[hlcoders] (no subject)

2011-04-14 Thread Josh Coyne
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[hlcoders] (no subject)

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

2011-04-04 Thread Josh Coyne

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[hlcoders] Networking Entities

2005-10-11 Thread Josh Coyne
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Hello,

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

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

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

Josh
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[hlcoders] Source SDK decryption problem?

2005-10-05 Thread Josh Coyne
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Hopefully someone from Valve can help me out,

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

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

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

Josh
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Re: [hlcoders] Source SDK decryption problem?

2005-10-05 Thread Josh Coyne
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That worked, thanks! :)

On 10/5/05, Andrew Timson [EMAIL PROTECTED] wrote:

 On 10/5/05, Josh Coyne [EMAIL PROTECTED] wrote:

  I just re-installed Steam a few days ago from a clean install, and I
  downloaded the Source SDK, but I now get this message when I t ry to
 `play`
  it:
 
  MountFilesystem( 221 ) failed:
  SteamMountFilesystem(3768,221,0x11cfbfc=,0x11cfd0c) failed with error
 114:
  Cache needs decryption

 Try running Half-Life 2; 221 is the Half-Life 2 Base Content cache
 file, and it looks like it needs to be decrypted still. A list of all
 the cache IDs can be found here:

 http://developer.valvesoftware.com/wiki/Steam_Application_IDs

 If you get additional filesystem errors after running HL2, try looking
 up and running the appropriate application first to see if that solves
 the problem.

 --
 Andrew Timson
 ==
 Niceness is the greatest human flaw, except for all the others.
 --Brendan Moody

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Re: [hlcoders] Pak file in Source?

2005-09-12 Thread Josh Coyne
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Same to me as well :)

On 9/12/05, CommandoSR [EMAIL PROTECTED] wrote:

 I did this according to what you said, but HL2 crashes with the
 following error:

 Runtime Library
 Runtime error!

 Program hl2.exe
 R6025
 -pure function call
 [OK]

 What I did was simply to zip my mod sound directory with no compression.
 When the zip file is named something else, HL2 does not crash but no
 sounds can be heard.

 --
 CommandoSR

 Jay Stelly wrote:
  Put an uncompressed zip file named zip0.zip (for additional zip files
  increment the number) in your mod root directory.
  Also you can use bspzip.exe to add files to a BSP and those will get
  loaded before anything in the filesystem.
 
  HL2  CS:S don't use this feature (so it is less well tested/optimized
  than it would be otherwise), but it is functional.
 
  Jay

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Re: [hlcoders] Pak file in Source?

2005-09-06 Thread Josh Coyne
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Okay, Thanks.

Josh

On 9/6/05, Adam amckern Mckern [EMAIL PROTECTED] wrote:

 The bsp files support assets geting compresed into
 them, i think this is the nearest it can get. (look up
 pakrat)

 Please prove me wrong

 Adam

 --- Josh Coyne [EMAIL PROTECTED] wrote:

  --
  [ Picked text/plain from multipart/alternative ]
  Hello guys,
 
  I havent seen it anywhere so I figured I would ask
  here. Does the source
  engine support .pak files like the original
  Half-Life? if it does not is
  there an equivalent format (other than .gcf of
  course) that is used?
 
  Thanks,
  Josh 'gage' Coyne
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Re: [hlcoders] Pak file in Source?

2005-09-06 Thread Josh Coyne
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Awesome, thanks Jay!

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

Josh

On 9/6/05, Jay Stelly [EMAIL PROTECTED] wrote:

 Put an uncompressed zip file named zip0.zip (for additional zip files
 increment the number) in your mod root directory.
 Also you can use bspzip.exe to add files to a BSP and those will get
 loaded before anything in the filesystem.

 HL2  CS:S don't use this feature (so it is less well tested/optimized
 than it would be otherwise), but it is functional.

 Jay


  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Josh Coyne
  Sent: Tuesday, September 06, 2005 4:45 AM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Pak file in Source?
 
  --
  [ Picked text/plain from multipart/alternative ] Okay, Thanks.
 
  Josh
 
  On 9/6/05, Adam amckern Mckern [EMAIL PROTECTED] wrote:
  
   The bsp files support assets geting compresed into them, i
  think this
   is the nearest it can get. (look up
   pakrat)
  
   Please prove me wrong
  
   Adam
  
   --- Josh Coyne [EMAIL PROTECTED] wrote:
  
--
[ Picked text/plain from multipart/alternative ] Hello guys,
   
I havent seen it anywhere so I figured I would ask here. Does the
source engine support .pak files like the original
  Half-Life? if it
does not is there an equivalent format (other than .gcf of
course) that is used?
   
Thanks,
Josh 'gage' Coyne
--
   
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Re: [hlcoders] Pak file in Source?

2005-09-06 Thread Josh Coyne
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Ya know what I'm not a good listener, I didnt see the uncompressed word in
there. Nevermind. Thanks for the response though :)

On 9/6/05, Josh Coyne [EMAIL PROTECTED] wrote:

 Awesome, thanks Jay!

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

 Josh

 On 9/6/05, Jay Stelly [EMAIL PROTECTED] wrote:
 
  Put an uncompressed zip file named zip0.zip (for additional zip files
  increment the number) in your mod root directory.
  Also you can use bspzip.exe to add files to a BSP and those will get
  loaded before anything in the filesystem.
 
  HL2  CS:S don't use this feature (so it is less well tested/optimized
  than it would be otherwise), but it is functional.
 
  Jay
 
 
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Josh Coyne
   Sent: Tuesday, September 06, 2005 4:45 AM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Pak file in Source?
  
   --
   [ Picked text/plain from multipart/alternative ] Okay, Thanks.
  
   Josh
  
   On 9/6/05, Adam amckern Mckern [EMAIL PROTECTED] wrote:
   
The bsp files support assets geting compresed into them, i
   think this
is the nearest it can get. (look up
pakrat)
   
Please prove me wrong
   
Adam
   
--- Josh Coyne  [EMAIL PROTECTED] wrote:
   
 --
 [ Picked text/plain from multipart/alternative ] Hello guys,

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

 Thanks,
 Josh 'gage' Coyne
 --

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[hlcoders] Pak file in Source?

2005-09-05 Thread Josh Coyne
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Hello guys,

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

Thanks,
Josh 'gage' Coyne
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[hlcoders] Parametric Animation SDK 2.3

2004-05-31 Thread Josh Coyne
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I remember reading somewhere on how to set up parametric animation(that CS uses) for 
your own mod, and how to set up the .qc files and such. Does anyone happen to have 
that somewhere, or the link for it? Thank you

Josh
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[hlcoders] client side PVS/PAS ent question

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

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

Regards,
Josh


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

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

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


 Try this:

 //returns true if the player is in the same PVS
 bool CheckPVS(int iPlayerIndex)
 {
 cl_entity_t *pLocalPlayer = gEngfuncs.GetLocalPlayer();
 cl_entity_t *pPlayer;

 pPlayer = gEngfuncs.GetEntityByIndex( iPlayerIndex );

 if( pPlayer == NULL || pLocalPlayer == NULL )
 return false;

 if( pPlayer-curstate.messagenum 
 pLocalPlayer-curstate.messagenum )
   return false;

 return true;
 }

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Josh Coyne
 Sent: Sunday, May 16, 2004 7:51 PM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] client side PVS/PAS ent question

 When it comes to reading players into cl_entity structs, is there any
 simple way to check if the players in question are in the local players
 PVS/PAS ?

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

 Regards,
 Josh


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Re: [hlcoders] SDK 2.3 Observer

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

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


Hi Josh:

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

http://sluggo.org/tutorials.php

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

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

Josh Coyne wrote:

This is a multi-part message in MIME format.
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[ Picked text/plain from multipart/alternative ]
Couldn't seem to find anything in the hl coders archive, so here goes:

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

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

Regards,
Josh
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[hlcoders] SDK 2.3 Observer

2004-05-14 Thread Josh Coyne
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[ Picked text/plain from multipart/alternative ]
Couldn't seem to find anything in the hl coders archive, so here goes:

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

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

Regards,
Josh
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Re: [hlcoders] Coding For a HL2 Mod

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

Regards,
Josh

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


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

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


   Thank You

David 'SidewinderX' Petkofsky
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Re: [hlcoders] tents and sprites

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

int handle = gEngfuncs.pfnSPR_Load( texture_name );

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


 I don't think you have any choice other than to precache them.

 Mike.
 - Original Message -
 From: jc [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, June 25, 2003 11:26 AM
 Subject: [hlcoders] tents and sprites


  is it possible to precache sprites for use with tents on the client
  side? my client temp ents wont work unless i precache the sprite in the
  server and it seems like a waste when my client is the only one that
  needs to know about that sprite... CL_LoadModel and EV_FindModelIndex
  both demand precached sprites  any ideas? or have i no choice :(
 
  jc
 
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Re: [hlcoders] Compiling HL In Profile/Debug mode ?

2003-06-24 Thread Josh Coyne
Thanks mate

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


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


  Are there any links available on how to get a Profile/Debug HL
client.dll
 or server.dll running properly? mine always crashes :0
  --

 I've never had much luck getting the Profile build to run properly
(although
 other people claim success with this).

 Click Build-Set Active Configuration and select the Debug or
Release
 build, the do a Build-Rebuild All.

 To get the debugger working, see Pink's tutorial...

 http://www.thewavelength.net/oldcontent/coding/tutorials/34.htm

 ...also make sure to run in windowed mode (-window on the command line),
 and you might want to use the software rendered if you graphics card has
 difficulties restoring the display after you continue from a breakpoint
(see
 the Video config menu settings).

 Jeffrey botman Broome

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[hlcoders] Compiling HL In Profile/Debug mode ?

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

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

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

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

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

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

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

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


 - Excessive messages are a logical starting point
 - Including player data in the entity updates and having a lot of moving
 entities (like we do with helicopters and APCs) is another thing to check
 (if you added things to delta.lst or use that for significant amount of
 client updates as we do). I made this mistake once.

 Don't know of any articles, and finding these things was for us a very
 manual process. Also, be wary of sending messages to all players in loops
 and such, particularly at initialization, we were flooding clients with
 that at one time).

 If you have a 'zone' type entity, don't send messages for in/out of the
 zone, use something in a delta instead (much more efficient, you send bits
 rather than bytes).

 Hope those are some places to look for evilness in your code. You could
try
 disabling some of the changes you've made. Testing early and often helps,
 but it's often hard to manage with a really rough product and volunteer
 testers who have more polished mods to play :).

 Good luck!

 At 12:13 AM 6/20/2003 -0400, you wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Has anyone else had any seemingly rare problems where their mod gave some
 people an unusually high choke?
 In one server on the first map, My choke was nearing 100 and It was as if
 i lagged out but had 40ms ping, next map it was on 2 other people, but my
 choke was 80-90 yet it was very smooth for me.
 
 If there are any articles code related to HL choke as possible causes
(I'm
 thinking MESSAGE_BEGIN/ENDs...) I would be much obliged
 --
 
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[hlcoders] Disconnected players

2003-06-17 Thread Josh Coyne
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[ 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.
--

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Re: [hlcoders] Tactical Defense- day1

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

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


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

 Also, I seem to be having trouble with the 3d models, and it keeps looking
 for bicep.dll or something.

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Re: [hlcoders] Models and memory management

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

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


 Ken Birdwell wrote:
  It rarely happens, but you can't count on the pointer being valid
  between subsequent calls to g_engfuncs.pfnGetModelPointer(), since the
  engine can move or throw away model data if something else needs the
  memory.  In theory, each call to g_engfuncs.pfnGetModelPointer() could
  force a cache flush and any pointers it returned earlier will no longer
  be valid.

 Thanks for the clarification.

  I also recommend against loading a private copy of the model

 Any particular reason, other than not wasting RAM?  At this point, I don't
 really plan to, just curious.  I'm trying to get the model data from
within
 the shared physics code, which is a bit problematic on the server, since
it
 appears pmove-physent[i].studiomodel is always NULL.  So I see two
 possible solutions: load the model file myself, or link to a C++ module
 with functions to get the data from the engine and process it.  (I'm
 currently planning on using the latter).

 P.S.  While we're at it, is there any way I can get a pointer to the
 engine's copy of the bsp file?

 Thanks again.

 Jim


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[hlcoders] OT: Dlls and C++

2003-01-22 Thread Josh Coyne
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Ive been working on using C++ in external dlls that are later loaded at runtime; and i 
have a question: While i need a function to new a class, do i need one for delete 
or can i just call delete ptr; like normal?

Josh
--

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Re: [hlcoders] myristate@planethalflife.com

2002-12-08 Thread Josh Coyne
wat

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


 lol, my 2 cents. 8)

 - Original Message -
 From: Philip (Fiber) [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Sunday, 08 December, 2002 12:15
 Subject: RE: [hlcoders] [EMAIL PROTECTED]


  There's about a 1:100 ratio of coding to useless threads on this list.
 
  
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED]] On Behalf Of
   sol.greyfox
   Sent: Monday, December 09, 2002 11:05 AM
   To: [EMAIL PROTECTED]
  
   lol good point
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED]]On Behalf Of Phantom
   Sent: Sunday, December 08, 2002 3:45 PM
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] [EMAIL PROTECTED]
  
  
   bit like alot of the threads then? :D
  
   - Original Message -
   From: Jeff Katz [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Sunday, December 08, 2002 9:38 PM
   Subject: RE: [hlcoders] [EMAIL PROTECTED]
  
  
Lets turn this into a large, pointless thread, just because
   we can :)
   
   
-Kuja
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Florian
Zschocke
Sent: Sunday, December 08, 2002 1:27 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] [EMAIL PROTECTED]
   
Ryan Walkowski wrote:

 [EMAIL PROTECTED]
   
No shit?
   
 To unsubscribe, edit your list preferences, or view the list
 archives,
please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
   
This last part may interest you.
   
:)
Florian.
   
   
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Re: [hlcoders] VAC

2002-12-02 Thread Josh Coyne
owned

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


 We're working on having additional mods take advantage of the VAC security
 modules.  We'll release more information when we're ready.  We don't have
a
 date for this yet.

 Mods using the VAC security modules will *not* need to have Valve buy
them
 out.

 -Eric

 -Original Message-
 From: Mazor [mailto:[EMAIL PROTECTED]]
 Sent: Monday, December 02, 2002 8:36 AM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] VAC

 My understanding was that valve needs to 'buy your mod out' for them to
 let you use the VAC technology. I remember asking Valve about it a while
 back about using it with Firearms. Too bad I have a horrible memory and
 can't remember what they said in reply, but I think it was somewhere
 along those same lines.

 -Cale 'Mazor'
 Firearms Programmer
 http://www.firearmsmod.com/


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]] On Behalf Of Mark Gornall
 Sent: Monday, December 02, 2002 9:58 AM
 To: '[EMAIL PROTECTED]'
 Subject: [hlcoders] VAC

 What's the word on using this regarding us 'normal' mods?

 (feeling community pressure here...)

 thanks,
 Mark.
 www.planethalflife.com/vampire
 www.planethalflife.com/ios

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[hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlcoders] Valve´s programmers need more sleep?

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

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



 
 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

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Re: [hlcoders] Fog in Software Mode?

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

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


 You don't actually have to do that, nor do the sounds seemed muffled.

 By just tricking the client into thinking you are in water, the engine
 doesn't do the standard stuff it would other wise do.

 We got water fog happening with about 3 lines of code modification on
 server side, and a bit of offset hacking in view.cpp client side.

 Michael Shimmins

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of botman
 Sent: Tuesday, October 29, 2002 11:13 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Fog in Software Mode?

  The water-hack fog seems to work pretty well in Software Mode.

 Except for the sounds becoming muffled (which is an engine water
 effect),
 and forcing you to modify the water physics to behave like land physics.

 Jeffrey botman Broome

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Re: [hlcoders] Fog in Software Mode?

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

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


  I have been able to create fog in hardware mode but not software.  Has
  anyone been able to create fog (or a resonable facsimilie of it) for the
  software mode?  If so, can you send any hints or suggestion on how to do
  it?

 Sprites, lots and lots of sprites (or using Triangle API to draw tiny
little
 particles, but sprites would probably be faster).

 Jeffrey botman Broome

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Re: [hlcoders] Sprite File Format

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

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

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



 The Quake Specifications -
 http://www.gamers.org/dEngine/quake/spec/quake-spec34/index0.htm - contain
 the full specification of the SPR file format, providing that the format
 hasn't changed since Quake. This might be easier to work with than hacking
 it out of the files.

 Francis DeathWish Woodhouse

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Ken Birdwell
  Sent: Monday, October 28, 2002 2:52 PM
  To: '[EMAIL PROTECTED]'
  Subject: RE: [hlcoders] Sprite File Format
 
  Look in engine\spritegn.h, and the source for sprgen.exe in
  utils\sprgen.c
  for more details.  This the program that turns lists of bmp's into spr
  files.
 
  -Original Message-
  From: Michael Shimmins [mailto:shimms;tae-mod.com]
  Sent: Sunday, October 27, 2002 7:39 PM
  To: HLCoders
  Subject: [hlcoders] Sprite File Format
 
  Hi,
 
  This may be one for Valve, but who knows someone else may know.  I'm
  after information on the .spr file format, how it differs from BMPs etc.
  What I want to do is load a SPR image on a Visual Basic form.  I can
  code my own container for it if there is some information available on
  the format.
 
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Re: Re[2]: [hlcoders] Checking for a specific texture on level

2002-10-13 Thread Josh Coyne

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

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


 Hello Josh,

 Sunday, October 13, 2002, 1:09:49 AM, you wrote:
 JC The only thing that pops immediately in my head is parsing the .bsp
manually
 JC :\
 It is easy enough. The only thing you need is to know name of your
 map, then make such procedure

 bool HasTexture(... levelname,... texturename);

 and parse bsp lump textures. Look at botmans bsp_tools source.

 --
 Best regards,
  Vyacheslavmailto:[EMAIL PROTECTED]

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

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

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


 I've been wondering, would it be possible to check to see if a map has a
 specific texture?

 I'm trying to do this so I can set a value to either true or false. Based
on
 if the map has the needed texture, something can be disabled.

 -Sniper

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Re: [hlcoders] Lots 'o precaching.

2002-10-12 Thread Josh Coyne
*shrug*

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

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

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


 Yea, thanks :/

 I'd love to move engines (mmm... Serious Sam 2 engine...) but we're stuck
 with this for some odd reason. Mostly because a good portion of our fans
 don't have very good PC's

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

2002-06-27 Thread Josh Coyne

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

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


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

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


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

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

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

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



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


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

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

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


 linked lists may be to slow for a particle engine

 - Original Message -
 From: Yacketta, Ronald [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Thursday, June 27, 2002 12:24 AM
 Subject: RE: [hlcoders] Particle System


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

2002-06-23 Thread Josh Coyne

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

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

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

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

#include hud.h
#include cl_util.h
#include parsemsg.h
#include 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
--

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Re: [hlcoders] The HUD Owns me

2002-06-23 Thread Josh Coyne

Do i need to? i referenced the sprite directly

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


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

 You did add the sprite to your hud.txt, didn't you?

 ---
 Sebastian Steinlechner

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Re: [hlcoders] The HUD Owns me

2002-06-23 Thread Josh Coyne

nevermind..

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

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


 Do i need to? i referenced the sprite directly

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


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

2002-06-11 Thread Josh Coyne

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

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


 Hey guys,

 Does anyone have an idea how I would make a player turn on a dime?
 I don't want there to be any acceleration, I just want the player to
 instantly
 move in the direction he's facing... anyone have any ideas?

 Georges

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

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Re: [hlcoders] Quiet List

2002-05-28 Thread Josh Coyne

or graduation in my case

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


 Finals week for highschoolers...

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]]On Behalf Of Derek Lau
 Sent: Tuesday, May 28, 2002 5:12 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Quiet List




 Dormant..
 From: Nathan Taylor [EMAIL PROTECTED]
 Reply-To: [EMAIL PROTECTED]
 To: HLCoders [EMAIL PROTECTED]
 Subject: [hlcoders] Quiet List
 Date: Tue, 28 May 2002 04:24:40 -0400
 
 --
 [ Picked text/plain from multipart/alternative ]
 Is it just that I haven't been getting mail or has the list been
basically
 dormant for the last several days?
 
 
 Lakario
 ModDev.netGet more from the Web.  FREE MSN Explorer download :
 http://explorer.msn.com
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Re: [hlcoders] Newb questions

2002-05-14 Thread Josh Coyne

i think u have to include stdafx.h maybe

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


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

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

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

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

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

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

-afflicted
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Re: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Josh Coyne

:X

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


 is it supost to use 3GB or are you just a sloppy programmer :)


 - Original Message -
 From: David Flor [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, May 13, 2002 6:13 AM
 Subject: RE: [hlcoders] Re: triApi speed problems


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

2002-05-13 Thread Josh Coyne

D:

nastey

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


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

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

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


 Maybe Windows takes up the other Gb? :)

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


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

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

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

2002-05-06 Thread Josh Coyne

hmm

a possible idea could be a string table maybe

an array of string/code structs, like

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

then you could perhaps have like

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

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

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


 Well they say when you're not sure try..so I did and Leon's right (at
 least with VC++)

 I'm not sure where I saw/read that it would scan quotes, but the define
 didn't work for me (it would just print out WEAPON_GARAND instead of 2)

 Looks like we're stuck defining string literals or numbers, but not
 mixing  matching.

 david

 -Original Message-
 From: Leon Hartwig [mailto:[EMAIL PROTECTED]]
 Sent: Monday, May 06, 2002 9:50 PM
 To: '[EMAIL PROTECTED]'
 Subject: RE: [hlcoders] string to #define

 I'm sure it depends on which preprocessor is being used, but I doubt
 most
 modern ones do this.


  -Original Message-
  From: Dynerman David M [mailto:[EMAIL PROTECTED]]
  Sent: Monday, May 06, 2002 7:35 PM
  To: [EMAIL PROTECTED]
  Subject: RE: [hlcoders] string to #define
 
 
  The pre-processors scan through source files replacing the define with
  the value.
 
  I'm not 100% sure, but about 95% that it looks in strings as well, so
 
  someFuncThatTakesAString(WEAPON_GARAND);
 
  will get changed to
 
  someFuncThatTakesAString(2); //constant string 2\0
 
  before its compiled.
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Re: [hlcoders] string to #define

2002-05-06 Thread Josh Coyne

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

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


 That wasn't the question Marcelo, what I thought (and was wrong) was
 that the pre-processor would search inside  for the #defines, so in
 your case if I was right it would try to index array[2], which
 obviously wouldn't work.

 david

 -Original Message-
 From: Marcelo de Paula Bezerra [mailto:[EMAIL PROTECTED]]
 Sent: Monday, May 06, 2002 10:18 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] string to #define

 I believe it won't work.

 This works about the same as #define WEAPON_GARAND 2,
 you can't  do things like
 array[WEAPON_GARAND].

 Unfortunataly, the long if else block looks like the way to go.

 On Mon, 2002-05-06 at 23:20, Mugsy _ wrote:
 
  It doesnt have to be a define, it can be an enumerated variable. (
 since
  #define names would probably be tossed in a compiled version )
 
  enum
  {
 WEAPON_GARAND = 2
  };
 
  From: Mugsy _ [EMAIL PROTECTED]
  Reply-To: [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Subject: [hlcoders] string to #define
  Date: Mon, 06 May 2002 19:17:02 -0700
  
  This is more general C++, but its for a HL mod so..
  
  If I have a string, is there a way to convert it to integer with a
  previously enumerated value?
  
  eg,
  #define WEAPON_GARAND 2
  
  then if I read in a string, and it happens to be WEAPON_GARAND can
 I know
  that that symbol is defined as 2? Obviously without doing an enormous
  if/else strcmp block..
  
  Mugsy
  Day of Defeat mod
  
  _
  Get your FREE download of MSN Explorer at
 http://explorer.msn.com/intl.asp.
  
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Re: [hlcoders] string to #define

2002-05-06 Thread Josh Coyne

well with the string array you could just do like

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

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

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

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



 Yeah I thought about that but I think it ends up with a lot of string
 compares. The particular method I am thinking of ( I might be remembering
 some magical C++ dream I had ) acutally involved converting a string into
a
 variable name directly.

 But I'm most likely on crack.



 From: Josh Coyne [EMAIL PROTECTED]
 Reply-To: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] string to #define
 Date: Mon, 6 May 2002 23:25:33 -0400
 
 hmm
 
 a possible idea could be a string table maybe
 
 an array of string/code structs, like
 
 typedef struct
 {
  char cStringId[256];
  int iId;
 }weaponchar_id_t;
 
 then you could perhaps have like
 
 weaponchar_id_t WeaponCodes[] = {
  { WEAPON_GARAND,2 },
  { WEAPON_1911, 1},
  NULL,
  // etc
 };
 
 then have a support function or two to grab the string/int and compare in
 this array
 this could be more work, who knows, but here it looks a bit easier to
just
 reference similar items in an array
 
 - Original Message -
 From: Dynerman David M [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, May 06, 2002 11:10 PM
 Subject: RE: [hlcoders] string to #define
 
 
   Well they say when you're not sure try..so I did and Leon's right (at
   least with VC++)
  
   I'm not sure where I saw/read that it would scan quotes, but the
define
   didn't work for me (it would just print out WEAPON_GARAND instead of
2)
  
   Looks like we're stuck defining string literals or numbers, but not
   mixing  matching.
  
   david
  
   -Original Message-
   From: Leon Hartwig [mailto:[EMAIL PROTECTED]]
   Sent: Monday, May 06, 2002 9:50 PM
   To: '[EMAIL PROTECTED]'
   Subject: RE: [hlcoders] string to #define
  
   I'm sure it depends on which preprocessor is being used, but I doubt
   most
   modern ones do this.
  
  
-Original Message-
From: Dynerman David M [mailto:[EMAIL PROTECTED]]
Sent: Monday, May 06, 2002 7:35 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] string to #define
   
   
The pre-processors scan through source files replacing the define
with
the value.
   
I'm not 100% sure, but about 95% that it looks in strings as well,
so
   
someFuncThatTakesAString(WEAPON_GARAND);
   
will get changed to
   
someFuncThatTakesAString(2); //constant string 2\0
   
before its compiled.
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Re: [hlcoders] Crashing Me...why?

2002-05-04 Thread Josh Coyne

hmm, test for a null pointer?

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

or something similar . :)

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


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

  hud_player_info_t *hpll_info;
  hpll_info = g_PlayerInfoList[m_nPlayerIndex];
  ConsolePrint(hpll_info-name);

 Being ran in
 int CStudioModelRenderer::StudioDrawPlayer( int flags, entity_state_t
*pplayer )

 StudioModelRenderer.cpp

 Compiles fine, crashes w/ no error straight to desktop.

 Thx
 Inbeastic
 --

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Re: [hlcoders] Spectator VGUI (Observer)

2002-05-02 Thread Josh Coyne

thanks!(both of ya)

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


 Actually, HLPP is back online at telefragged. So you can actually get
 the tutorial at http://hlpp.telefragged.com/tuts/spectator.htm

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]] On Behalf Of Varlock
 Sent: Thursday, May 02, 2002 7:12 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Spectator VGUI (Observer)

 http://web1.archive.org/web/20011123024534/http://hlpp.valveworld.com/tu
 ts/s
 pectator.htm

 - Trevor

 - Original Message -
 From: Josh Coyne [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, May 01, 2002 6:59 PM
 Subject: [hlcoders] Spectator VGUI (Observer)


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

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

 Regards,
 Josh

 --

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Re: [hlcoders] Hunted gameplay?

2002-05-01 Thread Josh Coyne

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

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--
[ lastmanstanding_gamerules.cpp of type application/octet-stream deleted ]
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Re: [hlcoders] Hunted gameplay?

2002-05-01 Thread Josh Coyne

lol; i see

thanks for the tip, ill just paste the code here

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

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

2002-05-01 Thread Josh Coyne

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

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

Regards,
Josh

--

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Re: [hlcoders] Scope Sprites

2002-04-29 Thread Josh Coyne

hmm;

that may be a better solution. thx.

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


 Yes, it does... here's how I did it, I'm calling this from
 HUD_DrawTransparentTriangles (well, not exactly this, it's somewhat
 different in Poke646, but the idea  maths is the same):

 --- snip ---

 #define SCOPE_DISTANCE 10
 #define M_PI   3.14159265358979323846

 extern vec3_t v_angles, v_origin;

 void CSniperScope::DrawScope( void )
 {
  if( !fActive )
   return;

  cl_entity_t *player;

  // make sure the player is up and running
  player = gEngfuncs.GetLocalPlayer();
  if ( !player )
   return;

  // load sniper scope sprite if necessary
  if ( hsprSniperScope == 0 )
  {
   char sz[256];
   sprintf( sz, sprites/scopeborder.spr );
   hsprSniperScope = SPR_Load( sz );
  }

  vec3_t viewAngles, v_up, v_right, v_forward;

  gEngfuncs.GetViewAngles( viewAngles );
  AngleVectors( viewAngles, v_forward, v_right, v_up );

  // the sprite's origin
  vec3_t org = v_origin + v_forward * SCOPE_DISTANCE;

  // adjust size to fov (simple triangular maths)
  float fovadjust = tan( gHUD.m_iFOV / 360.0 * M_PI );
  float size = (SCOPE_DISTANCE + 1.0) * fovadjust; // little bigger than
 necessary

  // use this to overlap the triangles a bit
  float pixel = size / 256.0;

  float r, g, b, brightness;

  r = g = b = brightness = 1.0;

  vec3_t temporg;

  // now set up triapi code
  gEngfuncs.pTriAPI-RenderMode( kRenderTransTexture );
  gEngfuncs.pTriAPI-CullFace( TRI_NONE );

  for( int i = 0; i  4; i++ )
  {
   if ( !gEngfuncs.pTriAPI-SpriteTexture( (struct model_s
 *)gEngfuncs.GetSpritePointer( hsprSniperScope ), i ))
   {
return;
   }

   gEngfuncs.pTriAPI-Color4f( r, g, b , brightness);
   gEngfuncs.pTriAPI-Begin( TRI_QUADS );

   gEngfuncs.pTriAPI-Brightness( 1 );
   gEngfuncs.pTriAPI-TexCoord2f( 0, 1 );
   switch( i )
   {
case 0: temporg = org + (v_right * -size); break;
case 1: temporg = org; break;
case 2: temporg = org + (v_right * -size) + (v_up * -size); break;
case 3: temporg = org + (v_up * -size); break;
   }
   gEngfuncs.pTriAPI-Vertex3fv( temporg );

   gEngfuncs.pTriAPI-Brightness( 1 );
   gEngfuncs.pTriAPI-TexCoord2f( 0, 0 );
   switch( i )
   {
case 0: temporg = org + (v_right * -size) + (v_up * size); break;
case 1: temporg = org + (v_up * size); break;
case 2: temporg = org + (v_right * -size) + (v_up * pixel); break;
case 3: temporg = org; break;
   }
   gEngfuncs.pTriAPI-Vertex3fv( temporg );

   gEngfuncs.pTriAPI-Brightness( 1 );
   gEngfuncs.pTriAPI-TexCoord2f( 1, 0 );
   switch( i )
   {
case 0: temporg = org + (v_up * size); break;
case 1: temporg = org + (v_right * size) + (v_up * size); break;
case 2: temporg = org; break;
case 3: temporg = org + (v_right * size) + (v_up * pixel); break;
   }
   gEngfuncs.pTriAPI-Vertex3fv( temporg );

   gEngfuncs.pTriAPI-Brightness( 1 );
   gEngfuncs.pTriAPI-TexCoord2f( 1, 1 );
   switch( i )
   {
case 0: temporg = org; break;
case 1: temporg = org + (v_right * size); break;
case 2: temporg = org + (v_up * -size); break;
case 3: temporg = org + (v_right * size) + (v_up * -size); break;
   }
   gEngfuncs.pTriAPI-Vertex3fv( temporg );

   gEngfuncs.pTriAPI-End();
  }

 }

 -- snap --

 cya,
 TheTinySteini


 - Original Message -
 From: Cortex [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, April 29, 2002 7:56 PM
 Subject: Re: [hlcoders] Scope Sprites


 I don't understand how you got it to work using TriApi ! How did you get
the
 coordinate of the polys you had to display ? It has to depend from the
view
 angles, don't they ?


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[hlcoders] Scope Sprites

2002-04-28 Thread Josh Coyne

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 
:|
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Re: [hlcoders] weapon coding question

2002-04-27 Thread Josh Coyne

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

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

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


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

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[hlcoders] VGUI question

2002-04-26 Thread Josh Coyne

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--
[ Picked text/plain from multipart/alternative ]
Hey guys.

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

Regards,
Josh
--

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Re: [hlcoders] VGUI question

2002-04-26 Thread Josh Coyne

Okay, ill see what i can do.

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

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


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

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


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


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

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

Regards,
Josh
--

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

2002-04-25 Thread Josh Coyne

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

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


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


Lord Booga

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


 Eek!

 A 700 MHz machine is what we're terming an older box now?  Makes my dev
 machine look ancient :(

 -PNB

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]]On Behalf Of Tim Holt
 Sent: Wednesday, April 24, 2002 11:12 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Fun and games and amateur analysis of 1.1.0.9
 update hardware survey results...


  Thats good having an older box actually.  Sometimes I think one can fall
  into the trap of developing (testing) on a nice box - and not really
  know how it behaves on older boxes.

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Re: [hlcoders] 1000+ are nice?

2002-04-23 Thread Josh Coyne

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

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

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


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

- Lakario

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

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

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

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

cya,
TheTinySteini

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