Re: Re[4]: [hlcoders] SDK Licence applies to HL PS2?

2003-01-08 Thread Oskar 'Zoot' Lindgren
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
 
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Re: [hlcoders] myristate@planethalflife.com

2002-12-09 Thread Oskar 'Zoot' Lindgren
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:
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 This last part may interest you.

 :)
 Florian.


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Re: [hlcoders] myristate@planethalflife.com

2002-12-08 Thread Oskar 'Zoot' Lindgren
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.


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

2002-11-08 Thread Oskar 'Zoot' Lindgren
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


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Re: [hlcoders] help

2002-10-14 Thread Oskar 'Zoot' Lindgren

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




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 Sent: Monday, October 14, 2002 3:01 PM
 To: [EMAIL PROTECTED]
 Subject: hlcoders digest, Vol 1 #719 - 1 msg


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 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).

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Re: [hlcoders] Rope attached to NPC?

2002-10-12 Thread Oskar 'Zoot' Lindgren
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.
 
 --
 
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Re: [hlcoders] Rope attached to NPC?

2002-10-12 Thread Oskar 'Zoot' Lindgren
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.
   
   --
   
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Re: [hlcoders] GF4 stuff [was Rope attached to NPC?]

2002-10-12 Thread Oskar 'Zoot' Lindgren
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.
  
  --
  
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[hlcoders] WON is really down?

2002-10-06 Thread Oskar 'Zoot' Lindgren

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

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Re: [hlcoders] Condition Zero SDK?

2002-09-30 Thread Oskar 'Zoot' Lindgren

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
 
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Re: [hlcoders] Format of WonIDs

2002-06-13 Thread Oskar 'Zoot' Lindgren

=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)
  
  
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Re: [hlcoders] Quiet List

2002-05-29 Thread Oskar 'Zoot' Lindgren

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
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Re: [hlcoders] Half-life demo tools

2002-05-15 Thread Oskar 'Zoot' Lindgren

[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
 |
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 |


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Re: [hlcoders] Half-life demo tools

2002-05-15 Thread Oskar 'Zoot' Lindgren

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

2002-05-15 Thread Oskar 'Zoot' Lindgren

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?


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Re: [hlcoders] No TriAPI fog in D3D?!

2002-05-14 Thread Oskar 'Zoot' Lindgren

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

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Re: [hlcoders] Half-life demo tools

2002-05-14 Thread Oskar 'Zoot' Lindgren

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.
 --


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Re: [hlcoders] (no subject)

2002-05-12 Thread Oskar 'Zoot' Lindgren

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.


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Re: [hlcoders] triApi speed problems

2002-05-11 Thread Oskar 'Zoot' Lindgren

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.
--
   
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Re: [hlcoders] VALVe: Bug in the game filter screen

2002-05-10 Thread Oskar 'Zoot' Lindgren

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
 
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Re: [hlcoders] string to #define

2002-05-06 Thread Oskar 'Zoot' Lindgren

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.
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Re: [hlcoders] Hitboxes

2002-05-04 Thread Oskar 'Zoot' Lindgren

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


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Re: [hlcoders] Anti-cheat code in mods

2002-04-27 Thread Oskar 'Zoot' Lindgren

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:
   ...
 
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 SillyZone Forums: forum.thesillyzone.com
 My Homepage: www.cyberwyre.com


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Re: [hlcoders] Anti-cheat code in mods

2002-04-27 Thread Oskar 'Zoot' Lindgren

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:
   ...
 
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
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 SillyZone Forums: forum.thesillyzone.com
 My Homepage: www.cyberwyre.com


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Re: [hlcoders] SET_SIZE()

2002-04-24 Thread Oskar 'Zoot' Lindgren

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]

 --

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Re: [hlcoders] SET_SIZE()

2002-04-24 Thread Oskar 'Zoot' Lindgren

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]

 --

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Re: [hlcoders] 1000+ are nice?

2002-04-22 Thread Oskar 'Zoot' Lindgren

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?

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Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Oskar 'Zoot' Lindgren

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

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Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Oskar 'Zoot' Lindgren

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

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Escher


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Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Oskar 'Zoot' Lindgren

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

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Escher


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Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Oskar 'Zoot' Lindgren

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

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Re: [hlcoders] 64 players servers are no problem... :-)

2002-04-15 Thread Oskar 'Zoot' Lindgren

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

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Re: [hlcoders] The Torque engine

2002-04-03 Thread Oskar 'Zoot' Lindgren

...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

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Re: [hlcoders] OT: what do langauge microsoft use for their apps?

2002-03-08 Thread Oskar 'Zoot' Lindgren

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
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Re: [hlcoders] OT: what do langauge microsoft use for their apps?

2002-03-07 Thread Oskar 'Zoot' Lindgren

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
 --

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Re: [hlcoders] OT: what do langauge microsoft use for their apps?

2002-03-07 Thread Oskar 'Zoot' Lindgren

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:


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Re: [hlcoders] liblist.gam and the hazard course

2002-02-24 Thread Oskar 'Zoot' Lindgren

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

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Re: [hlcoders] Single Player modding.

2002-02-19 Thread Oskar 'Zoot' Lindgren

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,
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Re: [hlcoders] test

2002-02-05 Thread Oskar 'Zoot' Lindgren

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

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Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-28 Thread Oskar 'Zoot' Lindgren

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


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Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-28 Thread Oskar 'Zoot' Lindgren

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
  
  
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Re: [hlcoders] (dos command) - |VALVE: E-MAIL SERVER LAG|

2002-01-22 Thread Oskar 'Zoot' Lindgren



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" 
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Re: [hlcoders] U better then HL

2002-01-13 Thread Oskar 'Zoot' Lindgren



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 
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Re: [hlcoders] U better then HL

2002-01-13 Thread Oskar 'Zoot' Lindgren



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 
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Re: [hlcoders] U better then HL

2002-01-13 Thread Oskar 'Zoot' Lindgren



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 
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Re: [hlcoders] U better then HL

2002-01-13 Thread Oskar 'Zoot' Lindgren



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 
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Re: [hlcoders] it's quiet...too quiet

2002-01-12 Thread Oskar 'Zoot' Lindgren

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.
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 --
 -
 [DRP]Avatar-X
 SillyZone Homepage: www.thesillyzone.com
 SillyZone Forums: forum.thesillyzone.com
 My Homepage: www.cyberwyre.com


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Re: [hlcoders] ogc required to play??

2002-01-05 Thread Oskar 'Zoot' Lindgren

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
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Re: [hlcoders] Is it possible to convert gEngfuncs.GetPlayerUniqueID to real Won id?

2002-01-05 Thread Oskar 'Zoot' Lindgren
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?

2002-01-05 Thread Oskar 'Zoot' Lindgren
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)

2002-01-03 Thread Oskar 'Zoot' Lindgren

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
  
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Re: [hlcoders] Direct 3D Issues

2002-01-03 Thread Oskar 'Zoot' Lindgren



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?

2001-12-05 Thread Oskar 'Zoot' Lindgren



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?

2001-12-05 Thread Oskar 'Zoot' Lindgren

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


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Re: [hlcoders] MS to MAX?

2001-12-05 Thread Oskar 'Zoot' Lindgren

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
  
  
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Re: [hlcoders] MS to MAX?

2001-12-05 Thread Oskar 'Zoot' Lindgren

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


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 archives,
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Re: [hlcoders] Mod causing error on exit

2001-12-05 Thread Oskar 'Zoot' Lindgren

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

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Re: [hlcoders] MS to MAX?

2001-12-05 Thread Oskar 'Zoot' Lindgren



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 
  
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Re: [hlcoders] LOD stuff

2001-12-03 Thread Oskar 'Zoot' Lindgren

.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


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Re: [hlcoders] LOD stuff

2001-12-02 Thread Oskar 'Zoot' Lindgren

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
  
  
   _
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Re: [hlcoders] Submodel hitboxes (hitting a player's shield)

2001-11-30 Thread Oskar 'Zoot' Lindgren

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
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Re: [hlcoders] Virus on the list ?

2001-11-26 Thread Oskar 'Zoot' Lindgren

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
  --
  --
  --
 

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Re: [hlcoders] Virus on the list ?

2001-11-25 Thread Oskar 'Zoot' Lindgren



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

2001-11-16 Thread Oskar 'Zoot' Lindgren



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

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