Re: [hlcoders] GoldSrc VGUI2 headers / libs (Screen overlays)

2007-07-05 Thread Philip Searle

You can get access to the GoldSrc VGUI2 interfaces by exporting a
function named ClientFactory from your client.dll - this function should
return a CreateInterfaceFn function pointer that can return a pointer to
a class implementing the interface VClientVGUI001.

The functions in this interface are passed pointers to the VGUI2, Steam
filesystem, hw/sw engine and GameUI DLL factories.

I have some notes on this interface (and several others available
through it) available at
http://www.goldsrc.com/dokuwiki/start?idx=interfaces

Hope this helps.

 -- Philip

Dominik Tugend wrote:

Hello,

thank you for your reply.

well hm, that is sad. Anways, I'll try interfacing it directly then using
the the dll's CreateInterfaceFn. Luckily there are a few headers for
some of
the older interface versions that are used in GoldSrc's vgui2.dll included
in the SourceSDK :]

With kind regards
Dominik Tugend

- Original Message -
From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>
To: 
Sent: Monday, July 02, 2007 9:18 AM
Subject: Re: [hlcoders] GoldSrc VGUI2 headers / libs (Screen overlays)



--
[ Picked text/plain from multipart/alternative ]
Nope.

Vgui2 is only available in goldsrc where the GameUI is concerned.
the actual engine only uses the original vgui.

Sorry





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Re: [hlcoders] Identifying all players in the current view

2006-05-01 Thread Philip Withnall
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That sounds good. Thanks! :-)

John Sheu wrote:
> Loop through all the players, calling IsDormant() on them.  That should
> let you pick out the ones that are being currently server-updated (and
> thus in your PVS).
>
> John Sheu
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[hlcoders] Identifying all players in the current view

2006-05-01 Thread Philip Withnall
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I'm trying to code a sniper view mode which identifies all the players
currently visible in the active player's view, and displays information
about each of them floating above them.

I've had several ideas, including: just displaying the information for
everybody on the server; always having the information attached to the
people and only visible when the player's sniping; and looping through
the player list, determining who's visible and attaching the information
as appropriate. However, none of these methods is particularly elegant,
and I was hoping there was some better way to do it. :-)
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[hlcoders] HL1 - How to find out the client ip address

2006-01-10 Thread Philip Lorenz

Hi,

I am trying to figure out how to find out the client ip on disconnect.
As the ClientDisconnect function only supplies an edict_t argument I am
unsure on where the client ip is stored.

I have tried storing the IP in a struct on connect and then matching it
on disconnect. The problem is that if a client drops before it spawns
the disconnect function is not called hence I cannot remove it from the
struct properly. Adding a seperate check whether the edict has been
free'd does not seem to work as after the drop the edict still reports
to be in use (if it gets free'd at all when does this happen)?
Or is there a way to catch the clients which drop before spawning in-game?

Thanks in advance for any suggestion made.

Regards,

Philip Lorenz

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Re: [hlcoders] Successful mod team tips and warstories?

2006-01-01 Thread Philip Withnall
This is a multi-part message in MIME format.
--
In his defence, he did start a new job at Ubisoft (as a modeller) a
short time into the mod.

Justin Krenz wrote:
> Sounds like the people who still work on the mod need to get rid of the
> leader and choose a new one.  What good is a leader if he doesn't
> contribute anything or at least keep things in order and on schedule?
>
> Philip Withnall wrote:
>> This is a multi-part message in MIME format.
>> --
>> Yeah. The sad thing is that even if your mod isn't a realism mod, and
>> has one of the most fun concepts ever, it is still so easy to fail. Take
>> (for example) the mod I'm working on as a coder: Elite Force: Total
>> Conversion. It is a continuation of the Star Trek Elite Force series on
>> the Source engine, trying to bring the original Elite Force's MP and
>> Elite Force II's SP into one. The original EF's MP was one of the most
>> fun MP games I have ever played, and there remains a community for the
>> game even now, many years after the game was released. Our mod started
>> out with the full support of the entire community, and then some, but we
>> started out too early (before HL2 was released), and by the time HL2 was
>> released, and the SDK was ready, some of the members had left. However,
>> we still had plenty of people with which to make a mod, and started out.
>> Problems, however, have arisen because there weren't enough deadlines
>> (well, I feel this is the case). People weren't told to "finish that
>> model by this time"; they were just doing things at their leisure.
>> Slowly, other people drifted away because they weren't seeing results,
>> and now we've got three coders (who have all stuck with the mod), a PR
>> guy (who's frantically trying to re-ignite the community), some die-hard
>> supporters (who refuse to believe that the mod is, essentially, dead),
>> and that's it. The leader of the mod hardly ever appears, and when he
>> does nothing really happens.
>> It's all rather sad really, as I would've loved to see EF on Source, and
>> been able to play the game again. It was great fun to play EF, but the
>> die-hard servers are starting to, well...die, and the whole community is
>> slowly disbanding.
>>
>> When making a mod, you really should ensure this doesn't happen; it's
>> very disheartening. :-(
>>
>> Andrew (Bromfitsen) wrote:
>>
>
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Re: [hlcoders] Successful mod team tips and warstories?

2006-01-01 Thread Philip Withnall
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Yeah. The sad thing is that even if your mod isn't a realism mod, and
has one of the most fun concepts ever, it is still so easy to fail. Take
(for example) the mod I'm working on as a coder: Elite Force: Total
Conversion. It is a continuation of the Star Trek Elite Force series on
the Source engine, trying to bring the original Elite Force's MP and
Elite Force II's SP into one. The original EF's MP was one of the most
fun MP games I have ever played, and there remains a community for the
game even now, many years after the game was released. Our mod started
out with the full support of the entire community, and then some, but we
started out too early (before HL2 was released), and by the time HL2 was
released, and the SDK was ready, some of the members had left. However,
we still had plenty of people with which to make a mod, and started out.
Problems, however, have arisen because there weren't enough deadlines
(well, I feel this is the case). People weren't told to "finish that
model by this time"; they were just doing things at their leisure.
Slowly, other people drifted away because they weren't seeing results,
and now we've got three coders (who have all stuck with the mod), a PR
guy (who's frantically trying to re-ignite the community), some die-hard
supporters (who refuse to believe that the mod is, essentially, dead),
and that's it. The leader of the mod hardly ever appears, and when he
does nothing really happens.
It's all rather sad really, as I would've loved to see EF on Source, and
been able to play the game again. It was great fun to play EF, but the
die-hard servers are starting to, well...die, and the whole community is
slowly disbanding.

When making a mod, you really should ensure this doesn't happen; it's
very disheartening. :-(

Andrew (Bromfitsen) wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> That's a good point, all these new realism mods are hell bent of have a
> conformed look to them that makes them try and replicate commercial
> successes such as Counter Strike.  There are 2 sides to that coin.
>
> 1) The modding community has reached a level where they have so many
> possible applicants and potential content creators to be able to deny many
> people a position because they can't produce that specific genre to the
> extent that the mod teams want it.
>
> 2)  However the flip side of the coin is that these Realism Mods are all
> flopping, and becoming abandoned.  I know I wrote a majority of the code for
> a Realism type mod but because the team wanted such specific models and
> textures in the mod that they ended up using the CS models, and everyone has
> seen them before.  So their instant reaction was Oh it's just CS I'm not
> going to play it.  The Realism mods are all slowly burning themselves out,
> granted there are a lot of people who play games like CS but they aren't
> going to download another game to have similar settings.  POA had quite a
> big welcoming but it appears to have slowed down quite a lot.   The new mods
> that are appear to be making it big are the likes of Garry's mod and HL2 CTF
> simple concept but much more open to new and unique ideas.  Mods like
> Neo-Tokyo, Dystopia and Hostile-Planet also have large focuses because they
> are bending away from the pure realism style and adding in a lot of artistic
> creativity.
>
> Personally I think you are going to see Realism mods that aren't ground
> breaking or lack that something original to hold players attention will
> start to fade away and all the unique and fun mods start taking their
> places.  It's almost like it's going full circle.
>
> Well, I suppose my attempt at giving some advice would be, if your mod
> doesn't fit the the current trend that's fantastic, because gamers will be
> more likely to try something completely different than they are to try
> something in direct competition with what they already play.
> --
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Re: [hlcoders] Happy new year

2005-12-31 Thread Philip Withnall
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Hear hear! *hic*

[EMAIL PROTECTED] wrote:
> I wish everybody a very happy and healthy new year!
>
> May all thou errors be solved and glitches be fixed!
>
> Icke
>
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Re: [hlcoders] Problems with hammer

2005-12-31 Thread Philip Withnall
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You need to "Refresh SDK content". ;-)

Giedrius T. wrote:
> There were some update today of Source SDK and now when I try to run
> Hammer or Face Poser or Model Viewer I get "The system cannot find the
> file specified." error.
>
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Re: [hlcoders] HL1 timerefresh

2005-10-25 Thread Philip Searle

If you're OK with heading into undocumented territory, then you can
disable pretty much any cvar or console command, even ones the engine
has installed.  There's a whole load of function pointers that have been
added to the end of various interfaces in the Half-Life 1 engine (I
posted on this list asking about them a while back).  cl_enginefunc_t
contains two that will return the start of the cvar and console command
linked lists.  Just walk the list until you find the timerefresh command
and replace it's function pointer with your own.

I've uploaded a copy of the updated structures at
http://homepage.ntlworld.com/pr.searle/testns/cdll_int.h
If anyone can throw any light on the functions marked 'unknown', I'd be
grateful too :)

Disclaimer: Don't forget that all these extra functions are undocumented
by Valve and could disappear or fail to work without warning.
--
Philip Searle

Jorge Rodriguez wrote:

TS has this problem where the timerefresh command can cause you to do
like, eight stunts in a row. The command doesn't seem to be a problem
with most Valve mods, the most I can remember as far as exploits go is
that it lets people concjump really high in TFC if you do it right.
Basically, this is not good. It is an carmackian engine function which
was intended for benchmarking, but I don't think anybody uses it
anymore. Can Valve look into disabling or allowing modders to disable
this command?
--
Jorge "Vino" Rodriguez




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Re: [hlcoders] HL1 demo format

2005-05-22 Thread Philip Searle

The HL1 demo format is essentially an unencrypted dump of the network
stream recieved by the recording machine.  As far as I know, Valve have
never officially documented it.  This page:
http://machinima.com/opendemo/od-misc.html has some perl scripts that
can decode some of the message types, although I don't know how well the
 code relates to the current demo spec.

Shawn R Smith wrote:

i know this is kind of odd to be asking about amidst
all of these HL2 related programming questions, but is
there any sort of documentation / source code for
reading and parsing HL1 demo files out there anywhere?



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Re: [hlcoders] Source .dem specifications

2005-05-16 Thread Philip Searle
Andrew Hammett wrote:
I saw a reference a long time ago that VALVE would be publishing the
specifications of the .dem file format for the Source engine at some point.
Does anybody here know anything about it?
Andrew Hammett
www.caleague.com
The latest SDK has the file format in public/demofile/demoformat.h - it
covers the high-level message format but doesn't go into too much detail
for things like entity updates and stuff.
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Re: [hlcoders] Help with HL1 SPR file format

2005-02-24 Thread Philip Searle
Rodrigo 'r2d2rigo' Diaz wrote:
Hi, I want to load a SPR file to use it as a texture in one OpenGL
program. I have based my code from the one in sprgen.c. For testing,
I'm using a single frame 256*256 sprite, and I follow this order for
reading the data:
-1 struct dsprite_t (sprite header)
-1 short (# of palette indexes - 256)
-256 bytes (colours of the palette indexes)
-1 struct spriteframetype_t (frame type - single or multiple)
-1 struct dspriteframe_t (sprite frame header)
-dspriteframe_t->height*dspriteframe_t->width bytes (height*width
bytes - sprite frame data)
And then I create the texture with glTexImage2D. The problem is the
final texture gets messy; did I miss something? Is there any
documentation about SPR file format?
I'm not sure whether this was a typo, but the palette is actually 256*3
bytes (red, green and blue).
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Re: [hlcoders] message of bogus type

2005-01-19 Thread Philip Searle
Your message name is longer than 11 characters.  Because of the way user
mesages are stored in the engine, message names are limited to 11 chars
plus the nul terminator.  If you try to create a message longer than
that, then you'll trash the next usermessage or message handler pointers.
 -- Philip Searle
Draco wrote:
For 2 days I've been playing around with a message system to replace
the death message and gun/ammo pickup messages in my mod. I think I
got it set up, with messages queuing to be displayed and such, but one
problem has arisen...
The game crashes when I make a message for it. I mean the
server-client messages.
I have dealt with this system twice before for radar and a timer but
this one defies me.
I have the message registered
gmsgPerfectDarkMessage = REG_USER_MSG("PerfectDarkMessage", -1);
i have an extern of it in the gamerules so I can call it there, i have
it declared as a global int in player.cpp I have everything my old
messages have.
Then I go to trigger the message. 3 messages so I can test the queuing out
MESSAGE_BEGIN(MSG_ALL, gmsgPerfectDarkMessage);
WRITE_STRING("Dont fly strongbad");
MESSAGE_END();
MESSAGE_BEGIN(MSG_ALL, gmsgPerfectDarkMessage);
WRITE_STRING("I worry about you");
MESSAGE_END();
MESSAGE_BEGIN(MSG_ALL, gmsgPerfectDarkMessage);
WRITE_STRING("i can see the strings");
MESSAGE_END();
It then, because it cares, tells me
"fatal eror"
"tried to create a message with bogus message type (0)"
Yeah, thanks HL, I Wubb J00 too.
This only occures when i fire off a message, because i tired
commenting the 'dont fly strongbad' stuff. So, any ideas on why I am
createing a message with a bogus message type?
--
**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net

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Re: [hlcoders] Some general questions and some undocumented functions

2004-11-12 Thread Philip Searle
Michael Shimmins wrote:
What determines the colour of text in the new VGUI console? As far as I can
tell, there's no way for it to determine whether the engine or the game DLL
is printing to it yet it variously prints in white or brown.
The Scheme Text files from memory determine the colour of things.  If not
then its generally stomped/hard coded in VGUI_TeamFortressViewPort.cpp/.h
(my memory is starting to get a bit stretched here).
I think I phrased my question wrong here - I know how the colours are
chosen, but what makes the console display "Base networking initialized"
in white while "Creating fake network channel" is displayed in brown?
At first I thought it was decided based on whether the client or server
had requested the message be displayed, but some client strings
(GL_VENDOR, etc.) are white while others are brown ("joystick not
found").  It's the same with the server messages - what's different
between the messages "'sv_cheats' changed to '1'" and "'sv_aim' changed
to '0.0'" that warrants the change in colour?
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Re: [hlcoders] Some general questions and some undocumented functions

2004-11-12 Thread Philip Searle
tei wrote:
Philip Searle wrote:
Why does the decal code handle decals with the name "}z_" specially?  I
can't quite understand what the code does (floating-point assembly isn't
my strong point).
???
maybe:
texture are already mangled because encode stuff (special atributes)
name[0] = type,
"z_" can be a substring that trigger something
Possibly, but there's some code nearby that changes {blood decals to
{yblood when content control is switched on so I think it's operating
with raw decal names.  Perhaps I'll try creating a decal called }z_ and
see what it looks like in-game...
/* Starts a local sound - why is this needed? */
void (*pfnStartDynamicSound)( char *filename, float volume, float
pitch );

???
Menus? Music? "radar"? "sniper scope effect"? banned player triing to
logon?
Its this server or client?
This particular function is client-side.  Good thinking on the meus;
with the new launcher hooking into other parts of the engine, perhaps
they use this for the button sounds?  I'll try hooking it and seeing
when it's called.
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[hlcoders] Some general questions and some undocumented functions

2004-11-11 Thread Philip Searle
Hey folks,
Recently I've been looking through hw.dll (just for fun) and managed to
work up a long list of questions - if anyone (perhaps even a Valve
member?) could provide some answers I would be very grateful.  Apologies
for the length of this post.
General Questions
=
Why does the decal code handle decals with the name "}z_" specially?  I
can't quite understand what the code does (floating-point assembly isn't
my strong point).
What determines the colour of text in the new VGUI console? As far as I
can tell, there's no way for it to determine whether the engine or the
game DLL is printing to it yet it variously prints in white or brown.
Regarding the server blending API (SV_StudioSetupBones), why is the
passed in edict_t pointer sometimes NULL?  Surely the server always has
all the required data for entities?
Now that player movement is all handled by the client/game DLLs, why
would the engine ever need to find out the texture the player is
standing on (HUD_PlayerMoveTexture)?  Or is this an obsolete function now?
Whatever happend to VGUI::GLSurface?  The header is there but it's
mostly unimplemented.  Is it possible to create your own surface and
have VGUI panels in-game (i.e. like doom3 guis).
Undocumented Functions
==
Poking around I found quite a few functions exposed to the game DLLs
that aren't documented - they're tacked onto the end of existing
interface structures.  Some I've managed to figure out, but many are
still a mystery.  If anyone knows more (or has the header files - hint
hint Valve ;) ) please let me know.  Any function names are taken either
from string literals found in hw.dll or are best guesses based on their
effects.
SV_SaveGameComment
--
Stick this in your server DLL and you can control what goes in the
description field of saved games (appears in the load dialog):
extern "C" void __declspec(dllexport) SV_SaveGameComment(char *buffer,
int max_length)
{
strcpy( buffer, "Hello, world!" );
}
HUD_ChatInputPosition
-
I think the engine trys to call this from the client DLL, but what its
prototype is and what values it shoudl return I don't know.
-
Extra function in pEfxAPI structure, immediately after R_DecalRemoveAll:
/* Prototype and function unknown - seems to have something to do with
decals */
void (*UnknownFunction1)();
-
Extra functions in pTriAPI structure, immediately after fog function:
/* Prototype and function unknown */
void (*UnknownFunction1)();
/* Prototype and function unknown (passthrough to glGetFloatv?) */
void (*UnknownFunction2)();
/* Prototype and function unknown */
void (*UnknownFunction3)();
/* Prototype and function unknown */
void (*UnknownFunction4)();
/* Prototype and function unknown (passthrough to glColor4f?) */
void UnknownFunction5();
/* Prototype and function unknown (something to do with fog?) */
void (*UnknownFunction6)();
-
Extra function in pVoiceTweakAPI struct, immediately after GetControlFloat:
/* Prototype and function unknown */
void (*UnknownFunction1)();
-
Extra functions in client engine interface, immediately after
pfnSetMouseEnable:
/* Returns pointer to start of registered cvar linked list. Added for
VGUI console autocomplete? */
cvar_t* (*pfnGetCvarList)( void );
/* Returns pointer to start of registered command linked list. Added for
VGUI console autocomplete?
typedef struct cmd_function_s {
struct cmd_function_s *next;
const char *name;
xcommand_t  function;
const char *description;
qbooleanpure;
} cmd_function_t; */
cmd_function_t* (*pfnGetCmdList)( void );
/* Not sure about this - convert cvar_t pointer to cvar name? Why? */
char* (pfnCvarNameFromPointer)( cvar_t* pointer );
/* Not sure abput this - convert cmd_function_t pointer to command name?
Why? */
char* (*pfnCmdNameFromPointer)( cmd_function_t* pointer );
/* Returns current time for this client? Why is this needed when
GetClientTime() already exists? */
float (*pfnGetCurrentTime)( void );
/* Unsure - always seems to return 800.0f (no, it's not horizontal
resolution) */
float (*pfnGetUnknownFloat)( void );
/* Appears to be identical to function in IEngineStudio */
struct model_s* (*pfnGetModelByIndex)( int index );
/* Appears to modifies hidden cvar gl_texsort.  Value of 0 disables it,
other values enable it.  Effect is a very bright (but not fullbright)
screen. Who uses gl_texsort these days? */
void (*pfnSetGL_TexSort)( int value );
/* Colour scaling values for screen.  Only works when gl_texsort is
active. Defaults to white (1.0 1.0 1.0) */
void (pfnSetGL_TexSort_Colour)( float red, float green, float blue );
/* Final scaling factor for screen.  Only works when gl_texsort is
active. Defaults to 1.0 */
void (*pfnSetGL_TexSort_Scale)( float scale );
/* Seems to be a client entry point to the pfnSequenceGet function
introduced for CS:CZ (see post "Engine interface changes" by 

Re: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread Philip Searle
Still using VC6, although I do have access to the academic version of
VC.Net.
Alfred Reynolds wrote:
I just want to do a quick straw poll of how many people on this list
DON'T have access to MSVC.NET or above for their MOD development (we
hope to only release MSVC.NET project files with the SDK)?
- Alfred

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Re: [hlcoders] Resizing Models

2004-09-30 Thread Philip Searle
Marco Leise wrote:
Am Sat, 18 Sep 2004 23:51:53 +0100 schrieb Philip Searle
<[EMAIL PROTECTED]>:
That's true if you only do the scaling on the client
studiomodelrenderer.  If you also implement the same scaling in the
server blending interface, then you can scale hitboxes and have them
work correctly, although there's still the problem of hitboxes outside
the entity bounding box not being hit by tracelines (Natural-Selection
fixed this, although I'm not sure how).

And the entity bounding box is hard coded where and why?
You're right - the positions of the hitboxes would scale, but the sizes
wouldn't.  I seem to have been answering the wrong question here; sorry
about that.
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Re: [hlcoders] Resizing Models

2004-09-18 Thread Philip Searle
Jeffrey "botman" Broome wrote:
Adam "amckern" Mckern wrote:
i only think u can resize the bounding box, but some
one that might know more, might answer this better for
you

Actually, the hit boxes DON'T get rescaled at run-time...
http://articles.thewavelength.net/232/
(doesn't ANYBODY use google.com to search for stuff anymore?)
--
Jeffrey "botman" Broome
That's true if you only do the scaling on the client
studiomodelrenderer.  If you also implement the same scaling in the
server blending interface, then you can scale hitboxes and have them
work correctly, although there's still the problem of hitboxes outside
the entity bounding box not being hit by tracelines (Natural-Selection
fixed this, although I'm not sure how).
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Re: [hlcoders] Studio model format (version 9)

2004-06-23 Thread Philip Searle
Marco Leise wrote:
What the...? Why bother with an ancient model format that did not even
have transition graphs? On the other hand the tentacle is the only real
version 10 model using them. You said yourself it is a version 9 model
and Half-Life can no longer display it. It must have got in there by
accident from an old Half-Life backup. Tell me one good reason why
writing a modified model viewer was not a waste of time?
I suppose your right - there's no way this will ever be useful.  I just
thought it would be interesting to see how much the format had changed.
  The model viewer itself took very little time - the hardest part was
figuring out why the animations weren't showing.  It turns out they're
just very subtle - the only two that actually move are "shoot" and
"runshoot", which make the model's fingers move.
[Sorry, just felt like beeing a bit offending. I'm doing a lot of more
or less useless stuff too, when I have the time. At least one learns
something new from it. :)]
Marco Leise
No offense taken - "why would you do this?" is a reasonable question.
The only real answer I have is "because I wanted to". :)
 -- Philip Searle
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[hlcoders] Studio model format (version 9)

2004-06-21 Thread Philip Searle
Looking through half-life.gcf, I came across a file called doctor.mdl.
It seems to have been introduced during the transition from WON to
Steam, as I can't find it in any .pak files.  This file can't be opened
by any model viewers and crashes Half-Life.  It appears doctor.mdl is a
version 9 model file (Half-Life uses version 10 for all other models).
Does anybody at Valve know why this file was added?  It isn't used by
anything I know of, although it is precached by "Half-life
singleplayer.lst" and "Half-life multiplayer.lst".
From what I can see, the file format is very similar to the existing
version 10 format.  The studiohdr_t structure is very similar - the only
changes are the version number (9, not 10) and the two entries at the
end relating to the transition graph are absent.
The mstudiobone_t structure is a little different - the root bone name
is stored (24 bytes), and each bone has the following structure:
typedef struct
{
intunknown[2]; // Always seem to be zero
intparent;
intflags;
intbonecontroller[6];
float  value[6];
float  scale[6];
} mstudiobone_t;
The mstudioseqdesc_t strucutre has some changes, too - I'm not sure
whether I have this one right as my modified modelviewer won't display
animations correctly.  It looks like one of automoveposindex or
automoveangleindex is missing (not sure which one), the bboxmin and
bboxmax are absent, the blendtype[2] member is missing, as are the three
transition graph entries and the nextseq member.
I was unable to verify the structure of studioseqhdr_t,
mstudiobonecontroller_t, mstudioevent_t, mstudiopivot_t and
mstudioattachment_t as they aren't used in doctor.mdl.  All other
structures appear to be identical to version 10.
In case anyone was wondering exactly what the model looks like, it's the
"Ivan the Space Biker" model of Gordon Freeman (referenced by Ken
Birdwell at
http://www.gamasutra.com/features/19991210/birdwell_pfv.htm), holding a
gun.  He has animations for walking, running and shooting, but I can't
view them yet.  If anyone has any extra info (particularly regarding the
mstudioseqdesc_t structure), feel free to share :)
 -- Philip Searle

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Re: [hlcoders] TeamScore and nsp (natural selection)

2004-03-20 Thread Philip Searle
I believe NS uses the individual player scores to work out the team
score client-side.  The message for player scores is ScoreInfo, and its
format is:
Byte  - The index of the player.
Short - The player's score.
Short - The player's kills
Short - The player's deaths.
Byte  - The player's class.
Short - The player's auth status.  A bitmask.
Short - The team the player is on.
Taken from http://homepage.ntlworld.com/pr.searle/nsnet/

Brian A. Stumm wrote:
It appears that TeamScore is not used in nsp (natural selection) mod.
Anyone know what to look at to get the team scores? I've got a huge dump
of pfnMessageBegin pfnWriteString pfnWriteByte etc but see nothing that
looks like it might be team score related.
CS, DoD and TFC all use TeamScore. DoD is slightly diff than CS and TFC
but you at least know where to look...


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Re: [hlcoders] Client-side BSP models

2004-03-02 Thread Philip Searle
I'm recreating the entity every frame (actually every second with p->die
set to the current time plus 1).  If I use a model like
"models/apache.mdl", then the entitiy shows up fine.  I can even get it
to animate by using the callback function.  It seems that CL_LoadModel()
only loads .mdl and .spr models, not BSP models ("*51").  I though DoD
had client-side func_illusinary, but looking at the documentation on the
web it seems not.  I guess what I'm asking is: is it even possible to
use BSP models in client-side entities, or can I only use .mdl/.spr?
jc wrote:
off the top of my head and probably wrong anything created in
HUD_CreateEntities has to be created every frame... HUD_CreateEntities is
basically how you add something to the render list :s
jc



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[hlcoders] Client-side BSP models

2004-03-02 Thread Philip Searle
I've been looking through the code in entity.cpp (client dll), and
playing around with HUD_CreateEntities() and CL_TentEntAllocCustom().
I've been able to create client-side models and sprites, but is there
any way to use these functions to make a client-side BSP model?
Something like func_illusionary, but without a server entity.  It seems
to me that this would be a very useful thing for entity-heavy mods like
Natural-Selection.
I tried setting the client-entities model to "*51" (which I know exists
- it's a func_door), but it doesn't seem to work.  I inserted trace
statements to ensure the entity was being created, and it seems that it
is deleted after a single frame.  Has anyone else managed to get
client-side BSP models working, or are they not possible?
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[hlcoders] Detail textures

2004-02-11 Thread Philip Searle
In this thread:
http://www.natural-selection.org/forums/index.php?showtopic=62384
on the ns.org forums, the possibilty of using detail textures in
Half-Life was brought up.  Screenshots of CS:CZ appear to show detail
textures, and the existence of the cvars r_detailtextures and
r_detailtexturesupported suggest that this was added in a recent HL
engine update.
Looking through RetailInstalledFiles.txt in half-life.gcf I found a list
of all the files included in CS:CZ.  There are a lot of files with names
like "gfx/detail/dt_texturename.tga", and a "mapname_detail.txt" for
each bsp file.  Setting the cvar r_detailtextures to 1 in HLDM gives the
message "Loading detail textures..." followed by "Couldn't open
maps/mapname_detail.txt".
Does anyone know if it's possible to use these detail textures in
standard HL mods?  And could anyone from Valve give us a hint as to the
format of the .txt files?  I've gathered it's some kind of texturename
-> detail texture mapping, but the obvious formats don't appear to work.
 -- Philip Searle

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Re: [hlcoders] Adding a new skill level and Steam

2004-01-05 Thread Philip Searle
Something like Natural-Selection's trigger_script entity.  It doesn't do
anything at the moment, but this:
http://homepage.ntlworld.com/pr.searle/nsfaq/#11
suggests that the script engine is there... it just needs tieing to
the entity.  I really hope it gets implemented soon.
K. Mike Bradley wrote:
Well Of course the AI could always use improvement.
It was ground breaking in 1999 ... But now?
I would like to see a feature to add compilable script ent's in the Game Def
file.
What about a mod with a script compiler.
A mod to end all mods so to speak.
Then a new map "Script" entity could be added.
I'd love to see more power put in the hands of mappers w/o having to make a
new mod.
Then the Map is the mod.
Kuel!


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Re: [hlcoders] ABUSE REPORT

2003-10-06 Thread Philip
On Monday, October 6, 2003, at 08:55  pm, Manip wrote:

you don't seem to understand anything about
what open source is and what it stands for.
And you don't seem to understand anything about what closed source is
and what it stands for.
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Re: [hlcoders] Steam SDK?

2003-09-29 Thread Philip
As I recall, you can get in contact with Valve and sign and NDA to get
the Steam SDK from them.
-Philip

On Monday, September 29, 2003, at 05:54  pm, Bulk wrote:

I think you misread his e-mail. He's looking for the steam SDK, not
steam
it's self.


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Re: [hlcoders] To Valve: Suggestion for the new steam console

2003-09-25 Thread Philip
That would be nice, but then you'd probably want to have the same
functionality on other menus as well.
Of course, this can be implemented by valve, but it depends on how they
wrote the console to parse and complete commands.
I'd be quite happy if the drop-down's completion feature was triggered
by the  key. Also, a larger (possibly scrollable?) list of
commands than can be used at any point (I forget console commands, all
of them and it helps to have a big list).
-Philip

On Friday, September 26, 2003, at 01:22  am, [EMAIL PROTECTED]
wrote:
This is because I have very bad memory about mapnams.

A command to list all available maps can be also cool.


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Re: [hlcoders] About outlook (NOT half-life related)

2003-08-23 Thread Philip
Outlooks calls it's filters "Rules" and I think it's under the tools
menu. Outlook 2003 has some more advanced features, but I use Apple
Mail now, so it's less annoying as I can train it to pick-up crap like
the worm ;)
-Philip

On Saturday, August 23, 2003, at 06:52  am, Kyle wrote:

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


Some idiot with my email got that stupid virus going around so now he
sends
me 500 emails a day with spoofed addresses also from his computer. The
good
news is they all have the same subject:


Re: That movie

Re: Your application

Re: Thank you!

Re: Details

Re: Re: MY details

Re: Your details

Re: Details

Re: Wicked screensaver



Etc.



I think there are about 7 or 8 possible subjects that this virus
produces.
My question is this.. how the heck do I set subject filters in
outlook? From
what I can see is that outlook is designed for idiots and has no
advanced
security features.. well That's not true but I don't know how to use
them. I
saw txt file "filters.txt" and that looked like a config file because
it had
Commands like


Body contains "for free?"



Or..



From contains "profits@"



These looks like nice little commands built right into a confg file
BUT NO..
I later found out filters.txt was useless and had no point or meaning
or
valve.. outlook doest even open or load the file. Why is it there? Does
anyone on this list know how the heck to filter stuff correctly? This
would
help me a lot, I use this email account for all my hl mod stuff, its
how I
communicate with my team








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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread Philip
> c) hope, valve ppl still read our mumblings :>

Actually, I think that the response to this was in response to a post in thew
hlds_apps list about Vavle's interaction with the HL programming/server
community about HL2 (which has been quite disappointing).

-Philip

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RE: Re[4]: [hlcoders] Our MOD's are for sale !!

2002-12-30 Thread Philip
So essentially, for the copy protection to be effective, you can only
release your MOD on CD.

Actually, in most cases the crack is a replacement for an executable or
dll which does the checking, which means that unless your protection is
built into HL.exe itself, then you may have a problem with it.
But, is it really worth making the file un-burnable (which itself can be
defeated) or un-copyable when it's a free product and the risk from
pirates is minimal.

BTW, modified dates can be changed, and sometimes the OS will change it
itself, the best way to check for modifications is with an MD3 hash
check. But I'd like to hear more about your module.

-Philip


>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of
> Vyacheslav Djura
> Sent: Monday, December 30, 2002 10:32 PM
> To: Philip
>
> Hello Philip,
>
>  I don't know what to do with downloading of mod...But with
> copy  protection you can make your mod working only on CD's
> of magazines,  which have got your permission.
>
>  And there is also solution with downloading the mod. I am
> going to  write protection module for mod (in Delphi) which
> will check each  file and if some file will be missing of
> date is wrong then mod  simply won't load. Because in most
> cases pirates modify files.
>
>  To protect the module I can use method to encode procedures,
> so that  module can't be replaced with some 3rd party.
>
> --
>  Vyacheslav
>  Xenus Level-designer
>  Deep-Shadows(http://www.deep-shadows.com)
>
> ___
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RE: Re[2]: [hlcoders] Our MOD's are for sale !!

2002-12-29 Thread Philip
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Nothing will stop people from making copies of software, nothing.
However, when if somebody comes to you and asks if they can include your
work on/in whatever (like a magazine) then that's ok. I was recently
quoted in a magazine without my permission which pissed me off.

Also, you recommend implementation of a protection system, but how does
that apply to a downloadable game? I also don't have any faith in any
kind of CD or copy-protection, because simply, there is a way around it.
>From CCD copies to actually copying the CD byte-for-byte.

-Philip


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of
> Vyacheslav Djura
> Sent: Monday, December 30, 2002 8:17 PM
> To: Philip
>
> Hello Philip,
>
> I don't think that GPL will stop such people.
> One CD costs less then .75 cents and printing CD case also
> not a problem.
>
> I see there only several ways of solving the problem:
> 1) you can email some PC magazine, asking them to include
> your mod on their CD (if they have CD :))...That doesn't stop
> someone making money from your mod. But at least your mod
> will be distributed with some number of magazine and no-one
> will *make* money from it.
>
> 2) mod must be brilliant. THen you contact VALVE and...:) But
> that also doesn't stop pirates from making copies of CD's.
> Almost all protection system that USA game developers use are
> primitive...(for example Blue-Shift's sony protection).
>
> I CAN RECOMMEND VALVE PEOPLE VERY GOOD PROTECTION SYSTEM. A
> lot of people of our company (Deep-Shadows) worked on GSC
> Game World (maybe heard game Cossacks? AMerican Conquest?
> Codename: Outbreak. Venom) and all the games which were
> distributed in former USSR countries where equipted with
> STAR-FORCE (www.star-force.com) protection system. The
> earliest version of protection was hacked, but next version
> (released in summer of 2001) was much stronger, and I'
> haven't seen any pirate copies because it is still not
> hacked. Now they released third version of Star-Force
> protection and such brands as Cossacks: Back to war, American
> Conquest, released month ago, equipted with this system.
> With Star-Force protection you can't make any CD-R copies of
> the game
>
> I compared US(Usa) and UA(Ukrainian) versions of Venom and
> tried to make CD-copies. US copy (equipted with Virgin's
> protection) was succesfully hacked, and game recognized CD-R
> as own CD and UA version haven't recognized CD-R...
>
> --
>  Vyacheslav
>  Xenus Level-designer
>  Deep-Shadows(http://www.deep-shadows.com)
>
> ___
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>
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RE: [hlcoders] Our MOD's are for sale !!

2002-12-29 Thread Philip
Well, the thing is that most MODs aren't under the GPL and when it comes
to getting money for it, then that's Valve's area. However, then it
becomes a bit like Linux, when you're not supposed to sell it, but the
box and manual and cd all cost around about $90, and don't forget the
proprietary software somebody wrote for it (that's such an integral part
of the OS that we can't take it out).

Fileplanet does provide the files free of charge (which is more a matter
of perspective) using CDs as a viable option to those who don't want to
suffer the wrath of FP and the price for those is not extravagant. But
10 GBP?!!? Unless it CDs are coated in silver and jewel case is made of
platinum (well, maybe not) then that's hardly _just_ charging for the cd
and case (we must also factor in hours of agonizingly hard labor).

But when you put something on the internet, that's kind of the risk you
take, especially when you allow it to be downloaded under the
misconception that it's freeware (or under any other license which it's
not). Unless you put a huge legal disclaimer (and don't forget the huge
flashing letters about it) there's very little you can do (unless the
awesome power of Valve's legal department steps in).

-Philip


>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of Admin
> Sent: Monday, December 30, 2002 7:46 AM
> To: [EMAIL PROTECTED]
>
> If your mod is made under GPL it is not protected from being
> electronically copied and distributed. The license is
> actually setup to encourage distribution as long as the
> provisions of the license are met.
> If the people selling the CD say they are not selling the
> software they are simply charging for the media, jewel case,
> shipping handling etc they have a leg to stand on. Same with
> file planet, they actually provide free access to the files,
> it's just that if you don't want to wait 3 hours you pay them
> money and they provide a no wait server for you. Again not
> charging for the software but instead charging for an
> improved distribution mechanism.
>
> Software companies protect themselves from this by including
> statements in their copyrights stating it is unlawful to copy
> (electronic or
> otherwise) the software. The kicker is if you were to do this
> for GPL it kills the whole concept behind GPL and would
> freeze the distribution.
>
> My Two cents:
> - If someone is providing the public the impression they are "selling"
> your GPL software, then stop them with legal letters and
> lawsuits if necessary.
>
> - If you are mad that someone is making money off the
> distribution of your GPL software and you are not, don't
> create GPL software.
>
> Remember, the stronger the distribution channels the more
> people see our software. How are people that don't have
> internet access going to gain access to our mods? Are each of
> us going to pay out of our own pockets the money to burn CD's
> and ship them all over the world?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of Commando
> Sent: Sunday, December 29, 2002 10:46 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Our MOD's are for sale !!
>
> It does kind-of irk me that these guys are making so much
> money off of our hard work, but is it really anything
> different than organizations like fileplanet does?  They are
> charging you for downloading and making a CD copy for you,
> not for the games themselves (or so they could argue).
>
> Maybe the question we should be asking is if it is okay for
> us to do the same sorts of things to recoup some of our
> costs?  As long as mods continue to be freely available to
> download, can we set up services to distribute the mod on CD
> for a small fee to customers that prefer not to download
> 100+
> meg?  Not that I had even thought of this before now, but it
> might be a way for some mods to pay for some of the bandwidth
> required to host mod sites and fund development.
>
> Rob Prouse (Commando)
> Tour of Duty Mod
> http://www.tourofdutymod.com
>
> At 02:01 PM 29/12/2002 +, you wrote:
> >This maybe a little OT, but in any case it affects a lot of us
> >
> >I recently went to a "computer fair" here in the UK, one stand was
> selling
> >lots of obviously "copied" CD's... The Quality of the CD Labels and
> Inserts
> >were infact diabolical..
> >
> >I stumbled across a CD with several HL mod's on it... the
> main picture
> was
> >of Counter Stirke the mods were listed on the back, amongst the
> mods
> >were my own mod &quo

RE: [hlcoders] Saving and the HLSDK

2002-12-28 Thread Philip
You can still get to the menu by pressing ESC.

>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of Cortex
> Sent: Sunday, December 29, 2002 8:40 PM
> To: [EMAIL PROTECTED]
>
> You could do :
> CLIENT_COMMAND (pPlayer->pev, "unbindall"); (where pPlayer is
> a pointer to the player).
>
> Then, all the keys won't have any effect. Then, after the end
> of the sequence, you call :
> CLIENT_COMMAND (pPlayer->pev, "exec config.cfg"); and all the
> binds will reappear :p
>
>   - Cortex : HL ALBATOR coder & mapper
>   - [EMAIL PROTECTED] & ICQ : 71548738
>
> Ryan "Professional Victim" Desgroseilliers wrote:
> > I've run into something of a problem during my coding work for the
> > Nightwatch mod, regarding the way Half-Life handles saving.
> There are
> > a few situations where saves of any kind would be quite problematic
> > both programmatically and from a design standpoint, such as the
> > introductory camera sequence, and I've been trying for some time to
> > find a way to stop players from saving at those points
> using the SDK,
> > with no luck. Since this is a single player mod and cheating isn't
> > really an issue, the Quick Save functionality can probably
> be worked
> > around fairly easily by simply removing the bind option, but I can
> > find no way to stop saves initiated from the menu interface.
> >
> > Does anyone know of a way that the engine could be prevented from
> > accepting save commands?
> >
> > ___
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RE: [hlcoders] Continuing money system

2002-12-09 Thread Philip (Fiber)
I don't have the code infront of me so somebody will be able to do it
better than this, but find where you hit/attack/kill sombody (if I
recall it has two pointers - pAttacker and pVictim) and all you need to
do is check if pVictim is dead and do something like
pAttacker->m_iMoneyAmount += 5.

I think.


>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of
> Jeff Thornhill
> Sent: Tuesday, December 10, 2002 7:47 AM
> To: [EMAIL PROTECTED]
>
> I checked out the tutorial at
> http://hlpp.telefragged.com/tuts/money.htm
> for a money system, but it doesn't fit what i need.  Any
> ideas how to have it so when you kill a monster (maybe the
> base monster class?) you get money for it?
>
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RE: [hlcoders] [hlcoders]

2002-12-08 Thread Philip (Fiber)
There is a tutorial on a money system at
http://hlpp.telefragged.com/tuts/money.htm which would be what you want.


>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of
> Jeff Thornhill
> Sent: Monday, December 09, 2002 10:47 AM
> To: [EMAIL PROTECTED]
>
> Does anyone know where I can find a tutorial on doing a
> player storage variable, similiar to what's used to keep
> track of a player's cash in Counter-Strike?
>
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RE: [hlcoders] myristate@planethalflife.com

2002-12-08 Thread Philip (Fiber)
There's about a 1:100 ratio of coding to useless threads on this list.

>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of
> sol.greyfox
> Sent: Monday, December 09, 2002 11:05 AM
> To: [EMAIL PROTECTED]
>
> lol good point
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of Phantom
> Sent: Sunday, December 08, 2002 3:45 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] [EMAIL PROTECTED]
>
>
> bit like alot of the threads then? :D
>
> - Original Message -
> From: "Jeff Katz" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, December 08, 2002 9:38 PM
> Subject: RE: [hlcoders] [EMAIL PROTECTED]
>
>
> > Lets turn this into a large, pointless thread, just because
> we can :)
> >
> >
> > -Kuja
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED]] On Behalf Of Florian
> > Zschocke
> > Sent: Sunday, December 08, 2002 1:27 PM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [hlcoders] [EMAIL PROTECTED]
> >
> > Ryan Walkowski wrote:
> > >
> > > [EMAIL PROTECTED]
> >
> > No shit?
> >
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> > This last part may interest you.
> >
> > :)
> > Florian.
> >
> >
> > --
> > Want to produce professional emails and Usenet postings?
> > http://www.netmeister.org/news/learn2quote.html
> > ___
> > To unsubscribe, edit your list preferences, or view the
> list archives,
> > please visit:
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> >
> >
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RE: [hlcoders] What to do when people blatantly steal your code?

2002-12-04 Thread Philip (Fiber)
Be careful when using an NDA though because they must be of legal age to
enter into a formal contract that can be upheld in court. I think Valve
made a mistake in the steam beta by allowing people under 18 in since
the NDA they signed couldn't be upheld (that didn't stop Valve kicking
them out, but I would have like to have seen some lawsuit action there
;) ).


>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of Jeff Katz
> Sent: Thursday, December 05, 2002 6:59 PM
> To: [EMAIL PROTECTED]
>
>   What do you do when someone blatently "steals" your
> code? Code, compiled or uncompiled, is considered
> intellectual property in a majority of the world. Normally I
> would tell you to pursue legal action against him, but, alas.
> Unless you happened to ask him to sign a Non Disclosure
> Agreement (NDA), anything you gave him (source, binaries)
> instantly became part of his IP as well as yours... its like
> giving someone part of your school lunch for safe keeping. If
> you don't tell him not to eat your Jell-O, he is damn well
> going to eat your Jell-O, and probably your sandwich too.
> What can you do? Legally, not much can be done. You can sling
> mud at his mod, cause it to fail etc. From your emails I can
> see that he isn't a nice person, so he isn't likely to just
> give up. You can petition valve to remove his SDK license
> (yes, they can do that too), or you can just live and learn.
>
>
> PS. All my mod team members have signed a NDA
>
>
> Jeff 'Kuja' Katz
> Digital Paintball
> http://www.digitalpaintball.net
>
>
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RE: [hlcoders] What to do when people blatently steal your code?

2002-12-04 Thread Philip (Fiber)
Yeah, sending him an email with the threat of legal action is usually
all you need to get people to stop (especially if it's long winded and
full of legal jargon).

>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of
> Jonathan Day
> Sent: Thursday, December 05, 2002 3:47 PM
> To: [EMAIL PROTECTED]
>
> The code is protected under copyright laws as soon as its
> made.  Once anything is made tangible, the person(s) who made
> it are the rightful owners of it.  This deals with
> everything, not just code.  So, if you wrote the code for the
> MP3 player, Mark would have to get permission to copy it.  It
> really is against the law to do what Mark did...if he did
> indeed steal the code.  That's what you would have to
> prove...did he in fact steal the code?
> I'm not sure how far you are willing to go with it, but you
> could probably scare him into giving up the MP3 player if you
> knew exactly what you could have done to him for stealing
> copyrighted material.
>
> Jonathan Day
> www.trepid.net
>
>
> - Original Message -
> From: "Sniper" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, December 04, 2002 1:21 PM
> Subject: Re: [hlcoders] What to do when people blatently
> steal your code?
>
>
> > Tom didn't recruit the programmer. Anyhow, it was a time when
> > programmers were scarce (still true today though. Ehhh)
> There's no way
> > to tell if a programmer isn't going to stab you in the
> back. You just
> > have to hope for the best, and try to trust the person.
> >
> > I see other parts of the svencoop code may be going into the real
> deathmatch
> > modification by Mark, but we can't tell for sure just yet. We only
> > [know] that the mp3 player vgui code was stolen.
> >
> > Anyhow, about going open source: I suspect modifications
> for Half-Life
> don't
> > do that specifically because of immature people like Mark.
> There are
> > too
> few
> > respectful programmers out there. Other projects that go open source
> usually
> > are in well respected communities with mature adult
> thinkers. That's
> > how I see it, anyhow.
> >
> > I know a lot of Half-Life modifications have taken on bad
> programmers
> > before. Though many of them don't go on to re-distribute stolen
> intellectual
> > property for their own benefit. It is a crime and it is shameful.
> >
> > -Sniper
> >
> > - Original Message -
> > From: "Vyacheslav Djura" <[EMAIL PROTECTED]>
> > To: "Tom" <[EMAIL PROTECTED]>
> > Sent: Wednesday, December 04, 2002 10:20 AM
> > Subject: Re: [hlcoders] What to do when people blatently
> steal your code?
> >
> >
> > > Hello Tom,
> > >
> > > Well, if you recruited coder you don't know very good
> then why you
> > > gave him source code of your project?
> > >
> > > What to do now? My friend had situation something like that, but
> > > with his site. He found some site which had design
> absolutely stolen
> > > from his site. The only things that were changed were copyright
> > > signs and captions for navigation bar... When my friend
> saw that he
> > > wrote letter to the support of site where that "project"
> was hosted,
> > > explained them a situation, showed them his site andin a few
> > > days he received reply from hosting site. They told that
> problem was
> > > solved - he checked site with stolen deisgn and...it
> wasn't there.
> > > They deleted the whole site ;)
> > >
> > > So, what PHL told you? How's far your discussion?
> > >
> > > --
> > >  Vyacheslav
> > >  Level-designer
> > >  Deep-Shadows(http://www.deep-shadows.com)
> > >
> > > ___
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> > > archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > ___
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> please visit:
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> >
> >
> >
>
>
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RE: [hlcoders] VAC

2002-12-02 Thread Philip (Fiber)
Yes?

>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of
> Cale Dunlap
> Sent: Tuesday, December 03, 2002 12:45 PM
> To: [EMAIL PROTECTED]
>
> Jesus
>
>
>
> >From: Avatar-X <[EMAIL PROTECTED]>
> >Reply-To: [EMAIL PROTECTED]
> >To: [EMAIL PROTECTED]
> >Subject: Re: [hlcoders] VAC
> >Date: Mon, 02 Dec 2002 12:59:09 -0500
> >
> >So you don't keep emails you get?
> >
> >I have 5 years worth of emails, including all HLCoders that i've
> >gotten, stored in my Mozilla mail database :-)
> >
> >-av
> >
> >Mazor wrote:
> >
> >>My understanding was that valve needs to 'buy your mod out'
> for them
> >>to let you use the VAC technology. I remember asking Valve
> about it a
> >>while back about using it with Firearms. Too bad I have a horrible
> >>memory and can't remember what they said in reply, but I
> think it was
> >>somewhere along those same lines.
> >>
> >>-Cale 'Mazor'
> >>Firearms Programmer
> >>http://www.firearmsmod.com/
> >>
> >>
> >>-Original Message-
> >>From: [EMAIL PROTECTED]
> >>[mailto:[EMAIL PROTECTED]] On Behalf Of Mark
> >>Gornall
> >>Sent: Monday, December 02, 2002 9:58 AM
> >>To: '[EMAIL PROTECTED]'
> >>Subject: [hlcoders] VAC
> >>
> >>What's the word on using this regarding us 'normal' mods?
> >>
> >>(feeling community pressure here...)
> >>
> >>thanks,
> >>Mark.
> >>www.planethalflife.com/vampire
> >>www.planethalflife.com/ios
> >>
> >>__
> >>This mail has been scanned for all known viruses by UUNET delivered
> >>through the MessageLabs Virus Control Centre.
> >>___
> >>To unsubscribe, edit your list preferences, or view the
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> >>please visit:
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> >>
> >>
> >>
> >>
> >>
> >
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>
> _
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RE: [hlcoders] SDK Licence applies to HL PS2?

2002-11-15 Thread Philip (Fiber)
And then forwarding the reply here to inform us.

-Philip

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Michael Shimmins
> Sent: Saturday, November 16, 2002 2:43 PM
> To: [EMAIL PROTECTED]
>
> You can't get much more direct than by asking Valve now can you?
>
> Michael Shimmins
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:hlcoders-admin@;list.valvesoftware.com] On Behalf Of Kratisto
> Sent: Saturday, November 16, 2002 11:51 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] SDK Licence applies to HL PS2?
>
>
> Thanks Michael, but I think a official statement by
> Valve or Gearbox on the issue would be better.
>
> --- Michael Shimmins <[EMAIL PROTECTED]> wrote:
> > It would probably be best to email Eric directly.
> > He can then make sure
> > they get to the right people in Valve.
> >
> > [EMAIL PROTECTED]
> >
> > Hope this helps,
> >
> > Michael Shimmins
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:hlcoders-admin@;list.valvesoftware.com] On
> > Behalf Of Kratisto
> > Sent: Saturday, November 16, 2002 11:19 AM
> > To: [EMAIL PROTECTED]
> > Subject: RE: [hlcoders] SDK Licence applies to HL
> > PS2?
> >
> >
> > That's why I posted the question in this list.
> >
> >
> >
> > --- "Philip (Fiber)" <[EMAIL PROTECTED]> wrote:
> > > Interesting.
> > >
> > > But you really should shoot off an email to Valve
> > > about this because
> > > it's all in their domain.
> > >
> > > -Philip
> > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > [mailto:hlcoders-
> > > > [EMAIL PROTECTED]] On Behalf Of
> > > Kratisto
> > > > Sent: Saturday, November 16, 2002 12:37 PM
> > > > To: [EMAIL PROTECTED]
> > > >
> > > > I'm curious as to how you plan on getting the HL
> > > PS2
> > > > models out of the
> > > > game myself. heh
> > > >
> > > > Ryan "MaJ-ReD" Carbotte
> > > >
> > >
> >
> -
> > > >
> > > > Well, the models are stored in regular PAK files
> > > > just like the pc version. The models file format
> > > is
> > > > almost identical.
> > > >
> > > > The models extension is *.dol instead of *.mdl.
> > > The
> > > > skin textures are stored in a different manner,
> > > but I
> > > > already figured a way to convert them to regular
> > > mdl
> > > > files. See:
> > > >
> > > >
> > >
> >
> http://personal.telefonica.terra.es/web/kratisto/gordon_ps2.jpg
> > > >
> > > >
> > > >
> > >
> >
> ttp://personal.telefonica.terra.es/web/kratisto/hgrunt_ps2.jpg
> > > >
> > > >
> > > >
> > __
> > > > Do you Yahoo!?
> > > > Yahoo! News - Today's headlines
> > > > http://news.yahoo.com
> > > > ___
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> > >
> >
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> > view
> > > the list archives, please visit:
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> >
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> > >
> >
> >
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RE: [hlcoders] SDK Licence applies to HL PS2?

2002-11-15 Thread Philip (Fiber)
Interesting.

But you really should shoot off an email to Valve about this because
it's all in their domain.

-Philip

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Kratisto
> Sent: Saturday, November 16, 2002 12:37 PM
> To: [EMAIL PROTECTED]
>
> I'm curious as to how you plan on getting the HL PS2
> models out of the
> game myself. heh
>
> Ryan "MaJ-ReD" Carbotte
> -
>
> Well, the models are stored in regular PAK files
> just like the pc version. The models file format is
> almost identical.
>
> The models extension is *.dol instead of *.mdl. The
> skin textures are stored in a different manner, but I
> already figured a way to convert them to regular mdl
> files. See:
>
> http://personal.telefonica.terra.es/web/kratisto/gordon_ps2.jpg
>
>
> ttp://personal.telefonica.terra.es/web/kratisto/hgrunt_ps2.jpg
>
>
> __
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> http://news.yahoo.com
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RE: [hlcoders] Half-Life 2??????

2002-10-16 Thread Philip (Fiber)

Yeah, but PS2 Linux was both created and supported by Sony, M$ is trying
every way to stop it (you have to have a mod chip to run it).
Plus, the PS2 version has all of the manuals and development equipment
you need to develop for the PS2.
With M$ you have to shell out cash up-front and in 6 months, if you
haven't struck a publishing deal, give it all back - no refund; What a
nice way to attract independent developers.

_
Why do ducks have webbed feet? To stamp out fires. Why do elephants have
flat feet? To stamp out burning ducks. Why do whales swim in the ocean?
To keep away from flaming elephants.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Tom
> Sent: Wednesday, October 16, 2002 8:25 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Half-Life 2??
>
> what about linux on xbox? You can edit that :)
>
>
> - Original Message -
> From: "Chris Foss" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, October 16, 2002 5:25 AM
> Subject: Re: [hlcoders] Half-Life 2??
>
>
> > -snip snip-
> > >  exclusively for
> > >  XBox platform. Price is 49.95$. and publisher is not a Sierra,
but
> > >  some well-known publisher name of which I don't remember.
> > -glue-
> > ah, that has to be fake. I don't think anyone would shell out
248.99$
> for
> an
> > Xbox and the game, just to get their fix.
> >
> > I'm sure most of the gaming public would express outrage, and it
would
> also
> > probably alienate everyone on this list. (Xbox is a closed platform
mind
> > you. nothing that isn't digitally signed, doesn't run. you have to
get
> > approval from Big Brother^w^w microsoft everytime you want to modify
> your
> > code...)
> >
> > ___
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archives,
> please visit:
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> >
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RE: [hlcoders] Half-Life 2??????

2002-10-15 Thread Philip (Fiber)


> -glue-
> ah, that has to be fake. I don't think anyone would shell out 248.99$
for
> an
> Xbox and the game, just to get their fix.

[Phil] But I'm willing to shell out $1k (NZD) for a PS2 and PS2 Linux
Kit. Hell, I'm not even going to pay for an Xbox based on principle (if
it was given to me on the other hand)

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RE: [hlcoders] Mac VS PC

2002-10-10 Thread Philip (Fiber)

And that BSD compatibility is also helping them port OSX over to the x86
platform.

_
Why do ducks have webbed feet? To stamp out fires. Why do elephants have
flat feet? To stamp out burning ducks.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Chris Foss
> Sent: Friday, October 11, 2002 2:29 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Mac VS PC
>
> bah, I have nothing better to do.
>
> Macs are good at what they do: drool proof systems, graphics design,
and
> matching the curtains.
>
> PCs are true general purpose machines. anything you can do with a mac
you
> can do with a PC, the inverse is not true.
>
> on Ooperating systems:
> Linux does what it does well (server, file recovery, being 1337, being
> stable.)
>
> Windows is good with games, but is rather buggy for a 100%, mission
> critical, 'net connected server.
>
> Mac OS is good at looking pretty, and with BSD, you can actualy do
stuff.
>
> An apple salesperson showed off a dual g4 box with osX (before it came
out
> to the masses). I was like: yeah, but does it have a command line. he
> popped
> open a term, and said: it has all of the basic *nix commands, but
they're
> in
> slightly diferent locations.
>
> macOS is promising, let's put it that way. (there have been successes
in
> making an Xfree compatibility layer with osX, meaning X programs can
run
> on
> aqua or cocoa or whatever it's called.)
>
> - Original Message -
> From: "Daniel Koppes" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Thursday, October 10, 2002 3:58 AM
> Subject: RE: [hlcoders] Mac VS PC
>
>
> > I'll stick with PC + Windows 2000... its pretty much 100% stable
> > *hides from the Linux fanboys*
> >
> >
> > >For sure, lol.
> > >
> > >I love Mac design !!!
> > >I dream of a mix-computer mac hardware + x86 software
> > >
> > >
> > >
> > >On 10 Oct 2002 at 23:46, Daniel Koppes wrote:
> > >
> > > > Um. Please tell me you're kidding. Please
> > > >
> > > >
> > > >
> > > > >Okso it's a fruit ^^
> > > > >
> > > > >I often eat apple-pies, can I eat PC-pies too ?
> > > > >
> > > > >
> > > > >On 10 Oct 2002 at 22:31, Philip (Fiber) wrote:
> > > > >
> > > > > > Uh oh. See www.apple.com
> > > > > >
> > > > > > _
> > > > > > Why do ducks have webbed feet? To stamp out fires. Why do
> elephants
> > > have
> > > > > > flat feet? To stamp out burning ducks.
> > > > > >
> > > > > > > -Original Message-
> > > > > > > From: [EMAIL PROTECTED]
[mailto:hlcoders-
> > > > > > > [EMAIL PROTECTED]] On Behalf Of Bob le Pointu
> > > > > > > Sent: Thursday, October 10, 2002 10:10 PM
> > > > > > > To: [EMAIL PROTECTED]
> > > > > > > Subject: RE: [hlcoders] Mac VS PC
> > > > > > >
> > > > > > > What is a mac ?
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > > (;>)
> > > > > > > On 10 Oct 2002 at 19:29, Philip (Fiber) wrote:
> > > > > > >
> > > > > > > > Some love them and some hate them. I personally have
never
> seen a
> > > > > > > > program crash on a mac, but everybody has seen different
> things so
> > > > > > you
> > > > > > > > live with what you want and be happy with it and I'll do
the
> same.
> > > > > > > >
> > > > > > > > _
> > > > > > > > Why do ducks have webbed feet? To stamp out fires. Why
do
> elephants
> > > > > > have
> > > > > > > > flat feet? To stamp out burning ducks.
> > > > > > > >
> > > > > > > > > -Original Message-
> > > > > > > > > From: [EMAIL PROTECTED]
> [mailto:hlcoders-
> > > > > > > > > [EMAIL PROTECTED]] On Behalf Of Avatar-X
> > > > > > > > > Sent: Thursday, October 10, 2002 5:51 PM
> > > > > &

RE: [hlcoders] Mac VS PC

2002-10-10 Thread Philip (Fiber)

Uh oh. See www.apple.com

_
Why do ducks have webbed feet? To stamp out fires. Why do elephants have
flat feet? To stamp out burning ducks.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Bob le Pointu
> Sent: Thursday, October 10, 2002 10:10 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Mac VS PC
>
> What is a mac ?
>
>
>
>
> (;>)
> On 10 Oct 2002 at 19:29, Philip (Fiber) wrote:
>
> > Some love them and some hate them. I personally have never seen a
> > program crash on a mac, but everybody has seen different things so
you
> > live with what you want and be happy with it and I'll do the same.
> >
> > _
> > Why do ducks have webbed feet? To stamp out fires. Why do elephants
have
> > flat feet? To stamp out burning ducks.
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > [EMAIL PROTECTED]] On Behalf Of Avatar-X
> > > Sent: Thursday, October 10, 2002 5:51 PM
> > > To: [EMAIL PROTECTED]
> > > Subject: Re: [hlcoders] Mac VS PC
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Yes, it's available on mac, but it really really sucks on the mac.
> > it's
> > > slow, it's buggy, it crashes a lot
> > >
> > > oh, wait, every piece of software on the mac does that :)
> > >
> > > -av
> > >
> > > Philip (Fiber) wrote:
> > >
> > > >>IE on mac is so horrible... i suggest you get Omniweb,
> > > >>
> > > >>
> > > >www.omnigroup.com
> > > >
> > > >
> > > >>its buggy and doesnt work very well but at least it works better
> > than
> > > >>
> > > >>
> > > >IE
> > > >
> > > >
> > > >>on mac.
> > > >>
> > > >>
> > > >
> > > >[Phil] IE is horrible on the PC as well, so I use Mozilla which
is
> > the
> > > >best on PC and Mac (it is available on Mac right?).
> > > >
> > > >___
> > > >To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > please visit:
> > > >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > > >
> > > >
> > > >
> > >
> > > --
> > > -
> > > [DRP]Avatar-X
> > > SillyZone Homepage: www.thesillyzone.com
> > > SillyZone Forums: forum.thesillyzone.com
> > > My Homepage: www.cyberwyre.com
> > >
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders

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RE: Re[2]: [hlcoders] RE: Palladium

2002-10-10 Thread Philip (Fiber)

No I'm talking about the Mod that you can now buy in stores. Also, I
heard that sales of Blue Shift weren't at the level they were expecting
(which is what I mean by strained).

_
Why do ducks have webbed feet? To stamp out fires. Why do elephants have
flat feet? To stamp out burning ducks.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Vyacheslav Djura
> Sent: Thursday, October 10, 2002 8:44 PM
> To: Ken Birdwell
> Subject: Re[2]: [hlcoders] RE: Palladium
>
> Hello Ken,
>
> Thursday, October 10, 2002, 3:03:59 AM, Philip (Fiber) wrote:
> PF> Generally just rumors that float around. But yeah, it's probably
not
> PF> going to happen (not that we don't want it to happen). Valve has
> PF> squeezed the last juice out of HL series (excluding Mods).
> Which mods? Do you mean bunch of crappy mods that are available for
> download from PHL? (there are a lot of good mods hosted on PHL, but
> near 50% of hosted mods are real junk, that's only my opinion, so no
> offends!)
>
> That's not true! I like all addons (Op4+BS) as original HL. They
> great, just look at their design, story, puzzles in Blue-Shift, etc,
> etc, etc :) And there is another addon - Decay, that is not available
> for PC :( I wish to play it, but have no such opportunity. If you'll
> combine all the addons and HL
> you'll know much more about that incident that happened in BM.
>
> I know that in Decay in the every beginning we must deliver "sample"
> to Gordons test chamber and then we see how Rosemburg controls
experiment,
> and there is GMan! And he is responsible of all the mess that happened
in
> facility.
> Anyone from this codinglist knows something else about Decay? :-)
>
> And I don't think that Valve squeezed the last juice out of HL (not
> engine, but
> the whole game idea), when HL2 will out, there must be an official
addon
> made on new engine! :)
>
> Ken, in HL2 we'll see GMans real face? ;)
>
> --
> Best regards,
>  Vyacheslavmailto:[EMAIL PROTECTED]
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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RE: [hlcoders] Mac VS PC

2002-10-09 Thread Philip (Fiber)

Some love them and some hate them. I personally have never seen a
program crash on a mac, but everybody has seen different things so you
live with what you want and be happy with it and I'll do the same.

_
Why do ducks have webbed feet? To stamp out fires. Why do elephants have
flat feet? To stamp out burning ducks.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Avatar-X
> Sent: Thursday, October 10, 2002 5:51 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Mac VS PC
>
> --
> [ Picked text/plain from multipart/alternative ]
> Yes, it's available on mac, but it really really sucks on the mac.
it's
> slow, it's buggy, it crashes a lot
>
> oh, wait, every piece of software on the mac does that :)
>
> -av
>
> Philip (Fiber) wrote:
>
> >>IE on mac is so horrible... i suggest you get Omniweb,
> >>
> >>
> >www.omnigroup.com
> >
> >
> >>its buggy and doesnt work very well but at least it works better
than
> >>
> >>
> >IE
> >
> >
> >>on mac.
> >>
> >>
> >
> >[Phil] IE is horrible on the PC as well, so I use Mozilla which is
the
> >best on PC and Mac (it is available on Mac right?).
> >
> >___
> >To unsubscribe, edit your list preferences, or view the list
archives,
> please visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> >
> >
>
> --
> -
> [DRP]Avatar-X
> SillyZone Homepage: www.thesillyzone.com
> SillyZone Forums: forum.thesillyzone.com
> My Homepage: www.cyberwyre.com
>
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders

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RE: [hlcoders] WON is really down?

2002-10-09 Thread Philip (Fiber)

Well wine would require you installing the XFree86 Server and getting a
window manager up (ie. Dump Aqua) but yeah, it should work fine.

Also, technically it's BSD and not UNIX, which is now a trademark of the
Open Group.

_
Why do ducks have webbed feet? To stamp out fires. Why do elephants have
flat feet? To stamp out burning ducks.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Chris Foss
> Sent: Thursday, October 10, 2002 10:55 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] WON is really down?
>
> some *nix is better than none, and I'd bet it might be able to run
wine...
>
> second, for the sanctity of my mailbox, please don't get into a nasty
> flamewar. I get enough of that from Usenet and IRC.
> - Original Message -
> From: "Philip (Fiber)" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Tuesday, October 08, 2002 10:36 PM
> Subject: RE: [hlcoders] WON is really down?
>
>
> > Even though I don't own any macs I have used them and if you use
them
> > for what they are designed to do (graphics and stuff like that) then
> > they work really good.
> >
> > Also, it's written on the rock solid BSD architecture, what can be
> > better than that?
> >
> > _
> > Why do ducks have webbed feet? To stamp out fires. Why do elephants
have
> > flat feet? To stamp out burning ducks.
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > [EMAIL PROTECTED]] On Behalf Of Avatar-X
> > > Sent: Wednesday, October 09, 2002 5:36 PM
> > > To: [EMAIL PROTECTED]
> > > Subject: Re: [hlcoders] WON is really down?
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > haha, you switched to apple
> > >
> > > you must enjoy not being able to do anything with it :) and dont
tell
> > me
> > > im wrong, i have several macs at the office running the latest
os-x,
> > > they cause me so many headaches cause all the mac software is so
badly
> > > written... it's ridiculous.
> > >
> > > -av
> > >
> > > Aaron Kalin wrote:
> > >
> > > >Makes me happy I bought my Mac and am switching to an all MAC
> > network,
> > > >better OS and hardware.  Can't beat it =)
> > > >
> > > >The Palladium is public by Microsoft however MS employees decided
it
> > > would
> > > >be fun to release other details such as the "trusted code" part
which
> > > means
> > > >microsoft checks anythign and everything before its runtime, this
> > infact
> > > >won't be practical and no Intel nor AMD will go with it because
Intel
> > has
> > > >already slapped their sales of their pentium 4's by stciking with
> > Rambus.
> > > >Going with a (illegal) software/hardware standard will be the
final
> > step
> > > in
> > > >destroying their company.  Yes I said illegal because it is as
that
> > > project
> > > >tramples upon every privacy rights and MS knows all too well
about
> > > >anti-trust laws *wink* which are directly violated with
> > non-commercial
> > > >developers.
> > > >
> > > >As they MS exec said, its a drawing board project and its already
> > under
> > > >federal investigation by the DOJ so its only a matter of time
before
> > this
> > > is
> > > >amended to yet another indictment of MS employees.  I personally
am
> > glad
> > > I
> > > >went to Apple, much better product and ive had no problems since.
> > Don't
> > > >bash apple until you've actually tried their products too. =p
> > > >
> > > >Anyway, I want to hear form Eric Smith on the WON situation as
its
> > only
> > > >rumors right now unless there is an official press release on
this
> > > matter.
> > > >The temporary fix works but im curious to know why it caused such
a
> > > >comotion.
> > > >
> > > >-iggy
> > > >
> > > >- Original Message -
> > > >From: "Philip (Fiber)" <[EMAIL PROTECTED]>
> > > >To: <[EMAIL PROTECTED]>
> > > >Sent: Tuesday, October 08, 2002 2:56 PM
> > > >Subject: RE: [hlcoders] WON is really down?
> > > >
> > > >
> > > >
> > > >

RE: [hlcoders] Mac VS PC

2002-10-09 Thread Philip (Fiber)

> IE on mac is so horrible... i suggest you get Omniweb,
www.omnigroup.com
>
> its buggy and doesnt work very well but at least it works better than
IE
> on mac.

[Phil] IE is horrible on the PC as well, so I use Mozilla which is the
best on PC and Mac (it is available on Mac right?).

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RE: [hlcoders] RE: Palladium

2002-10-09 Thread Philip (Fiber)

Generally just rumors that float around. But yeah, it's probably not
going to happen (not that we don't want it to happen). Valve has
squeezed the last juice out of HL series (excluding Mods).
But I nice new engine and HL2 would be great *hint hint*

_
Why do ducks have webbed feet? To stamp out fires. Why do elephants have
flat feet? To stamp out burning ducks.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Ken Birdwell
> Sent: Thursday, October 10, 2002 12:15 PM
> To: '[EMAIL PROTECTED]'
> Subject: RE: [hlcoders] RE: Palladium
>
> There's been HL2 talk?  Where?  Links please.  :D
>
> -Original Message-
> From: Aaron Kalin [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, October 08, 2002 11:26 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] RE: Palladium
>
>
> right... HL2 is vaporware as far as I am concerned.  All talk and no
proof
> =\
>
> ...
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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RE: [hlcoders] WON is really down?

2002-10-08 Thread Philip (Fiber)

Even though I don't own any macs I have used them and if you use them
for what they are designed to do (graphics and stuff like that) then
they work really good.

Also, it's written on the rock solid BSD architecture, what can be
better than that?

_
Why do ducks have webbed feet? To stamp out fires. Why do elephants have
flat feet? To stamp out burning ducks.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Avatar-X
> Sent: Wednesday, October 09, 2002 5:36 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] WON is really down?
>
> --
> [ Picked text/plain from multipart/alternative ]
> haha, you switched to apple
>
> you must enjoy not being able to do anything with it :) and dont tell
me
> im wrong, i have several macs at the office running the latest os-x,
> they cause me so many headaches cause all the mac software is so badly
> written... it's ridiculous.
>
> -av
>
> Aaron Kalin wrote:
>
> >Makes me happy I bought my Mac and am switching to an all MAC
network,
> >better OS and hardware.  Can't beat it =)
> >
> >The Palladium is public by Microsoft however MS employees decided it
> would
> >be fun to release other details such as the "trusted code" part which
> means
> >microsoft checks anythign and everything before its runtime, this
infact
> >won't be practical and no Intel nor AMD will go with it because Intel
has
> >already slapped their sales of their pentium 4's by stciking with
Rambus.
> >Going with a (illegal) software/hardware standard will be the final
step
> in
> >destroying their company.  Yes I said illegal because it is as that
> project
> >tramples upon every privacy rights and MS knows all too well about
> >anti-trust laws *wink* which are directly violated with
non-commercial
> >developers.
> >
> >As they MS exec said, its a drawing board project and its already
under
> >federal investigation by the DOJ so its only a matter of time before
this
> is
> >amended to yet another indictment of MS employees.  I personally am
glad
> I
> >went to Apple, much better product and ive had no problems since.
Don't
> >bash apple until you've actually tried their products too. =p
> >
> >Anyway, I want to hear form Eric Smith on the WON situation as its
only
> >rumors right now unless there is an official press release on this
> matter.
> >The temporary fix works but im curious to know why it caused such a
> >comotion.
> >
> >-iggy
> >
> >- Original Message -
> >From: "Philip (Fiber)" <[EMAIL PROTECTED]>
> >To: <[EMAIL PROTECTED]>
> >Sent: Tuesday, October 08, 2002 2:56 PM
> >Subject: RE: [hlcoders] WON is really down?
> >
> >
> >
> >
> >>And getting MS executives to talk like that it pretty good (I wish I
had
> >>those skillz). Also, Intel already has plans for their CPU's (AMD is
> >>next, DAMN)
> >>
> >>_
> >>Why do ducks have webbed feet? To stamp out fires. Why do elephants
have
> >>flat feet? To stamp out burning ducks.
> >>
> >>
> >>
> >>>-Original Message-
> >>>From: [EMAIL PROTECTED] [mailto:hlcoders-
> >>>[EMAIL PROTECTED]] On Behalf Of botman
> >>>Sent: Wednesday, October 09, 2002 5:29 AM
> >>>To: [EMAIL PROTECTED]
> >>>Subject: Re: [hlcoders] WON is really down?
> >>>
> >>>
> >>>
> >>>>Palladium is actually a hoax, quite brilliantly concocted by some
> >>>>
> >>>>
> >>linux
> >>
> >>
> >>>>nit-wits I guess.  Microsoft doing such a project would be
immediate
> >>>>grounds for a federal investigation as that kind of software/chip
> >>>>
> >>>>
> >>would
> >>
> >>
> >>>be
> >>>
> >>>
> >>>>trampling over constitutional rights.  This would ruin the
company,
> >>>>period.
> >>>>
> >>>>
> >>>Those "linux nit-wits" must be pretty intelligent nit-wits to
actually
> >>>
> >>>
> >>get
> >>
> >>
> >>>Microsoft to create a web page about a product that they are
offering
> >>>that's
> >>>actually a hoax...
> >>>
> >>>
> >>>
> >>>
>
>>http://www.microsoft.com/presspass/Features/2002/Jul02/07-01pal

RE: [hlcoders] WON is really down?

2002-10-08 Thread Philip (Fiber)


> Going with a (illegal) software/hardware standard will be the final
step
> in
> destroying their company

We all pray for that day to happen (and quickly).

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RE: [hlcoders] WON is really down?

2002-10-08 Thread Philip (Fiber)

And getting MS executives to talk like that it pretty good (I wish I had
those skillz). Also, Intel already has plans for their CPU's (AMD is
next, DAMN)

_
Why do ducks have webbed feet? To stamp out fires. Why do elephants have
flat feet? To stamp out burning ducks.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of botman
> Sent: Wednesday, October 09, 2002 5:29 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] WON is really down?
>
> > Palladium is actually a hoax, quite brilliantly concocted by some
linux
> > nit-wits I guess.  Microsoft doing such a project would be immediate
> > grounds for a federal investigation as that kind of software/chip
would
> be
> > trampling over constitutional rights.  This would ruin the company,
> > period.
>
> Those "linux nit-wits" must be pretty intelligent nit-wits to actually
get
> Microsoft to create a web page about a product that they are offering
> that's
> actually a hoax...
>
>
http://www.microsoft.com/presspass/Features/2002/Jul02/07-01palladium.as
p
>
> :)
>
> Jeffrey "botman" Broome
>
> ___
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> please visit:
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RE: [hlcoders] WON is really down?

2002-10-08 Thread Philip (Fiber)

Palladium - Created to control hardware vendors and all information
about you and your computer (pending)
IE - Created to implement IE-Only MS-Standards of existing standards
(EMCA, ISO etc.) and control the internet (successful)
Windows - To start this blood bath (successful)
Office - To piss people off (successful)
The list goes on

_
Why do ducks have webbed feet? To stamp out fires. Why do elephants have
flat feet? To stamp out burning ducks.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Kuja
> Sent: Tuesday, October 08, 2002 3:25 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] WON is really down?
>
> Heard of their new DCMA compatible os? Sounds like "microsoft owns the
> internet and all the files on your computer, while making other os's
> illegal" to me.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of
sol.greyfox
> Sent: Monday, October 07, 2002 6:38 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] WON is really down?
>
>
> And quite well deserved.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of Miguel
Alemán
> Sent: Monday, October 07, 2002 3:39 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] WON is really down?
>
>
> Ahh poor Microsoft... such low public image.
>
> - Original Message -
> From: "botman" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Monday, October 07, 2002 7:39 AM
> Subject: Re: [hlcoders] WON is really down?
>
>
> > > You don't donate to a company, you invest.
> >
> > Actually, if you're buying something from Microsoft, you donate.  ;)
> >
> > Jeffrey "botman" Broome
> > ___
> > To unsubscribe, edit your list preferences, or view the list
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RE: [hlcoders] HL Desktop and SDK

2002-06-14 Thread Philip (Fiber)

In the new version of HL, press F1 in MP game.

[Signature removed by administrator: Signature can not exceed 20GB]

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Cortex
Sent: Friday, June 14, 2002 8:55 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] HL Desktop and SDK

new desktop ?? What do you mean by this ???

 - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
 - email : [EMAIL PROTECTED]  &  ICQ : 71548738

- Original Message -
From: "DeNiro" <[EMAIL PROTECTED]>
To: "hlcoders" <[EMAIL PROTECTED]>
Sent: Friday, June 14, 2002 9:31 AM
Subject: [hlcoders] HL Desktop and SDK


| Is the new desktop going to be in the SDK? I can think of several apps
I
| would build if I had access to it :)
|
|
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RE: [hlcoders] Realistic voice comm

2002-06-02 Thread Philip (Fiber)

Is it voice comm or radio commands because CS has something similar but
only with the radio commands.

[Signature removed by administrator: Signature can not exceed 20GB]

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of geoff c
Sent: Monday, June 03, 2002 10:38 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Realistic voice comm

Hi.

If I recall correctly, Day of Defeat handles voice communication as a
radial thing - if you are within a certain radius, you can hear a
talking
player, if  you're outside, you can't. Also, people farther away from
the
speaker you get, the quieter the sound becomes. Correct?

I wouldn't know, my voice stuff is broken - but that's another story.

Either way, how is this possible? I've looked at the voice-related
functions, and it seems to be a strictly boolean thing, on or off. Any
hints?

-geoff c

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RE: [hlcoders] Quiet List

2002-05-28 Thread Philip (Fiber)

Or the middle or Term 2 (no significant stuff apart from that NCEA bs)
for highschoolers over here.

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-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Kuja
Sent: Wednesday, May 29, 2002 8:52 AM
To: [EMAIL PROTECTED]
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] 3DS MAX tools?

2002-05-24 Thread Philip (Fiber)

http://max3d.3dluvr.com/pluginsarchives.php?min=40

Take a look down the page and you'll find -

SMD Exporter v2.0.0.1
By Valve Software

Use the R4 download link.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Oskar 'Zoot'
Lindgren
Sent: Saturday, May 25, 2002 7:17 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] 3DS MAX tools?

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

I have been looking everywhere but i can´t find a exporter nor importer
for max r4 to export *.smd.. someone knows where?


/ Zoot
--

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RE: [hlcoders] New anti-cheat update...

2002-05-15 Thread Philip (Fiber)

Like Counter-Strike, Valves new pet because it rakes in the $$$.

20GB, a joke, or is it, perhaps if I reduce it to 19.99GB it will work.
;)

[Signature removed by administrator: Signature can not exceed 20GB]

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of
[EMAIL PROTECTED]
Sent: Thursday, May 16, 2002 11:01 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] New anti-cheat update...

--
[ Picked text/plain from multipart/alternative ]
Be an officially Valve sponsered mod?

~Ghoul

Lets leave it at that...
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RE: [hlcoders] Half-life demo tools

2002-05-15 Thread Philip (Fiber)

Hmmm, the only solution would really be to convert it to an avi and then
use a video editing program.

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-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."
|
|

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RE: [hlcoders] Hitboxes

2002-05-05 Thread Philip (Fiber)

Well, if my memory serves me (sometimes it becomes a lazy slob) the
hitboxes are automatically generated when the .mdl is compiled through
the bones, however, you can also set up your own hitboxes in the qc
file.
The file Modelling for Half-Life (or something to that effect) has more
information on this.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Martin
Webrant
Sent: Sunday, May 05, 2002 9:49 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Hitboxes

Hehe, well - since I dont use any special magic in the SDK I thought I'd
just keep it simple and ask if anyone else noticed and fixed the problem
;)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Philip
(Fiber)
Sent: den 4 maj 2002 13:08
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Hitboxes


You make it sound so easy!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Oskar 'Zoot'
Lindgren
Sent: Saturday, May 04, 2002 10:40 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Hitboxes

yes, "just" code a fix
- Original Message -
From: "Martin Webrant" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, May 04, 2002 12:12 PM
Subject: [hlcoders] Hitboxes


> Are there any fix to the regular SDK code regarding hitboxes? Thats
> what most of my users complain about... Regards
> Martin 'BulliT' Webrant
>
>
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RE: Wrong Weapons? (was [hlcoders] Wierdest thing ever....)

2002-05-04 Thread Philip (Fiber)

If you look really closely, it is the MP5K (as shown on the HUD) but it
is very dark and hard to see it on the model.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Iain Farrell
Sent: Sunday, May 05, 2002 1:59 PM
To: [EMAIL PROTECTED]
Subject: Wrong Weapons? (was [hlcoders] Wierdest thing ever)

> http://home.attbi.com/~inbeastic/images/airplane2.jpg
>
Ok, this may just be me, but why is he holding an MP5A5 (with what looks
like an underslung M203) when the hud icon shows an MP5K?
(sorry..I'm a slight gun nut...)

CaptFarrell
ICQ : available on request

"That's it - screw CNN, from now on - I'm going to rely on Porn sites,
for news"   -=[Clawz]=- in alt.games.half-life

HL Mod Site : http://www.tfhl.net
AGHL Geek Code:
78 M D T+ C- A+ Ca H+ K P S+ B Po* RGB+ I++ L3++ Sp- ICQ@




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RE: [hlcoders] Questions about C#

2002-05-04 Thread Philip (Fiber)

Microsoft extends their influence in publishing books as well eh?

1) Nope, C# is solely for the .NET platform, C++ is not. However, if
everyone moves to the .NET framework, then it might replace it, unless
all of the C++ people go and use Managed C++.

2) It's very different from C++ and I don't think that you can compare
the power of C# the language; you would have to compare it with the .NET
framework (where it gets its power). But I still see C++ as a superior
language (it doesn't need the .NET framework to succeed).

3) No, again, it's for the .NET framework which is a completely
different way of doing stuff. You could port it over, if Valve ports HL
over, but I don't we'll see that, ever.

>Furthermore, on the odd chance that everyone adopts .NET (which means
all
>the Linux users out there put XP on their boxes) then learning C# won't
be
>too tough with a strong C++ background.

Unless the developers compile their applications using iNET (it's an
application that converts MSIL to Java).


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Cortex
Sent: Sunday, May 05, 2002 6:50 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Questions about C#

Hello,

This morning, I went to the library to buy a book about C++. The one I
had
before was to superficial. But, it isn't the subject of this message :D

I saw much more books about C# than about C++ ! I was amazed ! I thought
this Micro$oft new langage was just a try ! I have a few questions about
this langage :

- will it remplace the C++ ? And have I to learn the *depth* of C#
rather than C++ (because C++ will be out of date soon ?) ?

- is it more powerful than C++ ? I think it's a oriented object
langage,
but I wonder if it's really more powerful than C++ for applications
which
doesn't use Windows's interface (like DLL, HL SDK, etc...)

- Can it be used with HL SDK ?

I hope you'll understand what I mean and you have the answers to
this
:-)

  - Cortex : mapper & coder www.hlalbator.fr.st


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RE: [hlcoders] Hitboxes

2002-05-04 Thread Philip (Fiber)

You make it sound so easy!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Oskar 'Zoot'
Lindgren
Sent: Saturday, May 04, 2002 10:40 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Hitboxes

yes, "just" code a fix
- Original Message -
From: "Martin Webrant" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, May 04, 2002 12:12 PM
Subject: [hlcoders] Hitboxes


> Are there any fix to the regular SDK code regarding hitboxes?
> Thats what most of my users complain about...
> Regards
> Martin 'BulliT' Webrant
>
>
> ___
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RE: [hlcoders] Spectator VGUI (Observer)

2002-05-02 Thread Philip (Fiber)

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

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

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

- Trevor

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


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

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

Regards,
Josh

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RE: [hlcoders] Updated SDK for 1109?

2002-04-21 Thread Philip (Fiber)

Yea, how do change from SDK to SDK because I have a lot of uncommented
spagetti code that seems to blend in nicely with the current HalfLife
code (there should be a 'highlight changes' button).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Paul Samways
Sent: Monday, April 22, 2002 10:02 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Updated SDK for 1109?


I know, but I felt like asking now while the panic is still fresh ;)

- Original Message -
From: "Nathan Taylor" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, April 21, 2002 10:51 PM
Subject: Re: [hlcoders] Updated SDK for 1109?


> You still have till 1.1.1.0 for that.
>
> Woah I like the sound of that ;)
>
> -  Lakario
> "This has been another thrillingly useless mail from the mind of
> Nathan, cheers."
>
> - Original Message -
> From: "Paul Samways" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, April 21, 2002 5:44 PM
> Subject: Re: [hlcoders] Updated SDK for 1109?
>
>
> > Out of curiosity, how much work are we looking at to get mods moved
> > over
> to
> > the new SDK. I realise it's a ways off but I presume you can gauge
> > it in some vague sense. eg. next to none, a whole lot, etc.
> >
> > Just the idea of a new SDK (and one that's been altered to support
> different
> > compilers, etc) fills me with an 'oh great, another way to fall
> > behind
the
> > curve' type feeling ;)
> >
> > - Original Message -
> > From: "Leon Hartwig" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Sunday, April 21, 2002 8:48 PM
> > Subject: RE: [hlcoders] Updated SDK for 1109?
> >
> >
> > > This is a multi-part message in MIME format.
> > > --
> > > There won't be an updated SDK for 1109.  There will definitely be
> > > one
> for
> > > the release after.  There will probably be beta SDK releases
> > > between
> 1109
> > > and the next release.  I think that about covers it the
won't/will/might
> > > be's. :)
> > >
> > > As for compilers, I'm already making the changes so both GCC
> > > 2.91.66
and
> > GCC
> > > 2.95.2 will build the SDK.  So, you can look forward to that.  As
> > > for
> > other
> > > compilers (MingW and Borland would be the only other likely
candidates),
> > > that may or may not happen.  It depends on how much time, probably
mine
> > :),
> > > is available.
> > >
> > > I'm not sure if this has already been covered, but the interface
change
> > for
> > > 1109 is a new func in enginefuncs_t, GetPlayerAuthID().  The only
> > > mods
> > that
> > > need to worry about this are obviously the ones that want to do
anything
> > > with user IDs (won/steam), and mods that act as a proxy or
> > > passthrough
> for
> > > the server DLL (like metamod, most bots, etc).  The end of the
> > enginefuncs_t
> > > struct will now need to look like this if your mod falls into the
above
> > > categories:
> > >
> > > // Forces the client and server to be running with the same
> > > version of the specified file //  ( e.g., a player model ).
> > > // Calling this has no effect in single player
> > > void (*pfnForceUnmodified) ( FORCE_TYPE type,
> > > float *mins, float *maxs, const char *filename );
> > >
> > > void (*pfnGetPlayerStats) ( const edict_t
> > > *pClient, int *ping, int *packet_loss );
> > >
> > > void (*pfnAddServerCommand) ( char *cmd_name,
> > > void (*function) (void) );
> > >
> > > // For voice communications, set which clients hear eachother. //
> > > NOTE: these functions take player entity indices (starting at 1).
> > > qboolean (*pfnVoice_GetClientListening)(int iReceiver, int
> > > iSender); qboolean (*pfnVoice_SetClientListening)(int iReceiver,
> > > int iSender, qboolean bListen);
> > >
> > > const char *(*pfnGetPlayerAuthId) ( edict_t *e );
> > > } enginefuncs_t;
> > >
> > >
> > >
> > > > -Original Message-
> > > > From: Florian Zschocke [mailto:[EMAIL PROTECTED]]
> > > > Sent: Sunday, April 21, 2002 12:40 PM
> > > > To: HL coders
> > > > Subject: [hlcoders] Updated SDK for 1109?
> > > >
> > > >
> > > > Since there were changes to the interface my guess is that there

> > > > will be an update to the SDK when 1109 got released.
> > > >
> > > > I would like to suggest to base future updates of the SDK on the

> > > > conversions of botman and Will Day which fixed some bugs and
> > > > brought the SDK up to par. That would make life way easier for
> > > > those of us who do not use MSVC for their development.
> > > >
> > > > So, Valve, any chance to see a SDK which actually compiles on
> > > > gcc or MingW?
> > > >
> > > > Florian. ___
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> > > > archives, please visit:
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> > > >
> > > --
> > > [ winmail.dat of type application/ms-tnef deleted ]
> > > --
> > >
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RE: [hlcoders] Need new content...

2002-04-21 Thread Philip (Fiber)

I think (I say that because Valve really needs to clarify all of these
things about steam) that the monthly fee is only if you want to try it
out for a bit (um, what about a demo?) and you can still pay the full
price to get full access to the game.

Personally, steam doesn't appeal to me that much (from what I've been
told) because it means that you don't get a CD and you are reliant on
your username and password to get you access to the content and allow
you to play online (if something goes wrong/someone steals your info,
you're screwed). I prefer the CD way and the CD-Key on the back that was
secure so that if you're computer or something happened, you could just
put the CD in and in less that 5 minutes you were playing the game
online again.

With Steam, even with broadband (and with game sizes getting larger and
larger) it would take a while to download the content (downloading as
you go can cause freezeups and other problems) and then the issue of
your SteamID or whatever the heck it is that allows you to use the
system (u/p I'll say), if something at wherever they store it goes wrong
(If it can go wrong, it will) or someone gets a hold of your u/p then
they could have access to your subscriptions and content that you paid
for. A CD-Key is a bit more secure because it is long, you can't play
online without it and as far as I know there isn't a way to generate
them (well, I haven't seen/heard of anyone using one yet).

Steam as a way to beta test the Mods/games was/is an excellent idea as
it continually updates the software and even if you have Steam, getting
into the beta would still be quite hard (I didn't see any leaks around
the place), but moving it to become a replacement to the CD just seems
ridiculous and seems to have caused many misconceptions about it. But as
long as they still publish CD's and downloadable files and the WONID
system then I'll be fine.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Jonathan Day
Sent: Monday, April 22, 2002 1:05 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Need new content...


I'm just wondering if you, Valve, are planning on updating the content
all the time.  I mean, if I'm going to start paying to play, I'd want
some new content to play on.  New Maps each month or week or something.
If someone told me that's how it will be, then I'd sign up and start
paying right now.

Take GTA3, for instance.  I was lost when I first got the game, because
I had to learn all about the gameplay and stuff...and learn my way
around the city.  Then, when I figured it out, I made it to the second
island and had to learn all over again...making it feel like a brand new
game.  Then the same for the third island.  But, it stopped after the
third island, and now it's just never getting that new feeling.  I still
play GTA3 and TFC all day, but I'd like a new city to play around in, ya
know?  If they just made it possible to frequently download and play new
cities, the game would last forever, and always keep that new feeling.
Of course, they're probably going to be doing that with the PC
version...or at least I hope they are.

Anyway, I'm trying to sayif I'm going to pay a monthly fee to play
Half-Life and some of its mods, I'm going to want some new content each
month.  Not just bug fixes and stuff like that.  I mean new maps,
models, game modes, and stuff like that.  TFC could use some new maps
and such.  I keep mentioning maps, because that's what I think would
need to be updated more frequently.  New maps make the game have that
new, complicated, confusing, new feeling.  (What?)  New models add a
little, but nothing compares to a new map that you have to learn and get
the hang of.  I had that feeling with dustbowl, casbah, avanti, and
warpath...I think those are the most recent ones.  Anyway, now I've
gotten use to those "new" maps, and want newer maps.  Don't get me
wrong, I still want to play all the classing TFC maps, I just want some
new stuff.  I'm just sayin...new content:  it would make me pay money to
play.

But, I'm on 56K, so I guess it doesn't really matter what I think.  I'll
get broadband somtime, though.

If you asked me what I just talked about, I wouldn't know.  I'm about to
go to sleep at 8 in the morning.  I just started reading my new e-mails,
and started to think outloud in this message.  Sorry if you feel like I
wasted your time.

Jonathan Day
Trepidaiton Software
www.trepidation-software.net


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RE: [hlcoders] 1109 to contain any code we should know about?

2002-04-21 Thread Philip (Fiber)

The servers could be used for the bandwidth, because then they would
only have a limited amount of people downloading from them at any one
time. But they would also have to be pretty high connections so that the
people playing wouldn't get a massive lag spike.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Tom
Sent: Sunday, April 21, 2002 8:33 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] 1109 to contain any code we should know about?


Just wondeirng, if mods are able to use Steam, where will we find the
bandwidth for this continous stream of people downloading?! Im sure
fileplanet would be out of the question!


- Original Message -
From: "Eric Smith" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, April 21, 2002 12:15 AM
Subject: RE: [hlcoders] 1109 to contain any code we should know about?


> We don't have all the details worked out yet.  We'll be communicating
> this type of information to the list as soon as we have it.  As
> always, we're going to do our best to continue supporting the Mod
> community.
>
> -Eric
>
> -Original Message-
> From: botman [mailto:[EMAIL PROTECTED]]
> Sent: Saturday, April 20, 2002 4:11 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] 1109 to contain any code we should know about?
>
> > Not all mods will need to support this right away because not all
> > mods
> will
> > have Steam players.  For example: FireArms, Front Line Force, and
> > The
> Opera
> > aren't on Steam yet so they won't have Steam players and don't need
> > to
> worry
> > about supporting SteamIDs.
>
> Which brings up another question.  HOW does a MOD become a Steam
> supported MOD?
>
> Does this require the as yet unreleased Steam SDK?  I would assume so.
>
> Will it be possible for MODs to become Steam supported MODs without
> having to go through Valve or is Steam reserved for MODs produced by
> Valve (or companies that have licensed Steam from Valve) and thus
> unavailable to community created MODs?
>
> Jeffrey "botman" Broome
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
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RE: [hlcoders] HL 1.1.0.9 Update

2002-04-21 Thread Philip (Fiber)

Isn't that for the CS1.4 BETA (note - BETA), which doesn't have the 1109
patch on it yet?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Tom
Sent: Sunday, April 21, 2002 8:30 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] HL 1.1.0.9 Update


heard that you can already get wallhacks

- Original Message -
From: "leming" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, April 20, 2002 10:04 PM
Subject: Re: [hlcoders] HL 1.1.0.9 Update


> Will the anti-cheat protection REALLY work on 1109? Or will it be a
> case more of lasting for a couple weeks before some kid rips out the
> latest way to ruin the game?
>
> On a second note, does anyone have any pros or cons on csguard to stop

> cheating?
> --
> leming
>
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RE: [hlcoders] 1109 to contain any code we should know about?

2002-04-20 Thread Philip (Fiber)

I suppose. But from my experience, no-one is ever on, they just use the
server browser in it.
It just seems like another IM that I'm not really going to use.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Tim Holt
Sent: Sunday, April 21, 2002 3:10 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] 1109 to contain any code we should know about?


--
[ Picked text/plain from multipart/alternative ]
What about Tracker?

Philip (Fiber) wrote:

>There doesn't seem to a linux version of HL so I don't think that
>bringing steam across would help(sure, you could load up steam, but you

>wouldn't be able to play).
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED]] On Behalf Of _Phantom_
>Sent: Sunday, April 21, 2002 1:09 PM
>To: [EMAIL PROTECTED]
>Subject: Re: [hlcoders] 1109 to contain any code we should know about?
>
>
>Just out of intrest, is there any plans to make a Linux Steam client?
>Granted the games dont exist yet, but are their any plans to head in
>that direction?
>
>- Original Message -
>From: "Philip (Fiber)" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Sent: Sunday, April 21, 2002 1:36 AM
>Subject: RE: [hlcoders] 1109 to contain any code we should know about?
>
>
>>From the slidshow
>>(http://www.steampowered.com/SteamKeynote_files/frame.htm) it seems to
>>
>
>>be more of a business thing, but then again, that could have been a
>>business type slideshow.
>>
>>-Original Message-
>>From: [EMAIL PROTECTED]
>>[mailto:[EMAIL PROTECTED]] On Behalf Of Kuja
>>Sent: Sunday, April 21, 2002 11:39 AM
>>To: [EMAIL PROTECTED]
>>Subject: RE: [hlcoders] 1109 to contain any code we should know about?
>>
>>
>>wvu, but this brings to bear a point. What will steam do for us? Will
>>it be like the halflife mod downloader thingy was supposed to do? and,
>>
>
>>btw, can I still get my mod on that server for it?
>>
>>-Original Message-
>>From: [EMAIL PROTECTED]
>>[mailto:[EMAIL PROTECTED]]On Behalf Of Eric Smith
>>Sent: Saturday, April 20, 2002 7:15 PM
>>To: '[EMAIL PROTECTED]'
>>Subject: RE: [hlcoders] 1109 to contain any code we should know about?
>>
>>
>>We don't have all the details worked out yet.  We'll be communicating
>>this type of information to the list as soon as we have it.  As
>>always, we're going to do our best to continue supporting the Mod
>>community.
>>
>>-Eric
>>
>>-Original Message-
>>From: botman [mailto:[EMAIL PROTECTED]]
>>Sent: Saturday, April 20, 2002 4:11 PM
>>To: [EMAIL PROTECTED]
>>Subject: Re: [hlcoders] 1109 to contain any code we should know about?
>>
>>>Not all mods will need to support this right away because not all
>>>mods
>>>
>>will
>>
>>>have Steam players.  For example: FireArms, Front Line Force, and The
>>>
>>Opera
>>
>>>aren't on Steam yet so they won't have Steam players and don't need
>>>to
>>>
>>worry
>>
>>>about supporting SteamIDs.
>>>
>>Which brings up another question.  HOW does a MOD become a Steam
>>supported MOD?
>>
>>Does this require the as yet unreleased Steam SDK?  I would assume so.
>>
>>Will it be possible for MODs to become Steam supported MODs without
>>having to go through Valve or is Steam reserved for MODs produced by
>>Valve (or companies that have licensed Steam from Valve) and thus
>>unavailable to community created MODs?
>>
>>Jeffrey "botman" Broome
>>___
>>To unsubscribe, edit your list preferences, or view the list archives,

>>please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>___
>>To unsubscribe, edit your list preferences, or view the list archives,
>>
>
>>please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>___
>>To unsubscribe, edit your list preferences, or view the list archives,
>>
>please visit:
>
>>http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
>___
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>
>
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--
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-M.C. Escher


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RE: [hlcoders] 1109 to contain any code we should know about?

2002-04-20 Thread Philip (Fiber)

There doesn't seem to a linux version of HL so I don't think that
bringing steam across would help(sure, you could load up steam, but you
wouldn't be able to play).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of _Phantom_
Sent: Sunday, April 21, 2002 1:09 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] 1109 to contain any code we should know about?


Just out of intrest, is there any plans to make a Linux Steam client?
Granted the games dont exist yet, but are their any plans to head in
that direction?

- Original Message -
From: "Philip (Fiber)" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, April 21, 2002 1:36 AM
Subject: RE: [hlcoders] 1109 to contain any code we should know about?


> From the slidshow
> (http://www.steampowered.com/SteamKeynote_files/frame.htm) it seems to

> be more of a business thing, but then again, that could have been a
> business type slideshow.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of Kuja
> Sent: Sunday, April 21, 2002 11:39 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] 1109 to contain any code we should know about?
>
>
> wvu, but this brings to bear a point. What will steam do for us? Will
> it be like the halflife mod downloader thingy was supposed to do? and,

> btw, can I still get my mod on that server for it?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of Eric Smith
> Sent: Saturday, April 20, 2002 7:15 PM
> To: '[EMAIL PROTECTED]'
> Subject: RE: [hlcoders] 1109 to contain any code we should know about?
>
>
> We don't have all the details worked out yet.  We'll be communicating
> this type of information to the list as soon as we have it.  As
> always, we're going to do our best to continue supporting the Mod
> community.
>
> -Eric
>
> -Original Message-
> From: botman [mailto:[EMAIL PROTECTED]]
> Sent: Saturday, April 20, 2002 4:11 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] 1109 to contain any code we should know about?
>
> > Not all mods will need to support this right away because not all
> > mods
> will
> > have Steam players.  For example: FireArms, Front Line Force, and
> > The
> Opera
> > aren't on Steam yet so they won't have Steam players and don't need
> > to
> worry
> > about supporting SteamIDs.
>
> Which brings up another question.  HOW does a MOD become a Steam
> supported MOD?
>
> Does this require the as yet unreleased Steam SDK?  I would assume so.
>
> Will it be possible for MODs to become Steam supported MODs without
> having to go through Valve or is Steam reserved for MODs produced by
> Valve (or companies that have licensed Steam from Valve) and thus
> unavailable to community created MODs?
>
> Jeffrey "botman" Broome
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,

> please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
> ___
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> http://list.valvesoftware.com/mailman/listinfo/hlcoders
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>

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RE: [hlcoders] 1109 to contain any code we should know about?

2002-04-20 Thread Philip (Fiber)

>From the slidshow
(http://www.steampowered.com/SteamKeynote_files/frame.htm) it seems to
be more of a business thing, but then again, that could have been a
business type slideshow.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Kuja
Sent: Sunday, April 21, 2002 11:39 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] 1109 to contain any code we should know about?


wvu, but this brings to bear a point. What will steam do for us? Will it
be like the halflife mod downloader thingy was supposed to do? and, btw,
can I still get my mod on that server for it?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Eric Smith
Sent: Saturday, April 20, 2002 7:15 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] 1109 to contain any code we should know about?


We don't have all the details worked out yet.  We'll be communicating
this type of information to the list as soon as we have it.  As always,
we're going to do our best to continue supporting the Mod community.

-Eric

-Original Message-
From: botman [mailto:[EMAIL PROTECTED]]
Sent: Saturday, April 20, 2002 4:11 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] 1109 to contain any code we should know about?

> Not all mods will need to support this right away because not all mods
will
> have Steam players.  For example: FireArms, Front Line Force, and The
Opera
> aren't on Steam yet so they won't have Steam players and don't need to
worry
> about supporting SteamIDs.

Which brings up another question.  HOW does a MOD become a Steam
supported MOD?

Does this require the as yet unreleased Steam SDK?  I would assume so.

Will it be possible for MODs to become Steam supported MODs without
having to go through Valve or is Steam reserved for MODs produced by
Valve (or companies that have licensed Steam from Valve) and thus
unavailable to community created MODs?

Jeffrey "botman" Broome ___
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RE: [hlcoders] HL 1.1.0.9 Update

2002-04-19 Thread Philip (Fiber)

Yup.

79meg! What's in this thing? It's about as big as the last one! Is one
of those any-version-upgrades or a 1108 upgrade?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Tom
Sent: Saturday, April 20, 2002 11:01 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] HL 1.1.0.9 Update


coD3rs-r0x0r - really eh?


- Original Message -
From: "Eric Smith" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Cc: "Erik Johnson" <[EMAIL PROTECTED]>; "Leon Hartwig"
<[EMAIL PROTECTED]>; "Alfred Reynolds"
<[EMAIL PROTECTED]>; "Adrian Finol" <[EMAIL PROTECTED]>
Sent: Friday, April 19, 2002 11:53 PM
Subject: [hlcoders] HL 1.1.0.9 Update


> We're getting close to releasing our next product update.  I've posted

> the installer on our FTP site for you guys to test your Mods with.
> I've uploaded the Half-Life full update (hl1109.exe).
>
> Please don't post the file or this e-mail message anywhere on the
Internet.
> We're trying to give you guys a head start on testing your Mods with
> the next update.  We don't want this file leaked because THIS IS NOT
> THE FINAL VERSION THAT WILL BE RELEASED WHEN THE UPDATE IS READY.
>
> FTP Information
> ===
> ftp.valvesoftware.com
>  login: hlcoders
>   pass: coD3rs-r0x0r
>
>   file: hl1109.exe
> md5sum: 05a100781c7f13c30cb316b91ff3937c
>
> The file is pretty big, so it'll take you some time to get it
> downloaded. This IS NOT the final installer.  You won't be able to
> play on-line with this installer.  This is only for you to test your
> Mods with.
>
> Let me know if you have any questions/problems.  Thanks.
>
> -Eric
> ___
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RE: [hlcoders] 1109 to contain any code we should know about?

2002-04-19 Thread Philip (Fiber)

I think that the monthly access fee is only for applications that will
charge for their access and have a subscription as an option. But they
really shouldn't have gone nuts and changed it, it's going to make it so
confusing now. But I think that steam users use their SteamID and that
regular CD users get their WONID and the servers can deal with either
one of them.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of botman
Sent: Saturday, April 20, 2002 11:14 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] 1109 to contain any code we should know about?


> The WonID stuff hasn't changed.  You only need to worry about this
> (the
link
> below) if/when your applications/mods become part of the Steam process

> and need to support SteamIDs.
>
> -Eric

I'm confused.  I thought that people who paid for monthly Steam access
would only have a SteamID (and not a WONid).  It seems to me that if a
MOD does something special with the WONid (like storing persistant data
on the server or using it to authenticate a server operator), the MOD
would need to be modified to allow for a WONid (numeric) or SteamID (a
string).  I thought the purpose of the AuthID (a string) was to provide
a single function to return the unique identifier for a player (WONid or
SteamID depending on what was used for authorization).

Is this correct?

Jeffrey "botman" Broome

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RE: [hlcoders] 1109 to contain any code we should know about?

2002-04-19 Thread Philip (Fiber)

Will there be something like a list of changes with all of this stuff in
this or will there be a compile and pray type scenario?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Bossaller,
John
Sent: Saturday, April 20, 2002 2:56 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] 1109 to contain any code we should know about?


The "sv_alltalk" cvar that was introduced in 1.1.0.8, is no longer an
engine cvar, it is now mod specific, so if your mod uses teams, be sure
to code for this change.  (If you want to allow for alltalk.)

-Original Message-
From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]]
Sent: April 19, 2002 9:03 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] 1109 to contain any code we should know about?


Just the standard question as to what, if anything, we need to know
about the upcoming HL patch. No 'trivial' bits of code been changed that
will doubtless break _someones_ mod?

Paul

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[hlcoders] Tried to create message with bogus message type (0)

2002-04-19 Thread Philip (Fiber)

I keep on getting this error when I try to load HL and I can't seem to
track down which message it is, all of the message names are 10
characters or less. I've tried commenting out my messages, but I still
get the error (strange).
Is there something else that could be causing it?

Thanks.


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RE: [hlcoders] QWERTY -> AZERTY

2002-04-16 Thread Philip (Fiber)

Shouldn't windows take care of it automatically anyway? With that icon
for keyboard and int. settings in control panel?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Cortex
Sent: Tuesday, April 16, 2002 9:19 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] QWERTY -> AZERTY


Oups... I've done a mistake :( Yes, I talk about the top left corner of
the keyboard...

I've already taken a look at kb_def.lst, but this file controls only the
"control configuration" panel I think...

I'll try to modify it anyhow...

  - Cortex : mapper & coder www.hlalbator.fr.st

- Original Message -
From: Philip (Fiber)
To: [EMAIL PROTECTED]
Sent: Tuesday, April 16, 2002 10:10 AM
Subject: RE: [hlcoders] QWERTY -> AZERTY


Perhaps it's something to do with the bindings in config.cfg or
kb_def.lst? Just a thought.

BTW, "ZXCVBN" are the keys in the bottom left habd corner of out
keyboards (QWERTY is the top left). And I live in NZ.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Cortex
Sent: Tuesday, April 16, 2002 7:11 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] QWERTY -> AZERTY


As you might know, in Europe (France for me :) ), we haven't the same
keyboard as you, in England or America... Instead of "QWERTY", our 6
first letters at the bottom left of the keyboard are "AZERTY".

However, in HL our keyboard acts as if it's an american keyboard...
Then, to type "a" at the console, we have to hit the "q" key... It's not
really a handicap but it's annoying...

Now, my question :) "How could I convert the QWERTY keyboard to an
"AZERTY" keyboard" (game dll ?? client dll ?? an other little app ?? ).
A french program (HLKeyFr) has managed to do what I want but I can't
include it in my mod. Moreover, I'd be glad not to use the program of
another one in my mod...

  - Cortex : mapper & coder www.hlalbator.fr.st


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RE: [hlcoders] QWERTY -> AZERTY

2002-04-16 Thread Philip (Fiber)

Perhaps it's something to do with the bindings in config.cfg or
kb_def.lst? Just a thought.

BTW, "ZXCVBN" are the keys in the bottom left habd corner of out
keyboards (QWERTY is the top left). And I live in NZ.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Cortex
Sent: Tuesday, April 16, 2002 7:11 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] QWERTY -> AZERTY


As you might know, in Europe (France for me :) ), we haven't the same
keyboard as you, in England or America... Instead of "QWERTY", our 6
first letters at the bottom left of the keyboard are "AZERTY".

However, in HL our keyboard acts as if it's an american keyboard...
Then, to type "a" at the console, we have to hit the "q" key... It's not
really a handicap but it's annoying...

Now, my question :) "How could I convert the QWERTY keyboard to an
"AZERTY" keyboard" (game dll ?? client dll ?? an other little app ?? ).
A french program (HLKeyFr) has managed to do what I want but I can't
include it in my mod. Moreover, I'd be glad not to use the program of
another one in my mod...

  - Cortex : mapper & coder www.hlalbator.fr.st


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[hlcoders] HL Instability with new HUD components

2002-04-12 Thread Philip (Fiber)

I've been experimenting with adding HUD components to HL and I've
noticed that sometimes HL seems to crash while loading or during the
game with the new components. I've checked the code for the components
and they seem fine (take a sprite and slap it on the screen). Any
suggestions?

Thanks,
Philip


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RE: [hlcoders] Lists are back up again

2002-04-09 Thread Philip (Fiber)

>From now on I want advance notice of any unplanned outages, and I want
them yesterday!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Erik Johnson
Sent: Wednesday, April 10, 2002 5:25 AM
To: '[EMAIL PROTECTED]'
Subject: [hlcoders] Lists are back up again


Sorry for the downtime. ___
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RE: [hlcoders] The Torque engine

2002-04-05 Thread Philip (Fiber)

Yeah, the graphics were good; the main thing I didn't like was the
actual game play. Kind of hard to explain, it was something about how it
all was played that I didn't like.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Miguel
Aleman
Sent: Saturday, April 06, 2002 12:10 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] The Torque engine

Well, I would say that Tribes 2 was a limited success. It sold quite a
few
copies, but not enough to be a smash. The engine however is of the
current
generation and is up to par with those in UT and Q3.

- Original Message -----
From: "Philip (Fiber)" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, April 05, 2002 4:26 AM
Subject: RE: [hlcoders] The Torque engine


> It depends on how you define success. I don't think it was, if it
didn't
> get me to buy it or want to buy it then it wasn't a success (to me).
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of Tom
> Sent: Friday, April 05, 2002 9:15 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] The Torque engine
>
> but it was a success...
>
>
> - Original Message -
> From: "Scott Velasquez" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Friday, April 05, 2002 8:57 AM
> Subject: RE: [hlcoders] The Torque engine
>
>
> > Tribes2 lack of success had nothing to do with the engine.
> >
> > -scottv
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED]]On Behalf Of Bob le
> Pointu
> > Sent: Friday, April 05, 2002 1:51 AM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [hlcoders] The Torque engine
> >
> >
> > Ok, so I suppose that Torque engine is not a good engine, Tribes2
> never
> met
> > success isn't it ?
> >
> >
> > On 4 Apr 2002 at 17:45, Miguel Aleman wrote:
> >
> > > If you use two copies you have to buy it twice. After all, what if
> the
> > other
> > > developer keeps the code and uses it for their later projects?
> > >
> > > The price is cheap enough considering the technology. I got a
copy.
> > >
> > > - Original Message -
> > > From: "Bob le Pointu" <[EMAIL PROTECTED]>
> > > To: <[EMAIL PROTECTED]>
> > > Sent: Thursday, April 04, 2002 2:18 AM
> > > Subject: Re: [hlcoders] The Torque engine
> > >
> > >
> > > > Seen on the GG homepage:
> > > > 
> > > > You purchase the TGE for the incredibly low price of $100 per
> > > > programmer
> > > > -
> > > > $100per programmer ? not per development team ?
> > > >
> > > > ___
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> archives,
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> >
> >
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RE: [hlcoders] The Torque engine

2002-04-05 Thread Philip (Fiber)

It depends on how you define success. I don't think it was, if it didn't
get me to buy it or want to buy it then it wasn't a success (to me).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Tom
Sent: Friday, April 05, 2002 9:15 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] The Torque engine

but it was a success...


- Original Message -
From: "Scott Velasquez" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, April 05, 2002 8:57 AM
Subject: RE: [hlcoders] The Torque engine


> Tribes2 lack of success had nothing to do with the engine.
>
> -scottv
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of Bob le
Pointu
> Sent: Friday, April 05, 2002 1:51 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] The Torque engine
>
>
> Ok, so I suppose that Torque engine is not a good engine, Tribes2
never
met
> success isn't it ?
>
>
> On 4 Apr 2002 at 17:45, Miguel Aleman wrote:
>
> > If you use two copies you have to buy it twice. After all, what if
the
> other
> > developer keeps the code and uses it for their later projects?
> >
> > The price is cheap enough considering the technology. I got a copy.
> >
> > - Original Message -
> > From: "Bob le Pointu" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Thursday, April 04, 2002 2:18 AM
> > Subject: Re: [hlcoders] The Torque engine
> >
> >
> > > Seen on the GG homepage:
> > > 
> > > You purchase the TGE for the incredibly low price of $100 per
> > > programmer
> > > -
> > > $100per programmer ? not per development team ?
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
archives,
> > please visit:
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> > >
> > >
> >
> > ___
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>
>
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[hlcoders] Steam SDK

2002-03-29 Thread Philip (Fiber)

I was just reading the Steam powered slide show thing
(http://www.steampowered.com/SteamKeynote_files/frame.htm) and at the
end I saw this...

Ø What should I do?
•Get the Steam SDK ([EMAIL PROTECTED])


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RE: [hlcoders] Why does sounds/models/sprites have to be precached?

2002-03-29 Thread Philip (Fiber)

I'd say that it would be faster for loading and that (eg. You wouldn't
want it to load new models and sounds each time you encounter it, the
game would have loading times during combat).
So it acts like RAM, a fast cache to quickly access models, sounds etc.
The server would probably want them so that it can process everything
else without having to worry about looking for and loading new things.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Tom
Sent: Saturday, March 30, 2002 2:22 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Why does sounds/models/sprites have to be precached?

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Just wondering, it seems so stupid, I mean, I could see why for the
client, it has to show the models, but for the server?! It doesn't
display the models or play the sounds?! Why does it need to load them?


--

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RE: [hlcoders] test mail...

2002-03-27 Thread Philip (Fiber)

This is like those signs at museums and places like that - "Do NOT
Touch!"

ButI.must.cannotresist.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta,
Ronald
Sent: Thursday, March 28, 2002 4:19 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] test mail...

Nor this!
 Don't read it!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Miguel
Aleman
Sent: Wednesday, March 27, 2002 10:22 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] test mail...


Don't Read This!




wow, I need a break from programming.

- Original Message -
From: "_Phantom_" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, March 27, 2002 6:49 PM
Subject: Re: [hlcoders] test mail...


> hehe, that end bit is like a sign which says 'Dont read this' :D
>
> - Original Message -
> From: "Christopher Long" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Thursday, March 28, 2002 12:41 AM
> Subject: [hlcoders] test mail...
>
>
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > i haven't been receiving mail for around a day and a half but its on

> > the
> archives so this is a mail test... ignore it if it goes through.
> > --
> >
> > ___
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RE: [hlcoders] [OT] Compiling the SDk

2002-03-24 Thread Philip (Fiber)

Yeah, when I did a clean install of XP (during the Beta's) I only had to
re-install some programs, most worked fine straight off.

-Philip

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Lord Booga
Sent: Monday, March 25, 2002 4:14 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] [OT] Compiling the SDk

Not true. Quite a few programs work perfectly even after having the
registry
wiped.

Neat trick with Windows 2000 is to backup your user profile, delete and
reinstall windows, then copy your backed up profile OVER the new one...
you
get to keep all your settings, and the registry is intact! (most of it).


- Original Message -
From: "Miguel Aleman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, March 25, 2002 4:08 PM
Subject: Re: [hlcoders] [OT] Compiling the SDk


> It won't really matter if all of your programs are still installed,
your
> windows registry will be wiped and you will still have to re-install
all
of
> them.
>
> > - Original Message -
> > From: "[DRP]Avatar-X" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Monday, March 25, 2002 4:31 AM
> > Subject: Re: [hlcoders] [OT] Compiling the SDk
> >
> >
> > > Sigh... everyone and their windows advice...  "REFORMAT!
REFORMAT!"
> > >
> > > First, get windows 2000. not XP, not 98, not ME.
> > >
> > > Second, CONTRARY TO POPULAR BELIEF, you DONT need to wipe your
whole
HD.
> > Just kill off
> > > the "Windows" folder, and re-install. All your apps will still be
there
> in
> > C:\program
> > > files
> > >
> > > -av
> > >
> > > Dynerman David M wrote:
> > >
> > > > I doubt you have Windows installed over the 11 partitions.
> > > >
> > > > In fact, your setup makes it EASIER to reformat. Just backup and
wipe
> > > > the windows partition, and leave the other ones alone.
> > > >
> > > > Now on the other hand, if you had one 80gb partition, then you'd
be
> > > > hosed because you'd have to reformat the entire thing.
> > > >
> > > > On a separate note, if you did need to backup 80 gigs, IMHO the
best
> > > > solution is to buy a 20 or 40 gig drive, backup the stuff you
need
and
> > > > then blast the 80 gig. Cheaper then 2,000 CD-R's, and faster
too.
> > > >
> > > > david
> > > >
> > > > -Original Message-
> > > > From: Philip (Fiber) [mailto:[EMAIL PROTECTED]]
> > > > Sent: Saturday, March 23, 2002 5:05 AM
> > > > To: [EMAIL PROTECTED]
> > > > Subject: RE: [hlcoders] [OT] Compiling the SDk
> > > >
> > > > I am already aware of the MS demons inside my PC, but read my
last
> post.
> > > >
> > > > Good luck getting me to reformat, I got 80gigs (on 11
partitions) of
> > > > stuff with the only back-up medium being CD-R's (how screwed I
am if
> > > > something trashes my HDD). Maybe I should get some sort of
backup
> > > > system, h, a DVD-RAM could double as a backup drive AND a
> > > > DVD-burner. ;)
> > > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED]] On Behalf Of
botman
> > > > Sent: Friday, March 22, 2002 10:35 AM
> > > > To: [EMAIL PROTECTED]
> > > > Subject: Re: [hlcoders] [OT] Compiling the SDk
> > > >
> > > > > Specifically the errors go like this -
> > > > >
> > > > > LINK : fatal error LNK2023: bad dll or entry point
> > > > >
> > > >
>
'msobj10.dll'!'?FCreateReader@IDebugSSectionReader@@SA_NPAEIPAPAV1@K@Z'
> > > > > Error executing link.exe.
> > > >
> > > > Dude!  You've got demons or something inside your PC.  :)
> > > >
> > > > Uninstall and reinstall MSVC or (even better), reformat your
hard
disk
> > > > and
> > > > reinstall Windows and all your apps again.
> > > >
> > > > Jeffrey "botman" Broome
> > > >
> > > > ___
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archives,
> > > > please visit:
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RE: [hlcoders] [OT] Compiling the SDk

2002-03-24 Thread Philip (Fiber)

I don't have any coding problems with XP, the dll error was probably
caused by XP or another app and the random freezing seems to have gone
away.

-Philip

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta,
Ronald
Sent: Monday, March 25, 2002 7:47 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] [OT] Compiling the SDk

Why is everyone having such a prob with XP and Development?
I have been doing MOD coding for a good 3 - 4 months on XP with VS 6 and
VS .NET with no problems. I did nothing different (install wise) for the
OS or VS

-Ron


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Philip
(Fiber)
Sent: Sunday, March 24, 2002 2:41 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] [OT] Compiling the SDk


XP Pro seems to work alright for me (I've d/led patches and done a hell
of a lot of tweaking and it's sorta stable now). I would get 2k but here
is my problem with 2k -

When I try to install it, it copies the files required for 2k install,
then it resets my computer (normal). When it gets to the Boot menu, I
chose '2k install', press enter and the screen goes blank for a second
and comes back to the boot menu.

That is why I gave up on 2k and had to settle for XP.

Another problem with formatting/erasing windows folder is all of my
settings, if I lose those it'll take weeks to get the back to where they
were.

-Philip

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of
[DRP]Avatar-X
Sent: Monday, March 25, 2002 4:31 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] [OT] Compiling the SDk

Sigh... everyone and their windows advice...  "REFORMAT! REFORMAT!"

First, get windows 2000. not XP, not 98, not ME.

Second, CONTRARY TO POPULAR BELIEF, you DONT need to wipe your whole HD.
Just kill off the "Windows" folder, and re-install. All your apps will
still be there in C:\program files

-av

Dynerman David M wrote:

> I doubt you have Windows installed over the 11 partitions.
>
> In fact, your setup makes it EASIER to reformat. Just backup and wipe
> the windows partition, and leave the other ones alone.
>
> Now on the other hand, if you had one 80gb partition, then you'd be
> hosed because you'd have to reformat the entire thing.
>
> On a separate note, if you did need to backup 80 gigs, IMHO the best
> solution is to buy a 20 or 40 gig drive, backup the stuff you need and

> then blast the 80 gig. Cheaper then 2,000 CD-R's, and faster too.
>
> david
>
> -Original Message-
> From: Philip (Fiber) [mailto:[EMAIL PROTECTED]]
> Sent: Saturday, March 23, 2002 5:05 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] [OT] Compiling the SDk
>
> I am already aware of the MS demons inside my PC, but read my last
post.
>
> Good luck getting me to reformat, I got 80gigs (on 11 partitions) of
> stuff with the only back-up medium being CD-R's (how screwed I am if
> something trashes my HDD). Maybe I should get some sort of backup
> system, h, a DVD-RAM could double as a backup drive AND a
> DVD-burner. ;)
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of botman
> Sent: Friday, March 22, 2002 10:35 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] [OT] Compiling the SDk
>
> > Specifically the errors go like this -
> >
> > LINK : fatal error LNK2023: bad dll or entry point
> >
>
'msobj10.dll'!'?FCreateReader@IDebugSSectionReader@@SA_NPAEIPAPAV1@K@Z'
> > Error executing link.exe.
>
> Dude!  You've got demons or something inside your PC.  :)
>
> Uninstall and reinstall MSVC or (even better), reformat your hard disk

> and reinstall Windows and all your apps again.
>
> Jeffrey "botman" Broome
>
> ___
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> please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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RE: [hlcoders] [OT] Compiling the SDk

2002-03-24 Thread Philip (Fiber)

XP Pro seems to work alright for me (I've d/led patches and done a hell
of a lot of tweaking and it's sorta stable now). I would get 2k but here
is my problem with 2k -

When I try to install it, it copies the files required for 2k install,
then it resets my computer (normal). When it gets to the Boot menu, I
chose '2k install', press enter and the screen goes blank for a second
and comes back to the boot menu.

That is why I gave up on 2k and had to settle for XP.

Another problem with formatting/erasing windows folder is all of my
settings, if I lose those it'll take weeks to get the back to where they
were.

-Philip

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of
[DRP]Avatar-X
Sent: Monday, March 25, 2002 4:31 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] [OT] Compiling the SDk

Sigh... everyone and their windows advice...  "REFORMAT! REFORMAT!"

First, get windows 2000. not XP, not 98, not ME.

Second, CONTRARY TO POPULAR BELIEF, you DONT need to wipe your whole HD.
Just kill off
the "Windows" folder, and re-install. All your apps will still be there
in C:\program
files

-av

Dynerman David M wrote:

> I doubt you have Windows installed over the 11 partitions.
>
> In fact, your setup makes it EASIER to reformat. Just backup and wipe
> the windows partition, and leave the other ones alone.
>
> Now on the other hand, if you had one 80gb partition, then you'd be
> hosed because you'd have to reformat the entire thing.
>
> On a separate note, if you did need to backup 80 gigs, IMHO the best
> solution is to buy a 20 or 40 gig drive, backup the stuff you need and
> then blast the 80 gig. Cheaper then 2,000 CD-R's, and faster too.
>
> david
>
> -Original Message-
> From: Philip (Fiber) [mailto:[EMAIL PROTECTED]]
> Sent: Saturday, March 23, 2002 5:05 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] [OT] Compiling the SDk
>
> I am already aware of the MS demons inside my PC, but read my last
post.
>
> Good luck getting me to reformat, I got 80gigs (on 11 partitions) of
> stuff with the only back-up medium being CD-R's (how screwed I am if
> something trashes my HDD). Maybe I should get some sort of backup
> system, h, a DVD-RAM could double as a backup drive AND a
> DVD-burner. ;)
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of botman
> Sent: Friday, March 22, 2002 10:35 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] [OT] Compiling the SDk
>
> > Specifically the errors go like this -
> >
> > LINK : fatal error LNK2023: bad dll or entry point
> >
>
'msobj10.dll'!'?FCreateReader@IDebugSSectionReader@@SA_NPAEIPAPAV1@K@Z'
> > Error executing link.exe.
>
> Dude!  You've got demons or something inside your PC.  :)
>
> Uninstall and reinstall MSVC or (even better), reformat your hard disk
> and
> reinstall Windows and all your apps again.
>
> Jeffrey "botman" Broome
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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RE: [hlcoders] Counter-Strike : Condition Zero

2002-03-23 Thread Philip (Fiber)

>From CSNation -

"The current models are 750 polygons each. The ones in Condition Zero
are 1,250 polygons each, meaning there's a 66% increase in the amount of
polygons per model. All the models will have full lip-synching with the
sounds and some facial animation to go with it. The skins on those
models don't disappoint, either.

The new model system supports alpha blending. Along with RGB values in
colors, systems that allow for 32-bit rendering have 8-bits set aside
for an alpha channel, which controls attributes like transparency or
opacity. A good use would be glass or eye-holes on a mask. This will be
used in the "window" of the shield, which will actually hold glass.
Another place it will be used, for sure, is the molotov cocktail. You'll
be able to see inside the bottle and can see the liquid move around.

Condition Zero includes a level of detail system so the the high detail
of models will be scaled down to the benefit of your framerate, while
those with fast computers can experience full detail.

Since you can change the face, skin tone, and other attributes of a
model, there are over 160 different combinations."

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Georges
Giroux
Sent: Sunday, March 24, 2002 6:09 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Counter-Strike : Condition Zero

Hey guys,

Short and sweet, I was just wondering, will the graphical
improvements of Condition Zero be eventually available to Half-Life
mod makers?

Georges
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RE: [hlcoders] Steam

2002-03-23 Thread Philip (Fiber)

I agree, although I have many games that I don't play anymore (old ones
like Freespace), I still sometimes will come back to them. I just don't
like paying subscriptions for a game. I'd probably just buy the whole
thing play it for a bit, leave it and then pick it up again later.

Another concern with subscriptions is the amount you pay over the time
that you play it. I'd probably force myself to play the subs game over
and over to get the most out of it.

-Philip

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Steven Guy
Sent: Sunday, March 24, 2002 2:11 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam

[ Converted text/html to text/plain ]

But I will play games over and over again for many years.

The games that I play all the time and will more then likely contenu to
do so

Wolf3D, ROTT, Doom1/2,Duke1,2,3D, Quake1, Half-life and Serious Sam
>From: "Alfred"
>Reply-To: [EMAIL PROTECTED]
>To:
>Subject: Re: [hlcoders] Steam
>Date: Sun, 24 Mar 2002 13:06:58 +1100
>
>Personally I tend to only play games for a couple of weeks before I get
>bored of them (there are a few notable exceptions, like aq2 and
cstrike). I
>would like to subscribe for a month and try the game. I would then do
an
>assement of how much I liked the game to decide whether I wanted to buy
it
>outright or if I just wanted to keep subscribing.
>Right now I rarely by games because I end up paying $100 for a game I
play
>for a week at most. If there was less risk to me (i.e to determine if I
>liked the game) then I would be more willing to fork over the bucks :)
>
>- Original Message -
>From: "Steven Guy"
>To:
>Sent: Sunday, March 24, 2002 11:37 AM
>Subject: Re: [hlcoders] Steam
>
>
> > [ Converted text/html to text/plain ]
> >
> > I would go out and buy it even if it I had a private OC3 line
> >
> > Hell if I'm going to pay a monthly fee for a game
> > >From: [EMAIL PROTECTED]
> > >Reply-To: [EMAIL PROTECTED]
> > >To: [EMAIL PROTECTED]
> > >Subject: Re: [hlcoders] Steam
> > >Date: Sat, 23 Mar 2002 19:33:50 EST
> > >
> > >--
> > >[ Picked text/plain from multipart/alternative ]
> > >Thats why you go out and buy it if you have 56k or slower.
> > >
> > >~Ghoul
> > >
> > >Lets leave it at that...
> > >___
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archives,
>please
> > visit:
> > >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> >
> >

--
>
> > Chat with friends online, try MSN Messenger: Click Here[1]
> >
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> > 1. http://g.msn.com/1HM305401/12
> >
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>please visit:
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RE: [hlcoders] Steam

2002-03-23 Thread Philip (Fiber)

I thought that it would be like buying it in the store, except you
download it. You only pay the cost 1ce then you can play it as much as
you like, however it would work with subscription based games as well.
If you did have to pay a subscription then nobody would use it.

-Philip

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Steven Guy
Sent: Sunday, March 24, 2002 12:31 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Steam

[ Converted text/html to text/plain ]

That's not really how it works but part of it
The idea is that you can subscribe to a game and have it streamed to
your
computer.

And for subscribing you pay a fee for using it. I think it's a horrible
idea
because you have to pay to play even if it's single player plus if your
internet goes down and you can't use the serves you will still pay for
it
because you can't unsubscribe with out an internet connection also you
will
have to have a broadband connection or it would just take to damn long
to
stream the data needed to run the game.
>From: "Philip (Fiber)"
>Reply-To: [EMAIL PROTECTED]
>To:
>Subject: RE: [hlcoders] Steam
>Date: Sun, 24 Mar 2002 12:23:14 +1200
>
>Steam is a wee app that is like a launcher for Valve apps (HL, Tracker
>etc.). When you load up a game from steam, steam will check and
download
>the latest files for the game so it is always updated. With things like
>the CS1.4 beta, it downloaded the entire thing and kept it updated,
>which would eliminate having to use a CD.
>
>It seems like an excellent tool for updating games, but if you need to
>download the entire game (wasn't that hinted in the press?) it could
>become a pain in the ass.
>
>-Philip
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta,
>Ronald
>Sent: Sunday, March 24, 2002 8:40 AM
>To: [EMAIL PROTECTED]
>Subject: RE: [hlcoders] Steam
>
>Check out the urls posted in the past few emails
>The links explain Steam
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED]] On Behalf Of Cortex
>Sent: Saturday, March 23, 2002 2:55 PM
>To: [EMAIL PROTECTED]
>Subject: Re: [hlcoders] Steam
>
>
>Well... I've heard something about Steam (CS 1.4) but I don't know what
>exactly is "Steam" :( Could someone explain me ??
>
> - Cortex : mapper & coder www.hlalbator.fr.st
>
>- Original Message -
>From: Deepak Manglani
>To: [EMAIL PROTECTED]
>Sent: Saturday, March 23, 2002 8:46 PM
>Subject: Re: [hlcoders] Steam
>
>
>www.steampowered.com and the valve press release both say that the
steam
>sdk is available cant seem to find it anywhere though.
>
>anyone know?
>
>dpac.
>
>- Original Message -
>From: "Martin Webrant"
>To:
>Sent: Saturday, March 23, 2002 9:56 AM
>Subject: [hlcoders] Steam
>
>
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > How will the steam software work for regular mod makers (those of us
> > that haven't been bought up yet :P) Will there be a new SDK? Saw
that
> > you guys fixed the annoying gauss kickback bug, thats really good!
> > /Martin
> > www.planethalflife.com/agmod
> >
> > --
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
archives,
>please visit:
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> >
>
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RE: [hlcoders] Steam

2002-03-23 Thread Philip (Fiber)

Steam is a wee app that is like a launcher for Valve apps (HL, Tracker
etc.). When you load up a game from steam, steam will check and download
the latest files for the game so it is always updated. With things like
the CS1.4 beta, it downloaded the entire thing and kept it updated,
which would eliminate having to use a CD.

It seems like an excellent tool for updating games, but if you need to
download the entire game (wasn't that hinted in the press?) it could
become a pain in the ass.

-Philip

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta,
Ronald
Sent: Sunday, March 24, 2002 8:40 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Steam

Check out the urls posted in the past few emails
The links explain Steam

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Cortex
Sent: Saturday, March 23, 2002 2:55 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam


Well... I've heard something about Steam (CS 1.4) but I don't know what
exactly is "Steam" :( Could someone explain me ??

  - Cortex : mapper & coder www.hlalbator.fr.st

- Original Message -
From: Deepak Manglani
To: [EMAIL PROTECTED]
Sent: Saturday, March 23, 2002 8:46 PM
Subject: Re: [hlcoders] Steam


www.steampowered.com and the valve press release both say that the steam
sdk is available cant seem to find it anywhere though.

anyone know?

dpac.

- Original Message -
From: "Martin Webrant" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, March 23, 2002 9:56 AM
Subject: [hlcoders] Steam


> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> How will the steam software work for regular mod makers (those of us
> that haven't been bought up yet :P) Will there be a new SDK? Saw that
> you guys fixed the annoying gauss kickback bug, thats really good!
> /Martin
> www.planethalflife.com/agmod
>
> --
>
>
> ___
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RE: [hlcoders] [OT] Compiling the SDk

2002-03-23 Thread Philip (Fiber)

I am already aware of the MS demons inside my PC, but read my last post.

Good luck getting me to reformat, I got 80gigs (on 11 partitions) of
stuff with the only back-up medium being CD-R's (how screwed I am if
something trashes my HDD). Maybe I should get some sort of backup
system, h, a DVD-RAM could double as a backup drive AND a
DVD-burner. ;)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of botman
Sent: Friday, March 22, 2002 10:35 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] [OT] Compiling the SDk

> Specifically the errors go like this -
>
> LINK : fatal error LNK2023: bad dll or entry point
>
'msobj10.dll'!'?FCreateReader@IDebugSSectionReader@@SA_NPAEIPAPAV1@K@Z'
> Error executing link.exe.

Dude!  You've got demons or something inside your PC.  :)

Uninstall and reinstall MSVC or (even better), reformat your hard disk
and
reinstall Windows and all your apps again.

Jeffrey "botman" Broome

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RE: [hlcoders] [OT] Compiling the SDk

2002-03-21 Thread Philip (Fiber)

I took a look in the MSDN Library and it says that msobj10.dll is either
corrupted or out of date (strange that support.ms.com doesn't have error
message interpretation in it).
Anyway, after a quick look I got a newer version of the file, I get the
warning -
/PDBTYPE is no longer supported;  ignored

But that should be fine, no errors. However, on my way to fixing it, I
found an excellent resource - http://212.129.166.70/ (The Free-Dynamic
Link Library), it contains masses of DLL, OCX, SYS, VXD and a few other
system files. If you need something like that, go there.

Just though I'd tell you that.

-Philip Quinn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Jim Hunter
Sent: Friday, March 22, 2002 11:11 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] [OT] Compiling the SDk

> LINK : fatal error LNK2023: bad dll or entry point
>
'msobj10.dll'!'?FCreateReader@IDebugSSectionReader@@SA_NPAEIPAPAV1@K@Z'
Error executing link.exe.

That's a weird one.  I'm probably out of my depth here, but I'm going to
go out on a limb.  I think that file (msobj10.dll) is corrupted; you
need to reinstall VC++ or just replace that file.  Anyone with more
knowledge than me, feel free to jump in.

Jim

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RE: [hlcoders] [OT] Compiling the SDk

2002-03-21 Thread Philip (Fiber)

Specifically the errors go like this -

LINK : fatal error LNK2023: bad dll or entry point
'msobj10.dll'!'?FCreateReader@IDebugSSectionReader@@SA_NPAEIPAPAV1@K@Z'
Error executing link.exe.

Thanks,
Philip

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Jim Hunter
Sent: Thursday, March 21, 2002 8:10 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] [OT] Compiling the SDk

> what compilers can be used with the SDK, I
> would use VC++ but for some reason, it doesn't compile (errors etc.)

While I personally find BCB easier to use than VC++ for most stuff
(personal bias), if you have VC++, I would recommend using it for
Half-Life, since that's what the code was written with.  What kind of
problems are you having?

Jim

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RE: [hlcoders] [OT] Compiling the SDk

2002-03-20 Thread Philip (Fiber)

Specifically the errors go like this -

LINK : fatal error LNK2023: bad dll or entry point
'msobj10.dll'!'?FCreateReader@IDebugSSectionReader@@SA_NPAEIPAPAV1@K@Z'
Error executing link.exe.

Thanks,
Philip

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Roachfood -
the-coming.com
Sent: Wednesday, March 20, 2002 8:27 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] [OT] Compiling the SDk

What kind of errors are you getting?  If you are using VC++ 6 the SDK
should
compile right away i believe.  List some of the errors and see if we can
figure it out :)

Roachie
- Original Message -
From: "Philip (Fiber)" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, March 19, 2002 10:26 PM
Subject: [hlcoders] [OT] Compiling the SDk


> Hi,
> I'm kind of new to HL coding and that so expect a lot of questions
from
> me. Anyway, I'm wondering what compilers can be used with the SDK, I
> would use VC++ but for some reason, it doesn't compile (errors etc.),
> but I was looking an Borland C++ Builder, would that work with the
SDK?
>
> Thanks,
> Philip Quinn
>
>
>
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[hlcoders] [OT] Compiling the SDk

2002-03-19 Thread Philip (Fiber)

Hi,
I'm kind of new to HL coding and that so expect a lot of questions from
me. Anyway, I'm wondering what compilers can be used with the SDK, I
would use VC++ but for some reason, it doesn't compile (errors etc.),
but I was looking an Borland C++ Builder, would that work with the SDK?

Thanks,
Philip Quinn



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Re: [hlcoders] Egon gun - Yellow beam or Blue beam?

2002-03-04 Thread Philip Plante

The egon has always been yellow for me, aleast aslong as I can remember.

Sarge_Spank
www.illicitstudios.com
- Original Message -
From: "Nathan Taylor" <[EMAIL PROTECTED]>
To: "HLCoders" <[EMAIL PROTECTED]>
Sent: Monday, March 04, 2002 1:01 PM
Subject: Re: [hlcoders] Egon gun - Yellow beam or Blue beam?


> --
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> Cuz I have windows XP and my gf3 doesnt like the seXp enviro so it crashes
24/7 in opengl.  it only crashes 10/7 in d3d...
>
> - Original Message -
> From: [EMAIL PROTECTED]
> Sent: Monday, March 04, 2002 1529 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Egon gun - Yellow beam or Blue beam?
>
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> Why are you using D3D?
>
> ~Ghoul
>
> Lets leave it at that...
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