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[hlcoders] (no subject)
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[hlcoders] Networking Entities
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Source SDK decryption problem?
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK decryption problem?
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Pak file in Source?
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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 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. __ Click here to donate to the Hurricane Katrina relief effort. http://store.yahoo.com/redcross-donate3/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Pak file in Source?
-- [ 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 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. __ Click here to donate to the Hurricane Katrina relief effort. http://store.yahoo.com/redcross-donate3/ ___ 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
Re: [hlcoders] Pak file in Source?
-- [ 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 -- ___ 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. __ Click here to donate to the Hurricane Katrina relief effort. http://store.yahoo.com/redcross-donate3/ ___ 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
[hlcoders] Pak file in Source?
-- [ 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
[hlcoders] Parametric Animation SDK 2.3
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] client side PVS/PAS ent question
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 ___ 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
Re: [hlcoders] SDK 2.3 Observer
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 -- ___ 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
[hlcoders] SDK 2.3 Observer
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Coding For a HL2 Mod
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] tents and sprites
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 ___ 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
Re: [hlcoders] Compiling HL In Profile/Debug mode ?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Compiling HL In Profile/Debug mode ?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Are there any links available on how to get a Profile/Debug HL client.dll or server.dll running properly? mine always crashes :0 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Net problems: choke
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Net problems: choke
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 -- ___ 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
[hlcoders] Disconnected players
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Tactical Defense- day1
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Models and memory management
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] OT: Dlls and C++
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] myristate@planethalflife.com
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 ___ 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 ___ 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
Re: [hlcoders] VAC
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 __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlcoders] Valve´s programmers need more sleep?
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? snip 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fog in Software Mode?
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 ___ 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
Re: [hlcoders] Fog in Software Mode?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Sprite File Format
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. ___ 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 --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.381 / Virus Database: 214 - Release Date: 02/08/2002 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[2]: [hlcoders] Checking for a specific texture on level
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] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Checking for a specific texture on level
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Lots 'o precaching.
*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 :/ ___ 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
Re: [hlcoders] Particle System
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 ___ 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,
[hlcoders] The HUD Owns me
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 string.h 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player physics
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Quiet List
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 _ Send and receive Hotmail on your mobile device: http://mobile.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Newb questions
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: triApi speed problems
: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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: triApi speed problems
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 ___ 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
Re: [hlcoders] string to #define
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] string to #define
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 ___ 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
Re: [hlcoders] string to #define
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 ___ 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 _ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Crashing Me...why?
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Spectator VGUI (Observer)
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 -- ___ 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
Re: [hlcoders] Hunted gameplay?
This is a multi-part message in MIME format. -- 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 _ 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 -- [ lastmanstanding_gamerules.cpp of type application/octet-stream deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hunted gameplay?
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 #includeshake.h #include player.h #include weapons.h #include gamerules.h #include skill.h #include game.h #include items.h #include voice_gamemgr.h #includethewastes.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 = gpGlobals-time + 5; // 5 seconds after round starts we can start inflicting pain on our
[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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Scope Sprites
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 ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Scope Sprites
This is a multi-part message in MIME format. -- [ 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 :| -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] weapon coding question
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 _ Send and receive Hotmail on your mobile device: http://mobile.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VGUI question
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 -- ___ 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
Re: [hlcoders] Fun and games and amateur analysis of 1.1.0.9 update hardware survey results...
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. ___ 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
Re: [hlcoders] 1000+ are nice?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcodersGet 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders