
  starting the projekt until i know it can be done on source ( i hope so
  source is great)
  
  Thanks in advance! Sorry for my bad english!
  
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Re: [hlcoders] First warning for VS .Net! Yay!

2005-04-07 Thread Hasan Aljudy
Well, you better refresh your mind or you're gonna have a hard time with the SDK

On Apr 7, 2005 8:58 AM, Tan Theodore [EMAIL PROTECTED] wrote:
 Thank you! Both botman and Josh! :D :D

 I haven't touch programming for quite sometime now so I've lost a few
 touches. Thanks for the refreshment. :D

 From: Josh Matthews [EMAIL PROTECTED]
 Reply-To: hlcoders@list.valvesoftware.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] First warning for VS .Net! Yay!
 Date: Fri, 8 Apr 2005 00:48:13 +1000
 
 ...Oh dear.  If you have no idea what to do in this situation, you're
 in no shape to tackle the half-life source.  For one thing it's just a
 warning and will keep compiling (although it's good practice to
 eliminate all warnings anyways).  It just means that the function
 HasWeapon (double click on the warning to find the exact line) doesn't
 have a return type specified, which is a bad thing (but works fine in
 this case).  Add an 'int' before the function name and the warning
 will go away.
 
 Josh
 
 On Apr 8, 2005 12:39 AM, Tan Theodore [EMAIL PROTECTED] wrote:
   warning C4183: 'HasWeapon': missing return type; assumed to be a member
   function returning 'int'
  
   This thing pops up when I compiled the unedited version of the HL SDK
 2.3. I
   haven't change anything to the MVS .Net.
  
   Anyone encountered this?
   Better, yet anyone sloved this?
   *looks around for any show of hands* ( )( )
  
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Re: [hlcoders] Any problems with VB .Net?

2005-04-06 Thread Hasan Aljudy
There shouldn't be anything wrong.
Actually, the Sorue Code is meant to be compiled with Visual C++ .Net 2003

On Apr 6, 2005 11:23 PM, Tan Theodore [EMAIL PROTECTED] wrote:
 Er... Guys. Thanks for the names and all but I just want to know if there is
 anything wrong with compiling the HL SDK 2.3 with VB C++ . Net. Thank you.
 :)

 From: SB Childe Roland [EMAIL PROTECTED]
 Reply-To: hlcoders@list.valvesoftware.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Any problems with VB .Net?
 Date: Wed, 6 Apr 2005 19:06:59 -0500
 
 There is no such thing as VBasic C++.  C++ and Basic are completely
 different languages, as are C++ and Visual Basic.
 
 On Apr 6, 2005 3:07 PM, Tan Theodore [EMAIL PROTECTED] wrote:
   Whoops. I meant I have now Visual Studio .Net with Visual C++ .Net and
 the
   rest of the programs. I would like to know if any errors will be
 produced if
   I were to compile the HL SDK with Visual C++ .Net.
  
   This is quite confusing with C, C++, C++ .Net, Visual Basic, Visual
 Basic
   C++... Man, why can't Microsoft give better names?
  
   From: Knifa [EMAIL PROTECTED]
   Reply-To: hlcoders@list.valvesoftware.com
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Any problems with VB .Net?
   Date: Wed, 06 Apr 2005 18:03:47 +0100
   
   Um.. you need to use Visual C++ .NET, you can't use Visual Basic.
   
   I apologise if this has been asked before but will there be any
   problems if
   I were to compile the HL SDK 2.3 with VB .Net?
   
   If there are any, no matter how small, please do tell.
   
   If there is, mean I will have to install it later. I still have my VB
 C++
   6.0.
   If not, then I can say hello to the HL2 SDK very soon. :D
   
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Re: [hlcoders] Error While Compiling?

2005-03-11 Thread Hasan Aljudy
you need to
#include cbase.h
in any newly created .cpp file


On Fri, 11 Mar 2005 21:42:33 -0700, Michael Kramer
[EMAIL PROTECTED] wrote:
 I get error when Compiling the SDK

 It asks about a precompiled headerdoes anyone know what it is talking 
 about?

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Re: [hlcoders] Making sparks with g_pEffects

2005-02-25 Thread Hasan Aljudy
I don't really know, but one thing I would think if is: are you sure
that ( tr.endpos ) is where you think it is? try to use the debug
overlays or something like that to make sure of it...


On Fri, 25 Feb 2005 22:21:09 +, Knifa [EMAIL PROTECTED] wrote:
 Server-side and Client-Side shared
 I've included IEffects.h

 I get no errors while compiling, but it doesn't show up in game.
 (If it matters, I'm using the HL2DM base code)

 Are you doing it on the server or on the client? And have you included
 all the appropriate files to make it all happen?
 
 
 On Fri, 25 Feb 2005 22:10:35 +, Knifa [EMAIL PROTECTED] wrote:
 
 
 Hi all.
 
 I'm trying to make sparks using
  g_pEffects-Sparks( tr.endpos );
 
 In my weapon (which is based on the pistol) but it isn't created.
 The stunstick does it the same way when you switch to it and it works,
 but it doesn't work for me. Does anyone know why?
 --
 Knifa
 SourceForts
 http://knd.org.uk/sourceforts/
 
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 SourceForts
 http://knd.org.uk/sourceforts/

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Re: [hlcoders] Bizzare/Random/Frightening crash

2005-02-21 Thread Hasan Aljudy
hmm ..
not that I know much but, sometimes builds get messed up for some
reasons (I don't think it's a bug in the compiler itself .. but what
do I know) but you can fix this kind of stuff by rebuilding a clean
build.

On Mon, 21 Feb 2005 23:38:10 -0500, Maurino Berry [EMAIL PROTECTED] wrote:
 Please bare with me while I try to explain this crash, let me begin by
 saying I'm using the very first mp sdk source with no updates... and debug
 build is not helping at all. Perhaps the most frightening aspect of this
 crash is its consistancy between game launches, and its inconsistancy
 between builds, its almost as if my compiler is messed up. Basically I'm
 encountering a crash in the client dll. When I create a server, disconnect,
 and then recreate. the debug build gives me an error in

 void CBaseViewport::RemoveAllPanels(void) (vgui_teamfortressviewport.cpp
 line 413)

 this is the callstack..

client.dll!CBaseViewport::RemoveAllPanels()  Line 413 + 0xf C++
client.dll!CBaseViewport::~CBaseViewport()  Line 432C++
client.dll!SDKViewport::~SDKViewport()  + 0x14  C++
client.dll!SDKViewport::`scalar deleting destructor'()  + 0x14  C++
client.dll!ClientModeShared::~ClientModeShared()  Line 107 + 0x22  
  C++
client.dll!ClientModeSDKNormal::~ClientModeSDKNormal()  Line 92 + 0x8  
  C++
client.dll!$E11()  + 0x13   C++
client.dll!doexit(int code=0, int quick=0, int retcaller=1)  Line 376  
  C
client.dll!_cexit()  Line 318 + 0xb C
client.dll!_CRT_INIT(void * hDllHandle=0x2400, unsigned long
 dwReason=0, void * lpreserved=0x0001)  Line 193 C
client.dll!_DllMainCRTStartup(void * hDllHandle=0x2400, unsigned 
 long
 dwReason=0, void * lpreserved=0x0001)  Line 312 + 0x11  C

 The kicker is the call stack indicates the call to this method is happening
 after a call to doExit() which is totally unrelated to anything i've been
 doing - if thats not enough for you, it gets a whole lot worse. I ported one
 single npc over nothing more, and magically the crash was fixed. Now I can
 create/shutdown servers as many times as I want without crashing

 It gets worse.

 Now when creating an npc I experience the exact same crash. then maybe 30
 rebuilds later.. the crash is magically gone, without even going near npc or
 combat character code of anykind... another few builds later, the crash
 reappears. (totally random)

 Keep in mind the crashing is _consistant_ in a build, as in once the crash
 is present no matter how many times i launch the game I'll have the exact
 same behaviour, magically sometimes if I do a rebuild without changing any
 code, the crash vanishes. I checked this to make sure it wasn't something
 like accessing an invalid pointer.

 I wasn't even going to post about it here but I thought I'd give it a shot.
 This must be something compiler related (mvsc++7.0) OR for some messed up
 reason I couldn't understand the debugger is showing me the same (old and
 unrelated) callstack, however I don't see how this could be the case as the
 debugger shows the proper information if I crash a different way.

 Does *anyone* have *any* suggestions? am I missing some service pack I don't
 know about?
 Thanks in advance...

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Re: [hlcoders] RE: Because forks are fun!

2005-02-19 Thread Hasan Aljudy
 zt!

 I'm sorry, but that's the wrong answer.

 Next contestant please!


BZZZT

The source engine was build from the ground up by valve.


On Fri, 18 Feb 2005 22:00:10 -0800, Michael Hobson
[EMAIL PROTECTED] wrote:
 At 09:28 PM 2/18/2005, Imperio59 wrote:
 In theory, Source isn't even related to Quake, since it is a new engine
 built from the ground up by Valve. It is not even related to HL1,
 besides the actual look and feel and class design that mimics HL1's, but
 is totally different under the hood ;)

 zt!

 I'm sorry, but that's the wrong answer.

 Next contestant please!

 Michael A. Hobson
 yahoo: warrior_mike2001
 icq: #2186709
 mike (at) crusader (dash) services (dot) com


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Re: [hlcoders] AI structure

2005-02-09 Thread Hasan Aljudy
Try this:
http://www.hl2coding.com/forums/viewtopic.php?t=69

On Wed, 9 Feb 2005 17:39:53 -0700, Mark Ettinger [EMAIL PROTECTED] wrote:
 Has anyone been successful at dissecting the structure of the AI,
 specifically the class ai_basenpc?   When bot support was released I
 thought it would be fun to tackle the development of  good bots as a
 project.  I decided to look into how the AI worked for a start, e.g.
 what information they had at their disposal, etc.  However it is a
 pretty involved class.  Any pointers much appreciated..

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Re: [hlcoders] Ported AI server recreation crash? cleanups?

2005-02-06 Thread Hasan Aljudy
a bit OT
 the debugger should at least
 give you the call stack to help track down the error...

wow, awosome! Thanks!
I always wondered how track down problem where you just have something
wrong with memory and you can't really see where exactly that
happened.
I recently saw a call stack thing but it never hit me that I could use
it for that purpose :D


On Mon, 7 Feb 2005 10:53:22 +1000, Teddy [EMAIL PROTECTED] wrote:
 Unless it's a crash in the engine.dll, the debugger should at least
 give you the call stack to help track down the error...


 On Sun, 06 Feb 2005 19:34:21 -0500, Maurino Berry [EMAIL PROTECTED] wrote:
  No the debugger isn't operating correctly, it's just giving me an access
  violation.
 
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Re: [hlcoders] Ducking movement speed

2005-02-05 Thread Hasan Aljudy
the is a method in the CGameMovement called DuckSpeedCrop or something
like that.


On Sat, 5 Feb 2005 10:16:47 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 I am not not sure what hl you are running or trying to mod.
 However I have added peeking / prone movements to source sdk.

 gamemovement.cpp probably will give you ideas what to look for.

 Let me know if this is what you were looking for.

 You basically want the CGameMovement::Duck() function in gamemovement.cpp


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


 - Original Message -
 From: Draco [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Saturday, February 05, 2005 7:54 AM
 Subject: [hlcoders] Ducking movement speed

 I am trying to do some code for the kreedz climbing mod(because no
  else seems to want to) and said mod has a problem
 
  Me and another guy called Quak managed to change the players speed
  while moving, and jump size in an attempt to get CS 1.6 style
  movement, but theres a problem with ducking. Whenever the player ducks
  and moves the player moves at the default speed during the ducking
  stage. This mod requires the player to jump from little block to
  little block, so going into duck and moving faster than normal is sure
  to screw everyone up.
 
  I looked at PlayerMove and found that FullTossMove might be the move
  rules the player obeys while ducking(im assuming its like in hl 1
  where the player just goes smaller and falls when you duck) But I am
  currently unable to compile and test it out(MUST...GET...MSVC 7.1!!!).
  So my question is, am I on the right track? if not can someone show
  what move type  or something like that needs changeing to make ducking
  movement same speed as FullWalkMove
 
 
  **
  Draco
  Coder for Perfect Dark
  http://perfectdark.game-mod.net
 
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Re: [hlcoders] launch string changed?

2005-02-05 Thread Hasan Aljudy
 This version work:
 a href='steam:-applaunch 30 +connect 216.255.199.157:27016'Launch/a

and I testify to that :)



 Brian A. Stumm wrote:
  I dont get it, nothing seems to work. This was working fine before and my
  client is up to date. If steam is closed this link opens steam. If steam
  is open it displays the window with buttons (play games, browse games,
  friends, etc). It does not launch the game and join the server.
 
  See the Launch link on this page:
 
  http://spokaneteamfortress.com/index.php?p=gamee=hlt=playip=216.255.199.157port=27016
 
  On Fri, 4 Feb 2005, Alfred Reynolds wrote:
 
 
 Try putting quotes around the parameters after the -applaunch option
 (also check your Steam client is up to date).
 
 - Alfred
 
 Original Message
 
 
 steam: -applaunch 20 +connect spokaneteamfortress.com:27015
 
 is this now an invalid string to use to launch into game from a web
 browser link? It doesn't seem to work for me anymore.
 
 
 
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Re: [hlcoders] Adding other languages .. (localization)

2005-02-04 Thread Hasan Aljudy
Thanks for the help ..

I have pretty much some fake RTL support by now .. including
inputting characters (a little weak in that area).

I have a couple of questions ..
I read that Korean and Chinese have complex scripts .. and I was
wondering how is the input parsed and everything .. did you guys at
Valve write your own code or did you call some windows APIs to do
that?

Also, is it possible to manipulate the console? atleast after my mod loads?

and something that is not directly related: how does Source map the
keyboard buttons to their corresponding unicode characters?

On Tue, 1 Feb 2005 16:55:46 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote:
 I know this is old :) two monthes old, but anyway.

 I've added some simple contextual shaping for arabic letters.
 here's a screenshot (although I think nobody will understand it)
 http://img103.exs.cx/img103/5889/sdkvehicles00023bi.jpg

 I basically reinvented the wheel and wrote my own code to do it, but
 the thing is, I only convert the wchar_t string after it's done being
 typed; so I didn't really add RTL support, I only re-arranged the the
 string and changed the shape of the letters according to their
 context.

 About this IME, I noticed there are several IME related methods in the
 IInput interface but the actual implementation of these methods seem
 to be somewhere we don't have access to. Tbh I don't really know much
 about this stuff anyway, and I never heard the term IME before you
 (Yahn) mentioned it.

 On Sat, 4 Dec 2004 09:06:56 -0800, Yahn Bernier
 [EMAIL PROTECTED] wrote:
  I found this to be somewhat useful when researching the issue:
 
  http://www.amazon.com/exec/obidos/tg/detail/-/0735615837/qid=1102179643/
  sr=8-2/ref=sr_8_xs_ap_i2_xgl14/103-0137991-2115829?v=glances=booksn=50
  7846
 
  However, the vgui_controls code in the SDK should allow you to do a lot
  of this (adding RTL reading support to Label/TextEntry) including
  hooking up the RTL IME in TextEntry if you are motivated enough.  I know
  I've seen both Arabic and Hebrew text when playing CS:Source, so the
  fundamental support seems to already work, except for the reading order.
 
  Adding a new language will involve adding the various
  closecaption_newlanguage/vgui_newlanguage/steamui_newlanguage text
  files.
 
  Valve itself will probably be adding additional localizations to Source
  over time, since if you'd done it 9 times, adding one more isn't so
  hard.
 
  I'll add the IME (Input Method Editor/Keyboard Layout) help docs to the
  SDK at some point soon.
 
  Yahn
  Valve
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy
 
  Sent: Saturday, December 04, 2004 12:46 AM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Adding other languages .. (localization)
 
  Thanks!
 
  Does anybody of any resoures on the internet about coding unicode stuff
  and the like?
 
  On Fri, 3 Dec 2004 21:54:32 -0800, Alfred Reynolds
  [EMAIL PROTECTED] wrote:
   The Source engine fully supports the unicode character set. We do not
   currently support right to left text entry. Mods can define the fonts
   used to render their game, you would need to use one that includes the
 
   Arabic character set. You could use the vgui controls source code as a
 
   base to implement right to left text controls. So yes, it could be
   done inside your mod (but not in the initial GameUI).
  
   - Alfred
  
  
  
   Original Message
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Hasan
   Aljudy Sent: Friday, December 03, 2004 9:44 PM To: hlcoders
   Subject: [hlcoders] Adding other languages .. (localization)
  
I really have no idea if this is possible or not, but is it possible
 
to add support for additional languages? not programming languages
  ..
I'm talking about localization and stuff.
   
basically, I noticed steam doesn't quite support arabic, the source
engine can render arabic fonts fine, the problem I think is related
to encoding or something.
I can't just type stuff in notepad and copy it over, because even
though it looks correct in notepad, once I copy it to Source, it
gets distorted .. I have to use the character map and copy stuff
from there. an arabic letter have several forms depending on its
position in the word .. initial, middle, final .. etc.
   
my question is, is it possible to code stuff like this with the SDK?
or is this not aailable to us?
   
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Re: [hlcoders] Check if a file or folder exists at Client

2005-02-02 Thread Hasan Aljudy
I updated a lot, but it just checks for files on the SERVER.
How come? I want to check for a file on the client.

whre are you writing your code? in the server or the client?!
If you are on the server then it's only natural that your code only
checks the server.

On Wed, 2 Feb 2005 11:21:26 +0100, Frank Weima [EMAIL PROTECTED] wrote:
 Hi,

 I tried the folowing:

 int FileExists(string fname) {
 ifstream fs; // create an in file-stream object
 fs.open(fname.c_str(), ios::in); // try opening the file we look for
 // if the file doesnt exist, fs will be
 // NULL, therefore it doesnt exist

 if (!fs) {
 fs.close();
 return 0; // the file does no exist

 } else {

 // now the file does exists, so return t
 // he appropriate value
 fs.close();
 return 1; // the file does exist
 }

 }

 I updated a lot, but it just checks for files on the SERVER.
 How come? I want to check for a file on the client.
 Also I tried: 'execclient', this doesn't work.

 Anyone suggestions to this code?

 Thanks,
 Frank 'anxiro' weima.



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Re: [hlcoders] Weapon ballastics

2005-02-02 Thread Hasan Aljudy
Iwas thinking .. why don't you just pre-calculate the spot where the
bullet will land if it were to fall acording to gravity ..
do a traceline and see how far your target is, then figure out how
much it would fall ... etc, you get the idea.


On Wed, 2 Feb 2005 16:12:54 -0700, Dave R. Meyers
[EMAIL PROTECTED] wrote:
 Look at the crossbow code.  The rebar bolt already does this.  When you
 shoot at a far target, the bolt drops, and it drops a lot if you are
 shooting really far.

 Dave R. Meyers
 Starbreaker


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

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

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

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

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

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Re: [hlcoders] Weapon ballastics

2005-02-02 Thread Hasan Aljudy
but bullets in HL2 and HL1 already are tracelines .. like everyone
have been saying, they are instantaneous, and if you think that's bad,
then this is why people want to make it more bullet-like.

r00t:
Husan, I was thinking about doing this actually.
Not sure of the performace hit doing a traceline everyframe on a bullet but
something to test out

well, bullets are already tracelines, and I think the engine does tons
of traces every frame (I would guess every moving object uses
traceboxes for collision detection) etc.

On Wed, 02 Feb 2005 18:27:14 -0600, Adam Mason [EMAIL PROTECTED] wrote:
  Iwas thinking .. why don't you just pre-calculate the spot where the
  bullet will land if it were to fall acording to gravity ..
  do a traceline and see how far your target is, then figure out how
  much it would fall ... etc, you get the idea.

 BUT... if the bullet is traveling slow and far enough you'd have to lead
 a moving target, then your traceline will not actually be to the target.

 Adam Tobias Mason
 Back East Design

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Re: [hlcoders] Adding other languages .. (localization)

2005-02-01 Thread Hasan Aljudy
I know this is old :) two monthes old, but anyway.

I've added some simple contextual shaping for arabic letters.
here's a screenshot (although I think nobody will understand it)
http://img103.exs.cx/img103/5889/sdkvehicles00023bi.jpg

I basically reinvented the wheel and wrote my own code to do it, but
the thing is, I only convert the wchar_t string after it's done being
typed; so I didn't really add RTL support, I only re-arranged the the
string and changed the shape of the letters according to their
context.

About this IME, I noticed there are several IME related methods in the
IInput interface but the actual implementation of these methods seem
to be somewhere we don't have access to. Tbh I don't really know much
about this stuff anyway, and I never heard the term IME before you
(Yahn) mentioned it.

On Sat, 4 Dec 2004 09:06:56 -0800, Yahn Bernier
[EMAIL PROTECTED] wrote:
 I found this to be somewhat useful when researching the issue:

 http://www.amazon.com/exec/obidos/tg/detail/-/0735615837/qid=1102179643/
 sr=8-2/ref=sr_8_xs_ap_i2_xgl14/103-0137991-2115829?v=glances=booksn=50
 7846

 However, the vgui_controls code in the SDK should allow you to do a lot
 of this (adding RTL reading support to Label/TextEntry) including
 hooking up the RTL IME in TextEntry if you are motivated enough.  I know
 I've seen both Arabic and Hebrew text when playing CS:Source, so the
 fundamental support seems to already work, except for the reading order.

 Adding a new language will involve adding the various
 closecaption_newlanguage/vgui_newlanguage/steamui_newlanguage text
 files.

 Valve itself will probably be adding additional localizations to Source
 over time, since if you'd done it 9 times, adding one more isn't so
 hard.

 I'll add the IME (Input Method Editor/Keyboard Layout) help docs to the
 SDK at some point soon.

 Yahn
 Valve


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy

 Sent: Saturday, December 04, 2004 12:46 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Adding other languages .. (localization)

 Thanks!

 Does anybody of any resoures on the internet about coding unicode stuff
 and the like?

 On Fri, 3 Dec 2004 21:54:32 -0800, Alfred Reynolds
 [EMAIL PROTECTED] wrote:
  The Source engine fully supports the unicode character set. We do not
  currently support right to left text entry. Mods can define the fonts
  used to render their game, you would need to use one that includes the

  Arabic character set. You could use the vgui controls source code as a

  base to implement right to left text controls. So yes, it could be
  done inside your mod (but not in the initial GameUI).
 
  - Alfred
 
 
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Hasan
  Aljudy Sent: Friday, December 03, 2004 9:44 PM To: hlcoders
  Subject: [hlcoders] Adding other languages .. (localization)
 
   I really have no idea if this is possible or not, but is it possible

   to add support for additional languages? not programming languages
 ..
   I'm talking about localization and stuff.
  
   basically, I noticed steam doesn't quite support arabic, the source
   engine can render arabic fonts fine, the problem I think is related
   to encoding or something.
   I can't just type stuff in notepad and copy it over, because even
   though it looks correct in notepad, once I copy it to Source, it
   gets distorted .. I have to use the character map and copy stuff
   from there. an arabic letter have several forms depending on its
   position in the word .. initial, middle, final .. etc.
  
   my question is, is it possible to code stuff like this with the SDK?
   or is this not aailable to us?
  
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Re: [hlcoders] sk_plr_dmg_pistol

2005-01-23 Thread Hasan Aljudy
um, cvars are set through the console ... you can also set them in a cfg file.


On Sat, 22 Jan 2005 23:22:51 -0500, David Nelson [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 thanks for the info.. but how and where in the script can I do this?  I've
 looked at HL's scripts and can't find any examples.  Do I just set me
 sk_plr_dmg_pistol to a value?

 Basicly when I shoot the 357 it hits objects with so much force.  How do I
 create that force with my own weapon?  Is that done in the fire code or the
 damage like I originaly thought?

 Thanks,
 David

 ---Original Message---

 From: hlcoders@list.valvesoftware.com
 Date: 01/22/05 23:03:21
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] sk_plr_dmg_pistol

 You can set the damage for a bullet in that weapon's script file.

 On Sat, 22 Jan 2005 22:55:46 -0500, David Nelson [EMAIL PROTECTED]
 wrote:
  I setup my own ammo in hl2_gamerules and setup the CVar sk_plr_dmg_pistol.
  But where is the cvar assigned a value of how much damage to do?  Is this
  done with the DMG_BULLET?  Or can you set a value to it?
 
  Thanks,
  David
 
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Re: [hlcoders] Valve's Zoom Function

2005-01-22 Thread Hasan Aljudy
if we were looking in the server code, start looking in the client code.


On Sat, 22 Jan 2005 18:00:33 -0500, David Nelson [EMAIL PROTECTED] wrote:
 Ok when you press Z it invokes +zoom function.  It has a fuzzy circular
 blackout around the outside of the screen as it zooms in.  How do they do
 the blackout on the screen.  I've been looking for that effect for awhile
 now.  How do you do a blackout?

 Thanks,
 David

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Re: [hlcoders] Modeling Made Easy.

2005-01-21 Thread Hasan Aljudy
also you might want to edit the .bat files and change jview to java


On Fri, 21 Jan 2005 16:13:46 +, Knifa [EMAIL PROTECTED] wrote:
 The only thing wrong with it is that it crashes all the time.

 Thanks
 
 I'm using it at the moment, its like ms paint, but you
 make a model from it!
 
 And its JAVA! w00t!
 
 Tei, you find the best stuff, and tell us about it,
 keep it up!
 
 
 --- Hasan Aljudy [EMAIL PROTECTED] wrote:
 
 
 
 wow .. this is awesome!
 
 
 On Thu, 20 Jan 2005 19:02:15 +0100, tei
 [EMAIL PROTECTED] wrote:
 
 
 Hi!.
 
 I think this modeling app its interesting even for
 
 
 coders. Its a new
 
 
 system impresive because its easy and powerfull.
 
 
 Dont really need a
 
 
 interface, Its like drawing 2d, but cooler.
 
 A good route:
 
 Read webpage and download the bins
 
 About Takeo Igarashi
 *
 
 
 http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/index.html
 
 
 Teddy
 *
 
 
 http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/teddy/teddy.htm
 
 
 SmoothTeddy
 *
 
 
 http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/...eddy/index.html
 
 
 Then try 'Teddy' with the tutorial.
 
 Then see this video...
 
 
 
 http://www-ui.is.s.u-tokyo.ac.jp/~takeo/video/smoothteddy.avi
 
 
 Oh!
 
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 view the list archives, please visit:
 
 
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 To unsubscribe, edit your list preferences, or view
 the list archives, please visit:
 
 
 
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
 
 
 =
 http://ammahls.com
 
 
 
 
 __
 Do you Yahoo!?
 Meet the all-new My Yahoo! - Try it today!
 http://my.yahoo.com
 
 
 
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 please visit:
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Re: [hlcoders] Modeling Made Easy.

2005-01-20 Thread Hasan Aljudy
wow .. this is awesome!


On Thu, 20 Jan 2005 19:02:15 +0100, tei [EMAIL PROTECTED] wrote:


 Hi!.

 I think this modeling app its interesting even for coders. Its a new
 system impresive because its easy and powerfull. Dont really need a
 interface, Its like drawing 2d, but cooler.

 A good route:

 Read webpage and download the bins

 About Takeo Igarashi
 * http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/index.html

 Teddy
 * http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/teddy/teddy.htm

 SmoothTeddy
 * http://www-ui.is.s.u-tokyo.ac.jp/%7etakeo/...eddy/index.html

 Then try 'Teddy' with the tutorial.

 Then see this video...
 http://www-ui.is.s.u-tokyo.ac.jp/~takeo/video/smoothteddy.avi

 Oh!

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Re: [hlcoders] Peeking - Left / Right

2005-01-18 Thread Hasan Aljudy
changing the view offset actually changes the virtual _position_ of
the eye, I think the angle is a bit different, but yeah definitly
manipulating the angle a little bit would make it look better.


On Tue, 18 Jan 2005 02:55:38 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 After looking at the peeking I am starting to think this would be more like
 a side step left / right...

 I think rolling the player 5-10 degress right / left will probably make the
 motion a little better.

 Would the same apply to set the roll ?
 I know I wouldn't use SetEyeOffset but I quess it is basically the same
 thing just rolling the player views right or left.
 Kind of like how when you flipped the jeep you got stuck in that weird angle
 lol..

 Ill keep playing

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

 - Original Message -
 From: Hasan Aljudy [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Tuesday, January 18, 2005 1:41 AM
 Subject: Re: [hlcoders] Peeking - Left / Right

  Glad I could help
 
 Its the vising/pvs/phs info still correct if you move ViewOffset?
  hmm .. lol I really hvae no idea about this, but I'd guess the view
  offset is taken into account when updating this info.
 
 
  On Tue, 18 Jan 2005 01:02:31 -0500, r00t 3:16 [EMAIL PROTECTED]
  wrote:
  Thank you very much for the pointers Hasan.
  I have the peeking working, although now that I have it working I may
  change
  it so it is more of a roll of the player instead of just shifting the
  camera
  over.
 
  But thanks again for the help...
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
  - Original Message -
  From: Hasan Aljudy [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Monday, January 17, 2005 8:39 AM
  Subject: Re: [hlcoders] Peeking - Left / Right
 
   There was a player method to get forward, right and up directions ..
   not sure exactly what is it .. something like EyeVectors(forward,
   up, right) where you pass vector pointers to it and it puts the
   direction in them.
   this gives you the right direction of the player, you can get the left
   easily (it's the negative of the right) left = -right; if that
   doesn't work, try left = right * -1;
   now if you call VectorMA( original_offset, 21, right, new_offset );
   it shopuld set new_offset to correctly represent your new desired
   offset.
  
  
   On Mon, 17 Jan 2005 04:08:36 -0500, r00t 3:16 [EMAIL PROTECTED]
   wrote:
   Ok I have the peeking somewhat working but still totally not correct..
  
   I am basically changing the default view from 0,0,64 to -21,0,64
  
   When facing North (I think that is the right direction ) works great
   :)
   However when I move for example facing EAST I no longer lean left I
   lean
   back or if im facing SOUTH I am not leaning right...
  
   Which is not correct.
  
   I am using player-SetViewOffset to set the camera view.
   I guess my problem is not sure how to be able to SetViewOffset
   depending
   on
   the direction of the player player.
  
   I had looked at the VectorMA, not sure what info I need to pass to
   this
   however.
   I want to lean left / right about 15 - 20 degrees...
  
  
   r00t 3:16
   CQC Gaming
   www.cqc-gaming.com
  
   - Original Message -
   From: Hasan Aljudy [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Sunday, January 16, 2005 10:02 PM
   Subject: Re: [hlcoders] Peeking - Left / Right
  
it's vector math, if you have a point, and you want a point away
from
it at a certain distance in a certain direction you can easily
calculate the new point. The sdk has a funciton called VectorMA
which
takes four paramters I believe .. first is the initial point, second
is direction, third is distance, 4th is a pointer to result.
   
   
On Sun, 16 Jan 2005 21:15:21 -0500, r00t 3:16
[EMAIL PROTECTED]
wrote:
I want to implement this, and I some what have this working,
however.
player-SetViewOffset(); Needs to be adjusted depending on the
players
position in the world.
   
For example. if I set the SetViewOffset to -20 x, If I am facing I
believe
North on the map I lean the correct way. However if I turn to the
east
and
try to lean the player seems to lean back...
   
How would I be able to set this depending on the players position?
Or is there a better way to do this?
   
r00t 3:16
CQC Gaming
www.cqc-gaming.com
   
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Re: [hlcoders] Particle System Not Working??

2005-01-18 Thread Hasan Aljudy
could you psot your code?
if you don't set the alpha values or sie values or color values it
might not render. also if alpha is 0 well obciously it won't render :P

I presonally have used the simple particle emitter and it worked for
me, and I'm deriving my own emitter from it.


On Tue, 18 Jan 2005 18:11:44 -0500, Daniel Menard [EMAIL PROTECTED] wrote:
 I have been trying to get particles to emanate from one of my weapon's
 projectile. I am using the simple emitter code provided in the SDK
 Docs and nothing seems to get rendered, I have even copied the code
 exactly and still nothing. Then I changed the projectile to the
 env_sparkler entity which is supposed to have working particles but I
 still get nothing. Is there somesort of flag I have to set for the
 entity to render particles? I thought maybe my DX8 card might be
 limiting some of the particles, but even after copying the particle
 code from the impact effects (which definitly work) I can't seem to
 get anything to show up.

 Valve: If you guys could just have a look at the issue. The other
 thing is temp ents with the sprites used as models, is this still a
 valid way of using sprites or should it be done through the particle
 system?

 I'm going to keep working at it and post my progress in this thread.

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Re: [hlcoders] Peeking - Left / Right

2005-01-17 Thread Hasan Aljudy
There was a player method to get forward, right and up directions ..
not sure exactly what is it .. something like EyeVectors(forward,
up, right) where you pass vector pointers to it and it puts the
direction in them.
this gives you the right direction of the player, you can get the left
easily (it's the negative of the right) left = -right; if that
doesn't work, try left = right * -1;
now if you call VectorMA( original_offset, 21, right, new_offset );
it shopuld set new_offset to correctly represent your new desired
offset.


On Mon, 17 Jan 2005 04:08:36 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 Ok I have the peeking somewhat working but still totally not correct..

 I am basically changing the default view from 0,0,64 to -21,0,64

 When facing North (I think that is the right direction ) works great :)
 However when I move for example facing EAST I no longer lean left I lean
 back or if im facing SOUTH I am not leaning right...

 Which is not correct.

 I am using player-SetViewOffset to set the camera view.
 I guess my problem is not sure how to be able to SetViewOffset depending on
 the direction of the player player.

 I had looked at the VectorMA, not sure what info I need to pass to this
 however.
 I want to lean left / right about 15 - 20 degrees...


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

 - Original Message -
 From: Hasan Aljudy [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Sunday, January 16, 2005 10:02 PM
 Subject: Re: [hlcoders] Peeking - Left / Right

  it's vector math, if you have a point, and you want a point away from
  it at a certain distance in a certain direction you can easily
  calculate the new point. The sdk has a funciton called VectorMA which
  takes four paramters I believe .. first is the initial point, second
  is direction, third is distance, 4th is a pointer to result.
 
 
  On Sun, 16 Jan 2005 21:15:21 -0500, r00t 3:16 [EMAIL PROTECTED]
  wrote:
  I want to implement this, and I some what have this working, however.
  player-SetViewOffset(); Needs to be adjusted depending on the players
  position in the world.
 
  For example. if I set the SetViewOffset to -20 x, If I am facing I
  believe
  North on the map I lean the correct way. However if I turn to the east
  and
  try to lean the player seems to lean back...
 
  How would I be able to set this depending on the players position?
  Or is there a better way to do this?
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
 
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  please visit:
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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-17 Thread Hasan Aljudy
 This E-Mail is intended only for the addressee. Its use is limited to that
 intended by the author at the time and it is not to be distributed without the
 author's consent. Unless otherwise stated, the State of Queensland accepts no
 liability for the contents of this E-Mail except where subsequently confirmed 
 in
 writing. The opinions expressed in this E-Mail are those of the author and do
 not necessarily represent the views of the State of Queensland. This E-Mail is
 confidential and may be subject to a claim of legal privilege.

OT: dude, your email's disclaimer is longer than your actual emails :P


On Tue, 18 Jan 2005 14:48:37 +1000, Christensen, Grant
[EMAIL PROTECTED] wrote:
 Agree.  While there have been some bugs to be fixed along the way, I
 have found it rewarding to be able to get things going myself, and it
 has given me a far better understanding of the mechanics of the SDK.  I
 have all sorts of things working now which after a little research and
 planning I have found to be rather easy to implement.

 Grant.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Patrick
 Flanagan
 Sent: Tuesday, 18 January 2005 2:39 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] HL2DM SDK in January or February?

 I don't understand why everyone is clamboring for the HL2DM code to be
 released. Most of the functionality you need is already in the SDK,
 and I was able to reimplement all of it in my mod with minimal effort.
 I think the people that are asking for it just want to start from a
 fully working game, which arguably the SDK is not. You certainly don't
 need the HL2DM code in order to make a mod, my team (and others I know
 of) are getting along fine without it.

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Re: [hlcoders] Peeking - Left / Right

2005-01-17 Thread Hasan Aljudy
Glad I could help

Its the vising/pvs/phs info still correct if you move ViewOffset?
hmm .. lol I really hvae no idea about this, but I'd guess the view
offset is taken into account when updating this info.


On Tue, 18 Jan 2005 01:02:31 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 Thank you very much for the pointers Hasan.
 I have the peeking working, although now that I have it working I may change
 it so it is more of a roll of the player instead of just shifting the camera
 over.

 But thanks again for the help...

 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 - Original Message -
 From: Hasan Aljudy [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Monday, January 17, 2005 8:39 AM
 Subject: Re: [hlcoders] Peeking - Left / Right

  There was a player method to get forward, right and up directions ..
  not sure exactly what is it .. something like EyeVectors(forward,
  up, right) where you pass vector pointers to it and it puts the
  direction in them.
  this gives you the right direction of the player, you can get the left
  easily (it's the negative of the right) left = -right; if that
  doesn't work, try left = right * -1;
  now if you call VectorMA( original_offset, 21, right, new_offset );
  it shopuld set new_offset to correctly represent your new desired
  offset.
 
 
  On Mon, 17 Jan 2005 04:08:36 -0500, r00t 3:16 [EMAIL PROTECTED]
  wrote:
  Ok I have the peeking somewhat working but still totally not correct..
 
  I am basically changing the default view from 0,0,64 to -21,0,64
 
  When facing North (I think that is the right direction ) works great :)
  However when I move for example facing EAST I no longer lean left I lean
  back or if im facing SOUTH I am not leaning right...
 
  Which is not correct.
 
  I am using player-SetViewOffset to set the camera view.
  I guess my problem is not sure how to be able to SetViewOffset depending
  on
  the direction of the player player.
 
  I had looked at the VectorMA, not sure what info I need to pass to this
  however.
  I want to lean left / right about 15 - 20 degrees...
 
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
 
  - Original Message -
  From: Hasan Aljudy [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Sunday, January 16, 2005 10:02 PM
  Subject: Re: [hlcoders] Peeking - Left / Right
 
   it's vector math, if you have a point, and you want a point away from
   it at a certain distance in a certain direction you can easily
   calculate the new point. The sdk has a funciton called VectorMA which
   takes four paramters I believe .. first is the initial point, second
   is direction, third is distance, 4th is a pointer to result.
  
  
   On Sun, 16 Jan 2005 21:15:21 -0500, r00t 3:16 [EMAIL PROTECTED]
   wrote:
   I want to implement this, and I some what have this working, however.
   player-SetViewOffset(); Needs to be adjusted depending on the players
   position in the world.
  
   For example. if I set the SetViewOffset to -20 x, If I am facing I
   believe
   North on the map I lean the correct way. However if I turn to the east
   and
   try to lean the player seems to lean back...
  
   How would I be able to set this depending on the players position?
   Or is there a better way to do this?
  
   r00t 3:16
   CQC Gaming
   www.cqc-gaming.com
  
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Re: [hlcoders] CON_COMMAND Not being recognised.

2005-01-16 Thread Hasan Aljudy
shouldn't it be a ConVar?


On Sun, 16 Jan 2005 18:09:04 +, Ben Davison
[EMAIL PROTECTED] wrote:
 I have been implementing a round timer, I have set a break point at my
 CON_COMMAND inside sdk_gamerules.cpp But when I type timeset 20 it
 does not fire off the console command thus not activating the
 breakpoint.

 Any ideas?
 --
 - Ben Davison
 - http://www.shadow-phoenix.com

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Re: [hlcoders] No emails all day from list

2005-01-14 Thread Hasan Aljudy
well I got this mail, so it must be working


On Sat, 15 Jan 2005 00:44:12 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Is the list not working ?
 --

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Re: [hlcoders] filesystem_steam.dll

2005-01-13 Thread Hasan Aljudy
try to run the game once from the steam menu before debugging it.


On Thu, 13 Jan 2005 18:42:51 +1000, Scott McNaught
[EMAIL PROTECTED] wrote:
 Hi guys,

 I started a full time job at the start of this week, so I havent been doing
 anything since the last steam update...
 I went to do some modding this afternoon and got this error:

 Can't load c:\games\\half-life2\bin\filesystem_steam.dll

 I have copied the steam\bin dll to half-life2\bin and this didnt help
 either.

 Heres my launch params:

 C:\Games\Half-Life\steam\SteamApps\fragmented\half-life
 2\hl2.exe -steam -game
 C:\Games\Half-Life\steam\SteamApps\SourceMods\hlrally -dev -sw -width
 800 -allowdebug +map construction_test +sv_lan 1 +maxplayers 8 +mat_picmip
 3 -dti

 This has only happened since the last update - whats going on?

 Scott

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Re: [hlcoders] Player Position

2005-01-13 Thread Hasan Aljudy
ent_absbox player


On Thu, 13 Jan 2005 20:26:46 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 Is there a console command to be able to see this bounding box?
 So you can see exactly where it is located on the player, as well as other
 objects?

 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 - Original Message -
 From: Justin Harvey [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Thursday, January 13, 2005 7:35 PM
 Subject: Re: [hlcoders] Player Position

 I haven't done lean yet for Source but how I did in the UT2004 version of
 my mod
  was similar to what you said. To prevent players from leaning into
  walls(and
  thus seeing through them etc) was to do a trace when trying to lean and
  while
  leaning. As far as 3rd person, I did the lean animation in code, rotating
  from
  a spine bone, I'm sure this can be done for Source as well with some set
  up in
  the QC before compiling. It's always best to do as much as you can with
  out
  involving artists ;).
 
  --
  www.neotokyohq.com
 
 
  Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]:
 
 
  In most games, leaning is accomplished by sliding the camera out to the
  right (when leaning right) or the left (when leaning left) and having an
  animation that tilts the player's body to the right (or left).
 
 
 
 
 
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Re: [hlcoders] Singleplayer port to Multiplayer

2005-01-12 Thread Hasan Aljudy
I got that once when I tried to add classes to the vgui library .. got
an error SDKGameRuels not registered on the client or something like
that.
I thought that's becuase I messed with the vgui (i.e. it's not in
synch with the engine's vgui). but I'm not so sure ..


On Wed, 12 Jan 2005 09:45:40 -0800, Mike Dussault
[EMAIL PROTECTED] wrote:
 Can you run in the debugger and get a call stack? Also, are you building
 both the client and the server DLL or just one of them? (Try building
 both).

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Nick Roth
 Sent: Wednesday, January 12, 2005 12:43 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Singleplayer port to Multiplayer

 ok, so I made a few new classes (nothing that changes the existing cpp
 files), and it compiles and runs fine using the Create Single Player
 Mod package, but when I try placing the files in the Multiplayer mod
 package, it compiles fine, but crashes out when I try to load a map. I
 know others have had similar problems with this. Unfortunately, I
 haven't seen any solutions to the problem. I've tried loading single
 player maps, hl2mptest.bsp, and a CS map. All crash out.

 Any ideas or a thread I missed?
 --
 Nick Roth

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Re: [hlcoders] Prone View

2005-01-12 Thread Hasan Aljudy
you need not to mess with that other stuff .. you can just call
player-SetViewOffset( Vector(0,0,12) );

On Wed, 12 Jan 2005 22:41:12 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 I figured this out,
 Had something screwed up in another place :P


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 - Original Message -
 From: r00t 3:16 [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, January 12, 2005 9:07 PM
 Subject: [hlcoders] Prone View

 I believe I found where to set the view for the prone position..
 
  static CViewVectors g_DefaultViewVectors(
  Vector( 0, 0, 64 ),
  Vector(-16, -16, 0 ),
  Vector( 16, 16, 72 ),
  Vector(-16, -16, 0 ),
  Vector( 16, 16, 36 ),
  Vector( 0, 0, 28 ),
  //  prone
  Vector( -16, -16, 0 ),
  Vector( 16, 16, 36 ),
  Vector( 0, 0, 12 ),  // almost where I want the view to be
  // end prone
  Vector(-10, -10, -10 ),
  Vector( 10, 10, 10 ),
  Vector( 0, 0, 14 )
  );
 
  CGameMovement::SetProneEyeOffset()
  {
   ...
  // actually sets the view to 12
  player-SetViewOffset( temp );
 
  {
 
  However for some reason it snaps back to 28,
  I did a trace on the SetProneEyeOffset but not sure what is causing it to
  snap back to 28...
 
 
 
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
 
 
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Re: [hlcoders] Debug info ?

2005-01-11 Thread Hasan Aljudy
(x, y, z) as in view angles or spot on the wall/ground you are looking at?

either way, you can easily get these values (eyeangles or traceline ..
go figure) and DevMsg( %i %i %i \n, x, y, z) or %f if they are
floats.


On Tue, 11 Jan 2005 23:54:56 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 When in developer mode is there a command to show you which way you are
 looking ?
 eg: x y z ?

 Which would show in the console or whatever?

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

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Re: [hlcoders] Debug info ?

2005-01-11 Thread Hasan Aljudy
CBasePlayer::SetViewOffset( vector  )
I think .. but that just moves the virtual eye position of the player.

On Wed, 12 Jan 2005 00:41:49 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 Yea, I kind of figured I would need to do that.
 I think this part is probably most confusing to me ...

 At any rate I have made a toggle for players to go prone. eg: lay on ground

 The question I guess is how or what should I be looking at to set the view /
 position of player to lay on the ground ?


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 - Original Message -
 From: Hasan Aljudy [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, January 12, 2005 12:06 AM
 Subject: Re: [hlcoders] Debug info ?

  (x, y, z) as in view angles or spot on the wall/ground you are looking at?
 
  either way, you can easily get these values (eyeangles or traceline ..
  go figure) and DevMsg( %i %i %i \n, x, y, z) or %f if they are
  floats.
 
 
  On Tue, 11 Jan 2005 23:54:56 -0500, r00t 3:16 [EMAIL PROTECTED]
  wrote:
  When in developer mode is there a command to show you which way you are
  looking ?
  eg: x y z ?
 
  Which would show in the console or whatever?
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
 
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  please visit:
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Re: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread Hasan Aljudy
mod authors should *not* be limited or restricted by plug-in authors.
plug-in authors *should* be limited and restricted by mod authors :)


On Mon, 10 Jan 2005 11:38:00 +0100, S. Hendriks [EMAIL PROTECTED] wrote:
 So in short, as long as everybody does not touch the cBaseEntity and
 cBasePlayer but make an own class to derive from it, the plugins will be
 safe...

 The irony! :)

 ===
 Stefan Hendriks
 FunDynamic  RealBot
 http://www.fundynamic.nl
 http://realbot.bots-united.com
 http://www.bots-united.com

 ===

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Jeffrey botman
 Broome
 Verzonden: maandag 10 januari 2005 0:13
 Aan: hlcoders@list.valvesoftware.com
 Onderwerp: Re: [hlcoders] This should not be possible, yet it works!?


 S. Hendriks wrote:
  This question is for Valve guys actually;

 ...but others can answer it also.

  My concern is, how does Valve think about this, and , will this cause
  trouble later on the road? I can see problems arise when a mod update
  has some updates in the cBaseEntity and cBasePlayer classes, and we
  are basicly messed up?

 This only works because you have a definition of the CBaseEntity and
 CBasePlayer class.  As long as MOD teams don't change these, things will
 probably work fine.  As soon as someone adds or removes member variables
 and/or functions to these classes, your plugin's version of these
 classes will differ from the MOD's version of these classes.

 If it was a perfect world, there would be some way to freeze these
 classes in the SDK so that MOD authors would not touch them.  Since you
 can't do that, you can't guarantee that things won't crash when you
 start accessing variables or functions within a class that you don't
 have a proper class definition for.

 There has been some speculation that MOD's COULDN'T change CBaseEntity
 even if they wanted to because the engine depended on this class (i.e.
 was also compiled with this class definition).  If a MOD team changed
 CBaseEntity, the engine's definition would differ from the MOD's
 definition and the game would crash.  No proof of this theory was
 presented and I have not been able to find any engine interface that
 relied on the CBaseEntity class definition as it exists in the SDK
 source code (but I haven't spent a lot of time looking so perhaps the
 engine does have a dependency on CBaseEntity).

  Also, with the VAC going to hit the scene again, this might get caught

  as 'a cheating program'? Obviously this is not the intention!

 No.  VAC checks for modified code on the clients.  VAC doesn't check for
 hacks on the server (there really isn't a good way to do this).  Server
 operators are completely free to install their own plugins that give
 them special abilities that aren't available to other clients.  For
 example, I could create a plugin that constantly refreshes my health
 when it gets low.  This plugin would allow me to cheat, but would only
 allow me to cheat on my own server.  Anybody that had installed
 Admin-MOD for Half-Life knows what types of things are possible through
 plugins, but these aren't caught by VAC.

 --
 Jeffrey botman Broome

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Re: [hlcoders] Rotating a player, physically. Along with their view. And hitboxes

2005-01-10 Thread Hasan Aljudy
with regards to changing the hitbox .. if you're working with the
single player, it's not automatic.


On Mon, 10 Jan 2005 12:37:23 -0800, David Byttow [EMAIL PROTECTED] wrote:
 1. I don't have the code in front of me. Doesn't CBasePlayer have a
 pointer or some way to access its own anim state? If so, you can
 change it there?

 2. Probably because it is calculated at end of frame or something from
 the camera matrix. Do a find in files for all accessors or set
 breakpoints to determine where.

 3. What do you mean you created a prone position? When the player goes
 prone this is updated automatically.

 On Sat, 8 Jan 2005 12:55:32 -0800, Trauts [EMAIL PROTECTED] wrote:
  1) I've figured out that if I make m_angRender[PITCH] in
  CBasePlayerAnimState = 90, then it'll rotate the player model. But how can I
  make it so it'll rotate it from inside the CBasePlayer?
 
  2) I can't seem to get the view to change. I'm guessing its in view.cpp, but
  it could be in_camera.cpp. My changes don't seem to do anything. I know how
  to change the matrix, supposing I knew where. There's a matrix in view.cpp,
  but changing it doesn't do anything
 
  3) Finally, I created a prone position. How can I modify the player's hitbox
  so that collisions / damage will be proper again? Or is this automatic in
  HL2?
 
  -Trauts
 
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Re: [hlcoders] Keybind / prone

2005-01-08 Thread Hasan Aljudy
I think you don't need to do all this .. simply put it in a ConCommand

static ConCommand prone(prone, CC_Player_Prone);
right above it declare void CC_Player_Prone( void ) {  [...]  }

I'm not sure if this will work in multiplayer but by looking at some
code, I *think* it will.

On Sat, 8 Jan 2005 23:40:35 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 Could I remove the flag with
 mv-m_nButtons = ~IN_PRONE; ?


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 - Original Message -
 From: Tony omega Sergi [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Saturday, January 08, 2005 11:17 PM
 Subject: RE: [hlcoders] Keybind / prone

  Heh.
 
  If (blah  !prone)
  {
  }
  ELSE -- VERY IMPORTANT!!
  if (blah  prone)
  {
  }
 
  you're calling both functions TWICE if the button is down. You also need
  to
  remove the button from mv-m_nButtons  WHEN a toggle is set, or else it
  will
  just keep getting called.
 
  -Original Message-
  From: r00t 3:16 [mailto:[EMAIL PROTECTED]
  Sent: January 8, 2005 11:12 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Keybind / prone
 
  arggg...
 
  Ok maybe im an idiot and missing the obvious but I can not for the life of
  me get a working toggle for prone.
 
  if ( ( mv-m_nButtons  IN_PRONE )  !bInProne )
  {
  // go prone ...
  GoProne();
  bInProne = true;
   DevMsg(2, go prone here);
  }
 
  if ( ( mv-m_nButtons  IN_PRONE )  bInProne )
  {
   //  go unprone ...
   GoUnProne();
   bInProne = false;
  }
 
  Now becaue Prone();  ( NOTE Duck() is in CGameMovement::PlayerMove()
  This is where I also put Prone(); PlayerMove is called from some Think()
  function (haven't traced this)
 
 
  Now because the above code gets often as soon as I set bInProne = true;
  The GoUnProne(); is then a true statement so it also executes.
 
 
 
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
 
 
  - Original Message -
  From: jeff broome [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Friday, January 07, 2005 9:14 PM
  Subject: Re: [hlcoders] Keybind / prone
 
 
  On Fri, 7 Jan 2005 21:07:57 -0500, r00t 3:16 [EMAIL PROTECTED]
  wrote:
  Hmm,
 
  I added the following, to add the key.
 
  static ConCommand startprone(+prone, IN_ProneDown);
  static ConCommand endprone(-prone, IN_ProneUp);
 
  Well, take that out and add...
 
  static ConCommand toggleprone(prone, IN_Prone);
 
  Jeffrey botman Broome
 
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Re: [hlcoders] Keybind / prone

2005-01-08 Thread Hasan Aljudy
Wasn't this answered by someone already? put an else if

On Sun, 9 Jan 2005 01:22:30 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 Well that isn't the problem really.
 The prone code is being called etc ..

 The problem is the toggle on / off part.

 On key press it prones
 On key press again it unprones.

 Funny part though DOD has a prone from the looks of the code :P


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 - Original Message -
 From: Hasan Aljudy [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Sunday, January 09, 2005 1:06 AM
 Subject: Re: [hlcoders] Keybind / prone

 I think you don't need to do all this .. simply put it in a ConCommand
 
  static ConCommand prone(prone, CC_Player_Prone);
  right above it declare void CC_Player_Prone( void ) {  [...]  }
 
  I'm not sure if this will work in multiplayer but by looking at some
  code, I *think* it will.
 
  On Sat, 8 Jan 2005 23:40:35 -0500, r00t 3:16 [EMAIL PROTECTED]
  wrote:
  Could I remove the flag with
  mv-m_nButtons = ~IN_PRONE; ?
 
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
  - Original Message -
  From: Tony omega Sergi [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Saturday, January 08, 2005 11:17 PM
  Subject: RE: [hlcoders] Keybind / prone
 
   Heh.
  
   If (blah  !prone)
   {
   }
   ELSE -- VERY IMPORTANT!!
   if (blah  prone)
   {
   }
  
   you're calling both functions TWICE if the button is down. You also
   need
   to
   remove the button from mv-m_nButtons  WHEN a toggle is set, or else it
   will
   just keep getting called.
  
   -Original Message-
   From: r00t 3:16 [mailto:[EMAIL PROTECTED]
   Sent: January 8, 2005 11:12 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Keybind / prone
  
   arggg...
  
   Ok maybe im an idiot and missing the obvious but I can not for the life
   of
   me get a working toggle for prone.
  
   if ( ( mv-m_nButtons  IN_PRONE )  !bInProne )
   {
   // go prone ...
   GoProne();
   bInProne = true;
DevMsg(2, go prone here);
   }
  
   if ( ( mv-m_nButtons  IN_PRONE )  bInProne )
   {
//  go unprone ...
GoUnProne();
bInProne = false;
   }
  
   Now becaue Prone();  ( NOTE Duck() is in CGameMovement::PlayerMove()
   This is where I also put Prone(); PlayerMove is called from some
   Think()
   function (haven't traced this)
  
  
   Now because the above code gets often as soon as I set bInProne = true;
   The GoUnProne(); is then a true statement so it also executes.
  
  
  
  
   r00t 3:16
   CQC Gaming
   www.cqc-gaming.com
  
  
   - Original Message -
   From: jeff broome [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Friday, January 07, 2005 9:14 PM
   Subject: Re: [hlcoders] Keybind / prone
  
  
   On Fri, 7 Jan 2005 21:07:57 -0500, r00t 3:16 [EMAIL PROTECTED]
   wrote:
   Hmm,
  
   I added the following, to add the key.
  
   static ConCommand startprone(+prone, IN_ProneDown);
   static ConCommand endprone(-prone, IN_ProneUp);
  
   Well, take that out and add...
  
   static ConCommand toggleprone(prone, IN_Prone);
  
   Jeffrey botman Broome
  
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   Checked by AVG Anti-Virus.
   Version: 7.0.300 / Virus Database: 265.6.9 - Release Date: 06/01/2005
  
  
   --
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   Checked by AVG Anti-Virus.
   Version: 7.0.300 / Virus Database: 265.6.9 - Release Date: 06/01/2005
  
  
  
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Re: [hlcoders] Keybind / prone

2005-01-08 Thread Hasan Aljudy
just use a ConCommand .. it works exactly the same way, just less hassle.

On Sun, 9 Jan 2005 02:18:27 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 Not really.
 Because what he said doesn't work.

 I currently have
 (disregard all the junk im trying to test stuff )


 if ( mv-m_nButtons  IN_PRONE )
 {
if ( m_bToggleProne  bInProne )
{
DevMsg(2,Will Unprone Here\n);
m_bToggleProne = false;
FinishUnProne();
mv-m_nOldButtons != IN_PRONE;
}
else
{
   player-m_Local.m_bGoneProne = true;
   player-m_Local.m_flPronetime = GAMEMOVEMENT_PRONE_TIME;
   FinishProne();
   m_bToggleProne = true;
DevMsg(2, Will prone here);
mv-m_nOldButtons != IN_PRONE;
}
 }

 You would think that would work ?
 Well it scrolls the console forever

 Will Unprone Here
 Will prone here
 Will Unprone Here
 Will prone here
 etc etc etc

 As soon as I push the g button (that is what I have bound to prone )
 The above scrolls forever...

 I would imagine because my prone does not have a KeyUp(in_prone); this
 could be causing some issues.
 As the flags need to be reset... KeyUp from what I can tell does this for
 you

 Maybe Yahn or someone at valve can shed some light on this.
 Maybe because this movement type I shouldn't add it this way.


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 - Original Message -
 From: Hasan Aljudy [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Sunday, January 09, 2005 2:02 AM
 Subject: Re: [hlcoders] Keybind / prone

  Wasn't this answered by someone already? put an else if
 
  On Sun, 9 Jan 2005 01:22:30 -0500, r00t 3:16 [EMAIL PROTECTED]
  wrote:
  Well that isn't the problem really.
  The prone code is being called etc ..
 
  The problem is the toggle on / off part.
 
  On key press it prones
  On key press again it unprones.
 
  Funny part though DOD has a prone from the looks of the code :P
 
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
  - Original Message -
  From: Hasan Aljudy [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Sunday, January 09, 2005 1:06 AM
  Subject: Re: [hlcoders] Keybind / prone
 
  I think you don't need to do all this .. simply put it in a ConCommand
  
   static ConCommand prone(prone, CC_Player_Prone);
   right above it declare void CC_Player_Prone( void ) {  [...]  }
  
   I'm not sure if this will work in multiplayer but by looking at some
   code, I *think* it will.
  
   On Sat, 8 Jan 2005 23:40:35 -0500, r00t 3:16 [EMAIL PROTECTED]
   wrote:
   Could I remove the flag with
   mv-m_nButtons = ~IN_PRONE; ?
  
  
   r00t 3:16
   CQC Gaming
   www.cqc-gaming.com
   - Original Message -
   From: Tony omega Sergi [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Saturday, January 08, 2005 11:17 PM
   Subject: RE: [hlcoders] Keybind / prone
  
Heh.
   
If (blah  !prone)
{
}
ELSE -- VERY IMPORTANT!!
if (blah  prone)
{
}
   
you're calling both functions TWICE if the button is down. You also
need
to
remove the button from mv-m_nButtons  WHEN a toggle is set, or else
it
will
just keep getting called.
   
-Original Message-
From: r00t 3:16 [mailto:[EMAIL PROTECTED]
Sent: January 8, 2005 11:12 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Keybind / prone
   
arggg...
   
Ok maybe im an idiot and missing the obvious but I can not for the
life
of
me get a working toggle for prone.
   
if ( ( mv-m_nButtons  IN_PRONE )  !bInProne )
{
// go prone ...
GoProne();
bInProne = true;
 DevMsg(2, go prone here);
}
   
if ( ( mv-m_nButtons  IN_PRONE )  bInProne )
{
 //  go unprone ...
 GoUnProne();
 bInProne = false;
}
   
Now becaue Prone();  ( NOTE Duck() is in CGameMovement::PlayerMove()
This is where I also put Prone(); PlayerMove is called from some
Think()
function (haven't traced this)
   
   
Now because the above code gets often as soon as I set bInProne =
true;
The GoUnProne(); is then a true statement so it also executes.
   
   
   
   
r00t 3:16
CQC Gaming
www.cqc-gaming.com
   
   
- Original Message -
From: jeff broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, January 07, 2005 9:14 PM
Subject: Re: [hlcoders] Keybind / prone
   
   
On Fri, 7 Jan 2005 21:07:57 -0500, r00t 3:16
[EMAIL PROTECTED]
wrote:
Hmm,
   
I added the following, to add the key.
   
static ConCommand startprone(+prone, IN_ProneDown);
static ConCommand endprone(-prone, IN_ProneUp);
   
Well, take that out and add...
   
static ConCommand toggleprone(prone, IN_Prone);
   
Jeffrey botman Broome
   
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Re: [hlcoders] Movetypes and CollisionTypes

2005-01-07 Thread Hasan Aljudy
I don't know what's the deal with collision groups, but it seems when
you put COLLISION_GROUP_NONE in a traceline it hits everything :/

On Fri, 07 Jan 2005 18:09:35 -0800, SuicideCommando
[EMAIL PROTECTED] wrote:
 I'm trying to model bullets as projectiles. I based my bullet class off
 of CBaseEntity. I can get them to move correctly, but I'm having trouble
 with the collisions. I set the bullets as
 SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
 SetCollisionGroup(COLLISION_GROUP_NONE);
 thinking they would fly as projectiles, but not have any collisions set
 up. Instead, they fly straight thru the ground on the test map, but
 stick to objects (the hills and rocks). Anyone know why it's doing this?

 thanks,
 suicide

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Re: [hlcoders] Rotating the view angles (roll?)

2005-01-06 Thread Hasan Aljudy
For manipulating the camera try looking at in_camera.cpp, ultimatly
you would change m_vecCameraOffset which happens to be a vector but
apparently (according to my humble understanding) it's used as an
angle.

I'll assume at this point the eye-angle is set as if the player is
walking normally (i.e. you haven't altered it yet), this is the
implication I get from your question.

You can get the normal of the plane you'r moving on by doing something
like a traceline and getting tr.plane.normal (something like that)
then that would be the up vector.
for the forward and right vectors, hmm .. I'm not so sure, maybe the
experts will help you.

I only have a rough idea: maybe grab these vectors (forward and right)
the moment you change from walking normally to walking on walls,
then adjust thier z component so that the vector lies on the plane of
movement.
You can probably do this with complex math, but I don't know, so this
is what I do: make a point that's positioned slightly above the
forward vector (treat the forward vector as a point for now) so that
when you draw a line between these two points you either get a line
parallel to the normal of the ground or the normal of the plane you're
walking on, something like VectorMA(forward, 10, normal, newpoint)
would do.
Then, do a trace line from this newpoint to the forward point, the
tr.endpos is probably the point on the plane that lies infront of the
player, so the vector (tr.endpos - player-GetAbsOrigin() ) should be
a good forward vector. You can use the same method to get a right
vector I guess.

I'm not sure if this is what you're asking. Beaware that my solution
is a noob solution, I'm sure there is a more effecient method of doing
it.

/me hopes he hasn't embarresed himself.

On Wed, 5 Jan 2005 21:54:00 -0800, Trauts [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Basically, I coded a wall run movetype. However, I'd like to rotate the
 camera so that it appears the wall they are running on is actually the floor
 for them.

 I have a normal vector to the wall, and I'm sure I need it, but I'm not sure
 how to get this to work.

 I think I have to use player-LocalEyeAngles() and player-SnapEyeAngles(),
 but from there, I'm lost.

 --

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[hlcoders] exception spam fixed

2005-01-06 Thread Hasan Aljudy
Thanks!!
loading times are now SIGNIFICANTLY smaller.

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Re: [hlcoders] Blame Yahn for this one?

2005-01-06 Thread Hasan Aljudy
lol, yeah I saw that.
not sure what it's about though


On Thu, 6 Jan 2005 22:29:05 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 gamemovement.cpp
 around line 677

 //!!HACK HACK: Adrian - slow down all player movement by this factor.
 //!!Blame Yahn for this one.

 Thought that was kind of funny :P

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

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Re: [hlcoders] First-chance exception spam in Visual Studio Output window...

2005-01-03 Thread Hasan Aljudy
cool.

To answer botman, I get thousands of them, dependign on the map.
If the map is just a small empty room, I get about 18,000+
if it's a bit more complex, (still small) I get about 32,000+

spam ratio is about 1000 line per second. so maps take about 3-5
minutes to load.

On Mon, 3 Jan 2005 09:54:30 -0800, Taylor Sherman
[EMAIL PROTECTED] wrote:
 It's just the debugger deciding to tell you about every single C++
 exception that gets thrown in Steam.dll. I don't know how to turn it
 off, but we have adjusted some things in steam.dll to gretly reduce the
 volume of the spammage in the next release.

 Taylor

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
 botman Broome
 Sent: Monday, January 03, 2005 6:46 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] First-chance exception spam in Visual Studio Output
 window...

 I was creating some Wiki documentation over the weekend and I wanted to
 start building a MOD from scratch so that I would have exact wording on
 Dialog boxes and whatnots.  So, anywho, after deleting MyMod directory
 and deleting SteamApps\SourceMods\botman folder, and using Reset Game
 Configurations to flush everything from Steam.  I Create a Mod in the
 C:\MyMod directory and name the mod botman.

 I open up Game_SDK.sln in Visual Studio .NET 2003, change to the
 Release SDK, build the solution, it copies the client.dll and
 server.dll to the Mods bin directory.  I start things up from the
 Steam Play games dialog by double-clicking on my MOD name.  Everything
 runs fine, I start the vehicles map, shoot my gun a few times, then
 quit.

 Then I switch to the Debug SDK solution, delete the client.dll and
 server.dll files from my Mod's bin directory, build the solution and
 the debug .dll files show up fine.  I set the Debugger properties on the
 hl project to:

 Command: c:\program
 [EMAIL PROTECTED]
 2\hl2.exe

 Command Arguments: -dev -game c:\program
 files\valve\steam\steamapps\SourceMods\botman -allowdebug

 ...right click on hl in the Solution Explorer and do Debug-Start new
 instance.  Everything starts up fine, but I get (literally) thousands
 of exception messages...

 Microsoft C++ exception: common::CErrorCodeException

 It's been a few weeks since I ran a Mod in the debugger, but I don't
 seem to remember getting all that before, but I did remember somebody
 posting a message to this list about a month ago saying they were
 getting LOTS of exception messages, and I replied that you can turn
 off some of the exceptions using Debug-Exceptions in Visual Studio
 .NET 200, but you can only turn off stuff that Visual Studio recognizes
 (like stack overflow, illegal instruction, or array bounds exceeded,
 etc).  common::CErrorCodeException is something being raised by the
 engine and isn't something I can turn off.

 I did notice that if I create a server plugin for a Valve game (like
 CS:S or HL2DM), I get a few common:CErrorCodeException messages when
 starting up, but I don't get the 1000's of message that I get when I
 start my own MOD.

 So, to make a long post even longer, does everybody get 1000's of these
 execption messages in the Visual Studio Output window when running their
 MOD in the debugger, or do I just have something not set up right?

 P.S. I did try adding -steam to the Command Arguments before
 starting the debugger, but that doesn't seem to make a difference, I
 still get the same behavior.

 --
 Jeffrey botman Broome

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Re: [hlcoders] vprojtomake vcpm.exe

2005-01-01 Thread Hasan Aljudy
yeah, what I said about the file name, I mean this tool takes a vcproj
and converts it, and since the vcproj is designed to work with
windows,I thought the resultant converted makefile should work with
windows.

Does it work with the windows ports of make and gcc?

sorry if my n00bness is annoying :P


On Fri, 31 Dec 2004 10:58:22 +, John Carr [EMAIL PROTECTED] wrote:
 vcpm reads the vcproj and makes makefiles. these makefiles are
 intended to work with Makefile.Mod in the linux_sdk folder. If you
 read Makefile in that folder you will see it actually compiles vcpm,
 runs it on the server vcproj and then goes through Makefile.mod to run
 the freshly created Makefile.hl_ReleaseHL2**Win32**. ALL FOR LINUX -
 its quite clever really. you can just get a copy of your mod on linux
 and compile it and it will pick up any changes from the vcproj. if i
 had an IDE that used vcproj files i would love it.

 (Side note, the reason its called Release HL2 Win32 is because Visual
 Studio has a Release and Debug mode in a default project, you will
 notice that in appends Win32 on this target... the tool is just naming
 the makefile after the build target).

 Now to get these to work with the toolkit you need to hack vcpm to
 creat cl.exe style includes and defines (/I and /D). thats quite
 simple to do. then you need to put the makefile in the a higher level
 folder (because the make expects to be doing things like ../) - maybe
 the server dll folder, not sure off the top of my head. you then need
 to make modified versions of Makefile and Makefile.mod that dont
 recreate the makefile (unless you want to keep that feature?) and that
 work with VC++ rather than GCC.

 But vcpm was definitely made with GCC in mind and im pretty sure linux as 
 well.


 On Fri, 31 Dec 2004 01:38:34 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote:
  hmm, but the files are not pre-made like the ones under /linux_sdk ,
  they were converted from a vcproj. and the jcproj is for windows.
  Also, the file names ..
  Makefile.hl_ReleaseHL2**Win32**
 
  Can someone from valve please confirm this?
 
  On Thu, 30 Dec 2004 10:28:31 +, John Carr [EMAIL PROTECTED] wrote:
   they are meant for GNU Make and for the Linux build of your mod.
  
  
   On Thu, 30 Dec 2004 01:51:16 -0700, Hasan Aljudy [EMAIL PROTECTED] 
   wrote:
I tried to run this on the hl_sdk.vcproj and it produced a bunch of 
make files.
   
files.vdf
Makefile.hl_DebugHL2Win32
Makefile.hl_ReleaseHL2Win32
   
are those make files usable with the free microsoft compiler (Visual
C++ Toolkit)?
sorry, n00b question, but I have zero experience with makefiles.
What are these makefiles compatible with? I mean, what compiler would
compile them?
   
of course I'm hoping that this is a solution for the compilation
problems(for those who are trying to compile the SDK for free), but I
dunno, maybe I'm too hopeful.
   
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Re: [hlcoders] vprojtomake vcpm.exe

2004-12-31 Thread Hasan Aljudy
hmm, but the files are not pre-made like the ones under /linux_sdk ,
they were converted from a vcproj. and the jcproj is for windows.
Also, the file names ..
Makefile.hl_ReleaseHL2**Win32**

Can someone from valve please confirm this?

On Thu, 30 Dec 2004 10:28:31 +, John Carr [EMAIL PROTECTED] wrote:
 they are meant for GNU Make and for the Linux build of your mod.


 On Thu, 30 Dec 2004 01:51:16 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote:
  I tried to run this on the hl_sdk.vcproj and it produced a bunch of make 
  files.
 
  files.vdf
  Makefile.hl_DebugHL2Win32
  Makefile.hl_ReleaseHL2Win32
 
  are those make files usable with the free microsoft compiler (Visual
  C++ Toolkit)?
  sorry, n00b question, but I have zero experience with makefiles.
  What are these makefiles compatible with? I mean, what compiler would
  compile them?
 
  of course I'm hoping that this is a solution for the compilation
  problems(for those who are trying to compile the SDK for free), but I
  dunno, maybe I'm too hopeful.
 
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[hlcoders] vprojtomake vcpm.exe

2004-12-30 Thread Hasan Aljudy
I tried to run this on the hl_sdk.vcproj and it produced a bunch of make files.

files.vdf
Makefile.hl_DebugHL2Win32
Makefile.hl_ReleaseHL2Win32

are those make files usable with the free microsoft compiler (Visual
C++ Toolkit)?
sorry, n00b question, but I have zero experience with makefiles.
What are these makefiles compatible with? I mean, what compiler would
compile them?

of course I'm hoping that this is a solution for the compilation
problems(for those who are trying to compile the SDK for free), but I
dunno, maybe I'm too hopeful.

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Re: [hlcoders] Haven't recieved any emails from this list

2004-12-22 Thread Hasan Aljudy
I recieved atleast four emails today .. I think


On Wed, 22 Dec 2004 20:17:20 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 I haven't recieved any emails from this list today, just want to see if
 spamassassin is tagging this group.

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

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Re: [hlcoders] Half-Life 2 has hosed itself!

2004-12-21 Thread Hasan Aljudy
That's probably because you have steam.dll and steamapp.cfg in there
.. which shouldn't be needed now.

On Tue, 21 Dec 2004 09:09:25 -0800, Roy Laurie [EMAIL PROTECTED] wrote:

 Steam puts it there durring a non-attached debug. Not sure about attached.

 On 21 Dec 2004 at 12:25, Maarten van der Zwaart wrote:

  On Mon, Dec 20, 2004 at 07:09:18PM -0800, Roy Laurie wrote:
   Completely shooting off of the hip,  here.
   Try renaming or deleting your clientregistry.blob file in your hl2 
   directory (where hl2.exe
   resides).
 
  That file should not exist in the hl2 directory at all.
 
  Maarten
 
  --
  A: Because it fouls the order in which people normally read text.
  Q: Why is top-posting such a bad thing?
  A: Top-posting.
  Q: What is the most annoying thing on usenet and in e-mail?
 
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Re: [hlcoders] Gmail Mailing Lists

2004-12-20 Thread Hasan Aljudy
I got 10 gmail invites yesterday .. anybody needs one?


On Sun, 12 Dec 2004 12:45:50 -0600, Igor Murashkin [EMAIL PROTECTED] wrote:
 The whole point of Gmail is that you only use Gmail, and nothing else.
 They've been way too nice by adding forwarding support and POP3
 support when other free mail clients don't do that.

 -Igor

 p.s. plus you don't need any software installed when you go to a
 different computer


 On Sun, 12 Dec 2004 03:50:09 -0500, Skyler York [EMAIL PROTECTED] wrote:
  I don't remember the last time GMail got the mail from my IMAP account,
  or from my newsgroups.
 
  As a matter of fact, I have Thunderbird set up to get my GMail.  Oh
  sweet irony!
 
 
 
  ZoMtEc wrote:
 
  Gmail is still better than outlook or firebird... Oo
  
  On Sun, 12 Dec 2004 18:26:27 +1100, Tim Nagel [EMAIL PROTECTED] wrote:
  
 
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Re: [hlcoders] Today's Steam DLL update

2004-12-20 Thread Hasan Aljudy
I don't have anything in the working directory field, it's left blank :P
I restarted steam again just now and it's working.


On Mon, 20 Dec 2004 20:29:23 -0500, Daniel Menard [EMAIL PROTECTED] wrote:
 Im very happy with the way you valve guys are listening to the
 community. All these changes are definitly for the better. Keep up the
 good work and we will hopefully have some released mods soon :)


 On Tue, 21 Dec 2004 01:14:10 +, Ian [EMAIL PROTECTED] wrote:
  Alfred thanks for the note. I just found the update info on
  steampowered.com. Our mappers are now working furiously. Congrats on
  such a fast turnaround on that problem.
 
  On Mon, 20 Dec 2004 17:02:08 -0800, Alfred Reynolds
  [EMAIL PROTECTED] wrote:
   Yes, this was one of the fixes. We are working on the release notes
   right now.
  
   - Alfred
  
   Original Message
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Ian Sent:
   Monday, December 20, 2004 4:55 PM To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] Today's Steam DLL update
  
Hi Taylor
   
This update seems to have fixed the Hammer crash on my system with 
6 folders deep. Can you confirm if this really has been one of the
items fixed before I start spreading the word?
   
I've not been able to find any release notes for this update
otherwise i wouldn't be asking.
   
Thanks
Ian
   
 
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Re: [hlcoders] Half-Life 2 has hosed itself!

2004-12-20 Thread Hasan Aljudy
I had a similar problem with a previous update.
To fix it, go to your half-life 2 directory where hl2.exe resides
user\half-life 2\
and delete all the exe and dll files in that directory and in all
subdirectories.
run half-life 2 (from steam menu) and it should recreate those files.

If it still doesn't run, then delete the whole half-life 2 directory,
or better yet, rename it to something else.
now run half-life 2, and see what happens.

If that works, you probably would want to restore your config files
and your saved game and demos .. etc.


On Mon, 20 Dec 2004 21:56:10 -0500, Skyler York [EMAIL PROTECTED] wrote:
 As the subject suggests, this latest update really hosed over my
 Half-Life 2 installation.  After starting Steam and receiving the new
 update, here's what happened:

 1)  Steam updates and the Play Games window opens.
 2)  I double-click on the Half-Life 2 icon in the Steam menu.
 3)  Preparing to play dialog pops up, then disappears.  Cursor turns
 to busy hourglass.
 4)  A few seconds later is when Half-Life 2 *usually* starts up.
 However it doesn't now.  Instead, the cursor just turns back into normal
 and nothing happens.
 5)  I check the process window, and there is indeed a hl2.exe running
 the background taking up a mere 4 kb of memory.
 6)  I attempt to load the Source SDK app (with hl2.exe still in the
 background) and get this intimidating messagebox:

 SteamStartup() failed: SteamStartup(0xf,0x12f69c) failed with error 1 :
 failed to take master pipe connection lock, Win32 Error 2 The system
 cannot find the file specified.

 7)  So I shutdown the hl2.exe process and try again.  However the error
 persists.
 8)  At this point, Steam won't close normally and I have to end that
 process too.  Shutting down Steam resets everything back to it's
 original state where I can reproduce the above procedure again and
 again, and receive the same errors.

 If I go to Source SDK before attempting to run HL2, then it works
 without problem and Steam shutdowns normally.  I get the same error with
 HL2DM and starting up HL2 with my mod in the -game path.  In other
 words, the problems only start if HL2 is invoked in some way.
 Restarting the computer didn't help.  I thought it was something I did
 with the SDK, so I re-downloaded that, refreshed everything etc., and
 the error persisted.  I've done everything short of re-downloading
 Half-Life 2.

 I'm thinking that somewhere along the line my Filesystem_Steam.dll or
 Steam.dll got messed up.  Between this update and the last update, I
 *did* copy Filesystem_Steam.dll from half-life 2/bin to sourcesdk/bin
 because Hammer was complaining about not being able to find it.  But
 that's the only subversive change I've made.  All these problems seem
 to relate to the system, and I know that this last update changed the
 directory structure a bit.  If you need any more information I'd be
 happy to provide you with it.  In the meantime I will give in and
 re-download Half-Life 2 (all 838 megs, jeez) and see if that helps.
 Thank God for fast university internet connections...

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Re: [hlcoders] Half-Life 2 has hosed itself!

2004-12-20 Thread Hasan Aljudy
you could have tried to validate the cache before redownloading :/

On Mon, 20 Dec 2004 22:14:29 -0500, Skyler York [EMAIL PROTECTED] wrote:
 I didn't check because I've never touched a Steam.dll in my life, but it
 appears one managed to sneak it's way into half-life 2/bin :)  Sneaky
 bastard child of a file.

 But I'm an idiot and already started re-downloading HL2, so I won't be
 able to let you know if things work for another two hours or so.
 Although I'm sure it will work.

 Taylor Sherman wrote:

 There's a Steam.dll in your game directory. Delete it. :)
 
 If it's not there, then find any that aren't in the main Steam directory
 and delete them.
 

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Re: [hlcoders] QAngle arithmetics

2004-12-18 Thread Hasan Aljudy
Thanks!!

Now, I was wondering about what type of operations you can perform on
them, to get certain result.

For example, if you have two angles, and you want to create a new
angle that's [facing] halfway between the two .. or things like that
in general, can they be achived by simple mathematical operations?

Any online resources on that?

On Fri, 17 Dec 2004 18:33:27 -0800, Jay Stelly [EMAIL PROTECTED] wrote:
 QAngles represent an euler angle sequence in degrees.  They have the
 same convention as Half-Life (and Quake).  There are routines in mathlib
 that convert them to/from matrices and basis vectors.  Those routines
 should give you a precise specification of the euler sequence, but it's
 the usual pitch, yaw, roll sequence.  The first element is pitch, second
 is yaw, third is roll.  They were designed to use primarily for simple
 AI - where you mostly just change one of the rotations.  Note that the
 axes aren't set up so that angle.x is a rotation around the local x
 axis.  (pitch is rotation around y axis, rotation around the x axis is
 roll).  QAngle is not a term that's used outside of the Source codebase.
 The name was chosen to describe an euler sequence that uses the
 conventions of Quake.

 The RadianEuler type is an x/y/z sequence in radians.  So that's a bit
 simpler mathematically.  We use those in most of the animation system -
 and a similar representation for angular velocities/impulses in physics
 (AngularImpulse - although it's kept in degrees to make it easy to
 generate from AI code).

 The X, Y, Z axes are forward, left, up in an entity's local frame or
 east, north, up in world space.  This is a right handed coordinate
 system.

 Jay

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  Hasan Aljudy
  Sent: Friday, December 17, 2004 5:48 PM
  To: hlcoders
  Subject: [hlcoders] QAngle arithmetics
 
  What mathematical object does QAgnle represent? Is there a
  good on-line source for the math of these angles?
 
  I tried google, but I don't know exactly what I should be
  looking for .. and searching qangle doesn't return much.


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Re: [hlcoders] QAngle arithmetics

2004-12-18 Thread Hasan Aljudy
ah .. Thanks!!

On Sat, 18 Dec 2004 17:22:46 -0800, David Byttow [EMAIL PROTECTED] wrote:
 I don't have the code in front of me, but, I'd think you would want to
 convert them into quaternions and then do a simple slerp of 0.5.


 On Sat, 18 Dec 2004 17:51:23 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote:
  Thanks!!
 
  Now, I was wondering about what type of operations you can perform on
  them, to get certain result.
 
  For example, if you have two angles, and you want to create a new
  angle that's [facing] halfway between the two .. or things like that
  in general, can they be achived by simple mathematical operations?
 
  Any online resources on that?
 
  On Fri, 17 Dec 2004 18:33:27 -0800, Jay Stelly [EMAIL PROTECTED] wrote:
   QAngles represent an euler angle sequence in degrees.  They have the
   same convention as Half-Life (and Quake).  There are routines in mathlib
   that convert them to/from matrices and basis vectors.  Those routines
   should give you a precise specification of the euler sequence, but it's
   the usual pitch, yaw, roll sequence.  The first element is pitch, second
   is yaw, third is roll.  They were designed to use primarily for simple
   AI - where you mostly just change one of the rotations.  Note that the
   axes aren't set up so that angle.x is a rotation around the local x
   axis.  (pitch is rotation around y axis, rotation around the x axis is
   roll).  QAngle is not a term that's used outside of the Source codebase.
   The name was chosen to describe an euler sequence that uses the
   conventions of Quake.
  
   The RadianEuler type is an x/y/z sequence in radians.  So that's a bit
   simpler mathematically.  We use those in most of the animation system -
   and a similar representation for angular velocities/impulses in physics
   (AngularImpulse - although it's kept in degrees to make it easy to
   generate from AI code).
  
   The X, Y, Z axes are forward, left, up in an entity's local frame or
   east, north, up in world space.  This is a right handed coordinate
   system.
  
   Jay
  
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Hasan Aljudy
Sent: Friday, December 17, 2004 5:48 PM
To: hlcoders
Subject: [hlcoders] QAngle arithmetics
   
What mathematical object does QAgnle represent? Is there a
good on-line source for the math of these angles?
   
I tried google, but I don't know exactly what I should be
looking for .. and searching qangle doesn't return much.
  
  
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[hlcoders] QAngle arithmetics

2004-12-17 Thread Hasan Aljudy
What mathematical object does QAgnle represent? Is there a good
on-line source for the math of these angles?

I tried google, but I don't know exactly what I should be looking for
.. and searching qangle doesn't return much.

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Re: [hlcoders] Player Animations

2004-12-16 Thread Hasan Aljudy
AFAIK, The player in single-player mode has no model.


On Thu, 16 Dec 2004 10:39:12 -0600, Matthew Lewis [EMAIL PROTECTED] wrote:
 I tried switching the view mode to thirdperson and discovered that the
 player animations are stuck in the 'scarcrow' reference pose. Also, I
 noticed that the third person view is positioned to look sideways to the
 player rather than from behind. My questions are:

 * Is anyone else seeing this? (Maybe I changed something I shouldn't have)

 * What's the magic to get the upper body animation to play a sequence
 (like shooting) while the lower body continues to run/walk/idle. Right
 now, if you set an upper body sequence (such as ACT_RANGE_ATTACK_SMG1),
 it competes with the lower activity (ACT_RUN_RIFLE) causing severe
 jittering.

 * I also noticed that the player animation doesn't adapt to moving
 sideways or backwards like it does in the model viewer. What needs to be
 done to fix this?

 I think my problem is that I don't fully understand what's the
 distinction between an 'activity' versus a 'sequence' and how the two
 get merged together. Could someone offer some insight to this?

 Thanks.

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Re: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-15 Thread Hasan Aljudy
Indeed, I don't like copy-paste tuts. I don't see the point of writing
a  open this file, find this line, and add this chunk of code that
I've written for you!!!11 happy coding! tutorial.


On Wed, 15 Dec 2004 11:13:46 +, Andrew 45yrf [EMAIL PROTECTED] wrote:
 lol but even if you are a noobie coder, what you really need is the
 theory behind what you are doing.  Copy and paste is a simple fix to a
 larger problem.  But if Tutorials brought up more of the theory behind
 the code rather than just offering up a copy and paste tut then the
 world would be a better place.  No offense to those who have written
 CP tuts.  But there are some real shining examples of a good theory
 foundation.

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Re: [hlcoders] Unable to debug

2004-12-15 Thread Hasan Aljudy
I get the Connection to servers steam lost. Could not acquire
necessary game files message while playing HL2 I don't remember this
happening before the 14/12 update.

On Sat, 11 Dec 2004 23:55:35 +0100, Xas [EMAIL PROTECTED] wrote:
 Nothings helps me about the message box
 I can run Visual Studio now, but still this message box who bugs me (and
 make a memory read error)=20

 -Message d'origine-
 De : [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] De la part de Michael
 Shimmins
 Envoy=E9 : samedi 11 d=E9cembre 2004 16:20
 =C0 : [EMAIL PROTECTED]
 Objet : RE: [hlcoders] Unable to debug

 Hello,

 I don't know what you've tried - you didn't mention how you've setup
 debugging.

 Have a look at http://articles.thewavelength.net/650/ and see if that =
 helps.

 Michael

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Xas
 Sent: Sunday, 12 December 2004 12:40 AM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] Unable to debug

 OK, after too many try, I can't.

 Steam is a plague.

 I make all good for debug my code in visual studio.
 Nothing works in my single modification.

 When I debug, HL lauchs succefully, but after a short while a message =
 box
 appears :
 Connection to servers steam lost. Could not acquire necessary game =
 files

 Google doesn't help me a lot, as most of the results seems to be related
 with hacked version...
 Well sounds good.

 If I don't click OK at this message box, the game loads as usual, but
 crash at end.
 So, I can't debug.

 For info, Steam was installed on my personal PC, but as I had =
 VisualStudio
 in my work laptop, I installed steam and HL2 here. Steam isn't running =
 on my
 personal PC.
 Snif...

 I can't even play.

 Any clues ?

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Re: [hlcoders] Unable to debug

2004-12-15 Thread Hasan Aljudy
hmm .. I have both of them, lol :D

but don't I need them for debugging? atleast steam.dll?


On Wed, 15 Dec 2004 22:05:35 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
 Make sure you don't have a Steam.dll/ClientRegistry.blob in the
 Half-Life 2 directory (under your username) when trying to play
 Half-Life 2.

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Hasan
 Aljudy Sent: Wednesday, December 15, 2004 9:59 PM To:
 [EMAIL PROTECTED] Subject: Re: [hlcoders] Unable to debug

  I get the Connection to servers steam lost. Could not acquire
  necessary game files message while playing HL2 I don't remember this
  happening before the 14/12 update.
 
  On Sat, 11 Dec 2004 23:55:35 +0100, Xas [EMAIL PROTECTED]
  wrote:
   Nothings helps me about the message box
   I can run Visual Studio now, but still this message box who bugs me
   (and make a memory read error)=20
  
   -Message d'origine-
   De : [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] De la part de Michael
   Shimmins
   Envoy=E9 : samedi 11 d=E9cembre 2004 16:20 =C0 :
   [EMAIL PROTECTED] Objet : RE: [hlcoders] Unable to
   debug
  
   Hello,
  
   I don't know what you've tried - you didn't mention how you've setup
   debugging.
  
   Have a look at http://articles.thewavelength.net/650/ and see if
   that = helps.
  
   Michael
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Xas
   Sent: Sunday, 12 December 2004 12:40 AM
   To: [EMAIL PROTECTED]
   Subject: [hlcoders] Unable to debug
  
   OK, after too many try, I can't.
  
   Steam is a plague.
  
   I make all good for debug my code in visual studio.
   Nothing works in my single modification.
  
   When I debug, HL lauchs succefully, but after a short while a
   message = box appears : Connection to servers steam lost. Could
   not acquire necessary game =
   files
  
   Google doesn't help me a lot, as most of the results seems to be
   related with hacked version...
   Well sounds good.
  
   If I don't click OK at this message box, the game loads as usual,
   but crash at end.
   So, I can't debug.
  
   For info, Steam was installed on my personal PC, but as I had =
   VisualStudio in my work laptop, I installed steam and HL2 here.
   Steam
   isn't running = on my personal PC.
   Snif...
  
   I can't even play.
  
   Any clues ?
  
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Re: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-12 Thread Hasan Aljudy
If you choose the modify half-lief 2 option, this stuff would show up.


On Sun, 12 Dec 2004 12:14:32 -0500, wheaty [EMAIL PROTECTED] wrote:
 Just wait for Valve to release the HL2DM source.  No point in
 reinventing the wheel.


 On Sat, 11 Dec 2004 17:02:12 -0500, David Nelson [EMAIL PROTECTED] wrote:
  I just tried a fresh mod that is completely unedited.  When I run it, I don
  t see ANY pictures, text, or anything on the hud, in the console, or really
  anywhere.
 
  I have this installed under: C:\TestMod
  My valve folder is c:\valve\steam\SteamApps\username\...
 
  Could that be the problem?  Or why is nothing showing up?
 
  Thanks,
  David
 
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Re: [hlcoders] manipulating hull / bbox

2004-12-11 Thread Hasan Aljudy
Thanks.
I wasn't trying to just changing the standing/crouhcing hulls, I was
trying to _add_ more hulls.

I think I've figured it out, it's probably not a clean way to do it,
but I had to mess with CBasePlayer::SetupVPhysicsShadow and stuff like
that ... but hey, it's working.
Anyway, why is this stuff called shadows? like m_pShadowCrouch and
m_pShadowStand?
I'm thinking it's the shadow of the player's hull on the physics
engine, or something like that.

On Fri, 10 Dec 2004 16:26:59 -0800, Jay Stelly [EMAIL PROTECTED] wrote:
 The box is trivially changeable from within code.  Just change the
 constants VEC_HULL_MIN or VEC_DUCK_HULL_MIN or the code that uses them.

 Also, turn on developer mode (run with -dev or type developer 1 at the
 console) and you can see debug overlays.  They do many things including
 visualization of entity bounding volumes.  Try ent_bbox player at the
 console to see the player box in thirdperson mode.

 Jay


  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  Hasan Aljudy
  Sent: Friday, December 10, 2004 1:59 PM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] manipulating hull / bbox
 
  ok, I thought so.
 
  for the bbox, I'm not sure, but after several hours of
  searching I found this CBaseEntity::SetSize but I'm not sure
  it works the way I think it does.
 
  is there a coonsole command or someway to display the box
  around my player (assuming I'm in thirdperson mode)
 
 
  On Fri, 10 Dec 2004 14:22:17 -0500, David Nelson
  [EMAIL PROTECTED] wrote:
   --
   [ Picked text/plain from multipart/alternative ] no there isn't a
   model for the player.  You can type thirdperson while playing the
   game and you won't see anything.  You have to set you own.
  
   David
  
  
  
   ---Original Message---
  
   From: [EMAIL PROTECTED]
   Date: 12/10/04 12:42:22
   To: hlcoders
   Subject: [hlcoders] manipulating hull / bbox
  
   is it possible to change the size/dimensions of the
  player's bounding
   box through code?
   Also, does the Single Player have a model for the player?
  
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[hlcoders] manipulating hull / bbox

2004-12-10 Thread Hasan Aljudy
is it possible to change the size/dimensions of the player's bounding
box through code?
Also, does the Single Player have a model for the player?

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Re: [hlcoders] manipulating hull / bbox

2004-12-10 Thread Hasan Aljudy
ok, I thought so.

for the bbox, I'm not sure, but after several hours of searching I found this
CBaseEntity::SetSize
but I'm not sure it works the way I think it does.

is there a coonsole command or someway to display the box around my
player (assuming I'm in thirdperson mode)


On Fri, 10 Dec 2004 14:22:17 -0500, David Nelson [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 no there isn't a model for the player.  You can type thirdperson while
 playing the game and you won't see anything.  You have to set you own.

 David



 ---Original Message---

 From: [EMAIL PROTECTED]
 Date: 12/10/04 12:42:22
 To: hlcoders
 Subject: [hlcoders] manipulating hull / bbox

 is it possible to change the size/dimensions of the player's bounding
 box through code?
 Also, does the Single Player have a model for the player?

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Re: [hlcoders] use of undefined type CSDKPlayer

2004-12-10 Thread Hasan Aljudy
just type:

class CSDKPlayer;

without anything .. it's a forward declaration, basically lets the
code knows that this class exists.
afaik, you can only declare _pointers_ to this class after the forward
declaration, otherwise you will have to #include the header file
containing the definition of the class.


On Fri, 10 Dec 2004 22:47:52 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 I can not get this to work for the life of me.
 (Classes confuse the hell out of me)

 Anyways if I comment out
 if ( pPlayer-clientCommand( pcmd ) )
 return true;
 It will compile without errors

 If I have the follow code (shown below)
 I get use of undefined type CSDKPlayer

 bool CSDKGameRules::ClientCommand( const char *pcmd, CBaseEntity *pEdict )
 {
 // get a pointer to the player

 CSDKPlayer *pPlayer = (CSDKPlayer *) pEdict;

 if ( pPlayer-ClientCommand( pcmd ) )

 return true;

 // Try a client command on the gamerules

 if( BaseClass::ClientCommand( pcmd, pEdict ) )
 return true;

 }

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Re: [hlcoders] use of undefined type CSDKPlayer

2004-12-10 Thread Hasan Aljudy
hmm .. if you are doing the SP (modify half-life 2 option) then I
think sdk___stuff is not meant to be available (it's for mp)
but I have absolutely no idea whether it's easy or difficult to enable it.


On Sat, 11 Dec 2004 02:29:15 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 Ok I got this working I needed to include

 sdk_gamerules.h in the CLIENT_DLL section would not work otherwise.

 #ifdef CLIENT_DLL
 #else
 #include voice_gamemgr.h
 #include team.h
 #include sdk_player.h // added.
 #endif


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 - Original Message -
 From: Hasan Aljudy [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Friday, December 10, 2004 11:16 PM
 Subject: Re: [hlcoders] use of undefined type CSDKPlayer

  just type:
 
  class CSDKPlayer;
 
  without anything .. it's a forward declaration, basically lets the
  code knows that this class exists.
  afaik, you can only declare _pointers_ to this class after the forward
  declaration, otherwise you will have to #include the header file
  containing the definition of the class.
 
 
  On Fri, 10 Dec 2004 22:47:52 -0500, r00t 3:16 [EMAIL PROTECTED]
 wrote:
   I can not get this to work for the life of me.
   (Classes confuse the hell out of me)
  
   Anyways if I comment out
   if ( pPlayer-clientCommand( pcmd ) )
   return true;
   It will compile without errors
  
   If I have the follow code (shown below)
   I get use of undefined type CSDKPlayer
  
   bool CSDKGameRules::ClientCommand( const char *pcmd, CBaseEntity
 *pEdict )
   {
   // get a pointer to the player
  
   CSDKPlayer *pPlayer = (CSDKPlayer *) pEdict;
  
   if ( pPlayer-ClientCommand( pcmd ) )
  
   return true;
  
   // Try a client command on the gamerules
  
   if( BaseClass::ClientCommand( pcmd, pEdict ) )
   return true;
  
   }
  
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Re: [hlcoders] Default mod Start New Game does nothing

2004-12-09 Thread Hasan Aljudy
Yes it is.
If my info is correct, whenever your mod tries to load any resource
(map/model/texture/anything) it looks first in the mod folders, if it
doesn't find it it looks for it in the hl2 gcf files, if it doesn't it
looks in the hl2 folders.
I'm not sure if you can make your mod use its own gcffile (in hl1 that
would be a pak file) but if that's possible then the very first place
to look for stuff would be your gcf.



On Thu, 9 Dec 2004 07:42:02 -0800, Don Alvarez [EMAIL PROTECTED] wrote:
 Is it possible to load HL2 maps (not SDK maps) into a mod?

 -Don


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Re: [hlcoders] localization() question

2004-12-09 Thread Hasan Aljudy
This was posted by Alfred from valve in another thread ..

--

 Alfred Reynolds  [EMAIL PROTECTED] to hlcoders Dec 7

(...)
Note that hl2_english.txt will NOT be loaded
by your mod by default (we may change this behavior). If you need it to
be loaded you can simply add this to your client.dll:

   vgui::localize()-AddFile( vgui::filesystem(),
Resource/hl2_%language%.txt );

This will cause all of the hl2 strings to be loaded.

- Alfred
---


On Thu, 09 Dec 2004 20:30:54 -0600, Matthew Lewis [EMAIL PROTECTED] wrote:
 I have been trying to get the localization to work in my mod without any
 success. I added a token file into my mod's resource directory per
 instructions given in the vgui SDK docs, but for whatever reason it
 seems to ignore it. The game directory is mymod, so I named the file
 mymod_english.txt. Nothing happened. I also tried hl2_english.txt as
 well. That didn't work either. I'm sure it's something simple, but it
 has me stumped. I also tried using an existing token file just in case I
 had some typo that was keeping it from working. HL2 ignored it as well.

 Also, the vgui docs mention that you can use localize()-AddFile() to
 add additional token files, but it failed to mention where you should do
 this. I tried putting this call in the VGUI initialization code in an
 effort to fix the above problem, but I'm not sure if that's the right
 place for it.

 Thanks.

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Re: [hlcoders] Default mod Start New Game does nothing

2004-12-09 Thread Hasan Aljudy
I tried taht .. but they were already there .. :/


On Thu, 9 Dec 2004 21:03:19 -0500, Tony omega Sergi
[EMAIL PROTECTED] wrote:
 Get GCFScape



 -Original Message-
 From: Don Alvarez [mailto:[EMAIL PROTECTED]
 Sent: December 9, 2004 8:53 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] Default mod Start New Game does nothing

 Sounds like a good suggestion.  Any hints on how to do that?

 Thanks,
 -Don

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega
 Sergi
 Sent: Thursday, December 09, 2004 5:23 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] Default mod Start New Game does nothing

 My $.2 , did you unpack the single player menu .res files from the half-life
 engine/hl2 folder and put them with your mod? :o that could be it.

 ---
 Outgoing mail is certified Virus Free.
 Checked by AVG anti-virus system (http://www.grisoft.com).
 Version: 6.0.799 / Virus Database: 543 - Release Date: 19/11/2004

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Re: [hlcoders] Off topic a little

2004-12-09 Thread Hasan Aljudy
these people don't have gmail so they probably didn't see each other's
posts in the same place ...


On Fri, 10 Dec 2004 00:25:27 -0500, Skyler York [EMAIL PROTECTED] wrote:
 You have no idea how tempting it is to say:

 tools-options-text editor-C/C++-line numbers

 Right now...



 On Fri, 10 Dec 2004 00:16:11 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
  Thank you..
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
 
 
  - Original Message -
  From: Christopher McArthur [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Thursday, December 09, 2004 11:41 PM
  Subject: Re: [hlcoders] Off topic a little
 
   tools-options-text editor-C/C++-line numbers
  
   - Original Message -
   From: r00t 3:16 [EMAIL PROTECTED]
In visual studio .NET 2003 the editor doesn't show line numbers.
Is this possible to turn on?
   
  
  
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Re: [hlcoders] Understanding the SDK's Format

2004-12-09 Thread Hasan Aljudy
somebody already did it ..
http://www.hl2coding.com/forums/viewtopic.php?t=15




On Fri, 10 Dec 2004 00:23:06 -0500, Skyler York [EMAIL PROTECTED] wrote:
 1)  The SDK files are excluded from the single-player solution, so you
 pretty much just deal with files in HL2 DLL and the rest of the
 project.  However it's possible for you to strip all those files and
 start from scratch, which is what you'd probably do if you're making a
 full modification.  The SDK files are enabled in the multiplayer base,
 while everything in the HL2 DLL folder is disabled.  However at this
 point I'd say it's incredibly difficult to start a MP mod using this
 approach because there's little documentation on how things work in
 multiplayer versus singleplayer.  We'll just have to wait for this
 elusive HL2DM SDK

 2)  I haven't tested this out, but if it follows the same structure
 for HL2 mods as it does for HL1 mods, you just copy your mod folder
 into the accountname\half-life 2 folder, next to hl2.  Don't quote
 me :)



 On Thu, 9 Dec 2004 23:06:04 -0500, David Nelson [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Ok, as many have said before, the organization of the SDK is pretty hard to
  get used to.  I've just got a couple questions about how you go about
  editing the SDK.
 
  1)  So almost of the changes you make are done in the SDK directories in the
  Client and Server DLL's code?  Or is this just for multiplayer mods?  If it
  is, then you just modify the general code for single player mods?
 
  2)  Currently we are stuck with running our mod with the run_mod.bat file?
  There isn't any way to integrate the mods for release?
 
  Thanks for any and all info!
 
  David
  --
 
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Re: [hlcoders] Resquest for Source

2004-12-08 Thread Hasan Aljudy
MSVC's edit and continue can do that ..
Debug-Apply Changes to Code



On Thu, 09 Dec 2004 00:03:24 +0100, tei [EMAIL PROTECTED] wrote:
 Hello.

 This is a request for two console commands:

  - condump, something similar to the hl1 version, very usefull. I miss
 that feature.
  - flush_serverdll, a command to force windows to unload the server.dll
 file, so we can overwrite this with a new version and reconnect to see
 changes (not need to restart the whole engine, dawn!)

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Re: [hlcoders] Vampire Bloodlines and HL2

2004-12-08 Thread Hasan Aljudy
hmm .. I would think they changed alot of stuff to prevent such a
thing from being possible


On Wed, 8 Dec 2004 16:06:11 -0700, Dave R. Meyers
[EMAIL PROTECTED] wrote:
 Has any one checked the ability to get Bloodlines resources(Maps, models,
 textures...) into HL2?

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

 Dave Meyers

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Re: [hlcoders] vgui_controls

2004-12-06 Thread Hasan Aljudy
 - Original Message -
 From: Alfred Reynolds [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, December 06, 2004 1:44 AM
 Subject: RE: [hlcoders] vgui_controls

  What files in particular?
 
  - Alfred
 

AnimationImagePanel.cpp
AnimationController.cpp
.
.
Frame.cpp
GraphPanel.cpp
.
.
TextEntry.cpp
TextImage.cpp
.
.
etc ..

basically, I was browsing through the VGUI classes and trying to see
how things work etc .. but when I tried to go to the definition of
some methods (like for example .. TextEntry::GotoTextStart() ).. it
doesn't get me anywhere.
Then I noticed these files, they had the same names of the header
files, and they had the implementation of these methods.

On Mon, 6 Dec 2004 03:00:28 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 What project file are you using?
 If you use the everything_SDK.slm it has the vgui_controls


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



oh cool, I didn't know that. Thanks.

  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Hasan
  Aljudy Sent: Sunday, December 05, 2004 4:29 AM To: hlcoders
  Subject: [hlcoders] vgui_controls
 
   there are a bunch of .cpp files in src\vgui2\controls but they are
   not included in the project, instead there is a vgui_controls.lib,
   although the .h files are in the project.
  
   I tried adding the files to the project but I got 51 errors and I
   immediatly removed them from the project :P
  
   did these cpp files get included by mistake or are they going to be
   incorperated in the project files in the near future?
  
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[hlcoders] loading times

2004-12-06 Thread Hasan Aljudy
When one is coding, he's probably gonna test alot, but I noticed that
loading takes a long time .. and that makes testing harder ..
often I just want to test a small little thing, then after
expereminting with it a little, I'd want to change it and test again
.. and so on.

What can we do to shorten the time it takes to lead the game and the levels?
I personally don't care about graphics when I'm coding, so the first
thing I did was set -dxlevel 70
I don't really know if that helps much, but what settings can we use
to shorten loading times as much as possible?
does increasing the heapsize help, or does too much heap cause troubles?

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Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread Hasan Aljudy
works fine for me ..
I don't own that site or anything, I'm just a visitor, but I posted it
here because I haven't seen any other wiki around.


On Sun, 05 Dec 2004 10:54:51 +0100, tei [EMAIL PROTECTED] wrote:

 not work

 Fatal error: Call to a member function on a non-object in
 /var/www/hl2coding/wiki/lib/Template.php(131) : eval()'d code on line 70

 as for wikis, I feel has already exist a few ones, I suggest to
 especialize, so maybe you can design your wiki to support mappers, or
 moddelers, or vgui2 designers, whatever.. and other wikis target other
 use. Also can be a good idea to linke each another

 the target its to collect info and help modders, I think.

 I may open my own hl2wiki, to document netcode and other enginecode
 related stuff.

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Re: [hlcoders] adding maps to a mod?

2004-12-05 Thread Hasan Aljudy
are you talking about making maps, or copyingmaps over from a
different location?

anyway, for making maps, just use the Source SDK think in steam's
gmaes menu, from the drop down list select your mod, double click
hammer, it should be now automatically configured to save and compile
maps in your mods directory.


On Sun, 5 Dec 2004 03:44:23 -0800, Kyle Keating [EMAIL PROTECTED] wrote:
 How the heck do i add a custom map to the mod. I dont want the hl1
 maps. So i overwrote the maps dir with the hl2dm maps dir. None of the
 maps work. I also added a text file which i thought was the solution
 maplist.txt to my mod dir, but that did nothing. Im confused, where
 is the documentation for this?

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[hlcoders] vgui_controls

2004-12-05 Thread Hasan Aljudy
there are a bunch of .cpp files in src\vgui2\controls but they are not
included in the project, instead there is a vgui_controls.lib,
although the .h files are in the project.

I tried adding the files to the project but I got 51 errors and I
immediatly removed them from the project :P

did these cpp files get included by mistake or are they going to be
incorperated in the project files in the near future?

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Re: [hlcoders] setting up debugger for hl2 (can someone make a simple tutorial?)

2004-12-05 Thread Hasan Aljudy
It has been answered :)

quote:
-
Taylor Sherman  [EMAIL PROTECTED] to hlcoders

Debugging Source games should work the same way

- copy steam.dll to the app directory
- put steamapp.cfg file down in the app dir w/ the proper parameters
- run hl2.exe -steam -game game directly

The SteamAppId parameters are 220 for HL2, 240 for CS:S, and 280 for
HL:S.

Taylor
---


 Anyway, none of my break points hit, so im assuming its not debugging
 my dll, lol.
 
 here is what i have so far in .NET
 
 [hl proporties menu]
 
 Command: c:\steam\steam.exe
 
 Arguments:  -applaunch 220 -dev -game D:\Half-Life-Revised\mymod
 -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 -sw 800 +map dm_overwatch
 
 Working Dir: c:\steam\
 
 
 
 how here is where im confused. I dont have to have my mod inside the
 steam dir? I think that gets taken care of with the -game parameter.
 Where does that silly steamapp.cfg file fit it? Do I even need it?
 -applaunch 220 seems to take care of that. The game loads, but none of
 my break points are stoping execution, thus the debugger ain't workin!
  I know my dll's are working because the changes I made are showing up
 - they just dont work right, so I need to debug them (duh!)
 
 Is there not a tutorial I can follow to set up hl2 project?
 
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Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread Hasan Aljudy
their forums have been full of tutorials on hammer and stuff long
before the release of the SDK or even of the game.
just go thier and look at the dates of the posts .. the sticky ones.
(if they sticky it, they approve it ..)
for example:
http://www.hl2world.com/bbs/viewtopic.php?t=4108
Posted: Fri Jul 09, 2004
In this thread you will only post tips too well versed veterans and
other little things you have found out about hammer  


They also had a leak FAQ with instructions on hwo to get it working ..
they probably took it off now, but look here:
http://64.233.167.104/search?q=cache:l6beQ_ySGg0J:hl2world.com/postp.html+hl2world+betafaqhl=en
a google cache of  http://hl2world.com/postp.html

now scroll down, there is a post by some one called Feedbag, his title
is Owner  Operator, and he posts a link for the beta faq .. (it no
longer works ..)
http://hl2world.com/modules.php?name=BETAFAQ





On Sun, 05 Dec 2004 11:05:55 -0800, Michael Hobson
[EMAIL PROTECTED] wrote:
 Bob Aman:



 At 10:24 AM 12/5/2004, you wrote:
   (btw, plz don't tell me there is already hl2world, as they support the
   stolen build and I wouldn't consider them a good part of the
   community, their contribution is negative)
 
 I didn't look very hard, but I didn't see any evidence to back that
 accusation up.  Care to expoud?
 --
 Bob Aman
 http://www.rapidcanvas.com


 I linked directly to just *one* piece of that evidence, which I will link
 to again here:

 http://www.hl2world.com/wiki/index.php/Creating_your_first_Faceposer_scene

 Full scale How-To article for using faceposer, which has *not been issued
 by Valve* and
 the only way to possess it at present, AFAIK, is to have the stolen
 Half-Life 2 codebase.




 {OLD}Sneaky_Bastard!
 email:  [EMAIL PROTECTED]
 Michael A. Hobson
 icq:#2186709
 yahoo: warrior_mike2001
 IRC:  Gamesurge channel #wavelength

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Re: [hlcoders] Adding other languages .. (localization)

2004-12-04 Thread Hasan Aljudy
Thanks!

Does anybody of any resoures on the internet about coding unicode
stuff and the like?

On Fri, 3 Dec 2004 21:54:32 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
 The Source engine fully supports the unicode character set. We do not
 currently support right to left text entry. Mods can define the fonts
 used to render their game, you would need to use one that includes the
 Arabic character set. You could use the vgui controls source code as a
 base to implement right to left text controls. So yes, it could be done
 inside your mod (but not in the initial GameUI).

 - Alfred



 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Hasan
 Aljudy Sent: Friday, December 03, 2004 9:44 PM To: hlcoders
 Subject: [hlcoders] Adding other languages .. (localization)

  I really have no idea if this is possible or not, but is it possible
  to add support for additional languages? not programming languages ..
  I'm talking about localization and stuff.
 
  basically, I noticed steam doesn't quite support arabic, the source
  engine can render arabic fonts fine, the problem I think is related
  to encoding or something.
  I can't just type stuff in notepad and copy it over, because even
  though it looks correct in notepad, once I copy it to Source, it gets
  distorted .. I have to use the character map and copy stuff from
  there. an arabic letter have several forms depending on its position
  in the word .. initial, middle, final .. etc.
 
  my question is, is it possible to code stuff like this with the SDK?
  or is this not aailable to us?
 
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Re: [hlcoders] Gmail Mailing Lists

2004-12-04 Thread Hasan Aljudy
Yup, gmail makes it just like a forum .. the only thing is you can't
edit your posts :P

but it still fails sometimes .. like the SV: some people/clients put
in the subject and stuff like that.


On Sat, 4 Dec 2004 13:54:07 -0600, john smith
[EMAIL PROTECTED] wrote:
 I agree also.




 On Sat, 4 Dec 2004 19:39:47 +, John Carr [EMAIL PROTECTED] wrote:
  i have to agree with you. i have 26 unread conversations right now -
  so much easier to handle that number of emails than if id still had to
  trawl through outlook, mail by mail.
 
  john
 
 
 
 
  On Sat, 4 Dec 2004 14:31:51 -0500, ChessMess [EMAIL PROTECTED] wrote:
   I have to admit that I've enjoyed the ease and use of gmail and the
   grouped conversations. But it wasn't until I used it to sign up to a
   mailing list (this list) that the power and convienence of grouped
   conversations makes dealing with list emails a million times easier!
  
   I have to say if your not using a gmail account for this list (or any
   other) then your missing something great.
  
   For those who are using Outlook 2003, you can set the view of your
   emails to group by conversation, which does what gmail does (although
   gmail is smarter and easier... whereas Outlook requires you to click
   the [+] or [-] to manually show associated emails).
  
   Just wanted to throw that out since I see several people still using
   Hotmail or other email clients.
  
   ..and now back to your regularly scheduled code. :)
  
   --
   ChessMess
   Stratactic Studios
   http://www.StratacticStudios.com
  
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[hlcoders] setting multiplayer mode

2004-12-04 Thread Hasan Aljudy
I don't know if this is a n00b question or not ..
I made my mod with the modify half-life 2 option, and as I was
having a look at some of the VGUI stuff, I found some classes that
control text input and chatting .. so I thought cool, I wanna play
with it.
I tried to put some break points and stuff you know ..but the problem
is, I cannot chat in my mod.

how can I force my mod to go into multiplayer mode? or atleast
activate chatting.

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[hlcoders] Finally a coding wiki!

2004-12-04 Thread Hasan Aljudy
http://www.hl2coding.com/wiki/

well, someone finally made it!

It's kinda empty now .. so go post stuff there!

(btw, plz don't tell me there is already hl2world, as they support the
stolen build and I wouldn't consider them a good part of the
community, their contribution is negative)

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Re: [hlcoders] can't debug!

2004-12-03 Thread Hasan Aljudy
Thank you!!


On Fri, 3 Dec 2004 13:06:51 -0800, Taylor Sherman
[EMAIL PROTECTED] wrote:
 Debugging Source games should work the same way

 - copy steam.dll to the app directory
 - put steamapp.cfg file down in the app dir w/ the proper parameters
 - run hl2.exe -steam -game game directly

 The SteamAppId parameters are 220 for HL2, 240 for CS:S, and 280 for
 HL:S.

 Taylor



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
 Dance
 Sent: Friday, December 03, 2004 10:17 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] can't debug!

 Hi,

 I'm having this problem too.. I can't debug through steam.exe and can't
 seem to figure out a way to debug otherwise (in HL1, you had to use a
 steamapp.cfg file and run hl.exe). Any help would be appreciated.

 --JD

 On Dec 3, 2004, at 1:09 AM, Hasan Aljudy wrote:

  VS .NET 2003 doesn't want to debug because steam.exe doesn't contain
  debug information ..
 
  I tell it to gnore and proceed .. and it does proceed, but not in
  debug mode. (like .. I can't go through step by step .. break points
  don't work .. etc)
 
  What do I have to do?
 
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Re: [hlcoders] HL2 Modding Resource @ HLFallout

2004-12-02 Thread Hasan Aljudy
is that wiki ready yet? I think it's time now for a coding wiki ..


On Thu, 4 Nov 2004 02:04:49 +1000, Mr Bond [EMAIL PROTECTED] wrote:
 Hi guys,

 I'm the webmaster of www.hlfallout.net (a HL2 fansite). Bahamut e-mailed
 me about possibly starting up a wiki-type site for Half-Life 2/Source
 development and to post my thoughts here.

 We're actually already in the process of getting a site like this going
 (as a sub-site of HL Fallout). The planned site will be more than a
 development wiki -- it'll encompass things like forums, development news
 etc. The emphasis will be on bringing mod developers and teams together
 (but still being an essential resource for individual mappers, coders
 etc). While it won't be set up as a standard wiki, there will be a
 system in place to allow the community to contribute to the knowledge
 base (whether through tutorials, simple how-to's or otherwise). We're
 definitely looking for some experienced people to help form the team
 (knowledge base contributions and experienced moderation is going to be
 essential).

 If you'd be interested in contributing to the project in any way, I'd be
 glad to hear from you.

 Mr Bond
 Site Director - www.HLFallout.net

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Re: [hlcoders] HL2 SDK Steam Install

2004-12-02 Thread Hasan Aljudy
check your game list .. run the SDK, it should look a little
different. There is a Create a Mod option in the list .. etc.


On Thu, 2 Dec 2004 12:55:05 -0500, Peter Immarco [EMAIL PROTECTED] wrote:
 When I booted my computer today, Steam put up a message with a link to 
 install the HL 2 SDK.  I clicked on the link, and my modem chunked away for 
 several minutes on my broadband connection.  During that time there were no 
 status messages from Steam and when the modem activity stopped, no completion 
 message.

 So, does the Steam install work?  Did it install anything?  I looked in my 
 /Valve directory and didn't see anything noteworthy.

 Can anyone shed some light on this?  Is there a way to manually install the 
 SDK without Steam?

 Thanks.

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[hlcoders] debugging .. steam.exe does not contain debug information

2004-12-02 Thread Hasan Aljudy
VS .NET 2003 doesn't want to debug because steam.exe doesn't contain
debug information ..

I tell it to gnore and proceed .. and it does proceed, but not in
debug mode. (like .. I can't go through step by step .. break points
don't work .. etc)

What do I have to do?

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Re: [hlcoders] compiling the sdk

2004-12-01 Thread Hasan Aljudy
http://www.codeproject.com/tools/prjconverter.asp

try this, I got the proj working in VC++ 6 .. didn't try compiling yet.


On Wed, 1 Dec 2004 09:28:23 -0500, Jorge Rodriguez
[EMAIL PROTECTED] wrote:
 I feel you man, I'm all tied up here too or I'd be hacking right now.



 On Wed, Dec 01, 2004 at 07:52:50AM -0600, Jeffrey botman Broome wrote:
  Yeah, I'll be working on that too (besides doing a bot for Source).
 
  It's too bad Brothers In Arms is in crunch mode right now.  I'm spending
  12-14 hours a day, seven days a week, at the office and have little time
  for anything else besides sleeping and eating.
 
  I'll probably have to wait until the Christmas holidays to get into some
  serious Source hacking.
 
  --
  Jeffrey botman Broome
 
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 --
 Jorge Vino Rodriguez



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[hlcoders] VC++ 6

2004-12-01 Thread Hasan Aljudy
I converted the project files using
http://www.codeproject.com/tools/prjconverter.asp

now, I'm trying to compile the game_sdk but I get an error
Error: Could not delete file
C:\Hasan\Mods\src\dlls\$(IntDir)\$(InputName)1.obj : Access is
denied.

I also get tens of could not find some header file.h like:
C:\Hasan\Mods\src\game_shared\baseparticleentity.h(21): Could not find
the file particlemgr.h.
C:\Hasan\Mods\src\public\tier1\interface.h(31): Could not find the file dlfcn.h.

I know it's meant to compile in .NET, but for the time being I have no choice.

anyway to et it working in VC++6?

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Re: [hlcoders] The Surprise is out

2004-11-30 Thread Hasan Aljudy
soon
http://www.steampowered.com/index.php?area=newsid=358


On Tue, 30 Nov 2004 18:06:30 -0600, Juan Fernando Mora Muñoz
[EMAIL PROTECTED] wrote:
 Small preview?? that sounds like we have to wait a little longer...

 -JF-



 - Original Message -
 From: Dustin [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Tuesday, November 30, 2004 5:52 PM
 Subject: [hlcoders] The Surprise is out

  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  http://www.steampowered.com/forums/showthread.php?s=threadid=193559
 
 
  surprise = HL2DM  (the pic shows the different skins that will be in it)
  --
 
 
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Re: [hlcoders] sdk release and a surprise ideas..

2004-11-30 Thread Hasan Aljudy
well, I think it means the whole ocmmunity. and I think it's HL2DM as
it has already been announced on the steam website


On Tue, 30 Nov 2004 21:10:17 -0500, K. Mike Bradley [EMAIL PROTECTED] wrote:
 Valve said A surprise for the Community
 Which I interpret as the Development Community.
 So no new levels I think.
 Coding stuff or example code or map files of the game to toy with.
 Or more Documentation???




 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of David Nelson
 Sent: Tuesday, November 30, 2004 5:49 PM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] sdk release and a surprise ideas..

 --
 [ Picked text/plain from multipart/alternative ] ok.. so with the release of
 the SDK this week what do you think the surprise will be?

 I'm betting on HL2 Deathmatch or a couple new playable levels.

 Any thoughts or ideas?
 Thanks,
 David
 --

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Re: Re[2]: [hlcoders] So, what do you think of Half-Life2?

2004-11-27 Thread Hasan Aljudy
I think it's the best game I've ever played .. except that I don't
play many games :P

Game play wise .. I only hated the route canal level .. (seems like
repetition of HL1 style of play, which I honestly don't like).
Best part is the street fights in City-17 ..

With regard to the story line and the scenes .. I loved all the scenes!
except for .. the ending :/
not that it's bad .. but it's disappointing and leaves me with an
empty feeling. (I think that's what valve wanted the palyer to feel ..
oh well). The fighting and al .. was so high .. then suddenly
confusion .. !


On Sat, 27 Nov 2004 23:30:57 +0200, Vyacheslav Djura
[EMAIL PROTECTED] wrote:
 Hello,

 Well you know... Half-Life 2 is great. And I think it can earn first
 Half-Life's title - Best game of all times. Until there will be
 Half-Life 2 I guess :) BUT! I'd like to point out some negative
 sides of the game:

 1) The game doesn't answer any questions from Half-Life 1. Furthermore
 it makes player to ask more questions and doesn't answer any of them.
 Keeping player curious is good, but that is TOO MUCH. Oh and about
 teleportation - didn't they learn everything they needed for
 teleportation in Black Mesa?
 2) Where is hydra we saw on E3 videos? Where is weapon we saw on E3
 videos? Why there are so less kind of monsters? Where is icky? Someone
 told that we'd be able to control vortigaunts...
 3) What happened to Adrian Shephard from Opposing-Force?
 4) I hope Barney in Half-Life 2 is Barney Calhoun from Blue-Shift?
 Where is Rosenberg?



 --
 Best regards,
 Vyacheslavmailto:[EMAIL PROTECTED]

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Re: [hlcoders] H /\ L F - L I F E - 2

2004-11-16 Thread Hasan Aljudy
no, it's a number too big for you to comprehend


On Tue, 16 Nov 2004 13:17:06 -0500, Napier, Kevin
[EMAIL PROTECTED] wrote:
 nope.. 69 dude..



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Christopher
 McArthur
 Sent: Tuesday, November 16, 2004 11:36 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] H /\ L F - L I F E - 2

 42

 From: Oskar Lindgren
  So valve, what was the decryption key? :)

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Re: [hlcoders] A Half-life wiki?

2004-11-15 Thread Hasan Aljudy
hl2world provide support the stolen build .. so um. they're not really
a good citizen :P in the comunity


On Mon, 15 Nov 2004 02:09:48 -0800, Stephen Micheals
[EMAIL PROTECTED] wrote:
 Here is a good wiki some here might like:
 http://www.hl2world.com/wiki/index.php



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Re: [hlcoders] Installing Valve games not within from Steam

2004-11-11 Thread Hasan Aljudy
there are only about .. 30 exe's running in your box0r background right now :D


On Fri, 12 Nov 2004 00:23:16 +0100, tei [EMAIL PROTECTED] wrote:
 Jeffrey botman Broome wrote:
  tei wrote:
 
 
  Its what you get if you share .EXE files.
 
  Say no to share .EXE files.
 
 
  You must not install very many Windows applications that you download
  from the internet.  I don't know of a single Windows install program
  that isn't an .exe file.
 


 DOOM 3 SDK.msi

 Terrain Generator.msi

 Allegiance.msi

 MsnMsgs.Msi

 [...]

 Search your comp for .msi (Microsoft Installer) files

 
  GET A DAMN VIRUS CHECKER FOR THE LOVE OF MIKE!!!  :)
 

 AV checkerts not check all virus, but a sub-set.
 AV = not magic




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Re: [hlcoders] Possible release of the SDK today.

2004-11-05 Thread Hasan Aljudy
O_O
wow
how did you find it?
kool. can't wait.

On Fri, 5 Nov 2004 16:43:27 -, Ben Davison [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 http://www.steampowered.com/platform/update_history/Source%20SDK.html


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Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts

2004-10-29 Thread Hasan Aljudy
:o It's not ture? O_O /sarcasm


On Fri, 29 Oct 2004 11:10:10 -0700, Michael Hobson
[EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 At 10:29 AM 10/29/2004, you wrote:
 I thought Valve did the whole Source engine from scratch.

 You shouldn't believe every rumor you hear.

 Wouldn't that mean that there is no technology licensed from Id?

 It would, if it were true.


 
 SB Childe Roland
 I will show you fear in a handful of jelly beans.
 
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 {OLD}Sneaky_Bastard!
 email:  [EMAIL PROTECTED]
 Michael A. Hobson
 icq:#2186709
 yahoo: warrior_mike2001
 IRC:  Gamesurge channel #wavelength
 --




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

2004-10-28 Thread Hasan Aljudy
it's not about compilation, just the project files. no?


On Thu, 28 Oct 2004 23:32:54 +0200, tei [EMAIL PROTECTED] wrote:


 Here is a post with a nice hint to use VC6 to compile with the free
 Vc2003 compiler.
 http://dynamic.gamespy.com/~assim2/wwwview.cgi?board=qdevelsmessage=15679




 John Carr wrote:

  omg it will :|  ? oh and im using vc++ 6 here :'(
 
  john
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Behalf Of Jeffrey
  botman Broome
  Sent: 21 October 2004 19:36
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] What MSVC version do you use/have?
 
 
  Ruari O'Sullivan wrote:
 
 VC++ 6.0 here, though if the whole SDK compiled for windows under gcc
 (say mingw) that'd be cool too.
 
 
  Heh-heh!  Yes, that would be cool wouldn't it?  ;)
 
  /me laughs at my own private joke
 
  --
  Jeffrey botman Broome
 
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Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts

2004-10-27 Thread Hasan Aljudy
yes, but gmail fails when people change one letter in the 'topic', I
mean, email subject.


On Wed, 27 Oct 2004 06:44:25 +0200, Florian Zschocke [EMAIL PROTECTED] wrote:
   Childe Roland wrote:
  He really needs GMail.  Who's with me?

 I'm not. I'm with him. Totally.

 Florian




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

2004-10-22 Thread Hasan Aljudy
VC 6 here ..


On Wed, 20 Oct 2004 19:34:26 -0700, Alfred Reynolds
[EMAIL PROTECTED] wrote:
 I just want to do a quick straw poll of how many people on this list
 DON'T have access to MSVC.NET or above for their MOD development (we
 hope to only release MSVC.NET project files with the SDK)?

 - Alfred

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