Re: [hlcoders] 1000+ are nice?

2002-04-23 Thread Josh Coyne

I think that was their 'streaming' software screwing up on you.

An ingenious way to bypass the strict memory limitations of the PS2 was to
chop up the city streets into blocks and only render the block you're in(and
maybe some neighboring blocks)

- Original Message -
From: "Nathan Taylor" <[EMAIL PROTECTED]>
To: "HLCoders" <[EMAIL PROTECTED]>
Sent: Tuesday, April 23, 2002 3:40 AM
Subject: Re: [hlcoders] 1000+ are nice?


--
[ Picked text/plain from multipart/alternative ]
One problem with LOD is that if you don't do it just perfect you get some
really nasty effects.  Take GTA3 for example.  Since the game contains so
many thousands of polys on the screen at once they created an LOD but the
problem is the LOD has difficult determining you distance, I was driving
down the road when the road literally disappeared because I "wasn't" close
enough to it. I personally don't know how hard it is to master, but Rockstar
is a very competent development team and they obviously had difficulty.

- Lakario

- Original Message -
From: Sebastian Steinlechner
Sent: Monday, April 22, 2002 2:52 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] 1000+ are nice?

> yeah i guess they are, but by the time CZ comes out Unreal2 with its
> 5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be
> out too...

Actually, you can't tell me there are really 100,000 polys on the screen.
But it looks like. I guess the biggest thing why the HL engine is outdated
is the fact that it does not support LOD. Take Serious Sam as an example.
There you can define that e.g. stairs automagically reduce their poly count
when you move away from them. You don't really notice it, and it saves a lot
of polygons. Same with models. Though you can implement a simple lod for
player models in HL (just as HolyWars did, IIRC).
And HL still supports full software rendering. You can image that eats a
hell lot of cpu time. Even if you are in hardware mode.

I might be wrong with that, but that's how I see it.

cya,
TheTinySteini

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Re: [hlcoders] Fun and games and amateur analysis of 1.1.0.9 update hardware survey results...

2002-04-25 Thread Josh Coyne

i remember coding on a 200 K6-2... fun.

- Original Message -
From: "Lord Booga" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, April 25, 2002 3:51 AM
Subject: Re: [hlcoders] Fun and games and amateur analysis of 1.1.0.9 update
hardware survey results...


700 mhz? You're lucky - i still use a 350mhz K6-2


Lord Booga

Coder/Modeller/Semi-Mapper for the Neo Pokémod
http://pokemod.fragoff.net
- Original Message -
From: "Chris Glein" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, April 25, 2002 6:22 PM
Subject: RE: [hlcoders] Fun and games and amateur analysis of 1.1.0.9 update
hardware survey results...


> Eek!
>
> A 700 MHz machine is what we're terming an "older box" now?  Makes my dev
> machine look ancient :(
>
> -PNB
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of Tim Holt
> Sent: Wednesday, April 24, 2002 11:12 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Fun and games and amateur analysis of 1.1.0.9
> update hardware survey results...
>
>
> > Thats good having an older box actually.  Sometimes I think one can fall
> > into the trap of developing (testing) on a "nice" box - and not really
> > know how it behaves on older boxes.
>
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[hlcoders] VGUI question

2002-04-26 Thread Josh Coyne

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Hey guys.

Is it possible to scale an image (pref TGA) in the VGUI? like if i want a certain 
texture to appear 2x size,or resize to another resolution, etc.

Regards,
Josh
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Re: [hlcoders] VGUI question

2002-04-26 Thread Josh Coyne

Okay, ill see what i can do.

Btw tell Ted i said hi(im programming for his little Mod :D)

- Original Message -
From: "Scott Velasquez" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, April 26, 2002 5:26 PM
Subject: RE: [hlcoders] VGUI question


VGUI doesn't natively support this, but you can add it yourself by
subclassing a VGUI image object and adding said functionality.

Scott Velasquez
Programmer
Gearbox Software (www.gearboxsoftware.com)
--
re·cur·sion n.: See Recursion.
--


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Josh Coyne
Sent: Friday, April 26, 2002 3:51 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] VGUI question


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

Is it possible to scale an image (pref TGA) in the VGUI? like if i want a
certain texture to appear 2x size,or resize to another resolution, etc.

Regards,
Josh
--

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Re: [hlcoders] VGUI question

2002-04-27 Thread Josh Coyne

Ahh, damn vgui.

You wouldnt happen to have any pointers on how to do this would ya?

- Original Message -
From: "Scott Velasquez" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, April 26, 2002 5:26 PM
Subject: RE: [hlcoders] VGUI question


VGUI doesn't natively support this, but you can add it yourself by
subclassing a VGUI image object and adding said functionality.

Scott Velasquez
Programmer
Gearbox Software (www.gearboxsoftware.com)
--
re·cur·sion n.: See Recursion.
--


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Josh Coyne
Sent: Friday, April 26, 2002 3:51 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] VGUI question


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

Is it possible to scale an image (pref TGA) in the VGUI? like if i want a
certain texture to appear 2x size,or resize to another resolution, etc.

Regards,
Josh
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Re: [hlcoders] weapon coding question

2002-04-27 Thread Josh Coyne

a good place to start(where i did anyway) is to just look at the CGlock
class and look in there

the HUD placement i believe is iItemSlot, and ItemInfo functions.

- Original Message -
From: "Lee Shaw" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, April 27, 2002 4:06 PM
Subject: [hlcoders] weapon coding question


> hey
> i've just started to learn weapon coding and i no that this is simple :\
but
> i just want to ask how do i add the weapon to the hud i've coded the
weapon
> and it works all fine but i don't no how to add it to the hud so the
player
> can pick it. if n e 1 could tell me how to do this or could tell me where
> there is a tut on it i'd b thankful
> cheers
> Raz
>
> _
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[hlcoders] Scope Sprites

2002-04-28 Thread Josh Coyne

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[ Picked text/plain from multipart/alternative ]
has anyone here had some experience with making a blackout portion on the HUD(using 
sprites) to simulate a scope, on a sniper rifle(or in my case a scoped revolver)?

I'm having a bit of trouble, as it doesnt seem the HL Hud can do basic sprite scaling 
:|
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Re: [hlcoders] Scope Sprites

2002-04-29 Thread Josh Coyne

hmm;

that may be a better solution. thx.

- Original Message -
From: "Sebastian Steinlechner" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 29, 2002 3:30 PM
Subject: Re: [hlcoders] Scope Sprites


> Yes, it does... here's how I did it, I'm calling this from
> HUD_DrawTransparentTriangles (well, not exactly this, it's somewhat
> different in Poke646, but the idea & maths is the same):
>
> --- snip ---
>
> #define SCOPE_DISTANCE 10
> #define M_PI   3.14159265358979323846
>
> extern vec3_t v_angles, v_origin;
>
> void CSniperScope::DrawScope( void )
> {
>  if( !fActive )
>   return;
>
>  cl_entity_t *player;
>
>  // make sure the player is up and running
>  player = gEngfuncs.GetLocalPlayer();
>  if ( !player )
>   return;
>
>  // load sniper scope sprite if necessary
>  if ( hsprSniperScope == 0 )
>  {
>   char sz[256];
>   sprintf( sz, "sprites/scopeborder.spr" );
>   hsprSniperScope = SPR_Load( sz );
>  }
>
>  vec3_t viewAngles, v_up, v_right, v_forward;
>
>  gEngfuncs.GetViewAngles( viewAngles );
>  AngleVectors( viewAngles, v_forward, v_right, v_up );
>
>  // the sprite's origin
>  vec3_t org = v_origin + v_forward * SCOPE_DISTANCE;
>
>  // adjust size to fov (simple triangular maths)
>  float fovadjust = tan( gHUD.m_iFOV / 360.0 * M_PI );
>  float size = (SCOPE_DISTANCE + 1.0) * fovadjust; // little bigger than
> necessary
>
>  // use this to overlap the triangles a bit
>  float pixel = size / 256.0;
>
>  float r, g, b, brightness;
>
>  r = g = b = brightness = 1.0;
>
>  vec3_t temporg;
>
>  // now set up triapi code
>  gEngfuncs.pTriAPI->RenderMode( kRenderTransTexture );
>  gEngfuncs.pTriAPI->CullFace( TRI_NONE );
>
>  for( int i = 0; i < 4; i++ )
>  {
>   if ( !gEngfuncs.pTriAPI->SpriteTexture( (struct model_s
> *)gEngfuncs.GetSpritePointer( hsprSniperScope ), i ))
>   {
>return;
>   }
>
>   gEngfuncs.pTriAPI->Color4f( r, g, b , brightness);
>   gEngfuncs.pTriAPI->Begin( TRI_QUADS );
>
>   gEngfuncs.pTriAPI->Brightness( 1 );
>   gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
>   switch( i )
>   {
>case 0: temporg = org + (v_right * -size); break;
>case 1: temporg = org; break;
>case 2: temporg = org + (v_right * -size) + (v_up * -size); break;
>case 3: temporg = org + (v_up * -size); break;
>   }
>   gEngfuncs.pTriAPI->Vertex3fv( temporg );
>
>   gEngfuncs.pTriAPI->Brightness( 1 );
>   gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
>   switch( i )
>   {
>case 0: temporg = org + (v_right * -size) + (v_up * size); break;
>case 1: temporg = org + (v_up * size); break;
>case 2: temporg = org + (v_right * -size) + (v_up * pixel); break;
>case 3: temporg = org; break;
>   }
>   gEngfuncs.pTriAPI->Vertex3fv( temporg );
>
>   gEngfuncs.pTriAPI->Brightness( 1 );
>   gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
>   switch( i )
>   {
>case 0: temporg = org + (v_up * size); break;
>case 1: temporg = org + (v_right * size) + (v_up * size); break;
>case 2: temporg = org; break;
>case 3: temporg = org + (v_right * size) + (v_up * pixel); break;
>   }
>   gEngfuncs.pTriAPI->Vertex3fv( temporg );
>
>   gEngfuncs.pTriAPI->Brightness( 1 );
>   gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
>   switch( i )
>   {
>case 0: temporg = org; break;
>case 1: temporg = org + (v_right * size); break;
>case 2: temporg = org + (v_up * -size); break;
>case 3: temporg = org + (v_right * size) + (v_up * -size); break;
>   }
>   gEngfuncs.pTriAPI->Vertex3fv( temporg );
>
>   gEngfuncs.pTriAPI->End();
>  }
>
> }
>
> -- snap --
>
> cya,
> TheTinySteini
>
>
> - Original Message -
> From: "Cortex" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Monday, April 29, 2002 7:56 PM
> Subject: Re: [hlcoders] Scope Sprites
>
>
> I don't understand how you got it to work using TriApi ! How did you get
the
> coordinate of the polys you had to display ? It has to depend from the
view
> angles, don't they ?
>
>
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Re: [hlcoders] Hunted gameplay?

2002-05-01 Thread Josh Coyne

This is a multi-part message in MIME format.
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This should help.

Please note that Ive been working on it the past 2-3 days, so it still may
have a bug or two; however I comment my code so hopefully you can understand
most of it. :)
The bulk of the round timer code is in CWastesLMS::Think, with other various
member functions timing to it.

- Original Message -
From: "Cale Dunlap" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, May 01, 2002 3:34 AM
Subject: [hlcoders] Hunted gameplay?


> I want to get a 'Hunted' gameplay type mode for my mod. I tried using a
> round based system thats heavily modified, but its just far too difficult
> for me to convert. Does anybody know of any tutorials or sites that could
> help with this? I just need two teams, one team being limited to one
person
> who is the 'hunted'. When that player dies, a new 'hunted' is chosen, and
> that old 'hunted' person, switches to the other team, the 'hunters' where
> the rest of the players in the server are held. Any ideas? Tutorials?
Sites?
> ANYTHING?! Thanx!
>
> -Mazor
>
> _
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Re: [hlcoders] Hunted gameplay?

2002-05-01 Thread Josh Coyne

lol; i see

thanks for the tip, ill just paste the code here

It's a mere 199 lines, which while its very basic, should at least show you
the basics of this stuff... I do have some "debug" messages in there to show
when a round starts and ends
Again, i wrote this over yesterday and today, so it probably has som
underlying bugs; but the "logic" of LMS is here.

/***
*
* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software,
Inc.
* All Rights Reserved.
*
***/
//
// lastmanstanding_gamerules.cpp
//
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include"shake.h"
#include "player.h"
#include "weapons.h"
#include "gamerules.h"

#include "skill.h"
#include "game.h"
#include "items.h"
#include "voice_gamemgr.h"
#include"thewastes.h"

extern int gmsgScoreInfo;

extern void respawn(entvars_t *pev, BOOL fCopyCorpse);

CWastesLMS::CWastesLMS() : CHalfLifeMultiplay()
{
 m_bRoundInProgress = FALSE;
 m_flRestartTime= gpGlobals->time + 20; // start 20 seconds from now.
 m_flRoundDelay = 0;
}

int CWastesLMS::GetActivePlayers()
{
 int iRet = 0;
 for(int i = 0;i < gpGlobals->maxClients;i++)
 {
  CBasePlayer *pPlayer = (CBasePlayer*)UTIL_PlayerByIndex(i);
  if(pPlayer != NULL && pPlayer->m_bInGame)
   iRet++;
 }
 return iRet;
}

void CWastesLMS::Think()
{
 // Game Timer, check it
 if(m_flRestartTime  && gpGlobals->time >= (m_flRestartTime))
 {
  m_flRestartTime = 0;

  // Round in progress
  if(m_bRoundInProgress)
  {
   int iPlayersLeft = GetActivePlayers();

   // Should round be over?
   if(iPlayersLeft < 2)
   {
// Go through active players list, find the one left alive.
if(iPlayersLeft > 0)
{
 for(int i = 0;i < gpGlobals->maxClients;i++)
 {
  CBasePlayer *pPlayer = (CBasePlayer*)UTIL_PlayerByIndex(i);

  if(pPlayer != NULL && pPlayer->m_bInGame)
  {
   pPlayer->pev->frags   += pPlayer->m_iTempFrags;
   pPlayer->m_iTempFrags = 0;

   // update the scores
   MESSAGE_BEGIN( MSG_ALL, gmsgScoreInfo );
WRITE_BYTE( ENTINDEX(pPlayer->edict()) );
WRITE_SHORT( pPlayer->pev->frags );
WRITE_SHORT( pPlayer->m_iDeaths );
WRITE_SHORT( 0 );
WRITE_SHORT( GetTeamIndex( pPlayer->m_szTeamName ) + 1 );
   MESSAGE_END();

   break; // No more looping
  }
 }

 UTIL_SayTextAll("ROUND OVER, HERE IS YOUR MONEY
KTHX",UTIL_FindEntityByClassname(NULL,"player"));
}
else
 UTIL_SayTextAll("NO ONE ALIVE
WTS",UTIL_FindEntityByClassname(NULL,"observer"));

StartRound();
   }
  }
  // No one is playing D:
  else if(!m_bRoundInProgress)
  {
   // See if there are enough people
   if(GetActivePlayers() > 1)
   {
StartRound();
UTIL_SayTextAll("HERE IS THE
GAME",UTIL_FindEntityByClassname(NULL,"player"));
   }
   else
m_flRestartTime = gpGlobals->time + 20; // Check again in 20 seconds.
  }
  // Worse case scenario, check again in 5 seconds
  else
   m_flRestartTime = gpGlobals->time + 5;
 }

 CHalfLifeMultiplay::Think();
}

void CWastesLMS::ClientDisconnected(edict_t *pClient)
{
 CBasePlayer *pPlayer = (CBasePlayer*)CBasePlayer::Instance(pClient);
 if(pPlayer != NULL)
  pPlayer->m_bInGame = FALSE;

 // check in 5 seconds
 if(m_bRoundInProgress)
  m_flRestartTime = gpGlobals->time + 5;

 CHalfLifeMultiplay::ClientDisconnected(pClient);
}

BOOL CWastesLMS::ClientConnected( edict_t *pEntity, const char *pszName,
const char *pszAddress, char szRejectReason[ 128 ] )
{
 return
CHalfLifeMultiplay::ClientConnected(pEntity,pszName,pszAddress,szRejectReaso
n);
}

BOOL CWastesLMS::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity
*pAttacker )
{
 if(m_bRoundInProgress && gpGlobals->time >= m_flRoundDelay)
  return CHalfLifeMultiplay::FPlayerCanTakeDamage(pPlayer,pAttacker);
 return FALSE;
}

void CWastesLMS::PlayerSpawn(CBasePlayer *pPlayer)
{
 if(!ShouldSpectate())
 {
  pPlayer->m_bInGame = TRUE;
  CHalfLifeMultiplay::PlayerSpawn(pPlayer);
  SetSpectator(pPlayer,FALSE);
 }
 else
  SetSpectator(pPlayer,TRUE);
}

void CWastesLMS::PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller,
entvars_t *pInflictor)
{
 if(m_bRoundInProgress)
  pVictim->m_bInGame = FALSE;
 CHalfLifeMultiplay::PlayerKilled(pVictim,pKiller,pInflictor);

 // In 5 seconds see if there is anyone left.
 m_flRestartTime = gpGlobals->time + 5;
}

BOOL CWastesLMS::ShouldSpectate()
{
 if(m_bRoundInProgress)
  return TRUE;
 return FALSE;
}

void CWastesLMS::EndMultiplayerGame()
{
 CHalfLifeMultiplay::EndMultiplayerGame();
}

void CWastesLMS::StartRound()
{
 m_bRoundInProgress = FALSE;

 // Go through each player, let them respawn,
 // And start the round! :D
 for(int i = 0;i < gpGlobals->maxClients;i++)
 {
  CBasePlayer *pEnt = (CBasePlayer*)UTIL_PlayerByIndex(i);
  if(pEnt == NULL || !pEnt->IsPlayer())
   continue;

  pEnt->RemoveAllItems();
  respawn(pEnt->pev,FALSE);
 }

 m_flRoundDelay = gpG

[hlcoders] Spectator VGUI (Observer)

2002-05-01 Thread Josh Coyne

This is a multi-part message in MIME format.
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[ Picked text/plain from multipart/alternative ]
Hey, Are there any guides on the web(or just general info here) about setting up a 
chasecam similar to well... almost every round based mod(CStrike,AHL,DoD,etc)

Our mod has Last Man Standing, and I have the basics worked out so we have spectators 
and such; however im afraid our spectators dont have a good VGUI hud yet( and an 
interface to the chasecam and such). If you guys have any info on that, that would be 
duly appreciated

Regards,
Josh

--

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Re: [hlcoders] Spectator VGUI (Observer)

2002-05-02 Thread Josh Coyne

thanks!(both of ya)

- Original Message -
From: "Philip (Fiber)" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, May 02, 2002 3:47 AM
Subject: RE: [hlcoders] Spectator VGUI (Observer)


> Actually, HLPP is back online at telefragged. So you can actually get
> the tutorial at http://hlpp.telefragged.com/tuts/spectator.htm
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of Varlock
> Sent: Thursday, May 02, 2002 7:12 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Spectator VGUI (Observer)
>
> http://web1.archive.org/web/20011123024534/http://hlpp.valveworld.com/tu
> ts/s
> pectator.htm
>
> - Trevor
>
> - Original Message -
> From: "Josh Coyne" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, May 01, 2002 6:59 PM
> Subject: [hlcoders] Spectator VGUI (Observer)
>
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hey, Are there any guides on the web(or just general info here) about
> setting up a chasecam similar to well... almost every round based
> mod(CStrike,AHL,DoD,etc)
>
> Our mod has Last Man Standing, and I have the basics worked out so we
> have
> spectators and such; however im afraid our spectators dont have a good
> VGUI
> hud yet( and an interface to the chasecam and such). If you guys have
> any
> info on that, that would be duly appreciated
>
> Regards,
> Josh
>
> --
>
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[hlcoders] 3 round burst bug

2002-05-02 Thread Josh Coyne

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey guys, one our weapons, the SMG9, has a 3 round burst toggle mode;

for the most part it works perfectly in no lag and even 'low' lag situations, up to 
about 200ms or so.

but once you go past 200ms, the gun starts shooting extra bullets. its kind of weird; 
and im pretty much clueless on how to stop it.

Now i made some support functions a while ago (PackWeapon and UnpackWeapon) to 
transfer data from the server to the client for prediction, and i properly send the 
m_iAllowFire, and m_iBulletCount variables for the prediciton, and it works lovely.

 Can anyone offer hints on making sure the client will only fire 3 times ?
--

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Re: [hlcoders] Crashing Me...why?

2002-05-04 Thread Josh Coyne

hmm, test for a null pointer?

if(hpll_info != NULL)
ConsolePrint(hppl_info->name);
else
ConsolePrint("Null Pointer");

or something similar . :)

- Original Message -
From: "Nate Lovallo" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, May 03, 2002 10:18 PM
Subject: [hlcoders] Crashing Me...why?


> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Heres the scoop
>
>  hud_player_info_t *hpll_info;
>  hpll_info = &g_PlayerInfoList[m_nPlayerIndex];
>  ConsolePrint(hpll_info->name);
>
> Being ran in
> int CStudioModelRenderer::StudioDrawPlayer( int flags, entity_state_t
*pplayer )
>
> StudioModelRenderer.cpp
>
> Compiles fine, crashes w/ no error straight to desktop.
>
> Thx
> Inbeastic
> --
>
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Re: [hlcoders] string to #define

2002-05-06 Thread Josh Coyne

hmm

a possible idea could be a string table maybe

an array of string/code structs, like

typedef struct
{
char cStringId[256];
int iId;
}weaponchar_id_t;

then you could perhaps have like

weaponchar_id_t WeaponCodes[] = {
{ "WEAPON_GARAND",2 },
{ "WEAPON_1911", 1},
NULL,
// etc
};

then have a support function or two to grab the string/int and compare in
this array
this could be more work, who knows, but here it looks a bit easier to just
reference similar items in an array

- Original Message -
From: "Dynerman David M" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, May 06, 2002 11:10 PM
Subject: RE: [hlcoders] string to #define


> Well they say when you're not sure try..so I did and Leon's right (at
> least with VC++)
>
> I'm not sure where I saw/read that it would scan quotes, but the define
> didn't work for me (it would just print out WEAPON_GARAND instead of 2)
>
> Looks like we're stuck defining string literals or numbers, but not
> mixing & matching.
>
> david
>
> -Original Message-
> From: Leon Hartwig [mailto:[EMAIL PROTECTED]]
> Sent: Monday, May 06, 2002 9:50 PM
> To: '[EMAIL PROTECTED]'
> Subject: RE: [hlcoders] string to #define
>
> I'm sure it depends on which preprocessor is being used, but I doubt
> most
> modern ones do this.
>
>
> > -Original Message-
> > From: Dynerman David M [mailto:[EMAIL PROTECTED]]
> > Sent: Monday, May 06, 2002 7:35 PM
> > To: [EMAIL PROTECTED]
> > Subject: RE: [hlcoders] string to #define
> >
> >
> > The pre-processors scan through source files replacing the define with
> > the value.
> >
> > I'm not 100% sure, but about 95% that it looks in strings as well, so
> >
> > someFuncThatTakesAString("WEAPON_GARAND");
> >
> > will get changed to
> >
> > someFuncThatTakesAString("2"); //constant string 2\0
> >
> > before its compiled.
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Re: [hlcoders] string to #define

2002-05-06 Thread Josh Coyne

macros dont work in string blocks, at least not in MSVC

- Original Message -
From: "Dynerman David M" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, May 06, 2002 11:20 PM
Subject: RE: [hlcoders] string to #define


> That wasn't the question Marcelo, what I thought (and was wrong) was
> that the pre-processor would search inside "" for the #defines, so in
> your case if I was right it would try to index array["2"], which
> obviously wouldn't work.
>
> david
>
> -Original Message-
> From: Marcelo de Paula Bezerra [mailto:[EMAIL PROTECTED]]
> Sent: Monday, May 06, 2002 10:18 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] string to #define
>
> I believe it won't work.
>
> This works about the same as #define WEAPON_GARAND 2,
> you can't  do things like
> array["WEAPON_GARAND"].
>
> Unfortunataly, the long if else block looks like the way to go.
>
> On Mon, 2002-05-06 at 23:20, Mugsy _ wrote:
> >
> > It doesnt have to be a define, it can be an enumerated variable. (
> since
> > #define names would probably be tossed in a compiled version )
> >
> > enum
> > {
> >WEAPON_GARAND = 2
> > };
> >
> > >From: "Mugsy _" <[EMAIL PROTECTED]>
> > >Reply-To: [EMAIL PROTECTED]
> > >To: [EMAIL PROTECTED]
> > >Subject: [hlcoders] string to #define
> > >Date: Mon, 06 May 2002 19:17:02 -0700
> > >
> > >This is more general C++, but its for a HL mod so..
> > >
> > >If I have a string, is there a way to convert it to integer with a
> > >previously enumerated value?
> > >
> > >eg,
> > >#define WEAPON_GARAND 2
> > >
> > >then if I read in a string, and it happens to be "WEAPON_GARAND" can
> I know
> > >that that symbol is defined as 2? Obviously without doing an enormous
> > >if/else strcmp block..
> > >
> > >Mugsy
> > >Day of Defeat mod
> > >
> > >_
> > >Get your FREE download of MSN Explorer at
> http://explorer.msn.com/intl.asp.
> > >
> > >___
> > >To unsubscribe, edit your list preferences, or view the list
> archives,
> > >please visit:
> > >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> >
> >
> > _
> > Chat with friends online, try MSN Messenger: http://messenger.msn.com
> >
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> please visit:
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> >
>
>
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Re: [hlcoders] string to #define

2002-05-06 Thread Josh Coyne

well with the string array you could just do like

char *cGetStringForId(int iId)
{
weaponchar_id_t *comp_block;
int num = 0;

while((comp_block = WeaponCodes[num++]) != NULL)
{
if(comp_block->iId == iId)
return comp_block->cStringId;
}
return NULL;// or return "" or whatever u want
}

should give you an idea of what i mean by a list array

- Original Message -
From: "Mugsy _" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, May 06, 2002 11:40 PM
Subject: Re: [hlcoders] string to #define


>
> Yeah I thought about that but I think it ends up with a lot of string
> compares. The particular method I am thinking of ( I might be remembering
> some magical C++ dream I had ) acutally involved converting a string into
a
> variable name directly.
>
> But I'm most likely on crack.
>
>
>
> >From: "Josh Coyne" <[EMAIL PROTECTED]>
> >Reply-To: [EMAIL PROTECTED]
> >To: <[EMAIL PROTECTED]>
> >Subject: Re: [hlcoders] string to #define
> >Date: Mon, 6 May 2002 23:25:33 -0400
> >
> >hmm
> >
> >a possible idea could be a string table maybe
> >
> >an array of string/code structs, like
> >
> >typedef struct
> >{
> > char cStringId[256];
> > int iId;
> >}weaponchar_id_t;
> >
> >then you could perhaps have like
> >
> >weaponchar_id_t WeaponCodes[] = {
> > { "WEAPON_GARAND",2 },
> > { "WEAPON_1911", 1},
> > NULL,
> > // etc
> >};
> >
> >then have a support function or two to grab the string/int and compare in
> >this array
> >this could be more work, who knows, but here it looks a bit easier to
just
> >reference similar items in an array
> >
> >- Original Message -
> >From: "Dynerman David M" <[EMAIL PROTECTED]>
> >To: <[EMAIL PROTECTED]>
> >Sent: Monday, May 06, 2002 11:10 PM
> >Subject: RE: [hlcoders] string to #define
> >
> >
> > > Well they say when you're not sure try..so I did and Leon's right (at
> > > least with VC++)
> > >
> > > I'm not sure where I saw/read that it would scan quotes, but the
define
> > > didn't work for me (it would just print out WEAPON_GARAND instead of
2)
> > >
> > > Looks like we're stuck defining string literals or numbers, but not
> > > mixing & matching.
> > >
> > > david
> > >
> > > -Original Message-
> > > From: Leon Hartwig [mailto:[EMAIL PROTECTED]]
> > > Sent: Monday, May 06, 2002 9:50 PM
> > > To: '[EMAIL PROTECTED]'
> > > Subject: RE: [hlcoders] string to #define
> > >
> > > I'm sure it depends on which preprocessor is being used, but I doubt
> > > most
> > > modern ones do this.
> > >
> > >
> > > > -Original Message-
> > > > From: Dynerman David M [mailto:[EMAIL PROTECTED]]
> > > > Sent: Monday, May 06, 2002 7:35 PM
> > > > To: [EMAIL PROTECTED]
> > > > Subject: RE: [hlcoders] string to #define
> > > >
> > > >
> > > > The pre-processors scan through source files replacing the define
with
> > > > the value.
> > > >
> > > > I'm not 100% sure, but about 95% that it looks in strings as well,
so
> > > >
> > > > someFuncThatTakesAString("WEAPON_GARAND");
> > > >
> > > > will get changed to
> > > >
> > > > someFuncThatTakesAString("2"); //constant string 2\0
> > > >
> > > > before its compiled.
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
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> >please visit:
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> > >
> >
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>
>
> _
> Get your FREE download of MSN Explorer at
http://explorer.msn.com/intl.asp.
>
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Re: [hlcoders] string to #define

2002-05-06 Thread Josh Coyne

okay then

int iGetIdForString(char *cmp_string)
{
weaponchar_id_t *comp_block;
int num = 0;

while((comp_block = WeaponCodes[num++]) != NULL)
{
if(strcmp(cmp_string,comp_block->cStringId) == 0)
return comp_block->iId;
}
return -1;
}

that should do it...

- Original Message -
From: "Mugsy _" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, May 06, 2002 11:54 PM
Subject: Re: [hlcoders] string to #define


> I need to go the other way, from string to int.
>
>
> >From: "Josh Coyne" <[EMAIL PROTECTED]>
> >Reply-To: [EMAIL PROTECTED]
> >To: <[EMAIL PROTECTED]>
> >Subject: Re: [hlcoders] string to #define
> >Date: Mon, 6 May 2002 23:52:26 -0400
> >
> >well with the string array you could just do like
> >
> >char *cGetStringForId(int iId)
> >{
> > weaponchar_id_t *comp_block;
> > int num = 0;
> >
> > while((comp_block = WeaponCodes[num++]) != NULL)
> > {
> > if(comp_block->iId == iId)
> > return comp_block->cStringId;
> > }
> > return NULL;// or return "" or whatever u want
> >}
> >
> >should give you an idea of what i mean by a list array
> >
> >- Original Message -
> >From: "Mugsy _" <[EMAIL PROTECTED]>
> >To: <[EMAIL PROTECTED]>
> >Sent: Monday, May 06, 2002 11:40 PM
> >Subject: Re: [hlcoders] string to #define
> >
> >
> > >
> > > Yeah I thought about that but I think it ends up with a lot of string
> > > compares. The particular method I am thinking of ( I might be
> >remembering
> > > some magical C++ dream I had ) acutally involved converting a string
> >into
> >a
> > > variable name directly.
> > >
> > > But I'm most likely on crack.
> > >
> > >
> > >
> > > >From: "Josh Coyne" <[EMAIL PROTECTED]>
> > > >Reply-To: [EMAIL PROTECTED]
> > > >To: <[EMAIL PROTECTED]>
> > > >Subject: Re: [hlcoders] string to #define
> > > >Date: Mon, 6 May 2002 23:25:33 -0400
> > > >
> > > >hmm
> > > >
> > > >a possible idea could be a string table maybe
> > > >
> > > >an array of string/code structs, like
> > > >
> > > >typedef struct
> > > >{
> > > > char cStringId[256];
> > > > int iId;
> > > >}weaponchar_id_t;
> > > >
> > > >then you could perhaps have like
> > > >
> > > >weaponchar_id_t WeaponCodes[] = {
> > > > { "WEAPON_GARAND",2 },
> > > > { "WEAPON_1911", 1},
> > > > NULL,
> > > > // etc
> > > >};
> > > >
> > > >then have a support function or two to grab the string/int and
compare
> >in
> > > >this array
> > > >this could be more work, who knows, but here it looks a bit easier to
> >just
> > > >reference similar items in an array
> > > >
> > > >- Original Message -
> > > >From: "Dynerman David M" <[EMAIL PROTECTED]>
> > > >To: <[EMAIL PROTECTED]>
> > > >Sent: Monday, May 06, 2002 11:10 PM
> > > >Subject: RE: [hlcoders] string to #define
> > > >
> > > >
> > > > > Well they say when you're not sure try..so I did and Leon's right
> >(at
> > > > > least with VC++)
> > > > >
> > > > > I'm not sure where I saw/read that it would scan quotes, but the
> >define
> > > > > didn't work for me (it would just print out WEAPON_GARAND instead
of
> >2)
> > > > >
> > > > > Looks like we're stuck defining string literals or numbers, but
not
> > > > > mixing & matching.
> > > > >
> > > > > david
> > > > >
> > > > > -Original Message-
> > > > > From: Leon Hartwig [mailto:[EMAIL PROTECTED]]
> > > > > Sent: Monday, May 06, 2002 9:50 PM
> > > > > To: '[EMAIL PROTECTED]'
> > > > > Subject: RE: [hlcoders] string to #define
> > > > >
> > > > > I'm sure it depends on which preprocessor is being used, but I
doubt
> > > > > most
> > > > > modern ones do this.
> > > > >
> > > > >
> >

Re: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Josh Coyne

:X

- Original Message -
From: "Tom" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, May 13, 2002 2:51 AM
Subject: Re: [hlcoders] Re: triApi speed problems


> is it supost to use 3GB or are you just a sloppy programmer :)
>
>
> - Original Message -
> From: "David Flor" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Monday, May 13, 2002 6:13 AM
> Subject: RE: [hlcoders] Re: triApi speed problems
>
>
> > Because he CAN!
> >
> > I have 1Gb on one machine, w/ 768Mb on my secondary. Trust me, it's real
> > comforting to know that memory won't be an issue.
> >
> > And I have written heavily database intensive applications that use
> > every bit of those 4Gb (well, 3Gb, if you want to get technical...).
> >
> > Tnx & Rgds...
> > David Flor
> > Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED]] On Behalf Of Roachfood -
> > the-coming.com
> > Sent: Sunday, May 12, 2002 11:25 PM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [hlcoders] Re: triApi speed problems
> >
> >
> > what in God's name do you need 4 gig of ram for besides some sort of
> > bragging rights?  Geezus I have 512 and i never use more than
> > 300.
> > =)
> >
> > You win the ram contest...
> >
> > Roachie
> > - Original Message -
> > From: "Kuja" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Sunday, May 12, 2002 7:23 PM
> > Subject: RE: [hlcoders] Re: triApi speed problems
> >
> >
> > > Send it here also, I have a really awesome computer that should be
> > > able to handle anything
> > >
> > > Specs: 1.5ghz athlon tb, 4 gigs of ram, ATI Radeon 8500.
> > >
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED]]On Behalf Of Chris Foss
> > > Sent: Sunday, May 12, 2002 8:12 PM
> > > To: [EMAIL PROTECTED]
> > > Subject: Re: [hlcoders] Re: triApi speed problems
> > >
> > >
> > >
> > > From: "Chris 'Tal-N' Blane" <[EMAIL PROTECTED]>
> > > > Ask Rain, i was only have old source before this was developed. I
> > > > can
> > send
> > > > the testmod folder but i don't think that the list allows for
> > attatchments
> > > > no matter how small.
> > >
> > > Well, send it here, I'll test it on my box...
> > >
> > > specs:
> > > K6-2 350, voodoo3, 320mb ram
> > >
> > > I'll see if it's hardware dependant.
> > >
> > > E-Mail: [EMAIL PROTECTED]
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> >
> > > please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > > ___
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> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
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> >
> >
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Re: [hlcoders] modifying usercmd_s

2002-05-13 Thread Josh Coyne

plus type-casts wont just make new values appear; generally its just moving
the value from one storage size to another.

- Original Message -
From: "David Flor" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, May 13, 2002 11:10 AM
Subject: RE: [hlcoders] modifying usercmd_s


> What he means is increasing the storage size so that it can be passed
> allong client to server without any difficulty.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of Mazor
> Sent: Monday, May 13, 2002 3:54 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] modifying usercmd_s
>
>
> Not sure if this would work, but what about a type-cast?
>
> Example:
> int iValue = (int)usValue;
>
> -Mazor
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of Daniel
> Koppes
> Sent: Monday, May 13, 2002 2:47 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] modifying usercmd_s
>
>
> Um. Did you ever think to just TRY it?
>
> Would be a better answer than you'd get from here :)
>
>
> - Original Message -
> From: "Jeff Fearn" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Monday, May 13, 2002 6:32 PM
> Subject: [hlcoders] modifying usercmd_s
>
>
> > I was wondering if it would be possible to increase the size of
> > buttons in usercmd_t, from an unsigned short to an int?
> >
> > I believe I can't do it as it is part of the engine :{
> >
> > If this is the case is there any chance of getting the SDK updated at
> > some stage?
> >
> > I want to add some melee attacks, and maybe make grenades off hand,
> > and using pev->button seems the obvious way to do it. Now pev->button
> > is an
> int,
> > so it seems only usercmd_t sould need to be updated.
> >
> > I know I could do this with messages, but it seems to me that this
> > would
> be
> > a cheaper (bandwith), and more logical, method. After all, it would
> > keep
> all
> > the different buttons in the one spot :}
> >
> > Jeff
> >
> > _
> > Chat with friends online, try MSN Messenger: http://messenger.msn.com
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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> >
> >
>
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Re: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Josh Coyne

D:

nastey

- Original Message -
From: "David Flor" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, May 13, 2002 11:09 AM
Subject: RE: [hlcoders] Re: triApi speed problems


> Generally, if I remember correctly, under a standard Win2K installation,
> the applications take 2Gb and the "system" takes the rest. In Win2K
> ADVANCED SERVER, there's a way to get 3Gb for the app and 1Gb for the
> "system".
>
> Using different APIs provided in Windows, it is possible to have an
> application use more than that, but it's not pretty...
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of JR
> Sent: Monday, May 13, 2002 2:04 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Re: triApi speed problems
>
>
> Maybe Windows takes up the other Gb? :)
>
> - Original Message -
> From: "Tom" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, May 12, 2002 11:51 PM
> Subject: Re: [hlcoders] Re: triApi speed problems
>
>
> > is it supost to use 3GB or are you just a sloppy programmer :)
> >
> >
> > - Original Message -
> > From: "David Flor" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Monday, May 13, 2002 6:13 AM
> > Subject: RE: [hlcoders] Re: triApi speed problems
> >
> >
> > > Because he CAN!
> > >
> > > I have 1Gb on one machine, w/ 768Mb on my secondary. Trust me, it's
> > > real comforting to know that memory won't be an issue.
> > >
> > > And I have written heavily database intensive applications that use
> > > every bit of those 4Gb (well, 3Gb, if you want to get technical...).
> > >
> > > Tnx & Rgds...
> > > David Flor
> > > Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED]] On Behalf Of
> > > Roachfood - the-coming.com
> > > Sent: Sunday, May 12, 2002 11:25 PM
> > > To: [EMAIL PROTECTED]
> > > Subject: Re: [hlcoders] Re: triApi speed problems
> > >
> > >
> > > what in God's name do you need 4 gig of ram for besides some sort of
>
> > > bragging rights?  Geezus I have 512 and i never use more than
> > > 300.
> > > =)
> > >
> > > You win the ram contest...
> > >
> > > Roachie
> > > - Original Message -
> > > From: "Kuja" <[EMAIL PROTECTED]>
> > > To: <[EMAIL PROTECTED]>
> > > Sent: Sunday, May 12, 2002 7:23 PM
> > > Subject: RE: [hlcoders] Re: triApi speed problems
> > >
> > >
> > > > Send it here also, I have a really awesome computer that should be
>
> > > > able to handle anything
> > > >
> > > > Specs: 1.5ghz athlon tb, 4 gigs of ram, ATI Radeon 8500.
> > > >
> > > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED]]On Behalf Of Chris
> > > > Foss
> > > > Sent: Sunday, May 12, 2002 8:12 PM
> > > > To: [EMAIL PROTECTED]
> > > > Subject: Re: [hlcoders] Re: triApi speed problems
> > > >
> > > >
> > > >
> > > > From: "Chris 'Tal-N' Blane" <[EMAIL PROTECTED]>
> > > > > Ask Rain, i was only have old source before this was developed.
> > > > > I can
> > > send
> > > > > the testmod folder but i don't think that the list allows for
> > > attatchments
> > > > > no matter how small.
> > > >
> > > > Well, send it here, I'll test it on my box...
> > > >
> > > > specs:
> > > > K6-2 350, voodoo3, 320mb ram
> > > >
> > > > I'll see if it's hardware dependant.
> > > >
> > > > E-Mail: [EMAIL PROTECTED]
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives,
> > >
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives,
> > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> >
> > ___
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> >
> >
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Re: [hlcoders] Newb questions

2002-05-14 Thread Josh Coyne

i think u have to include "stdafx.h" maybe

I got that error when i did that in Win32 coding and putting that first
thing fixed it.
- Original Message -
From: "Big Ogre" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, May 14, 2002 4:29 PM
Subject: [hlcoders] Newb questions


Hi, newb HL programmer here. Also new to the VC++ IDE.
S, cut to the chase:

A) This sorta kinda relates to HL programming, because i get it sometimes
while playing with the HL SDK (however, i was recently newbishly playing the
windows SDK, and was getting the same error).  I've added/removed headers to
fit my needs and get:

fatal error C1010: unexpected end of file while looking for precompiled
header directive

this happens once, and then i can no longer compile the code, even after
immediately undoing the change i just made. I pretty much have to start over
_from_scratch_. wtf?

B) Since question A really isnt a HL Coders question, could someone point me
to a respectable VC++ coding list?

Thanks in advance, and if you wish to flame me please do it directly,
instead of via the list. :P

-afflicted
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Re: [hlcoders] Quiet List

2002-05-28 Thread Josh Coyne

or graduation in my case

- Original Message -
From: "Kuja" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, May 28, 2002 4:52 PM
Subject: RE: [hlcoders] Quiet List


> Finals week for highschoolers...
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of Derek Lau
> Sent: Tuesday, May 28, 2002 5:12 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Quiet List
>
>
>
>
> Dormant..
> >From: "Nathan Taylor" <[EMAIL PROTECTED]>
> >Reply-To: [EMAIL PROTECTED]
> >To: "HLCoders" <[EMAIL PROTECTED]>
> >Subject: [hlcoders] Quiet List
> >Date: Tue, 28 May 2002 04:24:40 -0400
> >
> >--
> >[ Picked text/plain from multipart/alternative ]
> >Is it just that I haven't been getting mail or has the list been
basically
> >dormant for the last several days?
> >
> >
> >Lakario
> >ModDev.netGet more from the Web.  FREE MSN Explorer download :
> >http://explorer.msn.com
> >___
> >To unsubscribe, edit your list preferences, or view the list archives,
> >please visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
>
>
> _
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>
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Re: [hlcoders] Player physics

2002-06-11 Thread Josh Coyne

turning and acceleration are somewhat different; acceleration in HL is
generally when you move forward slowly then of course build up speed... if
you mean that then you need to look around in the pm_shared.c file, and i
believe from there PM_PlayerMove

- Original Message -
From: "Georges Giroux" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, June 11, 2002 8:09 PM
Subject: [hlcoders] Player physics


> Hey guys,
>
> Does anyone have an idea how I would make a player turn on a dime?
> I don't want there to be any acceleration, I just want the player to
> instantly
> move in the direction he's facing... anyone have any ideas?
>
> Georges
>
> --
> Project Lead/Coder
> Gladiator mod
> [EMAIL PROTECTED]
> ICQ: 11425443
> http://gladiator.lan-gaming.com
>
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[hlcoders] The HUD Owns me

2002-06-23 Thread Josh Coyne

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Thats right. second time i tinker with the HUD and it doesnt like me being here.

This time im trying to tile a scanline sprite across the screen for our mod's Thermal 
vision. the scanline sprite is 256^2 but it only shows up as 20^2 in the HUD?

Here is the scanline.cpp file in case anyone knows what is going on :(

#include "STDIO.H"
#include "STDLIB.H"
#include "MATH.H"

#include "hud.h"
#include "cl_util.h"
#include "parsemsg.h"
#include 

int CHudScanlines::Init()
{
 m_iFlags |= HUD_ACTIVE;
 gHUD.AddHudElem(this);
 return 1;
}

int CHudScanlines::VidInit()
{
 m_hScanlines = SPR_Load("sprites/scanlines.spr");
 return 1;
}

int CHudScanlines::Draw(float fTime)
{
 int r,g,b,a;
 wrect_t rect;
 int iScanWidth,iScanHeight;
 int x,y;

 UnpackRGB(r,g,b,RGB_REDISH);
 a = 128;
 ScaleColors(r,g,b,a);

 rect= gHUD.GetSpriteRect(m_hScanlines);
 iScanWidth  = rect.right - rect.left;
 iScanHeight = rect.bottom - rect.top;

 SPR_Set(m_hScanlines, r, g, b);

 x = y = 128;
 SPR_DrawAdditive(0,x,y,&rect);

 char szPrint[10];
 sprintf(szPrint,"Width: %i",iScanWidth);
 gEngfuncs.pfnCenterPrint(szPrint);

 return 1;
}

void CHudScanlines::Reset()
{
}

Right now im just drawing on sprite but its only showing up at 20^2. If anyone knows 
how to solve this i will be happy happy happy :)

Regards,
Josh
--

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Re: [hlcoders] The HUD Owns me

2002-06-23 Thread Josh Coyne

Do i need to? i referenced the sprite directly

- Original Message -
From: "Sebastian Steinlechner" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, June 23, 2002 2:53 PM
Subject: Re: [hlcoders] The HUD Owns me


> > This time im trying to tile a scanline sprite across the screen for our
> mod's Thermal vision. the scanline sprite is 256^2 but it only shows up as
> 20^2 in the HUD?
>
> You did add the sprite to your hud.txt, didn't you?
>
> ---
> Sebastian Steinlechner
>
> ___
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Re: [hlcoders] The HUD Owns me

2002-06-23 Thread Josh Coyne

nevermind..

allright i did it the hud.txt way and it worked. i think i fudged the
GetSpriteRect  but it works now :X

- Original Message -
From: "Josh Coyne" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, June 23, 2002 3:12 PM
Subject: Re: [hlcoders] The HUD Owns me


> Do i need to? i referenced the sprite directly
>
> - Original Message -
> From: "Sebastian Steinlechner" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, June 23, 2002 2:53 PM
> Subject: Re: [hlcoders] The HUD Owns me
>
>
> > > This time im trying to tile a scanline sprite across the screen for
our
> > mod's Thermal vision. the scanline sprite is 256^2 but it only shows up
as
> > 20^2 in the HUD?
> >
> > You did add the sprite to your hud.txt, didn't you?
> >
> > ---
> > Sebastian Steinlechner
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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> >
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Re: [hlcoders] The HUD Owns me

2002-06-24 Thread Josh Coyne

:D

- Original Message -
From: "Cortex" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, June 24, 2002 4:49 AM
Subject: Re: [hlcoders] The HUD Owns me


> You can do it without using hud.txt. You only have to delete the lines
with
> GetSpriteRect, and draw the sprites with the last parameter equal to NULL
:
>
> SPR_DrawAdditive(0,x,y,NULL);
>
> Here you are :)
>
>  - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
>  - email : [EMAIL PROTECTED]  &  ICQ : 71548738
>
>
> - Original Message -
> From: "Josh Coyne" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, June 23, 2002 9:24 PM
> Subject: Re: [hlcoders] The HUD Owns me
>
>
> | nevermind..
> |
> | allright i did it the hud.txt way and it worked. i think i fudged the
> | GetSpriteRect  but it works now :X
> |
> | - Original Message -
> | From: "Josh Coyne" <[EMAIL PROTECTED]>
> | To: <[EMAIL PROTECTED]>
> | Sent: Sunday, June 23, 2002 3:12 PM
> | Subject: Re: [hlcoders] The HUD Owns me
> |
> |
> | > Do i need to? i referenced the sprite directly
> | >
> | > - Original Message -
> | > From: "Sebastian Steinlechner" <[EMAIL PROTECTED]>
> | > To: <[EMAIL PROTECTED]>
> | > Sent: Sunday, June 23, 2002 2:53 PM
> | > Subject: Re: [hlcoders] The HUD Owns me
> | >
> | >
> | > > > This time im trying to tile a scanline sprite across the screen
for
> | our
> | > > mod's Thermal vision. the scanline sprite is 256^2 but it only shows
> up
> | as
> | > > 20^2 in the HUD?
> | > >
> | > > You did add the sprite to your hud.txt, didn't you?
> | > >
> | > > ---
> | > > Sebastian Steinlechner
> | > >
> | > > ___
> | > > To unsubscribe, edit your list preferences, or view the list
archives,
> | > please visit:
> | > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> | > >
> | >
> | > ___
> | > To unsubscribe, edit your list preferences, or view the list archives,
> | please visit:
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> | >
> |
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> |
>
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Re: [hlcoders] Particle System

2002-06-27 Thread Josh Coyne

well he does have a point. linked lists arent exactly the fastest things
around. They however are easy to implement; so chances of bugs, and further
yet memory leaks are lower if you understand what the concepts are. In the
end i suppose it just boils down to personal preferences.

- Original Message -
From: "Miguel Aleman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, June 27, 2002 6:04 PM
Subject: Re: [hlcoders] Particle System


Look Scott, if you don't have the time to enter this argument then simply
don't. That must of been the most arrogant comment I've heard this week.

- Original Message -
From: "Scott Velasquez" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, June 27, 2002 4:31 PM
Subject: RE: [hlcoders] Particle System


I don't have the time to get into this argument, but there is a reason that
games like Half-life\QuakeX prefer static allocation; speed!  There is no
reason you need infinite particles.

Basically this boils down to the good 'ol speed vs. memory argument.  People
have argued this for decades.

I would, however, argue that linked lists would be the better choice though
if you were developing on a restrictive platform where memory is limited.
Of course you could just limit the max_particles to a very small size! See
what I mean! ;}

Scott Velasquez
Programmer
Gearbox Software (www.gearboxsoftware.com)
--
re·cur·sion n.: See Recursion.
--



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Miguel Aleman
Sent: Thursday, June 27, 2002 3:01 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Particle System


Linked lists are the best way I know of to do a particle engine.

You save processor time during allocation of new particles and even more
during deallocation. The ability to have virtually infinite particles is
also a plus.

- Original Message -
From: "Tom" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, June 27, 2002 1:56 AM
Subject: Re: [hlcoders] Particle System


> linked lists may be to slow for a particle engine
>
> - Original Message -
> From: "Yacketta, Ronald" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Thursday, June 27, 2002 12:24 AM
> Subject: RE: [hlcoders] Particle System
>
>
> > I am writing my own :)
> >
> > Just looking to peek at others work to see how things were/are done and
> > for some ideas.
> > Mine is using STL vice a stock home grown linked list
> >
> > -Ron
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED]] On Behalf Of Miguel
> > Aleman
> > Sent: Wednesday, June 26, 2002 7:20 PM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [hlcoders] Particle System
> >
> >
> > Check out NeHe on gamedev.net (www.gamedev.net/nehe) for a particle
> > system tutorial. Its in OpenGL, but its easy to change to TriAPI. Get
> > comfortable with it and then you can write your own.
> >
> > - Original Message -
> > From: "Yacketta, Ronald" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Wednesday, June 26, 2002 6:03 PM
> > Subject: RE: [hlcoders] Particle System
> >
> >
> > > I was just looking for a working particle system that I could use for
> > > ideas and to answer some of my own questions from, I am in no way
> > > looking to use someone else's engine. I am in the mist of my own
> > > creation and just need something to peek at
> > >
> > > -Ron
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED]] On Behalf Of Persuter
> > > Sent: Wednesday, June 26, 2002 5:35 PM
> > > To: [EMAIL PROTECTED]
> > > Subject: RE: [hlcoders] Particle System
> > >
> > >
> > > Ron: what exactly is your question? The particle system recently
> > > discussed, I believe, was mine, which is available for any mod that
> > > wants it. It is currently being used in Quest, Hostile Intent, and
> > > something by C4 Software.
> > >
> > > Persuter
> > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > > [EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald
> > > > Sent: Tuesday, June 25, 2002 9:25 PM
> > > > To: [EMAIL PROTECTED]
> > > > Subject: [hlcoders] Particle System
> > > >
> > > > Folks,
> > > >
> > > > I recall a recent conversation regarding the use / tutorial etc
> > > someone
> > > > had of a particle system for HL. I went searching my .pst's and
> > > > could not find a reference nor in the HL archives.
> > > >
> > > > Might someone know of a POC (Point Of Contact) for the particle
> > > > system
> > >
> > > > that was discussed?
> > > >
> > > > Regards,
> > > > Ron
> > > > ___
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> > > > archives,
> > >
> > > > please visit:
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> > >
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> 

Re: Re[2]: [hlcoders] Checking for a specific texture on level

2002-10-13 Thread Josh Coyne

Yea i've done it before, i use it client side to reference entities that
dont need server side information. I was just saying i dont think the SDK
provides an automated way to do it.

- Original Message -
From: "Vyacheslav Djura" <[EMAIL PROTECTED]>
To: "Josh Coyne" <[EMAIL PROTECTED]>
Sent: Sunday, October 13, 2002 1:22 AM
Subject: Re[2]: [hlcoders] Checking for a specific texture on level


> Hello Josh,
>
> Sunday, October 13, 2002, 1:09:49 AM, you wrote:
> JC> The only thing that pops immediately in my head is parsing the .bsp
manually
> JC> :\
> It is easy enough. The only thing you need is to know name of your
> map, then make such procedure
>
> bool HasTexture(... levelname,... texturename);
>
> and parse bsp lump textures. Look at botmans bsp_tools source.
>
> --
> Best regards,
>  Vyacheslavmailto:[EMAIL PROTECTED]
>
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Re: [hlcoders] Checking for a specific texture on level

2002-10-12 Thread Josh Coyne
The only thing that pops immediately in my head is parsing the .bsp manually
:\

- Original Message -
From: "Sniper" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, October 12, 2002 12:08 PM
Subject: [hlcoders] Checking for a specific texture on level


> I've been wondering, would it be possible to check to see if a map has a
> specific texture?
>
> I'm trying to do this so I can set a value to either true or false. Based
on
> if the map has the needed texture, something can be disabled.
>
> -Sniper
>
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Re: [hlcoders] Lots 'o precaching.

2002-10-12 Thread Josh Coyne
*shrug*

I suppose you would piss off some of your fans, but alot of em would finally
upgrade if you moved to SS2 or UT2003 if they liked your mod that much.

The Opera mod is doing the same thing and alot of their fans are gonna
upgrade for it :)

- Original Message -
From: "Daniel Koppes" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, October 12, 2002 11:26 PM
Subject: Re: [hlcoders] Lots 'o precaching.


> Yea, thanks :/
>
> I'd love to move engines (mmm... Serious Sam 2 engine...) but we're stuck
> with this for some odd reason. Mostly because a good portion of our fans
> don't have very good PC's
>
> At 23:08 12/10/2002 -0400, you wrote:
> >Welcome to the HL engine.
> >
> >Caleb 'Ghoul' Delnay
> >Project Leader: Kill Or Be Killed
> >http://www.llamanade.net/kobk/
> >
> >
> >- Original Message -
> >From: "Daniel Koppes" <[EMAIL PROTECTED]>
> >To: <[EMAIL PROTECTED]>
> >Sent: Saturday, October 12, 2002 11:08 PM
> >Subject: Re: [hlcoders] Lots 'o precaching.
> >
> >
> > > At 12:24 12/10/2002 -0700, you wrote:
> > > >Have you considered consolidating some of them into bodygroups and
skins
> >for
> > > >a smaller number of models instead of the exorbitant 200 you
mentioned?
> > >
> > > Not unless body groups can be completely different models (ie
hitboxes,
> > > skins, bones, animation, controllers).
> > >
> > > I will have - at LEAST 150 models. Definitely more.
> > >
> > >
> > > >   It could potentially reduce some of the wasted space by
eliminating
> > > > duplicated
> > > >information.  You're still never going to get all 200 of those in,
but
> >you
> > > >might be able to increase the maximum number you *can* precache
somewhat.
> > >
> > > No information to duplicate... they're all unique :/
> > >
> > > >Why is it impossible to determine which models will be needed during
a
> >map,
> > > >though?  Surely you have some idea of what will be necessary for a
> >specific
> > > >map...?
> > >
> > > I can determine which ones will appear in a map (i.e pre placed, or
> > > guranteed to appear somewhere), or ones that are part of a set that
can
> > > randomly appear, however, the player can use one of any of these at
any
> > > time he wishes, with no warning.
> > >
> > > This is for the Pokemod ( http://pokemod.fragoff.net ), and each
pokemon
> > > (only R/B/Y ones for now - G/S has another 100 or so >.< )needs its
own
> > > model (duh), plus player models (these can be pre-determined), NPC
(same),
> > > but the player could pull  out any pokemon he had and throw it out
into
> >the
> > > game at any time. Thus my problem.
> > >
> > > I could precache only the ones he has on his belt and in storage...
but in
> > > Multiplayer that could easily get to 150 :/
> > >
> > > ___
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> >please visit:
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> > >
> > >
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Re: [hlcoders] Fog in Software Mode?

2002-10-28 Thread Josh Coyne
could you layer colored quads using billboard code? Wouldn't that be faster
? granted it wouldnt be as smooth as GL fog but it'd probably look similar.

- Original Message -
From: "botman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, October 28, 2002 11:56 AM
Subject: Re: [hlcoders] Fog in Software Mode?


> > I have been able to create fog in hardware mode but not software.  Has
> > anyone been able to create fog (or a resonable facsimilie of it) for the
> > software mode?  If so, can you send any hints or suggestion on how to do
> > it?
>
> Sprites, lots and lots of sprites (or using Triangle API to draw tiny
little
> particles, but sprites would probably be faster).
>
> Jeffrey "botman" Broome
>
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Re: [hlcoders] Sprite File Format

2002-10-28 Thread Josh Coyne
probably safer just to use sprgen.exe source.

I'm fairly sure the format has changed somewhat, considering Quake used a
global palette whereas in HL it's per-texture/sprite

- Original Message -
From: "Francis "DeathWish" Woodhouse" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, October 28, 2002 4:21 AM
Subject: Re: [hlcoders] Sprite File Format


>
> The Quake Specifications -
> http://www.gamers.org/dEngine/quake/spec/quake-spec34/index0.htm - contain
> the full specification of the SPR file format, providing that the format
> hasn't changed since Quake. This might be easier to work with than hacking
> it out of the files.
>
> Francis "DeathWish" Woodhouse
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:hlcoders-admin@;list.valvesoftware.com] On Behalf Of Ken Birdwell
> > Sent: Monday, October 28, 2002 2:52 PM
> > To: '[EMAIL PROTECTED]'
> > Subject: RE: [hlcoders] Sprite File Format
> >
> > Look in engine\spritegn.h, and the source for sprgen.exe in
> > utils\sprgen.c
> > for more details.  This the program that turns lists of bmp's into spr
> > files.
> >
> > -Original Message-
> > From: Michael Shimmins [mailto:shimms@;tae-mod.com]
> > Sent: Sunday, October 27, 2002 7:39 PM
> > To: HLCoders
> > Subject: [hlcoders] Sprite File Format
> >
> > Hi,
> >
> > This may be one for Valve, but who knows someone else may know.  I'm
> > after information on the .spr file format, how it differs from BMPs etc.
> > What I want to do is load a SPR image on a Visual Basic form.  I can
> > code my own container for it if there is some information available on
> > the format.
> >
> > ___
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> > please visit:
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> >
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> >
>
>
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Re: [hlcoders] Fog in Software Mode?

2002-10-29 Thread Josh Coyne
cool. how do you do the uh, colors

- Original Message -
From: "Michael Shimmins" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, October 29, 2002 2:40 AM
Subject: RE: [hlcoders] Fog in Software Mode?


> You don't actually have to do that, nor do the sounds seemed muffled.
>
> By just tricking the client into thinking you are in water, the engine
> doesn't do the standard stuff it would other wise do.
>
> We got water fog happening with about 3 lines of code modification on
> server side, and a bit of offset hacking in view.cpp client side.
>
> Michael Shimmins
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:hlcoders-admin@;list.valvesoftware.com] On Behalf Of botman
> Sent: Tuesday, October 29, 2002 11:13 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Fog in Software Mode?
>
> > The water-hack fog seems to work pretty well in Software Mode.
>
> Except for the sounds becoming muffled (which is an engine water
> effect),
> and forcing you to modify the water physics to behave like land physics.
>
> Jeffrey "botman" Broome
>
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[hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlcoders] Valve´s programmers need more sleep?

2002-11-10 Thread Josh Coyne
o u knoe : >

- Original Message -
From: "Pat Magnan" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, November 10, 2002 6:02 PM
Subject: [hlcoders] Re: [hlcoders] Re: [hlcoders] Valve´s programmers need
more sleep?


>
> >
> >
> >
> >Valve's programmers need more sheep?
>
> Ya, c'mon we all know that just because the luser knows about the bug it's
> good enough to fix it right? Why do any programmers need sleep? :P
>
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Re: [hlcoders] VAC

2002-12-02 Thread Josh Coyne
owned

- Original Message -
From: "Eric Smith" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, December 02, 2002 1:21 PM
Subject: RE: [hlcoders] VAC


> We're working on having additional mods take advantage of the VAC security
> modules.  We'll release more information when we're ready.  We don't have
a
> date for this yet.
>
> Mods using the VAC security modules will *not* need to have Valve "buy
them
> out".
>
> -Eric
>
> -Original Message-
> From: Mazor [mailto:[EMAIL PROTECTED]]
> Sent: Monday, December 02, 2002 8:36 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] VAC
>
> My understanding was that valve needs to 'buy your mod out' for them to
> let you use the VAC technology. I remember asking Valve about it a while
> back about using it with Firearms. Too bad I have a horrible memory and
> can't remember what they said in reply, but I think it was somewhere
> along those same lines.
>
> -Cale 'Mazor'
> Firearms Programmer
> http://www.firearmsmod.com/
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of Mark Gornall
> Sent: Monday, December 02, 2002 9:58 AM
> To: '[EMAIL PROTECTED]'
> Subject: [hlcoders] VAC
>
> What's the word on using this regarding us 'normal' mods?
>
> (feeling community pressure here...)
>
> thanks,
> Mark.
> www.planethalflife.com/vampire
> www.planethalflife.com/ios
>
> __
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Re: [hlcoders] myristate@planethalflife.com

2002-12-08 Thread Josh Coyne
wat

- Original Message -
From: "Starbreaker" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, December 08, 2002 6:50 PM
Subject: Re: [hlcoders] [EMAIL PROTECTED]


> lol, my 2 cents. 8)
>
> - Original Message -
> From: "Philip (Fiber)" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, 08 December, 2002 12:15
> Subject: RE: [hlcoders] [EMAIL PROTECTED]
>
>
> > There's about a 1:100 ratio of coding to useless threads on this list.
> >
> > >
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED]] On Behalf Of
> > > sol.greyfox
> > > Sent: Monday, December 09, 2002 11:05 AM
> > > To: [EMAIL PROTECTED]
> > >
> > > lol good point
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED]]On Behalf Of Phantom
> > > Sent: Sunday, December 08, 2002 3:45 PM
> > > To: [EMAIL PROTECTED]
> > > Subject: Re: [hlcoders] [EMAIL PROTECTED]
> > >
> > >
> > > bit like alot of the threads then? :D
> > >
> > > - Original Message -
> > > From: "Jeff Katz" <[EMAIL PROTECTED]>
> > > To: <[EMAIL PROTECTED]>
> > > Sent: Sunday, December 08, 2002 9:38 PM
> > > Subject: RE: [hlcoders] [EMAIL PROTECTED]
> > >
> > >
> > > > Lets turn this into a large, pointless thread, just because
> > > we can :)
> > > >
> > > >
> > > > -Kuja
> > > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED]] On Behalf Of Florian
> > > > Zschocke
> > > > Sent: Sunday, December 08, 2002 1:27 PM
> > > > To: [EMAIL PROTECTED]
> > > > Subject: Re: [hlcoders] [EMAIL PROTECTED]
> > > >
> > > > Ryan Walkowski wrote:
> > > > >
> > > > > [EMAIL PROTECTED]
> > > >
> > > > No shit?
> > > >
> > > > > To unsubscribe, edit your list preferences, or view the list
> > > > > archives,
> > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > > This last part may interest you.
> > > >
> > > > :)
> > > > Florian.
> > > >
> > > >
> > > > --
> > > > Want to produce professional emails and Usenet postings?
> > > > http://www.netmeister.org/news/learn2quote.html
> > > > ___
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> > >
> > >
> > >
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[hlcoders] OT: Dlls and C++

2003-01-22 Thread Josh Coyne
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Ive been working on using C++ in external dlls that are later loaded at runtime; and i 
have a question: While i need a function to "new" a class, do i need one for "delete" 
or can i just call delete ptr; like normal?

Josh
--

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Re: [hlcoders] OT: Dlls and C++

2003-01-22 Thread Josh Coyne
I'm sorry i didnt explain it enough

heres a very simple example

class Foo
{
public:
 Foo(){}
 ~Foo(){} // Does this have to be virtual for DLL's?

// Must be virtual so function addresses are resolved at run time
virtual void Bar(){}
};

extern "C" __declspec(dllexport) Foo *newFoo(){ return new Foo; }

do i need to make a

extern "C" __declspec(dllexport) void deleteFoo( Foo *ptr ){ delete ptr; } ?

so the code would look something like

// ... Resolve function pointer from library handle
Foo *Bar = pNewFoo();// pNewFoo = GetProcAddress( myLib, "newFoo" );

do i have to go
pDeleteFoo( Bar );

or can i just go

delete Bar; ?

- Original Message -
From: "Polymorph" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, January 22, 2003 2:04 PM
Subject: Re: [hlcoders] OT: Dlls and C++


> At 13:34 22.01.03 -0500, you wrote:
> >This is a multi-part message in MIME format.
> >--
> >[ Picked text/plain from multipart/alternative ]
> >Ive been working on using C++ in external dlls that are later loaded at
> >runtime; and i have a question: While i need a function to "new" a class,
> >do i need one for "delete" or can i just call delete ptr; like normal?
> >
> >Josh
>
> Well... you don't need a function for that.
>
> For Example:
>
> [code]
> // allocate class
> pFoo = new CFoo;
>
> // and later to release it
> delete pFoo;
> [/code]
>
> This should usually work. On creation the constructor of the class gets
> called. When you release an object by "delete" the destructor ought to be
> called.
>
> Maybe I'm just missing point, but if I get you right then, this ought to
work.
>
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Re: [hlcoders] OT: Dlls and C++

2003-01-22 Thread Josh Coyne
Well, im sure i can learn COM, ive used it before for DirectX and I
understand how the whole iUknown thing works; but I want as little platform
dependence as possible in my implementation.

I will be writing a ClassFactory class that will register classes globally
so i can probably just have CreateInstance and Release functions built into
the factory spec. This will ensure classes are instanced and released in the
proper threads

- Original Message -
From: "Pat Magnan" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, January 22, 2003 5:12 PM
Subject: Re: [hlcoders] OT: Dlls and C++


> At 03:41 PM 1/22/2003 -0600, you wrote:
> >   The only problem you would run into
> >is if you changed the 'class Foo', rebuild the DLL, but forgot to rebuild
> >the application that loads the DLL.  In this case you might want to make
a
> >Delete() function so that you are freeing up the same size object that
was
> >allocated (of course, if the sizes were different, you'd have other
crashing
> >problems as well).
>
> This latter problem is potentially addressed by instead using COM, in that
> once you have a stable library, you don't have to rebuild the applications
> that use the class, because rather than using the .lib and headers, you
use
> the binary object, and things like instantiating/freeing/functions are all
> done via vtable lookup and the COM mechanisms (CoCreateInstance/Release
> rather than new and delete). Mind you, COM specifications say you
shouldn't
> change the interface, just the implementation, or create new interfaces if
> you need to revise the interface somehow. Don Box thinks COM is more OO
> than C++, because of the binary compatibility (where C++ abstracts
> interface from implementation on a source code level if I read him right).
>
> But learning COM isn't necessarily for the faint of heart, and is of
course
> pretty platform specific, if it's just a small library for your own use,
> then just remember to rebuild everything if you change the size of the
> object in the library.
>
> Probably simpler to add your own internal Delete function now that I think
> about it :).
>
>
> >Jeffrey "botman" Broome
> >
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Re: [hlcoders] Models and memory management

2003-01-29 Thread Josh Coyne
Yea theres a way but im not entirely sure how...

- Original Message -
From: "Entropy" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, January 29, 2003 12:13 AM
Subject: RE: [hlcoders] Models and memory management


> Ken Birdwell wrote:
> > It rarely happens, but you can't count on the pointer being valid
> > between subsequent calls to g_engfuncs.pfnGetModelPointer(), since the
> > engine can move or throw away model data if something else needs the
> > memory.  In theory, each call to g_engfuncs.pfnGetModelPointer() could
> > force a cache flush and any pointers it returned earlier will no longer
> > be valid.
>
> Thanks for the clarification.
>
> > I also recommend against loading a private copy of the model
>
> Any particular reason, other than not wasting RAM?  At this point, I don't
> really plan to, just curious.  I'm trying to get the model data from
within
> the shared physics code, which is a bit problematic on the server, since
it
> appears pmove->physent[i].studiomodel is always NULL.  So I see two
> possible solutions: load the model file myself, or link to a C++ module
> with functions to get the data from the engine and process it.  (I'm
> currently planning on using the latter).
>
> P.S.  While we're at it, is there any way I can get a pointer to the
> engine's copy of the bsp file?
>
> Thanks again.
>
> Jim
>
>
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Re: [hlcoders] Tactical Defense- day1

2003-03-03 Thread Josh Coyne
All of those should be possible, for the nerve gas I'd use some sort of
client side particle system for a cool effect :)
not sure on bicep.dll though.

- Original Message -
From: "Damakalaka!" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, March 03, 2003 11:40 PM
Subject: [hlcoders] Tactical Defense- day1


> I just started up on my own mod and I seem to know the half-life engine
well
> enough,
> but I want to get a reality check.
> I have these ideas, would these be possible within Half Life?
> -A Neve gas that causes your character to jerk around and s***. Also with
> gasmask, which has a 2% chance of having a leak.
> -Instead of money, like CounterStrike, you are supplied with the weapons,
> and you can only carry so much, and can have 1 of each type, Rifle,
Sniper,
> Etc...
> -Every kill you make, you get stronger and can carry more
> -If you have less than 2 lbs. left you sink in water and drown, unless you
> drop some equipment.
>
> Also, I seem to be having trouble with the 3d models, and it keeps looking
> for "bicep.dll" or something.
>
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[hlcoders] Disconnected players

2003-06-17 Thread Josh Coyne
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Hi

I'm coding in a last man standing game mode for my mod and seem to be running into a 
problem. The logic code works perfectly, however when someone disconnects the game 
hangs when the round should be over. The round eventually ends when the round time 
limit is up but no one wins the match.

I know edicts arent really freed, so is there any portion of the HL SDK that can label 
an edict as inactive? or do I have to make my own provisions.
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Re: [hlcoders] Disconnected players

2003-06-18 Thread Josh Coyne
Thanks :)

- Original Message -
From: "botman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, June 17, 2003 11:49 AM
Subject: Re: [hlcoders] Disconnected players


> > I'm coding in a last man standing game mode for my mod and seem to be
> > running into a problem. The logic code works perfectly, however when
> someone
> > disconnects the game hangs when the round should be over. The round
> > eventually ends when the round time limit is up but no one wins the
match.
> >
> > I know edicts arent really freed, so is there any portion of the HL SDK
> that
> > can label an edict as inactive? or do I have to make my own provisions.
>
> A common method to check to see if an engine edict is in use by a player
is
> to see if the pev->netname field is null or not.  All valid (connected)
> players will have a non-null netname field.
>
> Jeffrey "botman" Broome
>
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[hlcoders] Net problems: choke

2003-06-19 Thread Josh Coyne
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Has anyone else had any seemingly rare problems where their mod gave some people an 
unusually high choke?
In one server on the first map, My choke was nearing 100 and It was as if i lagged out 
but had 40ms ping, next map it was on 2 other people, but my choke was 80-90 yet it 
was very smooth for me.

If there are any articles code related to HL choke as possible causes (I'm thinking 
MESSAGE_BEGIN/ENDs...) I would be much obliged
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Re: [hlcoders] Net problems: choke

2003-06-19 Thread Josh Coyne
Yea i know what you mean.  The only real message I changed between last
version and this is fixing a problem with our 3rd person laser beam effect.
They had a tendency to pop up in the middle of nowhere
so I popped the code from the weapon classes into the player class This is
at the very top of CBasePlayer::ItemPostFrame:

CWasteWeapon *pWeap = (CWasteWeapon*)(m_pActiveItem);

 if( pWeap != NULL )
 {
  if( pWeap->bLaserActive() )
  {
   // TODO: This seems kinda heavy. We should
   // Store the ent indices in a global array and update from there.
   // Sigh... for now i gotta do it this way. There has to be a better way
but
   // For now a quick fix will do.
   MESSAGE_BEGIN( MSG_PVS, gmsgLaserInfo );
WRITE_BYTE( ENTINDEX(edict()) );
WRITE_BYTE( 1 );
   MESSAGE_END();
  }
  else
  {
   MESSAGE_BEGIN( MSG_ALL, gmsgLaserInfo );
WRITE_BYTE( ENTINDEX(edict()) );
WRITE_BYTE( 0 );
   MESSAGE_END();
  }
 }
 else
 {
  MESSAGE_BEGIN( MSG_ALL, gmsgLaserInfo );
   WRITE_BYTE( ENTINDEX(edict()) );
   WRITE_BYTE( 0 );
  MESSAGE_END();
 }

Notice my TODO statement sucks when getting something done involves a
four letter word. Does it seem like this would have a noticeable impact?
Between last version and current version people are getting choke more and
more and its not cool :(

- Original Message -
From: "Pat Magnan" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, June 20, 2003 12:14 AM
Subject: Re: [hlcoders] Net problems: choke


> - Excessive messages are a logical starting point
> - Including player data in the entity updates and having a lot of moving
> entities (like we do with helicopters and APCs) is another thing to check
> (if you added things to delta.lst or use that for significant amount of
> client updates as we do). I made this mistake once.
>
> Don't know of any articles, and finding these things was for us a very
> manual process. Also, be wary of sending messages to all players in loops
> and such, particularly at initialization, we were flooding clients with
> that at one time).
>
> If you have a 'zone' type entity, don't send messages for in/out of the
> zone, use something in a delta instead (much more efficient, you send bits
> rather than bytes).
>
> Hope those are some places to look for evilness in your code. You could
try
> disabling some of the changes you've made. Testing early and often helps,
> but it's often hard to manage with a really rough product and volunteer
> testers who have more polished mods to play :).
>
> Good luck!
>
> At 12:13 AM 6/20/2003 -0400, you wrote:
> >This is a multi-part message in MIME format.
> >--
> >[ Picked text/plain from multipart/alternative ]
> >Has anyone else had any seemingly rare problems where their mod gave some
> >people an unusually high choke?
> >In one server on the first map, My choke was nearing 100 and It was as if
> >i lagged out but had 40ms ping, next map it was on 2 other people, but my
> >choke was 80-90 yet it was very smooth for me.
> >
> >If there are any articles code related to HL choke as possible causes
(I'm
> >thinking MESSAGE_BEGIN/ENDs...) I would be much obliged
> >--
> >
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[hlcoders] Compiling HL In Profile/Debug mode ?

2003-06-23 Thread Josh Coyne
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Are there any links available on how to get a Profile/Debug HL client.dll or 
server.dll running properly? mine always crashes :0
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Re: [hlcoders] Compiling HL In Profile/Debug mode ?

2003-06-24 Thread Josh Coyne
Thanks mate

I realized my linked list for client side entity's crashed in debug mode,
now i remember why i put //TODO: STL there :)


- Original Message -
From: "botman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, June 24, 2003 8:20 AM
Subject: Re: [hlcoders] Compiling HL In Profile/Debug mode ?


> > Are there any links available on how to get a Profile/Debug HL
client.dll
> or server.dll running properly? mine always crashes :0
> > --
>
> I've never had much luck getting the Profile build to run properly
(although
> other people claim success with this).
>
> Click "Build->Set Active Configuration" and select the "Debug" or
"Release"
> build, the do a Build->Rebuild All.
>
> To get the debugger working, see Pink's tutorial...
>
> http://www.thewavelength.net/oldcontent/coding/tutorials/34.htm
>
> ...also make sure to run in windowed mode ("-window" on the command line),
> and you might want to use the software rendered if you graphics card has
> difficulties restoring the display after you continue from a breakpoint
(see
> the Video config menu settings).
>
> Jeffrey "botman" Broome
>
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Re: [hlcoders] tents and sprites

2003-06-25 Thread Josh Coyne
You can precache it client side, something like:

int handle = gEngfuncs.pfnSPR_Load( texture_name );

- Original Message -
From: "Mike "Beamish" Blowers" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, June 25, 2003 7:29 AM
Subject: Re: [hlcoders] tents and sprites


> I don't think you have any choice other than to precache them.
>
> Mike.
> - Original Message -
> From: "jc" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, June 25, 2003 11:26 AM
> Subject: [hlcoders] tents and sprites
>
>
> > is it possible to precache sprites for use with tents on the client
> > side? my client temp ents wont work unless i precache the sprite in the
> > server and it seems like a waste when my client is the only one that
> > needs to know about that sprite... CL_LoadModel and EV_FindModelIndex
> > both demand precached sprites >< any ideas? or have i no choice :(
> >
> > jc
> >
> > ___
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> >
>
>
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Re: [hlcoders] Coding For a HL2 Mod

2003-07-20 Thread Josh Coyne
To the best of my knowledge hlcoders is not a recruitment station; but
rather current hl coders discussing actual code. There are places that will
list people who are looking for work in upcoming mods; such as the halflife
help wanted section on planethalflife.com and i believe a few other places
as well.

Regards,
Josh

- Original Message -
From: "David Petkofsky" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, July 20, 2003 11:08 AM
Subject: [hlcoders] Coding For a HL2 Mod


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

 I was sending this e-mail out to the list becuase I am leading a mod
team for Half-Life 2, and we need some coder experianced in the HL SDK. You
can find out more about us at www.cw-meltingpoint.com (though the site will
proberly be updated with thew new format today) or jsut e-mail me back for
more information.


   Thank You

David 'SidewinderX' Petkofsky
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[hlcoders] SDK 2.3 Observer

2004-05-14 Thread Josh Coyne
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Couldn't seem to find anything in the hl coders archive, so here goes:

It doesn't seem like the 2.3 code easily lets you make someone an observer. In The 
Wastes i want to add survival mode, where when you die you stay dead for the rest of 
the round, and you observe the other players. If I just use one of the 2.2 tutorials 
available online, I'll use it, I just thought that with the new SDK it was already 
coded in, but it seems like thats a false.

Also, if i use a 2.2 tutorial, what changes should I make to support the new 2.3 
spectator features, like PinP ? Any help on this would be greatly appreciated as well.

Regards,
Josh
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Re: [hlcoders] SDK 2.3 Observer

2004-05-15 Thread Josh Coyne
I'll take a look at it, thanks :)

- Original Message -
From: "Pat Magnan" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, May 15, 2004 4:44 PM
Subject: Re: [hlcoders] SDK 2.3 Observer


Hi Josh:

I've written about all the things I had to do to get the 2.3 spectator
modes to work in Tour of Duty, which has a gameplay mode exactly like
you describe. I had to ensure that the players remained in spectator
mode for the end of the round etc outside of this, but you may find this
helpful ensuring the 2.3 spectator modes work:

http://sluggo.org/tutorials.php

There's a bit of a rogue message about 'unsupported spectator mode' sent
to the console on join, but otherwise, that's how we did things.

Any 2.2, 2.0, 2.1 tutorial that documents the 'being spectators until
the round ends' bits work fine alongside the 2.3 spectator code. I
haven't looked at HL code for a long while now, but could dig into
specifics with you if one particular aspect is troubling you.

Josh Coyne wrote:

>This is a multi-part message in MIME format.
>--
>[ Picked text/plain from multipart/alternative ]
>Couldn't seem to find anything in the hl coders archive, so here goes:
>
>It doesn't seem like the 2.3 code easily lets you make someone an observer.
In The Wastes i want to add survival mode, where when you die you stay dead
for the rest of the round, and you observe the other players. If I just use
one of the 2.2 tutorials available online, I'll use it, I just thought that
with the new SDK it was already coded in, but it seems like thats a false.
>
>Also, if i use a 2.2 tutorial, what changes should I make to support the
new 2.3 spectator features, like PinP ? Any help on this would be greatly
appreciated as well.
>
>Regards,
>Josh
>--
>
>
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[hlcoders] client side PVS/PAS ent question

2004-05-16 Thread Josh Coyne
When it comes to reading players into cl_entity structs, is there any simple
way to check if the players in question are in the local players PVS/PAS ?

I ask because I'm doing alot of things client side such as blood trails and
laser beams and last time around i ran into a big problem where blood and
laser beams would come out at random areas because the client.dll's
locations for these players wasn't updated.

Regards,
Josh


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Re: [hlcoders] client side PVS/PAS ent question

2004-05-16 Thread Josh Coyne
thank you very much

- Original Message -
From: "Adrian Finol" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, May 16, 2004 11:04 PM
Subject: RE: [hlcoders] client side PVS/PAS ent question


> Try this:
>
> //returns true if the player is in the same PVS
> bool CheckPVS(int iPlayerIndex)
> {
> cl_entity_t *pLocalPlayer = gEngfuncs.GetLocalPlayer();
> cl_entity_t *pPlayer;
>
> pPlayer = gEngfuncs.GetEntityByIndex( iPlayerIndex );
>
> if( pPlayer == NULL || pLocalPlayer == NULL )
> return false;
>
> if( pPlayer->curstate.messagenum <
> pLocalPlayer->curstate.messagenum )
>   return false;
>
> return true;
> }
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Josh Coyne
> Sent: Sunday, May 16, 2004 7:51 PM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] client side PVS/PAS ent question
>
> When it comes to reading players into cl_entity structs, is there any
> simple way to check if the players in question are in the local players
> PVS/PAS ?
>
> I ask because I'm doing alot of things client side such as blood trails
> and laser beams and last time around i ran into a big problem where
> blood and laser beams would come out at random areas because the
> client.dll's locations for these players wasn't updated.
>
> Regards,
> Josh
>
>
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>
>
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[hlcoders] Parametric Animation SDK 2.3

2004-05-30 Thread Josh Coyne
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I remember reading somewhere on how to set up parametric animation(that CS uses) for 
your own mod, and how to set up the .qc files and such. Does anyone happen to have 
that somewhere, or the link for it? Thank you

Josh
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[hlcoders] Just a question

2004-11-24 Thread Josh Coyne
Hey guys, I had a quick question and wondered if
anyone could help me out. I don't have HL2 yet (be
getting it the first of the month) and was curious on
one thing. For modding purposes, does the engine
support dynamic lights. I dont even care if their the
same thing as what the HL1 dlight's had, I'm just
curious. None of the screenshots I've seen suggest it,
there are no dlights for weapons fire and such...

Hopefully one of you guys could help me out, I'd
appreciate it.

Josh

=
Joshua Coyne
Head Programmer
Akimbo Team Productions, LLC.
[EMAIL PROTECTED]



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Re: [hlcoders] Just a question

2004-11-24 Thread Josh Coyne
Excellent. Are there any notable improvements over the
HL1 dlights?

Thanks,
Josh


=
Joshua Coyne
Head Programmer
Akimbo Team Productions, LLC.
[EMAIL PROTECTED]




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[hlcoders] Pak file in Source?

2005-09-05 Thread Josh Coyne
--
[ Picked text/plain from multipart/alternative ]
Hello guys,

I havent seen it anywhere so I figured I would ask here. Does the source
engine support .pak files like the original Half-Life? if it does not is
there an equivalent format (other than .gcf of course) that is used?

Thanks,
Josh 'gage' Coyne
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Re: [hlcoders] Pak file in Source?

2005-09-06 Thread Josh Coyne
--
[ Picked text/plain from multipart/alternative ]
Okay, Thanks.

Josh

On 9/6/05, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> The bsp files support assets geting compresed into
> them, i think this is the nearest it can get. (look up
> pakrat)
>
> Please prove me wrong
>
> Adam
>
> --- Josh Coyne <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hello guys,
> >
> > I havent seen it anywhere so I figured I would ask
> > here. Does the source
> > engine support .pak files like the original
> > Half-Life? if it does not is
> > there an equivalent format (other than .gcf of
> > course) that is used?
> >
> > Thanks,
> > Josh 'gage' Coyne
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view
> > the list archives, please visit:
> >
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> My Website http://ammahls.com
> Lead Programer NightFall
>
> This email has been sent from Adam McKern, and is not one of the many spam
> bots that use my email address.
> If you receive an email that has not got this signature line, please
> delate the email, and not respond in any way to it.
>
>
>
>
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Re: [hlcoders] Pak file in Source?

2005-09-06 Thread Josh Coyne
--
[ Picked text/plain from multipart/alternative ]
Awesome, thanks Jay!

When you say not as optimized, would the game run time performance be
affected? I can understand a file taking longer to load to decompress of
course. Also would there be an increase in loading times on an uncompressed
.zip versus compressed, or should I just enjoy the compression benefit
instead? Thanks for the quick response btw.

Josh

On 9/6/05, Jay Stelly <[EMAIL PROTECTED]> wrote:
>
> Put an uncompressed zip file named zip0.zip (for additional zip files
> increment the number) in your mod root directory.
> Also you can use bspzip.exe to add files to a BSP and those will get
> loaded before anything in the filesystem.
>
> HL2 & CS:S don't use this feature (so it is less well tested/optimized
> than it would be otherwise), but it is functional.
>
> Jay
>
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Josh Coyne
> > Sent: Tuesday, September 06, 2005 4:45 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Pak file in Source?
> >
> > --
> > [ Picked text/plain from multipart/alternative ] Okay, Thanks.
> >
> > Josh
> >
> > On 9/6/05, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> > >
> > > The bsp files support assets geting compresed into them, i
> > think this
> > > is the nearest it can get. (look up
> > > pakrat)
> > >
> > > Please prove me wrong
> > >
> > > Adam
> > >
> > > --- Josh Coyne <[EMAIL PROTECTED]> wrote:
> > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ] Hello guys,
> > > >
> > > > I havent seen it anywhere so I figured I would ask here. Does the
> > > > source engine support .pak files like the original
> > Half-Life? if it
> > > > does not is there an equivalent format (other than .gcf of
> > > > course) that is used?
> > > >
> > > > Thanks,
> > > > Josh 'gage' Coyne
> > > > --
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives, please visit:
> > > >
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > >
> > >
> > > My Website http://ammahls.com
> > > Lead Programer NightFall
> > >
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Re: [hlcoders] Pak file in Source?

2005-09-06 Thread Josh Coyne
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[ Picked text/plain from multipart/alternative ]
Ya know what I'm not a good listener, I didnt see the uncompressed word in
there. Nevermind. Thanks for the response though :)

On 9/6/05, Josh Coyne <[EMAIL PROTECTED]> wrote:
>
> Awesome, thanks Jay!
>
> When you say not as optimized, would the game run time performance be
> affected? I can understand a file taking longer to load to decompress of
> course. Also would there be an increase in loading times on an uncompressed
> .zip versus compressed, or should I just enjoy the compression benefit
> instead? Thanks for the quick response btw.
>
> Josh
>
> On 9/6/05, Jay Stelly <[EMAIL PROTECTED]> wrote:
> >
> > Put an uncompressed zip file named zip0.zip (for additional zip files
> > increment the number) in your mod root directory.
> > Also you can use bspzip.exe to add files to a BSP and those will get
> > loaded before anything in the filesystem.
> >
> > HL2 & CS:S don't use this feature (so it is less well tested/optimized
> > than it would be otherwise), but it is functional.
> >
> > Jay
> >
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Josh Coyne
> > > Sent: Tuesday, September 06, 2005 4:45 AM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] Pak file in Source?
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ] Okay, Thanks.
> > >
> > > Josh
> > >
> > > On 9/6/05, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> > > >
> > > > The bsp files support assets geting compresed into them, i
> > > think this
> > > > is the nearest it can get. (look up
> > > > pakrat)
> > > >
> > > > Please prove me wrong
> > > >
> > > > Adam
> > > >
> > > > --- Josh Coyne < [EMAIL PROTECTED]> wrote:
> > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ] Hello guys,
> > > > >
> > > > > I havent seen it anywhere so I figured I would ask here. Does the
> > > > > source engine support .pak files like the original
> > > Half-Life? if it
> > > > > does not is there an equivalent format (other than .gcf of
> > > > > course) that is used?
> > > > >
> > > > > Thanks,
> > > > > Josh 'gage' Coyne
> > > > > --
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Re: [hlcoders] Pak file in Source?

2005-09-12 Thread Josh Coyne
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[ Picked text/plain from multipart/alternative ]
Same to me as well :)

On 9/12/05, CommandoSR <[EMAIL PROTECTED]> wrote:
>
> I did this according to what you said, but HL2 crashes with the
> following error:
>
> "Runtime Library
> Runtime error!
>
> Program hl2.exe
> R6025
> -pure function call
> [OK]"
>
> What I did was simply to zip my mod sound directory with no compression.
> When the zip file is named something else, HL2 does not crash but no
> sounds can be heard.
>
> --
> CommandoSR
>
> Jay Stelly wrote:
> > Put an uncompressed zip file named zip0.zip (for additional zip files
> > increment the number) in your mod root directory.
> > Also you can use bspzip.exe to add files to a BSP and those will get
> > loaded before anything in the filesystem.
> >
> > HL2 & CS:S don't use this feature (so it is less well tested/optimized
> > than it would be otherwise), but it is functional.
> >
> > Jay
>
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[hlcoders] Source SDK decryption problem?

2005-10-05 Thread Josh Coyne
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[ Picked text/plain from multipart/alternative ]
Hopefully someone from Valve can help me out,

I just re-installed Steam a few days ago from a clean install, and I
downloaded the Source SDK, but I now get this message when I t ry to `play`
it:

MountFilesystem( 221 ) failed:
SteamMountFilesystem(3768,221,0x11cfbfc=,0x11cfd0c) failed with error 114:
Cache needs decryption

If this has been brought up before, I apologize. I haven't seen it.
Hopefully one of you guys knows whats going on
Thanks,

Josh
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Re: [hlcoders] Source SDK decryption problem?

2005-10-05 Thread Josh Coyne
--
[ Picked text/plain from multipart/alternative ]
That worked, thanks! :)

On 10/5/05, Andrew Timson <[EMAIL PROTECTED]> wrote:
>
> On 10/5/05, Josh Coyne <[EMAIL PROTECTED]> wrote:
>
> > I just re-installed Steam a few days ago from a clean install, and I
> > downloaded the Source SDK, but I now get this message when I t ry to
> `play`
> > it:
> >
> > MountFilesystem( 221 ) failed:
> > SteamMountFilesystem(3768,221,0x11cfbfc=,0x11cfd0c) failed with error
> 114:
> > Cache needs decryption
>
> Try running Half-Life 2; 221 is the Half-Life 2 Base Content cache
> file, and it looks like it needs to be decrypted still. A list of all
> the cache IDs can be found here:
>
> http://developer.valvesoftware.com/wiki/Steam_Application_IDs
>
> If you get additional filesystem errors after running HL2, try looking
> up and running the appropriate application first to see if that solves
> the problem.
>
> --
> Andrew Timson
> ==
> "Niceness is the greatest human flaw, except for all the others."
> --Brendan Moody
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[hlcoders] Networking Entities

2005-10-11 Thread Josh Coyne
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[ Picked text/plain from multipart/alternative ]
Hello,

I am trying to create a custom fire entity (Valve's looks pretty, but wont
work for a molotov effect), and the server entity works just fine. I tested
it with a mix of engine->ClientCommand and then implementing the damage
logic.

Naturally this needs a client side entity for the particle effect, and i
tried using the client's engine->ClientCmd but nothing shows up. I used
DECLARE_SERVERCLASS and DECLARE_CLIENTCLASS respectively, and wrote up the
datatables with SEND and RECV info where needed. I will try again later this
evening, but I was wondering if there was an instance where ClientCmd would
not work or how the client ents work. From what I have seen function
replication does not occur, so initialization should be done in the
constructor, and per-frame updates within Simulate.

I looked at the source wiki but it wasnt particularly indepth regarding
client side entities with server control. Can anyone give me a clue as to
what could be happening with networked entities?

Josh
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[hlcoders] (no subject)

2011-04-04 Thread Josh Coyne

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[hlcoders] (no subject)

2011-04-06 Thread Josh Coyne
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[hlcoders] (no subject)

2011-04-14 Thread Josh Coyne
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