Re: Re[4]: [hlcoders] SDK Licence applies to HL PS2?
if we modify the models enough, we in a sense 'created' them. No chance. - Original Message - From: Steve Rukuts [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, January 08, 2003 12:11 PM Subject: Re: Re[4]: [hlcoders] SDK Licence applies to HL PS2? -- [ Converted text/html to text/plain ] I know this isn't a legal discussion list but I think we'll find that (according to UK law), if we modify the models enough, we in a sense 'created' them. ::Hello Sniper, :: ::well, we have HEV charger and retinla scanner ::made as models. But they ::are made by our modeller. It was very hard to ::find normal screenies of ::such things on web. Also we can't recreate all ::the content by ::ourselves (like with HEV charger) and we'll use ::ps2 version of some ::monsters if it would be legal. :: ::-- :: Vyacheslav :: Level-designer :: Deep-Shadows ( ::http://www.deep-shadows.com ) :: ::___ ::To unsubscribe, edit your list preferences, or ::view the list archives, please visit: :: http://list.valvesoftware.com/mailman/listinfo ::hlcoders :: :: :: Steve Rukuts Wrench Software Webmaster / Co-Founder / Original Design: Operation: Messiah e-mail: [EMAIL PROTECTED] MSN: [EMAIL PROTECTED] ICQ: 98613165 The contents of this e-mail may be confidential. If some annoying computer error occurs and it gets sent to people other than the intended recipient, do nothing, and delete it from your computer. ___ 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] myristate@planethalflife.com
No, i think it is shit. - Original Message - From: Florian Zschocke [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, December 08, 2002 7:26 PM 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
Re: [hlcoders] myristate@planethalflife.com
No, i think it is shit. - Original Message - From: Florian Zschocke [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, December 08, 2002 7:26 PM 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
[hlcoders] Re: [hlcoders] RE: [hlcoders] Valve´s programmers need more sleep?
So i get my name in credits? =) - Original Message - From: Mazor [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, November 07, 2002 11:44 PM Subject: [hlcoders] RE: [hlcoders] Valve´s programmers need more sleep? HAHA *changes the line in the Firearms code to read: pev-view_ofs = 0; * THANK YOU! -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Oskar 'Zoot' Lindgren Sent: Thursday, November 07, 2002 3:37 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Valve´s programmers need more sleep? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi! I found a funny thing: pev-view_ofs = pev-view_ofs * 0.0; from trigger.cpp line 859 It can be done better... and you will get about 0.0008027% higher FPS, i have tested. / A bored Zoot -- ___ 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] help
omg, it is true. - Original Message - From: David Flor [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, October 14, 2002 11:09 PM Subject: [hlcoders] help -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of [EMAIL PROTECTED] Sent: Monday, October 14, 2002 3:01 PM To: [EMAIL PROTECTED] Subject: hlcoders digest, Vol 1 #719 - 1 msg Send hlcoders mailing list submissions to [EMAIL PROTECTED] To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlcoders or, via email, send a message with subject or body 'help' to [EMAIL PROTECTED] You can reach the person managing the list at [EMAIL PROTECTED] When replying, please edit your Subject line so it is more specific than Re: Contents of hlcoders digest... Today's Topics: 1. RE: Lots 'o precaching. (Ken Birdwell) --__--__-- Message: 1 From: Ken Birdwell [EMAIL PROTECTED] To: '[EMAIL PROTECTED] ' [EMAIL PROTECTED] Subject: RE: [hlcoders] Lots 'o precaching. Date: Mon, 14 Oct 2002 04:17:27 -0700 Reply-To: [EMAIL PROTECTED] Precacheing only allocates a name slot for model. It doesn't force it to be in memory. The HL engine demand loads model data only when needed. To further help reduce memory footprint, use $externaltextures (though this only really helps in software) and use $sequencegroupsize to break the .mdl file into multiple smaller chunks so that blocks of animation data are also demand loaded. http://www.thewavelength.net/oldsite/models/reference/qcscript.html -Original Message- From: Daniel Koppes To: [EMAIL PROTECTED] Sent: 10/12/2002 7:39 AM Subject: [hlcoders] Lots 'o precaching. I have a rather big problem. I need some way to precache ~200 models but I cannot think of anyway to do this. I can't guarantee that any of them won't be in a level, but loading all of them would be a terrible waste of memory (even @ 500k per model thats 100mb of ram gone). All attempts I have made were (mostly) met with that horrible 'Precaching can only be done in Precache function' Does anyone have any ideas? (If this seems vague, I blame it on 4am). ___ 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 End of hlcoders Digest ___ 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] Rope attached to NPC?
Why make it so hard? Just buy a GF4 4600TI... it makes you work faster =P - Original Message - From: Persuter [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, October 12, 2002 11:28 PM Subject: Re: [hlcoders] Rope attached to NPC? /me blinks. I'd call Eidos Interactive and see if you can buy the rights to their Glacier engine. Basically, I think most of the stuff will have to be hand-done, and I think it will be very difficult. You can detect collisions between the rope and the objects in a map with a simple traceline, but I don't think you'll be able to bend it properly around anything, without some major performance hits. You can definitely create and draw the rope entity in both taut and loose states with a little physics simulation and some TriAPI work. On the HUD side, I wouldn't even really bother doing the hand gripping the rope, I'd simply have it coming out. If you must do it like that, use V_CalcGunAngle in view.cpp, I believe, to control the angle at which your model is positioned, that way you can accurately simulate the rope going back and forth. However, in general, it would probably be a better idea to do it with a less static method, i.e., something more like a tractor beam rather than a rope. That would be far simpler with the same effect on gameplay. Sorry to be a pessimist, but I just doubt that the rope thing will work out that well. Actually, thinking about it a little more, if you treat the rope as a bunch of short segments, kinda like those hard plastic jumpropes, and then hard-lock the beginning of each segment to the end of the last one, and use TraceHull to prevent the rope from going through anything, you might be able to do it the way you're talking about, but that's some serious tracing, and it will probably take up a lot of CPU cycles. Persuter At 03:45 PM 10/12/2002 -0400, you wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Let's say in my game I want the player to be able to lasso an NPC, and have the attachment be persistent. That is, once roped, the NPC cannot get free of the rope until the player let's go. For argument's sake imagine the rope is around the NPC's waist, once attached. I know that: - I'll need a HUD animation to show the player's hand gripping the rope. - When the NPC tries to run away or move closer to the player, I'll have to change the rope entity to make it look loose or drawn taut. In addition, I assume that in the NPC think code I'll have to check for the rope being attached, and, if as the NPC I'm at the end of the rope, to halt my movement, to simulate the rope preventing my walking or running away. My main questions are: How do I create and draw the rope entity? Is there a convenient way to show the rope in a taut and loose state? Also is there any way I could detect collisions between the rope and objects in the map, so I could bend it properly around an intervening tree for example, or will that be too huge a headache to bother with? Lastly, how will I position or draw each end of the rope so it that the NPC-end looks like its realistically wrapped around the waist of the NPC, and the player-end is gripped realistically by the player's hand in the HUD animation? If anyone has a good idea/strategy or sample/example on how to make this happen I'd love to hear about it. Details please. Thanks. -- ___ 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] Rope attached to NPC?
Use the GPU, n00b... =P - Original Message - From: Phantom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, October 13, 2002 12:35 AM Subject: Re: [hlcoders] Rope attached to NPC? errm... because althought the GF4 will do a nice job at rendering the thing, all those colluision calcs. are happening on the CPU, so regardless of it you have a GF4 or an orignal GF, your gonna get the same performance hit from the calcs. - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, October 12, 2002 10:50 PM Subject: Re: [hlcoders] Rope attached to NPC? Why make it so hard? Just buy a GF4 4600TI... it makes you work faster =P - Original Message - From: Persuter [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, October 12, 2002 11:28 PM Subject: Re: [hlcoders] Rope attached to NPC? /me blinks. I'd call Eidos Interactive and see if you can buy the rights to their Glacier engine. Basically, I think most of the stuff will have to be hand-done, and I think it will be very difficult. You can detect collisions between the rope and the objects in a map with a simple traceline, but I don't think you'll be able to bend it properly around anything, without some major performance hits. You can definitely create and draw the rope entity in both taut and loose states with a little physics simulation and some TriAPI work. On the HUD side, I wouldn't even really bother doing the hand gripping the rope, I'd simply have it coming out. If you must do it like that, use V_CalcGunAngle in view.cpp, I believe, to control the angle at which your model is positioned, that way you can accurately simulate the rope going back and forth. However, in general, it would probably be a better idea to do it with a less static method, i.e., something more like a tractor beam rather than a rope. That would be far simpler with the same effect on gameplay. Sorry to be a pessimist, but I just doubt that the rope thing will work out that well. Actually, thinking about it a little more, if you treat the rope as a bunch of short segments, kinda like those hard plastic jumpropes, and then hard-lock the beginning of each segment to the end of the last one, and use TraceHull to prevent the rope from going through anything, you might be able to do it the way you're talking about, but that's some serious tracing, and it will probably take up a lot of CPU cycles. Persuter At 03:45 PM 10/12/2002 -0400, you wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Let's say in my game I want the player to be able to lasso an NPC, and have the attachment be persistent. That is, once roped, the NPC cannot get free of the rope until the player let's go. For argument's sake imagine the rope is around the NPC's waist, once attached. I know that: - I'll need a HUD animation to show the player's hand gripping the rope. - When the NPC tries to run away or move closer to the player, I'll have to change the rope entity to make it look loose or drawn taut. In addition, I assume that in the NPC think code I'll have to check for the rope being attached, and, if as the NPC I'm at the end of the rope, to halt my movement, to simulate the rope preventing my walking or running away. My main questions are: How do I create and draw the rope entity? Is there a convenient way to show the rope in a taut and loose state? Also is there any way I could detect collisions between the rope and objects in the map, so I could bend it properly around an intervening tree for example, or will that be too huge a headache to bother with? Lastly, how will I position or draw each end of the rope so it that the NPC-end looks like its realistically wrapped around the waist of the NPC, and the player-end is gripped realistically by the player's hand in the HUD animation? If anyone has a good idea/strategy or sample/example on how to make this happen I'd love to hear about it. Details please. Thanks. -- ___ 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
Re: [hlcoders] GF4 stuff [was Rope attached to NPC?]
a free frying pan? now even mom most buy one... - Original Message - From: barret [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, October 13, 2002 2:03 AM Subject: Re: [hlcoders] GF4 stuff [was Rope attached to NPC?] yeah, but does your GF4 come with a frying pan *and* a toaster? after a long night of gaming, you could make some breakfast on it. =) barret - Original Message - From: Avatar-X [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, October 12, 2002 11:59 PM Subject: Re: [hlcoders] Rope attached to NPC? -- [ Picked text/plain from multipart/alternative ] i've got one of those! /me hugs his computer :) ASUS Geforce 4 Ti4600 8640 Ultra Deluxe w/128mb ram, dualhead, TV-out, Video In, digital flat panel, 3D LCD shutter glasses, copper heatsink, dynamic overclocking :D Oskar 'Zoot' Lindgren wrote: Why make it so hard? Just buy a GF4 4600TI... it makes you work faster =P - Original Message - From: Persuter [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, October 12, 2002 11:28 PM Subject: Re: [hlcoders] Rope attached to NPC? /me blinks. I'd call Eidos Interactive and see if you can buy the rights to their Glacier engine. Basically, I think most of the stuff will have to be hand-done, and I think it will be very difficult. You can detect collisions between the rope and the objects in a map with a simple traceline, but I don't think you'll be able to bend it properly around anything, without some major performance hits. You can definitely create and draw the rope entity in both taut and loose states with a little physics simulation and some TriAPI work. On the HUD side, I wouldn't even really bother doing the hand gripping the rope, I'd simply have it coming out. If you must do it like that, use V_CalcGunAngle in view.cpp, I believe, to control the angle at which your model is positioned, that way you can accurately simulate the rope going back and forth. However, in general, it would probably be a better idea to do it with a less static method, i.e., something more like a tractor beam rather than a rope. That would be far simpler with the same effect on gameplay. Sorry to be a pessimist, but I just doubt that the rope thing will work out that well. Actually, thinking about it a little more, if you treat the rope as a bunch of short segments, kinda like those hard plastic jumpropes, and then hard-lock the beginning of each segment to the end of the last one, and use TraceHull to prevent the rope from going through anything, you might be able to do it the way you're talking about, but that's some serious tracing, and it will probably take up a lot of CPU cycles. Persuter At 03:45 PM 10/12/2002 -0400, you wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Let's say in my game I want the player to be able to lasso an NPC, and have the attachment be persistent. That is, once roped, the NPC cannot get free of the rope until the player let's go. For argument's sake imagine the rope is around the NPC's waist, once attached. I know that: - I'll need a HUD animation to show the player's hand gripping the rope. - When the NPC tries to run away or move closer to the player, I'll have to change the rope entity to make it look loose or drawn taut. In addition, I assume that in the NPC think code I'll have to check for the rope being attached, and, if as the NPC I'm at the end of the rope, to halt my movement, to simulate the rope preventing my walking or running away. My main questions are: How do I create and draw the rope entity? Is there a convenient way to show the rope in a taut and loose state? Also is there any way I could detect collisions between the rope and objects in the map, so I could bend it properly around an intervening tree for example, or will that be too huge a headache to bother with? Lastly, how will I position or draw each end of the rope so it that the NPC-end looks like its realistically wrapped around the waist of the NPC, and the player-end is gripped realistically by the player's hand in the HUD animation? If anyone has a good idea/strategy or sample/example on how to make this happen I'd love to hear about it. Details please. Thanks. -- ___ 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] WON is really down?
Hi, Is it this true: WON will be down a couple of weeks, because we have some disagreements with sierra, WON is on the verge of bankrupcy, we desperately need some donations to keep running.' / Zoot ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Condition Zero SDK?
Lets ask Botman. Botman, will it be a new SDK? - Original Message - From: Johannes Lampel - JoeBOT [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, September 30, 2002 2:23 PM Subject: Re: [hlcoders] Condition Zero SDK? hello I heard such rumors, that there'll be a CS:CZ SDK, too. but I also heard some weeks ago that the CS:CZ code won't be released. Sounds like a discussion's going on there whether it should be released or not :D @$3.1415rin Am 30.09.2002 14:09:29, schrieb manuel schmidt [EMAIL PROTECTED]: Hi... i m currently making a HL Mod. But i was wondering... When CS Condition Zero ist out, will there be a possibility to make a Mod for it? Since i guess the Engine will be tweaked or even reinvented ;) i thought of waiting with my mod for developing it on CS:Condition Zero. Or Is Condition Zero again just a Mod, where alot of things and stuff changed, but no new Game-/Engine- Code was added? Any answers are greatly appreachiated. best regards manuel p.s.: sry for my english i m german ___ 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] Format of WonIDs
=P - Original Message - From: Paul Samways [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, June 13, 2002 6:55 PM Subject: Re: [hlcoders] Format of WonIDs I'd actually forgotten about Steam IDs. Variable length char it is then - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, June 13, 2002 5:39 PM Subject: Re: [hlcoders] Format of WonIDs he asked for the WonID not the steamid.. - Original Message - From: Marcelo de Paula Bezerra [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, June 13, 2002 6:16 PM Subject: Re: [hlcoders] Format of WonIDs On Thu, 2002-06-13 at 12:55, Francis DeathWish Woodhouse wrote: WonIDs can be a huge variety of lengths, from 1 digit to 10 digits - you'd be safe using a 32-bit integer variable to store each WonID, but I may be wrong. No he wont. There are steam ids now. They have the following format: STEAM_0:10813 (this is a sample) ___ 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] Quiet List
or to much wanking... - Original Message - From: Josh Coyne [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, May 28, 2002 11:14 PM Subject: 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-life demo tools
[Signature removed by administrator: Signature can not exceed 20GB] what did you try to attach? - Original Message - From: Philip (Fiber) [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, May 15, 2002 11:16 AM Subject: RE: [hlcoders] Half-life demo tools Hmmm, the only solution would really be to convert it to an avi and then use a video editing program. [Signature removed by administrator: Signature can not exceed 20GB] -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Cortex Sent: Wednesday, May 15, 2002 9:06 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Half-life demo tools Yes, but I don't think Scott is asking for a program like GeekPlay... GeekPlay plays the demo but it doesn't give you the possibility of editing the .dem files ! - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st ) - email : [EMAIL PROTECTED]ICQ : 71548738 - Original Message - From: Skyler York [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, May 15, 2002 5:39 AM Subject: Re: [hlcoders] Half-life demo tools | [ Converted text/html to text/plain ] | | Aw, wait, it's just a viewer front end. Never mind; carry on :P | From: Skyler York | Reply-To: [EMAIL PROTECTED] | To: [EMAIL PROTECTED] | Subject: Re: [hlcoders] Half-life demo tools | Date: Tue, 14 May 2002 20:30:27 -0700 | | [ Converted text/html to text/plain ] | | Don't any of you read PlanetHalfLife?! | | http://www.planethalflife.com#PQN367462[1] | | A utility called GeekPlay, and I quote: | | GeekPlay is a demo utility for Half-Life. It lets you browse and watch | client | recorded (or HLTV recored) demos with ease. With a GUI you will be able to | see | the information about the demo before playing it, such as an image of the map | and playernames. GeekPlay also offers customization to suit your needs with | commandline options, has special features such as a mini filebrowser, | automatic resolution changer, teamsay stripper, playback speed changer and | playback support for old demos. GeekPlay works with all Half-Life mods that | uses the standard demo protocol. | | -- | Send and receive Hotmail on your mobile device: Click Here[1] | | ===References:=== | 1. http://g.msn.com/1HM305401/45 | | ___ | 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] Half-life demo tools
I don´t know how valves tools work, but i would rekommend that you first exports every frame to tga(or bmp) and then imports the frames in to a video-editing-app - Original Message - From: Scott Velasquez [EMAIL PROTECTED] To: Adrian Finol [EMAIL PROTECTED] Cc: [EMAIL PROTECTED] Sent: Wednesday, May 15, 2002 4:45 PM Subject: RE: [hlcoders] Half-life demo tools Adrian, Yeah this is for E3 stuff. Can you hook me up with your tool? -scottv -Original Message- From: Adrian Finol [mailto:[EMAIL PROTECTED]] Sent: Wednesday, May 15, 2002 4:51 AM To: '[EMAIL PROTECTED]' Subject: FW: [hlcoders] Half-life demo tools What is this for?, E3 demo stuff?. Cause we have a demo tool that allows you to fly around the demo and stuff, slow mo and stuff. You can't edit it, but it will make video editing easier, since you can put the camera anywhere you want. -Original Message- From: Scott Velasquez To: [EMAIL PROTECTED] Sent: 5/14/2002 5:45 PM Subject: RE: [hlcoders] Half-life demo tools I'd prefer to keep it in the demo format so I can play it back in the game, but I'd be willing to try it out exporting to an .avi. You know of a tool? -scottv -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Oskar 'Zoot' Lindgren Sent: Tuesday, May 14, 2002 7:36 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Half-life demo tools are you going to export to .avi? - Original Message - From: Scott Velasquez [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, May 15, 2002 2:31 AM Subject: [hlcoders] Half-life demo tools Does anybody know of any Half-life demo editing tools? I'm looking for something like KeyGrip for Quake/Quake2 or something to at least edit the demo files. Scott Velasquez Programmer Gearbox Software (www.gearboxsoftware.com) -- re.cur.sion n.: See Recursion. -- ___ 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
download the old version.. i used them for free... back in the voodoo2 days.. - Original Message - From: Chris Foss [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, May 16, 2002 1:15 AM Subject: Re: [hlcoders] Re: triApi speed problems Nope. no wicked3d drivers. I'm running a fraknenputer, because I'm poor :) From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] got the wicked3d drivers? ___ 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] No TriAPI fog in D3D?!
DC? You mean DX? - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, May 14, 2002 7:21 PM Subject: RE: [hlcoders] No TriAPI fog in D3D?! I do not have source code at work etc, but was wondering does the HL SDK allow access to any DC? so one could do their own OpenGL/DirectX coding? -Ron -Original Message- From: Skyler York [mailto:[EMAIL PROTECTED]] Sent: Tuesday, May 14, 2002 13:16 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] No TriAPI fog in D3D?! [ Converted text/html to text/plain ] We need access to the D3D Device object, as well as be able to check if the user is in D3D mode. Then we could do something like this - g_pDevice-SetRenderState(D3DRS_FOGENABLE, TRUE); And get our fog enabled. With the device, we could also set up different fog modes, colors, etc. Otherwise there needs to be some sort of abstract interface we can use in the SDK to enable fog and let the engine handle the details. That's something like what is in there now, but it only works with OGL. Here's a random link: http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dx8_c/direc tx_cpp/Graphics/ProgrammersGuide/UsingDirect3D/Rendering/FogAlphaDepth/Fog/V ertexFog.asp[1] From: Mazor Reply-To: [EMAIL PROTECTED] To: Subject: RE: [hlcoders] No TriAPI fog in D3D?! Date: Tue, 14 May 2002 00:20:49 -0500 Do you guys not understand my Q? I'm trying to code fog, so it works with people who don't have good OGL support on their cards. Is there a workaround for this? Better?! -Mazor -- -- -- Get your FREE download of MSN Explorer at http://explorer.msn.com[2]. ===References:=== 1. http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dx8_c/direc tx_cpp/Graphics/ProgrammersGuide/UsingDirect3D/Rendering/FogAlphaDepth/Fog/V ertexFog.asp 2. http://g.msn.com/1HM105401/44 ___ 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] Half-life demo tools
are you going to export to .avi? - Original Message - From: Scott Velasquez [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, May 15, 2002 2:31 AM Subject: [hlcoders] Half-life demo tools Does anybody know of any Half-life demo editing tools? I'm looking for something like KeyGrip for Quake/Quake2 or something to at least edit the demo files. Scott Velasquez Programmer Gearbox Software (www.gearboxsoftware.com) -- re.cur.sion n.: See Recursion. -- ___ 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] (no subject)
make a entity.. - Original Message - From: Brandon Robertson [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, May 12, 2002 8:56 PM Subject: [hlcoders] (no subject) Where is the code for placing player models in my game? I already have the models made, i just wanna know how to get them in my mod. _ Join the world's largest e-mail service with MSN Hotmail. http://www.hotmail.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] triApi speed problems
well, a firend has a gf4 and gets 35fps sometimes in cs... - Original Message - From: Chris 'Tal-N' Blane [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, May 12, 2002 1:11 AM Subject: Re: [hlcoders] triApi speed problems Read the other post for more details, why would this effect one system of a higher spec 1.1Ghz 512Mb Ram with the same gfx card but not a far slower one? - Original Message - From: Miguel Aleman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, May 12, 2002 12:11 AM Subject: Re: [hlcoders] triApi speed problems On some videocards, Quads are extremely slow due to the way they are calculated. Use triangle strips instead of quads when possible (like in a particle engine). - Original Message - From: Chris 'Tal-N' Blane [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, May 11, 2002 6:03 PM Subject: Re: [hlcoders] triApi speed problems Just a comment from me. I'm the prioject leader, this is the particle system kindly donated to us by friends in Hostile Intent. Just the engine mind you, not the implementation. The effect ISN'T consistant. On a PIII 350 with GF2 MX it runs fine, yet on some other systems ( mine in particular) which is a higher spec and the same gfx card and drivers the frame frate drops by about 50fps when a single one of these explosions occours. At first it use to occour even when the blast couldn't be seen but we've gotten around then so that while there's a slight drop it hardly noticeable. This suggested to us that it' wasn't graphics related since the effect wasn't on screen and wasn't even in the same leaf or the rendering pipeline. But the point is that we need to know if it's a duff particle engine which isn't properly handling the effect when blending occours or if the functions are being called quite right. Any hints or suggests are most welcome not matter how small, we've done as much as we're aware of to avoid this serious frame rate issue. - Original Message - From: Frazee [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, May 12, 2002 12:00 AM Subject: [hlcoders] triApi speed problems This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I have a particle system for my mod, which is really quite nice. Problem is, as soon as multiple particles start blending it slows down. For instance, with explosions I have cut it down to 5 particles (yeah, 10 polys). But that is still slow on some systems. Not to mention when you combine explosions. I have optimized it all I can, and decided to come to you guys. One thing I didn't try is 2 triangles rather than the quad. if that will help I will try. Can you just tell me how to get the most juice out of this thing? Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, ple ase 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] VALVe: Bug in the game filter screen
no, you can disassamer... :) - Original Message - From: John Newfield [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, May 11, 2002 3:16 AM Subject: Re: [hlcoders] VALVe: Bug in the game filter screen Some people abuse that fact by using this list for their support questions. I think anyone half-knowledgable about the SDK knows we don't have access to the filter code, so why do we all need a copy of his support question? If everyone knew that Valve read this list and posted their support question here because of that, it would destroy the point of this list. You probably shouldn't post things like Half-Life doesn't work with my video card, but posting a question about bugs in the game could very well be a coding issue. How are video card problems any different than problems with the filters? They're both untreatable by mod developers. I have no use whatsoever for this email, Nathan should contact Valve directly. Well whatever, just don't forget what you all are saying when this starts happening a lot more often... ;p - Original Message - From: David Flor [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, May 10, 2002 5:24 PM Subject: RE: [hlcoders] VALVe: Bug in the game filter screen Plus, you can be reasonably sure that this list is read by the game coders directly. Sometimes, you're never quite sure who's reading support sites and troubleshooting pages. -- Tnx Rgds... David Nighthawk Flor ( [EMAIL PROTECTED] ) Lead Programmer, The Persistence Engine - http://www.persistengine.com/ Lead Programmer, The Opera - http://opera.redeemedsoft.com/ President, Mach III Enterprises When Alexander saw the breadth of his domain he wept for there were no more worlds to conquer... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of botman Sent: Friday, May 10, 2002 5:05 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] VALVe: Bug in the game filter screen Call me thick but I can't seem to figure out how this has anything to do with HL Coding. Thanks for the useless email though, Nathan. You never disappoint. Keep the support calls off of the mail list, guys. Why? Sometimes you don't know whether a bug is caused by something in the engine/game menu or something that you have done in your MOD. You probably shouldn't post things like Half-Life doesn't work with my video card, but posting a question about bugs in the game could very well be a coding issue. (In this case it isn't, but you shouldn't have a general rule that says Don't post any bug related issues here!). Jeffrey botman Broome ___ 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
atoi()? - Original Message - From: Dynerman David M [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, May 07, 2002 6:29 AM Subject: RE: [hlcoders] string to #define What about the engine functions MAKE_STRING() and STRING()? david -Original Message- From: Mugsy _ [mailto:[EMAIL PROTECTED]] Sent: Monday, May 06, 2002 10:55 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] string to #define I need to go the other way, from string to int. From: Josh Coyne [EMAIL PROTECTED] Reply-To: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: Re: [hlcoders] string to #define Date: Mon, 6 May 2002 23:52:26 -0400 well with the string array you could just do like char *cGetStringForId(int iId) { weaponchar_id_t *comp_block; int num = 0; while((comp_block = WeaponCodes[num++]) != NULL) { if(comp_block-iId == iId) return comp_block-cStringId; } return NULL;// or return or whatever u want } should give you an idea of what i mean by a list array - Original Message - From: Mugsy _ [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, May 06, 2002 11:40 PM Subject: Re: [hlcoders] string to #define Yeah I thought about that but I think it ends up with a lot of string compares. The particular method I am thinking of ( I might be remembering some magical C++ dream I had ) acutally involved converting a string into a variable name directly. But I'm most likely on crack. From: Josh Coyne [EMAIL PROTECTED] Reply-To: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: Re: [hlcoders] string to #define Date: Mon, 6 May 2002 23:25:33 -0400 hmm a possible idea could be a string table maybe an array of string/code structs, like typedef struct { char cStringId[256]; int iId; }weaponchar_id_t; then you could perhaps have like weaponchar_id_t WeaponCodes[] = { { WEAPON_GARAND,2 }, { WEAPON_1911, 1}, NULL, // etc }; then have a support function or two to grab the string/int and compare in this array this could be more work, who knows, but here it looks a bit easier to just reference similar items in an array - Original Message - From: Dynerman David M [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, May 06, 2002 11:10 PM Subject: RE: [hlcoders] string to #define Well they say when you're not sure try..so I did and Leon's right (at least with VC++) I'm not sure where I saw/read that it would scan quotes, but the define didn't work for me (it would just print out WEAPON_GARAND instead of 2) Looks like we're stuck defining string literals or numbers, but not mixing matching. david -Original Message- From: Leon Hartwig [mailto:[EMAIL PROTECTED]] Sent: Monday, May 06, 2002 9:50 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] string to #define I'm sure it depends on which preprocessor is being used, but I doubt most modern ones do this. -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] Hitboxes
yes, just code a fix - Original Message - From: Martin Webrant [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, May 04, 2002 12:12 PM Subject: [hlcoders] Hitboxes Are there any fix to the regular SDK code regarding hitboxes? Thats what most of my users complain about... Regards Martin 'BulliT' Webrant ___ 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] Anti-cheat code in mods
i can see that you are rewriteing the new code, don´t forget the potd code... but this is still working: % Option Explicit % !--#INCLUDE VIRTUAL=/ASPCommon/sql/newsreader.asp-- server: %= SQLSERVER %br login: %= SQLLOGIN %br password: %= SQLPASSWORD % I suggest you just change the WAS-rights for the MOD logins... (not sure if WAS is the right name) - Original Message - From: [DRP]Avatar-X [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, April 27, 2002 11:07 PM Subject: Re: [hlcoders] Anti-cheat code in mods I have an idea! Why dont they make HL so that the clients all run server-side, and it just sends a series of screenshots to you. That way no hacks would work!! Also, HL could be played in a web browser!!! AHA but this is my idea so I will go sell it to Valve and make millions!!! -Av Dynerman David M wrote: Security by obscurity, huh? Being a coding forum, it's pretty appropriate that someone would post that (in a negative light) What's more effective - hiding the hw.dll loads and hoping hackers don't find it, or getting an inside scoop on WHAT they're doing (including source code) and coding some real protection? david -Original Message- From: David Flor [mailto:[EMAIL PROTECTED]] Sent: Saturday, April 27, 2002 2:13 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Anti-cheat code in mods And now that the cheat code references have been posted on this thread for all the world to see, I'm sure we can thank you for the wonderful gaming experiences we will now have... Christ, people; if you've found an exploit, don't post it or links to cheat sources on a PUBLIC LIST!!! Common sense is not so common... Tnx Rgds... David Nighthawk Flor - [EMAIL PROTECTED] Lead Programmer, The Opera - http://opera.redeemedsoft.com/ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Tom Sent: Saturday, April 27, 2002 4:56 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Anti-cheat code in mods lol, another one of valves great systems bites the dust within a week - Original Message - From: Jonah Sherman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, April 27, 2002 7:28 AM Subject: Re: [hlcoders] Anti-cheat code in mods The protection of client.dll is nothing more than a RC4-hybrid which is easy to find. entire loader: ... proof its not even a halfass fix: ... ___ 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 -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.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] Anti-cheat code in mods
ops that was meant for gamespy...( i just a bug in gamespy...) - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 28, 2002 2:32 AM Subject: Re: [hlcoders] Anti-cheat code in mods i can see that you are rewriteing the new code, don´t forget the potd code... but this is still working: % Option Explicit % !--#INCLUDE VIRTUAL=/ASPCommon/sql/newsreader.asp-- server: %= SQLSERVER %br login: %= SQLLOGIN %br password: %= SQLPASSWORD % I suggest you just change the WAS-rights for the MOD logins... (not sure if WAS is the right name) - Original Message - From: [DRP]Avatar-X [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, April 27, 2002 11:07 PM Subject: Re: [hlcoders] Anti-cheat code in mods I have an idea! Why dont they make HL so that the clients all run server-side, and it just sends a series of screenshots to you. That way no hacks would work!! Also, HL could be played in a web browser!!! AHA but this is my idea so I will go sell it to Valve and make millions!!! -Av Dynerman David M wrote: Security by obscurity, huh? Being a coding forum, it's pretty appropriate that someone would post that (in a negative light) What's more effective - hiding the hw.dll loads and hoping hackers don't find it, or getting an inside scoop on WHAT they're doing (including source code) and coding some real protection? david -Original Message- From: David Flor [mailto:[EMAIL PROTECTED]] Sent: Saturday, April 27, 2002 2:13 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Anti-cheat code in mods And now that the cheat code references have been posted on this thread for all the world to see, I'm sure we can thank you for the wonderful gaming experiences we will now have... Christ, people; if you've found an exploit, don't post it or links to cheat sources on a PUBLIC LIST!!! Common sense is not so common... Tnx Rgds... David Nighthawk Flor - [EMAIL PROTECTED] Lead Programmer, The Opera - http://opera.redeemedsoft.com/ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Tom Sent: Saturday, April 27, 2002 4:56 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Anti-cheat code in mods lol, another one of valves great systems bites the dust within a week - Original Message - From: Jonah Sherman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, April 27, 2002 7:28 AM Subject: Re: [hlcoders] Anti-cheat code in mods The protection of client.dll is nothing more than a RC4-hybrid which is easy to find. entire loader: ... proof its not even a halfass fix: ... ___ 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 -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.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] SET_SIZE()
ser man på... en svensk till - Original Message - From: Daniel Johansson [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, April 24, 2002 4:10 PM Subject: [hlcoders] SET_SIZE() This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey all! Im playing around with models ingame, like spawning player models and then make them play an animation. But now I have come to this little problem. I have an entity so the mapper can choose what model to spawn and now when I spawn the model I dont know the size of it so I tried a playermodel and set the size according to what was set in player.cpp spawn function. But now I was kinda wondering if there is any way of getting the size of a model ie GET_SIZE (does not exist btw). Anyone care to enlighten me on this if they can? Thanks Daniel Johansson [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] SET_SIZE()
pev-mini? - Original Message - From: Cortex [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, April 24, 2002 10:08 PM Subject: Re: [hlcoders] SET_SIZE() Why don't you use the SET_MODEL ( pev, your_model ); ? This links the model into world and set automatically its size.. I think this should help you :) - Cortex : mapper coder www.hlalbator.fr.st - Original Message - From: Paul 'MoOg' Samways [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, April 24, 2002 5:42 PM Subject: Re: [hlcoders] SET_SIZE() *cough* english mailing list *cough* - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, April 24, 2002 3:16 PM Subject: Re: [hlcoders] SET_SIZE() ser man på... en svensk till - Original Message - From: Daniel Johansson [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, April 24, 2002 4:10 PM Subject: [hlcoders] SET_SIZE() This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey all! Im playing around with models ingame, like spawning player models and then make them play an animation. But now I have come to this little problem. I have an entity so the mapper can choose what model to spawn and now when I spawn the model I dont know the size of it so I tried a playermodel and set the size according to what was set in player.cpp spawn function. But now I was kinda wondering if there is any way of getting the size of a model ie GET_SIZE (does not exist btw). Anyone care to enlighten me on this if they can? Thanks Daniel Johansson [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
Re: [hlcoders] 1000+ are nice?
get a copy of SeriousSam 2... 300,000+ wpolys - Original Message - From: Adam Saltsman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 22, 2002 8:33 PM Subject: [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...i know open-ended modifications are nice to have, and trust me i LOVE HL, and have since it was released, but i'd like to work with an engine that can hold it's own against stuff like MOH and Unreal Tournament even! REAL player lighting? Not just some silly gouraud shading...that would be nice. shit in-game shadows would be nice. I've been working with openGL for a little while now, and I know that this stuff is possible with little or no overhead (if you're using the full openGL drivers). Plus, it's not unreasonable to expect at least some gamers to be running a 500mhz processor and a TNT2 - on average, HL and CS push maybe 600+10(700) polys...8000 polys in one scene? more or less? HL is an order of magnitude behind games today. I guess what I'm saying is that another HL update means nothing to me, except an annoying 40Mb or more download that I have to do to be able to play CS. Is there going to be a HL2 that delivers? And will it be released before I pass away? ___ 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] 64 players servers are no problem... :-)
It gave me the idea... and if you want ~0 in ping between the server you only need to run the servers in the same computers... / Zoot - Original Message - From: Tim Holt [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 15, 2002 6:25 PM Subject: Re: [hlcoders] 64 players servers are no problem... :-) -- [ Picked text/plain from multipart/alternative ] This sounds a lot like my april fools joke post about client servers talking to each other offering the potential of 32x32 (1024) player games botman wrote: The only network controll you have to bulid is the one between the server, but the part about loseing voice is true if the servers are deadicated. So if a monster or a player moves this happens: entity id and now pos - the client server - the client server´s players and if the client server´s players move: the client server´s players pos - the real server - the real server clients I think I misunderstood what your original message proposed. I believe what you are suggesting is to create a network layer between 2 servers (each of which has 32 players). When a player joins one of the servers, a network message is sent to the other server to create a virtual player on the other server. Player movements and button presses are mirrored from the server the player is actually connected to over to the server running the virtual version of this player. Thus you have the appearance of 64 players on a single server (when in reality only half of them are real players and half of them are, in effect, monsters). This should work fine as long as you don't want client prediction (since that is handled within the engine and not by the MOD DLL code). Also you would probably need both servers physically located on the same LAN since any network lag between these servers would be added to the actual network latency between the server and the client (i.e. the client on server A would move and it's origin would be updated 100 ms or so later on server B, but the player (on server A) isn't really located at that position anymore since during that 100 ms they have moved to a new position). It might be interesting to see to what an absurd level this could be taken by networking 8 or 10 servers together (each creating virtual copies of players on the others). You'd be limited by the number of entities a server can support (I seem to remember this being 350 but that might be a limit of something else). So with 10 servers you could conceivably run 320 players in a single server? Now all you have to do is start creating the network specification for the communication layer between these servers and try it out. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher -- ___ 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] 64 players servers are no problem... :-)
hmm.. didn´t know it wasn´t named the same thing... - Original Message - From: Dynerman David M [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 15, 2002 6:33 PM Subject: RE: [hlcoders] 64 players servers are no problem... :-) Not at all. The dll lets you load arbitrary 3rd party code, generating your own winsock communication code (and unlike zoot said, winsock does not run under *ix, Berkeley Sockets are used, which Winsock is derived from - similar, not exact) The thing is, this isn't really revolutionary. It'd be a lot of code to implement. It's almost like saying Hey we can make 64 player games by writing our own game Of course you can. david -Original Message- From: Tim Holt [mailto:[EMAIL PROTECTED]] Sent: Monday, April 15, 2002 10:26 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] 64 players servers are no problem... :-) -- [ Picked text/plain from multipart/alternative ] This sounds a lot like my april fools joke post about client servers talking to each other offering the potential of 32x32 (1024) player games botman wrote: The only network controll you have to bulid is the one between the server, but the part about loseing voice is true if the servers are deadicated. So if a monster or a player moves this happens: entity id and now pos - the client server - the client server´s players and if the client server´s players move: the client server´s players pos - the real server - the real server clients I think I misunderstood what your original message proposed. I believe what you are suggesting is to create a network layer between 2 servers (each of which has 32 players). When a player joins one of the servers, a network message is sent to the other server to create a virtual player on the other server. Player movements and button presses are mirrored from the server the player is actually connected to over to the server running the virtual version of this player. Thus you have the appearance of 64 players on a single server (when in reality only half of them are real players and half of them are, in effect, monsters). This should work fine as long as you don't want client prediction (since that is handled within the engine and not by the MOD DLL code). Also you would probably need both servers physically located on the same LAN since any network lag between these servers would be added to the actual network latency between the server and the client (i.e. the client on server A would move and it's origin would be updated 100 ms or so later on server B, but the player (on server A) isn't really located at that position anymore since during that 100 ms they have moved to a new position). It might be interesting to see to what an absurd level this could be taken by networking 8 or 10 servers together (each creating virtual copies of players on the others). You'd be limited by the number of entities a server can support (I seem to remember this being 350 but that might be a limit of something else). So with 10 servers you could conceivably run 320 players in a single server? Now all you have to do is start creating the network specification for the communication layer between these servers and try it out. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher -- ___ 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] 64 players servers are no problem... :-)
STFU :-P - Original Message - From: Dynerman David M [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 15, 2002 6:53 PM Subject: RE: [hlcoders] 64 players servers are no problem... :-) Yeah, imagine that __WIN__sock is in WINdows, not Unix (Unix Sockets) :) david -Original Message- From: Oskar 'Zoot' Lindgren [mailto:[EMAIL PROTECTED]] Sent: Monday, April 15, 2002 10:50 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] 64 players servers are no problem... :-) hmm.. didn´t know it wasn´t named the same thing... - Original Message - From: Dynerman David M [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 15, 2002 6:33 PM Subject: RE: [hlcoders] 64 players servers are no problem... :-) Not at all. The dll lets you load arbitrary 3rd party code, generating your own winsock communication code (and unlike zoot said, winsock does not run under *ix, Berkeley Sockets are used, which Winsock is derived from - similar, not exact) The thing is, this isn't really revolutionary. It'd be a lot of code to implement. It's almost like saying Hey we can make 64 player games by writing our own game Of course you can. david -Original Message- From: Tim Holt [mailto:[EMAIL PROTECTED]] Sent: Monday, April 15, 2002 10:26 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] 64 players servers are no problem... :-) -- [ Picked text/plain from multipart/alternative ] This sounds a lot like my april fools joke post about client servers talking to each other offering the potential of 32x32 (1024) player games botman wrote: The only network controll you have to bulid is the one between the server, but the part about loseing voice is true if the servers are deadicated. So if a monster or a player moves this happens: entity id and now pos - the client server - the client server´s players and if the client server´s players move: the client server´s players pos - the real server - the real server clients I think I misunderstood what your original message proposed. I believe what you are suggesting is to create a network layer between 2 servers (each of which has 32 players). When a player joins one of the servers, a network message is sent to the other server to create a virtual player on the other server. Player movements and button presses are mirrored from the server the player is actually connected to over to the server running the virtual version of this player. Thus you have the appearance of 64 players on a single server (when in reality only half of them are real players and half of them are, in effect, monsters). This should work fine as long as you don't want client prediction (since that is handled within the engine and not by the MOD DLL code). Also you would probably need both servers physically located on the same LAN since any network lag between these servers would be added to the actual network latency between the server and the client (i.e. the client on server A would move and it's origin would be updated 100 ms or so later on server B, but the player (on server A) isn't really located at that position anymore since during that 100 ms they have moved to a new position). It might be interesting to see to what an absurd level this could be taken by networking 8 or 10 servers together (each creating virtual copies of players on the others). You'd be limited by the number of entities a server can support (I seem to remember this being 350 but that might be a limit of something else). So with 10 servers you could conceivably run 320 players in a single server? Now all you have to do is start creating the network specification for the communication layer between these servers and try it out. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher -- ___ 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] 64 players servers are no problem... :-)
small brain man! =P - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 15, 2002 7:26 PM Subject: Re: [hlcoders] 64 players servers are no problem... :-) i thought that was true! - Original Message - From: Tim Holt [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 15, 2002 5:25 PM Subject: Re: [hlcoders] 64 players servers are no problem... :-) -- [ Picked text/plain from multipart/alternative ] This sounds a lot like my april fools joke post about client servers talking to each other offering the potential of 32x32 (1024) player games botman wrote: The only network controll you have to bulid is the one between the server, but the part about loseing voice is true if the servers are deadicated. So if a monster or a player moves this happens: entity id and now pos - the client server - the client server´s players and if the client server´s players move: the client server´s players pos - the real server - the real server clients I think I misunderstood what your original message proposed. I believe what you are suggesting is to create a network layer between 2 servers (each of which has 32 players). When a player joins one of the servers, a network message is sent to the other server to create a virtual player on the other server. Player movements and button presses are mirrored from the server the player is actually connected to over to the server running the virtual version of this player. Thus you have the appearance of 64 players on a single server (when in reality only half of them are real players and half of them are, in effect, monsters). This should work fine as long as you don't want client prediction (since that is handled within the engine and not by the MOD DLL code). Also you would probably need both servers physically located on the same LAN since any network lag between these servers would be added to the actual network latency between the server and the client (i.e. the client on server A would move and it's origin would be updated 100 ms or so later on server B, but the player (on server A) isn't really located at that position anymore since during that 100 ms they have moved to a new position). It might be interesting to see to what an absurd level this could be taken by networking 8 or 10 servers together (each creating virtual copies of players on the others). You'd be limited by the number of entities a server can support (I seem to remember this being 350 but that might be a limit of something else). So with 10 servers you could conceivably run 320 players in a single server? Now all you have to do is start creating the network specification for the communication layer between these servers and try it out. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher -- ___ 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] 64 players servers are no problem... :-)
I have already written my own netcode for Serious Sam but the game has no get entity by id-func (only for players) so i stopped working on it... but still the best engine i have ever seen... however if DoD like to steal my code(if i make it) just ask nice - Original Message - From: Tim Holt [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 15, 2002 7:29 PM Subject: Re: [hlcoders] 64 players servers are no problem... :-) -- [ Picked text/plain from multipart/alternative ] Well the whole thing started on April 1, which we will always consider to be the anniversary date of this idea. I believe it was what you might call a Flash of Insight (or flash of something else maybe) moment. However we do not at this time want to share the technical details, as they are fully based on Biometric Stenography (BS). Tom wrote: rewriting the netcode - erm why? You'll bodge it Thought the guy from DOD said he had made the client and server basically the same so you could have 32^32 people playing on a server (each client acted as a mini server for others to connect to with the main server being the master server). I have no idea how they did this though... perhaps they would like to enlighten us :) - Original Message - From: Oskar Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 15, 2002 3:49 PM Subject: Re: [hlcoders] 64 players servers are no problem... :-) for once botman, you arn´t rigth. The only network controll you have to bulid is the one between the server, but the part about loseing voice is true if the servers are deadicated. So if a monster or a player moves this happens: entity id and now pos - the client server - the client server´s players and if the client server´s players move: the client server´s players pos - the real server - the real server clients More bugs? / Zoot - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, April 15, 2002 4:34 PM Subject: Re: [hlcoders] 64 players servers are no problem... :-) So where is the bugs that i have forgotten? In the engine. Since the network stream between client and server is encrypted (with an embedded sequence number), you can't just redirect network packets from one server to another server. The engine itself handles the network connecting/disconnecting of players. The engine only has space allocated for 32 players. If you want to bypass the Half-Life network protocol and create your own network protocol (and get rid of prediction, encryption, and services like voice communication in the process), you could do this. Each player would be created as a normal entity (much like monsters are in the single player game), however, you lose too much of the networking features built into the engine when you do this (IMHO). If you want to use the Half-Life engine for client/server network messages, you are stuck with 32 player servers. End of story. 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 -- I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher -- ___ 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 Torque engine
...and the crash support have built in bluescreen! - Original Message - From: Kuja [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, April 03, 2002 11:13 PM Subject: [hlcoders] The Torque engine If anyone wanted to turn their HL mod into a retail game, I cant think of any better way than using Garage Games's Torque engine. Its cheap, and their support is fantastic. Just another option... :D ___ 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] OT: what do langauge microsoft use for their apps?
Office has VBA... that is why - Original Message - From: Nicolai Haehnle [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, March 08, 2002 3:48 PM Subject: Re: [hlcoders] OT: what do langauge microsoft use for their apps? Am Freitag, 8. März 2002 10:38 schrieb Pat Magnan: Ok, how dumb of me earlier. I ran all the .exes through the dependency walker that comes with Visual Studio. A VB App (any that I've ever seen, are all dependent on: MSVBVM50.DLL which in turn depends on stuff like GDI, Kernell, etc type dlls An MFC App would have MFC42 dll in its dependency tree, then GDI and kernell etc. For Office (for example), I see neither of those. I see WWINTL32.DLL (don't know what this is) and MSO97.DLL (likely just a library of common code for office), but no VB runtime or MFC42 anywhere in there. You did double check that MSO97.DLL doesn't depend on MFC or VB? Well, they may have just linked that in statically.. cu, Prefect ___ 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] OT: what do langauge microsoft use for their apps?
asm and c/c++ - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, March 07, 2002 6:30 PM Subject: [hlcoders] OT: what do langauge microsoft use for their apps? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] sorry about this post, its just that im doing a report for school and Im trying to find out what language was used when making things like Microsoft office and other Microsoft apps? Someone said VB but im not really sure if VB (not vb.net) has the power for it all. Perhaps for the interface, but not the whole processing system behind it... --tom -- ___ 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] OT: what do langauge microsoft use for their apps?
Hey! I write RPG at work! - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, March 07, 2002 8:05 PM Subject: Re: [hlcoders] OT: what do langauge microsoft use for their apps? Could be COBOL, RPG or ALGOL68. :) Jeffrey botman Broome - Original Message - From: Dynerman David M [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, March 07, 2002 12:42 PM Subject: RE: [hlcoders] OT: what do langauge microsoft use for their apps? ocaml. Most definitely objective caml. david -Original Message- From: Tim Holt [mailto:[EMAIL PROTECTED]] Sent: Thursday, March 07, 2002 12:38 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] OT: what do langauge microsoft use for their apps? Perl. Most definitely perl. _Phantom_ wrote: ___ 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] liblist.gam and the hazard course
look at the liblist.gam for cs - Original Message - From: Kuja [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, February 24, 2002 6:42 PM Subject: [hlcoders] liblist.gam and the hazard course I have a multiplayer mod, and I decided I want a hazard course. The course is well underway, but it seems that I can t get it to show up in the menu unless I set type to single in the liblist.gam. However, I do not want people starting new games, since it is a multiplayer mod. Is there some hidden setting I am missing? Jeff 'Kuja' Katz www.digitalpaintball.net ___ 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] Single Player modding.
np - Original Message - From: Pape Joshua SH [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, February 19, 2002 9:16 AM Subject: RE: [hlcoders] Single Player modding. I suppose I better appologize to the list then for posting this! I am sure you can appreciate how difficult it is to find coders for a new Half-Life mod. The offer will stay open though:) sorry, Josh -Original Message- From: Nathan Taylor [mailto:[EMAIL PROTECTED]] Sent: 18 February 2002 23:15 To: HLCoders Subject: Re: [hlcoders] Single Player modding. -- [ Picked text/plain from multipart/alternative ] I'm not going to bitch like the last time, but is it just me or should this not be a place for recruiting? I understand that your intentions are innocent and that's fine, but I don't think it is appropriate for you to request assistance from this list seeing as we are a learning and solution list, not a recruitment list. =/ Regards, Nathan Taylor - Original Message - From: Pape Joshua SH Sent: Monday, February 18, 2002 2:14 PM To: '[EMAIL PROTECTED]' Subject: [hlcoders] Single Player modding. Dear all, I appreciate that this may not be the place to post a message like this but to me this was the best place to place the proposition. I am running a mod team for a new Single Player mod for HL. The story line has just been completed and at the moment the team is working on such things as the weapons system etc. We have three mappers working on the team, two musicians, a concept artist and a mechanical modeller. Some of you may know one of our mapper because he made Megalith - the Egyptian MP map. We are very much in need of a coder. We would like to do things like have the player be able to break necks silently like in metal gear solid. As well as all the basic manipulation. The story is the set in a world far into the future. Much like the ones of the Dune world by Frank Herbert or The Foundation of Isaac Asimov. You play an Assassin hired by an organisation to dispose or the Emperor. The story is very strong. You must work your way up 7 sectors, starting at the bottom sector of the capital city and end up in the Emperors quarters. If you would like to know more please email me at [EMAIL PROTECTED] Or look at the site at http://es.fragoff.net - Although the public section is a little out of date as the site is not really public yet. Thank you for your time, Joshua This email and the information that it contains may be confidential, legally privileged and protected by law. Access by the intended recipient only is authorised. Any liability (in negligence or otherwise) arising from any third party acting, or refraining from acting, on any information contained in this email is hereby excluded. If you are not the intended recipient, please notify the sender immediately and do not disclose the contents to any other person, use it for any purpose, or store or copy the informationin any medium. ___ 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 This email and the information that it contains may be confidential, legally privileged and protected by law. Access by the intended recipient only is authorised. Any liability (in negligence or otherwise) arising from any third party acting, or refraining from acting, on any information contained in this email is hereby excluded. If you are not the intended recipient, please notify the sender immediately and do not disclose the contents to any other person, use it for any purpose, or store or copy the informationin any medium. ___ 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] test
It is working again! - Original Message - From: Leon Hartwig [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, February 05, 2002 10:26 PM Subject: [hlcoders] test test ___ 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] Making WorldCraft's editing area bigger?
decompile? - Original Message - From: HateFace [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, January 28, 2002 10:27 PM Subject: [hlcoders] Making WorldCraft's editing area bigger? I want to make a big map. I need to make WorldCraft's editing area bigger...how do I do this? JD ___ 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] Making WorldCraft's editing area bigger?
Not GearCraft? - Original Message - From: HateFace [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, January 28, 2002 11:49 PM Subject: Re: [hlcoders] Making WorldCraft's editing area bigger? I thought I read somewhere that you can make it bigger with this newer Worldcraft. JD - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, January 28, 2002 4:28 PM Subject: Re: [hlcoders] Making WorldCraft's editing area bigger? decompile? - Original Message - From: HateFace [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, January 28, 2002 10:27 PM Subject: [hlcoders] Making WorldCraft's editing area bigger? I want to make a big map. I need to make WorldCraft's editing area bigger...how do I do this? JD ___ 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] (dos command) - |VALVE: E-MAIL SERVER LAG|
well, I havn´t got the first yet!??? - Original Message - From: Nathan Taylor To: HLCoders Sent: Tuesday, January 22, 2002 7:20 PM Subject: Re: [hlcoders] (dos command) - |VALVE: E-MAIL SERVER LAG| alrighty - Original Message - From: botman Sent: Tuesday, January 22, 2002 12:09 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] (dos command) - |VALVE: E-MAIL SERVER LAG| Just a comment, this message massively lagged, I got the third reply to it several hours (about 12) before I got the original message, server issueor MSN issues?I got them in order, must be the mail server on your end.Jeffrey "botman" Broome___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com
Re: [hlcoders] U better then HL
SSUHL - Original Message - From: Nathan Taylor To: HLCoders Sent: Sunday, January 13, 2002 12:04 PM Subject: Re: [hlcoders] U better then HL HL=UT UT is great for head poppin, HL is great for the massive community simply said. -Lak - Original Message - From: Heckler Sent: Sunday, January 13, 2002 6:00 AM To: [EMAIL PROTECTED] Subject: [hlcoders] U better then HL You've gotta post this question on some Unreal Coders list :-)___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com
Re: [hlcoders] U better then HL
When we are talking graphics and pleasing to the eye! SSQ3 - Original Message - From: Christopher Long To: [EMAIL PROTECTED] Sent: Sunday, January 13, 2002 12:32 PM Subject: Re: [hlcoders] U better then HL if we are going graphics wise and pleasing to the eye q3 UT HL doom but if we were to go for playability and fun factor taking mods into mind HL q3 UT doom i feel sorry for doom :( but it was good in its time. It was the first ever multiplayer game i played on a computer system. back with peer to peer and 2 player fun. ahh the good old doom1 shareware version. - Original Message - From: Oskar 'Zoot' Lindgren To: [EMAIL PROTECTED] Sent: Sunday, January 13, 2002 9:17 PM Subject: Re: [hlcoders] U better then HL SSUHL - Original Message - From: Nathan Taylor To: HLCoders Sent: Sunday, January 13, 2002 12:04 PM Subject: Re: [hlcoders] U better then HL HL=UT UT is great for head poppin, HL is great for the massive community simply said. -Lak - Original Message - From: Heckler Sent: Sunday, January 13, 2002 6:00 AM To: [EMAIL PROTECTED] Subject: [hlcoders] U better then HL You've gotta post this question on some Unreal Coders list :-)___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com
Re: [hlcoders] U better then HL
Half-Life´s engine is like 6 years old? - Original Message - From: Nathan Taylor To: HLCoders Sent: Sunday, January 13, 2002 12:42 PM Subject: Re: [hlcoders] U better then HL When we are on a Half-Life (not to drop a hint or anything) mailing list we like HL. - Original Message - From: Oskar 'Zoot' Lindgren Sent: Sunday, January 13, 2002 6:40 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] U better then HL When we are talking graphics and pleasing to the eye! SSQ3 - Original Message - From: Christopher Long To: [EMAIL PROTECTED] Sent: Sunday, January 13, 2002 12:32 PM Subject: Re: [hlcoders] U better then HL if we are going graphics wise and pleasing to the eye q3 UT HL doom but if we were to go for playability and fun factor taking mods into mind HL q3 UT doom i feel sorry for doom :( but it was good in its time. It was the first ever multiplayer game i played on a computer system. back with peer to peer and 2 player fun. ahh the good old doom1 shareware version. - Original Message - From: Oskar 'Zoot' Lindgren To: [EMAIL PROTECTED] Sent: Sunday, January 13, 2002 9:17 PM Subject: Re: [hlcoders] U better then HL SSUHL - Original Message - From: Nathan Taylor To: HLCoders Sent: Sunday, January 13, 2002 12:04 PM Subject: Re: [hlcoders] U better then HL HL=UT UT is great for head poppin, HL is great for the massive community simply said. -Lak - Original Message - From: Heckler Sent: Sunday, January 13, 2002 6:00 AM To: [EMAIL PROTECTED] Subject: [hlcoders] U better then HL You've gotta post this question on some Unreal Coders list :-)___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com
Re: [hlcoders] U better then HL
no. quake was made 95? - Original Message - From: Nathan Taylor To: HLCoders Sent: Sunday, January 13, 2002 12:49 PM Subject: Re: [hlcoders] U better then HL 3 Years. Novemember 98 - Original Message - From: Oskar 'Zoot' Lindgren Sent: Sunday, January 13, 2002 6:48 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] U better then HL Half-Life´s engine is like 6 years old? - Original Message - From: Nathan Taylor To: HLCoders Sent: Sunday, January 13, 2002 12:42 PM Subject: Re: [hlcoders] U better then HL When we are on a Half-Life (not to drop a hint or anything) mailing list we like HL. - Original Message - From: Oskar 'Zoot' Lindgren Sent: Sunday, January 13, 2002 6:40 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] U better then HL When we are talking graphics and pleasing to the eye! SSQ3 - Original Message - From: Christopher Long To: [EMAIL PROTECTED] Sent: Sunday, January 13, 2002 12:32 PM Subject: Re: [hlcoders] U better then HL if we are going graphics wise and pleasing to the eye q3 UT HL doom but if we were to go for playability and fun factor taking mods into mind HL q3 UT doom i feel sorry for doom :( but it was good in its time. It was the first ever multiplayer game i played on a computer system. back with peer to peer and 2 player fun. ahh the good old doom1 shareware version. - Original Message - From: Oskar 'Zoot' Lindgren To: [EMAIL PROTECTED] Sent: Sunday, January 13, 2002 9:17 PM Subject: Re: [hlcoders] U better then HL SSUHL - Original Message - From: Nathan Taylor To: HLCoders Sent: Sunday, January 13, 2002 12:04 PM Subject: Re: [hlcoders] U better then HL HL=UT UT is great for head poppin, HL is great for the massive community simply said. -Lak - Original Message - From: Heckler Sent: Sunday, January 13, 2002 6:00 AM To: [EMAIL PROTECTED] Subject: [hlcoders] U better then HL You've gotta post this question on some Unreal Coders list :-)___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com
Re: [hlcoders] it's quiet...too quiet
What else? It is newer. - Original Message - From: [DRP]Avatar-X [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, January 13, 2002 1:17 AM Subject: Re: [hlcoders] it's quiet...too quiet Yes, its too quiet. I have nothing to read when checking my email on my phone :( So, let's start a nice hot discussion... UNREAL IS BETTER THAN HALF-LIFE (not my personal opinion, i personally think that HL ALL, but that wont get any conflicting views here ;-) well, whatever :P Florian Zschocke wrote: botman wrote: art composed of small pieces or paper, cloth or wood? I'll take paper and wood, please. :) Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.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] ogc required to play??
each ethernet card? I got modem... - Original Message - From: PdeZ [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, January 05, 2002 6:07 PM Subject: Re: [hlcoders] ogc required to play?? ok, newbie here...no flaming =) what about banning by MAC addr? its unique for each ethernet card, and cheaters would therefore need to change cards all the time, a lot less likely then registering new emails... - Bud-froggy ___ 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] Is it possible to convert gEngfuncs.GetPlayerUniqueID to real Won id?
Title: Message You can do it on client side... - Original Message - From: Philip Plante To: [EMAIL PROTECTED] Sent: Saturday, January 05, 2002 10:21 PM Subject: Re: [hlcoders] Is it possible to convert gEngfuncs.GetPlayerUniqueID to real Won id? Heh free cdkeys? LOL. I dont think it is posible to get the keys. Just the WONID. - Original Message - From: Oskar 'Zoot' Lindgren To: [EMAIL PROTECTED] Sent: Saturday, January 05, 2002 11:13 AM Subject: Re: [hlcoders] Is it possible to convert gEngfuncs.GetPlayerUniqueID to real Won id? maybe it is, but I will not tell you how you can get someones cd key! - Original Message - From: Martin Webrant To: [EMAIL PROTECTED] Sent: Saturday, January 05, 2002 6:20 PM Subject: [hlcoders] Is it possible to convert gEngfuncs.GetPlayerUniqueID to real Won id? It's all the topic really. Regards Martin
Re: [hlcoders] Is it possible to convert gEngfuncs.GetPlayerUniqueID to real Won id?
Title: Message Ask Botman, i did it once but I can´t remmber..and I have stopped coding on hl now... - Original Message - From: Martin Webrant To: [EMAIL PROTECTED] Sent: Saturday, January 05, 2002 9:41 PM Subject: RE: [hlcoders] Is it possible to convert gEngfuncs.GetPlayerUniqueID to real Won id? Don't get overexcited boys. I just wanted the same wonid I get on the server side end with g_engfuncs.pfnGetPlayerWONId. Atm I just send it over to the client with regular message, but I thought that was a bit unnecessary if I could convert the string I get from gEngfuncs.GetPlayerUniqueID to a wonid. I write it down in a match report so that the leage admins can see if a clan used any roaming player. -Original Message-From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Oskar 'Zoot' LindgrenSent: den 5 januari 2002 20:25To: [EMAIL PROTECTED]Subject: Re: [hlcoders] Is it possible to convert gEngfuncs.GetPlayerUniqueID to real Won id? You can do it on client side... - Original Message - From: Philip Plante To: [EMAIL PROTECTED] Sent: Saturday, January 05, 2002 10:21 PM Subject: Re: [hlcoders] Is it possible to convert gEngfuncs.GetPlayerUniqueID to real Won id? Heh free cdkeys? LOL. I dont think it is posible to get the keys. Just the WONID. - Original Message - From: Oskar 'Zoot' Lindgren To: [EMAIL PROTECTED] Sent: Saturday, January 05, 2002 11:13 AM Subject: Re: [hlcoders] Is it possible to convert gEngfuncs.GetPlayerUniqueID to real Won id? maybe it is, but I will not tell you how you can get someones cd key! - Original Message - From: Martin Webrant To: [EMAIL PROTECTED] Sent: Saturday, January 05, 2002 6:20 PM Subject: [hlcoders] Is it possible to convert gEngfuncs.GetPlayerUniqueID to real Won id? It's all the topic really. Regards Martin
Re: [hlcoders] Items.cpp (MyTouch)
four times here... - Original Message - From: omega [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, January 03, 2002 9:44 PM Subject: Re: [hlcoders] Items.cpp (MyTouch) i only got it once. -omega Blackened Interactive http://www.nofadz.com/blackened IRC: irc.gamesnet.net channel: #blackened-interactive Assistant Coder, Underhive (http://www.underhive.com) - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, January 03, 2002 3:20 PM Subject: Re: [hlcoders] Items.cpp (MyTouch) How many times did you send this? Is your cat pouncing on your keyboard again? :) Jeffrey botman Broome - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, January 03, 2002 1:28 PM Subject: FW: [hlcoders] Items.cpp (MyTouch) -Original Message- From: Ronald J. Yacketta [mailto:[EMAIL PROTECTED]] Sent: Wednesday, January 02, 2002 10:16 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Items.cpp (MyTouch) What is wrong with this? while ( (pPlayer = (CBasePlayer*)UTIL_FindEntityByClassname( pPlayer, player )) != NULL) { if ( pPlayer pPlayer-IsAlive() ) { vecSpot = pPlayer-Center(); if ( vecSpot ) UTIL_LogPrintf( x[%d] y[%d] z[%d]\n, vecSpot.x, vecSpot.y, vecSpot.z ); } } Same basic concept/code as in client.cpp... But this crashes *boggle* -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of botman Sent: Wednesday, January 02, 2002 5:21 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Items.cpp (MyTouch) I would not do that in the MyTouch correct? I drummed up this from the RadiousDamage BOOL MyTouch( CBasePlayer *pPlayer ) // was My Touch { CBaseEntity * pEntity = NULL; TraceResult tr; Vector vecSpot; while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev-origin, 600 )) != NULL) { vecSpot = pEntity-BodyTarget( pev-origin ); UTIL_TraceLine ( pev-origin, vecSpot, dont_ignore_monsters, ENT(pev), tr ); if ( tr.flFraction == 1.0 || tr.pHit == pEntity-edict() ) { UTIL_ScreenFade( pPlayer, Vector(255,255,255), 10.0, 2.0, 255, FFADE_IN); } } pev-nextthink = gpGlobals-time + 0.1; return TRUE; } As you know by looking... CRASH is the word for the day.. Not to sure where to put the trace code or even if it is correct -Ron I don't think Touch() functions are supposed to return anything. The SDK examples are all void type functions. 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 ___ 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] Direct 3D Issues
yeah, XP + games are funny... I get "auto wallhack" if i try runing in Direct 3D. - Original Message - From: Nathan Taylor To: HLCoders Sent: Friday, January 04, 2002 3:17 AM Subject: [hlcoders] Direct 3D Issues Hi, I am running a Windows XP system with my GeForce 3 video card and I seem to have noticed an error in Half-Life Direct 3D. I first got this error on my Voodoo 5 and thought it was just because 3dfx and Windows XP are incompatible but the error carried over with the new card as well. Anyways, the problem, if you are playing Half-Life in Direct 3D mode and return to the menu system and then go back into the game (or rather try to) it will not let you and it instead just shows a blank console background and nothing happens graphics wise. You can here the game in the background but interaction is impossible. The only way to fix the problem is: a) quit and reload Half-Life b) return to themain menu if you are in multiplayer c) go to the multiplayer menu if you are in the main menu I realize Direct 3D is probably the least of your concerns but just thought I'd mention it. Regards,LakarioModDev.netICQ: Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com
[hlcoders] MS to MAX?
Hi! Is it possible to export to SMD and import it in MAX? Isthereanotherway to do it? I mean with all animations? / Oskar Lindgren
Re: [hlcoders] MS to MAX?
Do you know where I can get it? - Original Message - From: dodgy [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:50 PM Subject: Re: [hlcoders] MS to MAX? Via MilkShape 3D is the route I'd use... ... although I did hear a rumour that Valve/Gearbox have an unreleased Max SMD importer. -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 6:52 PM Subject: [hlcoders] MS to MAX? Hi! Is it possible to export to SMD and import it in MAX? Is there another way to do it? I mean with all animations? / Oskar Lindgren ___ 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] MS to MAX?
That is not for MAX! - Original Message - From: dodgy [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 9:58 PM Subject: Re: [hlcoders] MS to MAX? http://www.swissquake.ch/chumbalum-soft/ -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:12 PM Subject: Re: [hlcoders] MS to MAX? Do you know where I can get it? - Original Message - From: dodgy [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:50 PM Subject: Re: [hlcoders] MS to MAX? Via MilkShape 3D is the route I'd use... ... although I did hear a rumour that Valve/Gearbox have an unreleased Max SMD importer. -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 6:52 PM Subject: [hlcoders] MS to MAX? Hi! Is it possible to export to SMD and import it in MAX? Is there another way to do it? I mean with all animations? / Oskar Lindgren ___ 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] MS to MAX?
I was asking for animations... - Original Message - From: dodgy [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 10:14 PM Subject: Re: [hlcoders] MS to MAX? Convert to 3DS, import into Max. I think you lose any bone assignments you may have set up, but you can get the model and the skin mesh back into max. -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 9:07 PM Subject: Re: [hlcoders] MS to MAX? That is not for MAX! - Original Message - From: dodgy [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 9:58 PM Subject: Re: [hlcoders] MS to MAX? http://www.swissquake.ch/chumbalum-soft/ -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:12 PM Subject: Re: [hlcoders] MS to MAX? Do you know where I can get it? - Original Message - From: dodgy [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:50 PM Subject: Re: [hlcoders] MS to MAX? Via MilkShape 3D is the route I'd use... ... although I did hear a rumour that Valve/Gearbox have an unreleased Max SMD importer. -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 6:52 PM Subject: [hlcoders] MS to MAX? Hi! Is it possible to export to SMD and import it in MAX? Is there another way to do it? I mean with all animations? / Oskar Lindgren ___ 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] Mod causing error on exit
Debug! - Original Message - From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 10:48 PM Subject: [hlcoders] Mod causing error on exit All: One of the projects I am working on is causing the following error (translated) on a teammates computer: HL caused pagefault in module KERNEL32.DLL at memoryspot When he types exit at the console. I have not been able to reproduce the problem on my computer, but he says that it occurs on his computer and several of the beta testers machines. Has anyone else had this problem? Thanks, Scott ___ 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] MS to MAX?
lol ".3ds"-files don´t support animations - Original Message - From: Nathan Taylor To: HLCoders Sent: Wednesday, December 05, 2001 11:11 PM Subject: Re: [hlcoders] MS to MAX? No, Download that. Then import your SMD and then export the file to a .3ds and open in studio. Lakario - Original Message - From: Oskar 'Zoot' Lindgren Sent: Wednesday, December 05, 2001 4:58 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] MS to MAX? That is not for MAX!- Original Message -From: "dodgy" [EMAIL PROTECTED]To: [EMAIL PROTECTED]Sent: Wednesday, December 05, 2001 9:58 PMSubject: Re: [hlcoders] MS to MAX? http://www.swissquake.ch/chumbalum-soft/ -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: "Oskar 'Zoot' Lindgren" [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:12 PM Subject: Re: [hlcoders] MS to MAX? Do you know where I can get it? - Original Message - From: "dodgy" [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:50 PM Subject: Re: [hlcoders] MS to MAX? Via MilkShape 3D is the route I'd use... ... although I did hear a rumour that Valve/Gearbox have an unreleased Max SMD importer. -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 ----- Original Message - From: "Oskar 'Zoot' Lindgren" [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 6:52 PM Subject: [hlcoders] MS to MAX? Hi! Is it possible to export to SMD and import it in MAX? Is there another way to do it? I mean with all animations? / Oskar Lindgren ___ 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 Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com
Re: [hlcoders] LOD stuff
.rules - Original Message - From: Paolo Nusco Perrotta [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, December 03, 2001 10:30 AM Subject: Re: [hlcoders] LOD stuff Hi Persuter. I won't post attachments to this list anymore after last week's virus incident, but here's a link to the file: http://www.planethalflife.com/holywars/tmp/entity.cpp The Holy Wars downloadable contains some examples of LODded models. You can also experiment with client-side console commands to get a feeling of how LOD and other optimizations are going to work in the game. Feel free to mail me or post to this list if you have any specific questions. --- Paolo Nusco Perrotta Holy Wars Team http://www.planethalflife.com/holywars ___ 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] LOD stuff
url? - Original Message - From: Miguel Aleman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, December 03, 2001 1:06 AM Subject: Re: [hlcoders] LOD stuff Target is a lower level discount retailer. Still alittle bit more expensive than Wal-Mart. - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, December 02, 2001 5:59 PM Subject: Re: [hlcoders] LOD stuff What is Target? - Original Message - From: Ubermensch [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, December 03, 2001 12:52 AM Subject: Re: [hlcoders] LOD stuff LOD? Like, Leader On Duty? If so, /me cries. Sorry, I work at Target. I feel your pain. I used to work at Target. I quit when they told me that the job was more important than my junior year of high school. -Übermensch From: Persuter [EMAIL PROTECTED] Reply-To: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: RE: [hlcoders] LOD stuff Date: Sun, 2 Dec 2001 16:17:50 -0600 Ha ha ha it is VERY sekrat Seriously, we're trying to develop it under wraps a bit, but basically it takes place in large urban areas with many cars and civilians about, so it's either LOD tech or pretty empty streets... Persuter -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Oskar 'Zoot' Lindgren Sent: Sunday, December 02, 2001 4:11 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] LOD stuff What type of mod are you going to make? - Original Message - From: Persuter [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, December 02, 2001 11:05 PM Subject: [hlcoders] LOD stuff Hey Nusco, I know you released some files dealing with the Holywars LOD technology. Is that available for download anywhere? I seem to have lost my own copy of it, depressingly enough, and I now find myself working on a mod where I really need it. Thanks for any help. Persuter _ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.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 _ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com ___ 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 ___ 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] Submodel hitboxes (hitting a player's shield)
Have you updated /models/player.mdl ?? And not only the /models/players/modelname/modelname.mdl ?? - Original Message - From: Georges Giroux [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, November 30, 2001 10:52 PM Subject: Re: [hlcoders] Submodel hitboxes (hitting a player's shield) I've set a breakpoint in the traceattack function for the baseplayer. The traceattack is called before any damage it applies. It basically does a traceline and returns the entity that was hit. That's the problem, the shield doesn't ever get returned by this traceline.. Georges - Original Message - From: _Phantom_ [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, November 30, 2001 5:58 AM Subject: Re: [hlcoders] Submodel hitboxes (hitting a player's shield) Have you added code to the 'takedamage' function to test if it's hitting the hitbox for the shield? Coz, I belive I'm right in saying, if you dont trap WHERE on the person it hits it just does straight weapon damage without any skill bonus' to the player. - Original Message - From: Georges Giroux [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, November 30, 2001 5:46 AM Subject: [hlcoders] Submodel hitboxes (hitting a player's shield) Hello, I've been trying to get a hit on a submodel hitbox to register but it never does. Basically, I have a shield which is a submodel for the player model. The shield model has one bone will all the vertices assigned to it. Now, when I view in the hlviewer and within the game (with r_drawentities 4), the hitbox for the shield is perfect. The only problem is, it never registers any hits, as if all shots from other players just pass through it to hit the player himself. Is there something particular about hitboxes on a player? Do I have to directly add a bone to the player model itself instead of using a submodel? Georges ___ 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] Virus on the list ?
And if I was you, I would have wait a few seconds and I would see that it is a question pop-up! - Original Message - From: [BD]Avatar-X [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, November 26, 2001 4:55 PM Subject: Re: [hlcoders] Virus on the list ? Yes, I agree. One of the most annoying Javascript things is the fact that in Internet Explorer, Javascript can be used to change your homepage, without asking you. What kind of feature is that?? If I was the programmer who had implemented that at Microshaft, I would have taken a few seconds more to code a question pop-up. -av Pat Magnan wrote: The author of the web based email package I use (neomail) patently refuses to add any time of HTML support whatsoever. Some view him as backwards for this view, but frankly I applaud his decision. Having the capability to read and parse arbitrary content in a mail package is exactly what has lead to this wave of email viruses. Do we really need a scripting engine so powerful that any program can do anything to the system, particularly when there is no particular (at least that I've ever worked out) system security. At least on Unix, most users are severly hampered from destroying anything particularly important (save their own data), even though there's more powerful scripting languages than WSH (in my opinion anyway). I still think most of these viruses depend on you opening the attachment (although that may not be the case for long, if JavaScript or ActiveX can be employed to help out a bit by a sufficiently clever virus author). Is this something I need to open McAfee for or can it be avoided by not opening any files? My e-mail client is gay and automatically views the first new e-mail so if I can get this thing by just viewing the e-mail I'm screwed already. On Sun, 25 Nov 2001 14:53:30 -0500 [BD]Avatar-X [EMAIL PROTECTED] writes: lol... i got a file called docs.doc.pif But since i'm not stupid enough to use Outlook, i didn't even see the attachment. -av Leon Hartwig wrote: Is this one of those 'one hand clapping' type of questions? -Original Message- From: Oskar 'Zoot' Lindgren [mailto:[EMAIL PROTECTED]] Sent: Sunday, November 25, 2001 8:14 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Virus on the list ? why can´t i send to this list any longer? - Original Message - From: Benjamin 'RirA' Rosenberger mailto:[EMAIL PROTECTED] To: [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] Sent: Sunday, November 25, 2001 5:06 PM Subject: [hlcoders] Virus on the list ? yes, there is a virus on this list! BUT THEY DID NOT SEND IT TO THE LIST, just to everyone single! SUCKER WHO DID THAT, just delete the mail you got, DO NOT OPEN! -- -- -- Benjamin 'RirA' Rosenberger [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] | [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] www.rossispage.de http://www.rossispage.de ICQ# 76679953 -- -- -- ___ 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 --- Eight percent of life is showing up. -- Woody Allen ___ 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] Virus on the list ?
why can´t i send to this list any longer? - Original Message - From: Benjamin 'RirA' Rosenberger To: [EMAIL PROTECTED] Sent: Sunday, November 25, 2001 5:06 PM Subject: [hlcoders] Virus on the list ? yes, there is a virus on this list! BUT THEY DID NOT SEND IT TO THE LIST, just to everyone single! SUCKER WHO DID THAT, just delete the mail you got, DO NOT OPEN! --Benjamin 'RirA' Rosenberger[EMAIL PROTECTED] | [EMAIL PROTECTED]www.rossispage.deICQ# 76679953--
Re: [hlcoders] Valve: WorldCraft Bug
yeah, like scripts... or why not make a waypoint generator... Valve give it to us! - Original Message - From: Nathan Taylor To: HLCoders Sent: Friday, November 16, 2001 9:47 PM Subject: Re: [hlcoders] Valve: WorldCraft Bug Thatwould be phat.It would give lots of people the opportunity to look at how a level creatoris put together. Then again, why would you want to edit the level creator except maybe to add new buttons? Lakario - Original Message - From: Oskar 'Zoot' Lindgren Sent: Friday, November 16, 2001 3:16 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Valve: WorldCraft Bug Why not make Worldcraft open-source, valve? I mean add it to the SDK... - Original Message - From: Cortex To: [EMAIL PROTECTED] Sent: Friday, November 16, 2001 6:08 PM Subject: Re: [hlcoders] Valve: WorldCraft Bug And, about the bugs in Worldcraft... What about correcting the bug with decals... When we put a info_decal into Worldcraft we can't deplace it ( only the center moves ). Cortex. - Original Message - From: Erik Johnson To: '[EMAIL PROTECTED]' Sent: Thursday, November 15, 2001 5:31 PM Subject: RE: [hlcoders] Valve: WorldCraft Bug We'll get back to you as soon as we have something. -Original Message-From: Nathan Taylor [mailto:[EMAIL PROTECTED]]Sent: Thursday, November 15, 2001 2:21 AMTo: HLCodersSubject: Re: [hlcoders] Valve: WorldCraft Bug Having any luck with debugging that? Lakario - Original Message - From: Nathan Taylor Sent: Tuesday, November 13, 2001 4:19 PM To: HLCoders Subject: [hlcoders] Valve: WorldCraft Bug Okay I doubt you'll fix this but I guess there is hoping... As you may or may not Worldcraft (3.3 at least) has a compatibly bug with WinXP/WinME systems in that it does not save the Gamecfg.wc file correctly all the time. Basically, you load WC, go to options, add a new mod, quit WC and when you come back its not there (most of the time but sometimes it saves). Is there any chance you could debug this because frankly, I am getting pissed at having to add mods over and over and over again. If you can either fix it, or give a method to fix it I'd be happy. Thanks,LakarioModDev.netwww.moddev.net Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com