Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Rodrigo 'r2d2rigo' Diaz
@Jacob: MS tends to break their own C++ compilers with each VS release, so
I would recommend you to keep using VS2010 for Source SDK; but if you
really, really need the new IntelliSense features added in VS2012, you can
install 2010 and 2012 in the same machine and the later will use the "old"
compiling tools if you refuse to update the project when opening it.


2013/6/27 Jacob "J*Rod" Salas 

> Hey, I've been building the latest multiplayer code in VS 2012 (Release),
> and I immediately run into linker mismatches with _MSC_VER (1600 vs 1700)
> in pretty much every precompiled library. I probably should've just built
> the project using the 2010 toolset to begin with, but I don't think those
> files had any compatibility problems like that in any other SDK.
>
> Thanks!
>
> --
> Jacob "J*Rod" Salas
> The star is silent, but prominent... 
>
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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Rodrigo 'r2d2rigo' Diaz
*Future engines have been designed with cross platform support in the
toolchain from the start.*
*
*
Oh my god, HL3 CONFIRMED!


2013/6/27 Alfred Reynolds 

>  No, hammer is only available on windows and we have no plans at this
> time to change that.
>
> ** **
>
> It is a MFC app, which is a windows only UI tech, so a port would be
> difficult. Future engines have been designed with cross platform support in
> the toolchain from the start.
>
> ** **
>
> *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
> *Sent:* Wednesday, June 26, 2013 4:46 PM
> *To:* Discussion of Half-Life Programming
>
> *Subject:* Re: [hlcoders] Source SDK 2013 Release
>
> ** **
>
> Is hammer going to work on mac and linux now? I like that I can use not VS
> to build the sdk now.
>
> ** **
>
> On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
> wrote:
>
> There is a new Source SDK Base 2013 app (one for MP and one for SP) that
> ships with a complete suite of the modding tools, you should use those and
> set a custom VPROJECT (actually, you can use the tools from any game, just
> set that vproject environment).
>
> - Alfred
>
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
> Sent: Wednesday, June 26, 2013 4:33 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Source SDK 2013 Release
>
> One question does appear in my mind with that tough...
>
> How are mods going to be able to use the tools like Hammer in the future?
> Games ship it with themselves, but for mods there would be a
> customizable solution needed,
> or do you expect us to rip the tools stuff from one of the games and
> modify it until it fits and ship it together with the mod?
> I think that's a rather big thing that isn't covered by the news at all
> and will have an impact if there's no solution coming soon.
>
> - Neico
>
> On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
> > https://github.com/ValveSoftware/source-sdk-2013
> >
> > That is where you want to go for the code.
> >
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
> > Sent: Wednesday, June 26, 2013 3:49 PM
> > To: 'hlcoders@list.valvesoftware.com'
> > Subject: [hlcoders] Source SDK 2013 Release
> >
> > http://store.steampowered.com/news/10962/
> >
> > Source SDK 2013 Release
> >
> > We have released an update to the Source SDK, bringing support for Mac
> OS X and Linux to mod developers and exposing the ability for virtual
> reality support in your mod. The biggest change with this update is that we
> are using github to host the source code. You will find the code here. This
> Source SDK 2013 release also includes a new license that can be foundhere.
> This new license allows mod authors to share their changes to the SDK more
> easily.
> >
> > The other change with the Source SDK is that now Hammer and the other
> mod tools ship with their respective games instead of as part of the SDK
> Launcher. The launcher itself is being phased out, so it will disappear
> from your Tools list. You can find information about how to run the tools
> from the games here.
> >
> > The source for this new SDK release includes the latest code for all the
> included games, and has many new features:
> > . The games now build and run clients on Windows, OSX, and Linux.
> Dedicated servers are supported on Windows and Linux.
> > . Steam Pipe (the new Steam content delivery system) is supported by the
> sample mods. Existing mods can change their gameinfo.txt to match the new
> format and gain Steam Pipe support.
> > . Support for Virtual Reality via the Oculus Rift has been added to the
> SDK. Running a compatible mod with -vr on the command line will run the mod
> in stereo and enable head tracking on the Rift.
> >
> > You can find instructions on getting started with the new Source SDK
> 2013 on the Valve Developer Community wiki.
> >
> >
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> >
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Re: [hlcoders] i want join yr hl server

2013-05-16 Thread Rodrigo 'r2d2rigo' Diaz
You are wrong, Michael. Clearly he has to open the console and type
"connect 127.0.0.1".


2013/5/16 Michael Kramer 

> Server ID: 1
>
>
> On Thu, May 16, 2013 at 2:14 AM, shansakthi  wrote:
>
>>  Pls give half life server id…I want join with u…help me…I don’t know
>> how  connect with u… how I will do this..pls tell me
>>
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[hlcoders] GoldSrc Client -> Server communication?

2012-08-25 Thread Rodrigo 'r2d2rigo' Diaz
Hello,

I'm resuming development in a long-abandoned singleplayer mod for HL1.
Since we heavily rely in VGUI menus, the server must know when they are
closed by the client so the appropiate flag is unset in CBasePlayer's
savedata and we don't have weird bugs when loading a game that was saved
while a menu was open. Until now I have been using Client_Commands for
this, but is there a more elegant approach?

Cheers.
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Re: [hlcoders] GoldSrc - How does the map list work in "Create Server"?

2011-12-09 Thread Rodrigo 'r2d2rigo' Diaz
https://developer.valvesoftware.com/wiki/The_liblist.gam_File_Structure#mpentity
-
WON only
https://developer.valvesoftware.com/wiki/The_liblist.gam_File_Structure#mpfilter
-
Steam only


2011/12/9 James Marchant 

>  Hi. I'm wondering how you control which maps do/don't show in the map
> list in "Create Server" in GoldSrc. In my mod, all maps show, including
> singleplayer maps. In normal Half-Life, only the MP maps show. Any ideas?
>
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Re: [hlcoders] Goldsrc structure question

2011-12-09 Thread Rodrigo 'r2d2rigo' Diaz
http://code.google.com/p/sing-engine/source/browse/trunk/src_main/common/com_model.h?spec=svn25&r=25

2011/12/9 Carlos Sola 

> Hi Tom
>
> I'm using quake3 source code and as I see some structures are slightly 
> different.
>
> Do you have that com_model.h file/link ?
>
>
> I'm no using right know this structures. First of all I want to understand 
> them and then see what can I do.
>
> Thanks
>
>
> 2011/12/9 Tom
>
> As Tom said, QuakeWorld's source code is your number one reference when you
> want to dig deeper in GoldSource's private bits. And don't forget to grab
> the modified com_model.h that is somewhere around the Internet and contains
> the OpenGL definitions for some of the structs used. Vanilla HLSDK only has
> the software renderer ones.
>
> 2011/12/9 Tom Schumann  >
>
> >* Does the Quake source code help any? Where in the code are you 
> >accessing*>* these structures?*
> >**>* On 9 December 2011 10:09, Carlos Sola  >> 
> >wrote:*>**>>* Hello all*>>**>>* I know this question will get a negative 
> >answer but I don't loose*>>* anything asking.*>>**>>* Is there a way to 
> >obtain structure definitions for: svs*>>* (server_static_t), sv (server_t) 
> >and svs.clients (client_t) ?*>>**>>* I'm working on it manually, near of 50% 
> >on each struct but any help will*>>* be appreciated.*>>**>>* Thanks in 
> >advance*>>
>
>
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Re: [hlcoders] Goldsrc structure question

2011-12-09 Thread Rodrigo 'r2d2rigo' Diaz
As Tom said, QuakeWorld's source code is your number one reference when you
want to dig deeper in GoldSource's private bits. And don't forget to grab
the modified com_model.h that is somewhere around the Internet and contains
the OpenGL definitions for some of the structs used. Vanilla HLSDK only has
the software renderer ones.

2011/12/9 Tom Schumann 

> Does the Quake source code help any? Where in the code are you accessing
> these structures?
>
> On 9 December 2011 10:09, Carlos Sola  wrote:
>
>> Hello all
>>
>> I know this question will get a negative answer but I don't loose
>> anything asking.
>>
>> Is there a way to obtain structure definitions for: svs
>> (server_static_t), sv (server_t) and svs.clients (client_t) ?
>>
>> I'm working on it manually, near of 50% on each struct but any help will
>> be appreciated.
>>
>> Thanks in advance
>>
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Re: [hlcoders] crazy model animation

2011-10-15 Thread Rodrigo 'r2d2rigo' Diaz
CS models aren't compatible with vanilla SDK code. You have to add 8-way
blending and some more things.

2011/10/15 Dawid Sobik 

> i use original hl animations + i added Reload animation ( in sdk)
> models is from CS 1.6 ( original models ) after game start and look in
> third person models are crazy ( video showing it )
>
>
> 2011/10/15 Psy_Commando 
>
>> what playeranimstates are you using ? Its probably because of the order in
>> which you written your run sequence.
>>
>> On Sat, Oct 15, 2011 at 6:31 AM, Dawid Sobik  wrote:
>>
>>> Hi, i want to use original CS 1.6 models but if i set it to player, model
>>> make crazy moves.
>>> Look at video
>>>
>>> http://www.youtube.com/watch?v=8oVLkbTHL6A
>>>
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Re: [hlcoders] [SRC 2007] Problem with shadercompile.exe

2011-09-14 Thread Rodrigo 'r2d2rigo' Diaz
Go to your Task Manager and change the affinity of the process to use only
cores 2 or 3.

2011/9/14 Alexander Davidson 

> Hi List,
>
> Whilst trying to compile the larger shaders in the 2007 SDK (Specifically
> the lightmappedgeneric ones) Shadercompile.exe crashes about half way
> through. This problem has previously been posted on the hlcoders list
> however didn't receive any replies.
>
> Link:
> http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg29528.html
>
> Sanders suggestion of disabling all but 1 processor worked and allowed the
> shaders to compile, however, the compilation time for just the
> lightmappedgeneric shaders is around 4 hours. What's worse is that my
> computer becomes practically un-usable with only 1 core enabled and it being
> hogged 100% of the time by shadercompile.exe
>
> So I ask the community and VALVe, is their a fix for this problem?
> Alternately can we have a build that fixes the issues with compiling large
> shaders on multi-core proccessors?
>
> Failing that, does anybody know if their are any command line switches that
> shadercompile.exe uses so that we can force it to use 1 processor, or only
> generate a single worker thread as opposed to the sum of active processors?
>
> Best,
> Alex
>
> --
> -Alex Davidson (aldavid...@gmail.com)
>
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Re: [hlcoders] Increasing limits on Source Engine

2011-05-19 Thread Rodrigo 'r2d2rigo' Diaz
The num_edicts trick only works for GoldSource games AFAIK.

2011/5/19 Adam "amckern" McKern 

> Svencoop has had the same issue in recent versions, try and add -num_edicts
> 4096 to the command line on your server start up.
>
> http://forums.alliedmods.net/showthread.php?t=54117
>
> 
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On *Fri, 20/5/11, - Hannibal - * wrote:
>
>
> From: - Hannibal - 
> Subject: [hlcoders] Increasing limits on Source Engine
> To: hlcoders@list.valvesoftware.com
> Received: Friday, 20 May, 2011, 7:04 AM
>
>
> First of all, thanks for your efforts on improving the Source engine; the
> current updates are great, and the 2009 one was a real evolution on Counter
> Strike source.
>
> I'm a mapper in CS: Source ( Rafuron, aka Hannibal[SPA]) and we are hitting
> very often the limits of dynamic entities loaded in a server at the most
> known mod in CS, Zombie Mod. Around the world, there are servers with more
> than 40 players (not only of Zombie Mod of CS), at many games like Team
> Fortress 2, Left 4 Dead, etc... (as I see in lots of mapping forums), which
> are having this problem. Mappers hit the 2048 dynamic entities easily if
> they want to make big (and great) maps, specially for very populated
> servers. There is no practical solution for this problem, unless you modify
> this limit.
>
> I'm not sure that is risky to increase that number (to 4096 for example),
> I'm a programmer too, and I know that sometimes, an application can't stand
> such quantity of entities due a non scalable design, but if you can increase
> it, please, do it. The maps are the essence of many mods, and every second,
> players are more demanding; the only way to keep the glory of the Source
> Engine and their games, is to increase the limits which let you build better
> maps. I'm just one but I'm talking in the name of hundreds of mappers and
> thousands of players.
>
> Also, you can't use the entity "Game_Text" in Counter-Strike: Source, and
> the only reason seems to be lack of the RES file "ClientScheme" on the
> cstrike/resource directory...
> I included the file manually and works perfectly, allowing better (and
> easier to see) messages on the maps... However, this file gets loaded when
> you open the game, not the map; so including it on the .BSP file doesn't
> help; and I can't force everyone downloading the game from a server to go
> download and install manually the file...
> Couldn't you add this file Counter-Strike: Source is lacking on the next
> update? Seems so easy to do...
>
>
> Thanks for all.
> Sincerely, Rafuron.
>
> -Inline Attachment Follows-
>
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Re: [hlcoders] Alive?

2011-05-10 Thread Rodrigo 'r2d2rigo' Diaz
I still read it, too...

2011/5/10 Jonathan Murphy 

> I still read everything.. :p
>
>
> On Tue, May 10, 2011 at 2:21 PM, Adam "amckern" McKern 
> wrote:
>
>> Looks like the system has auto-added everyone again?
>>
>> 
>> Owner Nigredo Studios http://www.nigredostudios.com
>>
>> --- On *Tue, 10/5/11, Michael Kramer * wrote:
>>
>>
>> From: Michael Kramer 
>> Subject: Re: [hlcoders] Alive?
>> To: "Discussion of Half-Life Programming" <
>> hlcoders@list.valvesoftware.com>
>> Received: Tuesday, 10 May, 2011, 10:07 AM
>>
>>
>> I use it :)
>>
>> On Mon, May 9, 2011 at 6:03 PM, Trevor 'Drak' 
>> http://mc/compose?to=dhlco...@wowway.com>
>> > wrote:
>>
>>   Is the coders mailing forum still active?
>>
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Re: [hlcoders] What the hell is going on here...?

2011-04-14 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
I'ts GLADoS' fault. Blame her.

2011/4/15 Ryan Lange 

>  I mean with this list. Early last year I had set it to stop sending me
> emails, but I didn't unsubscribe. Then, some time in the middle of December,
> I start receiving emails again and a friend of mine *stops* receiving
> them. I completely unsubscribe and he has to resubscribe.
>
> Then, two days ago I *again* start receiving emails.
>
> What gives? Does someone keep restoring old backups of the list?
>
> --
> Ryan Lange
>
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Re: [hlcoders] Awesome

2011-04-14 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Read the second to last paragraph.

2011/4/14 Chris 

>
> http://www.gamepron.com/news/2011/04/12/garrys-mod-catches-pirates-the-fun-way/
>
> Awesome story. Any insight into how it was done?
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Re: [hlcoders] SMG model affects player rendercolor

2010-12-27 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
I'll rephrase your reply: "God, I hope I'm not the only one left here that's
still actually modding GoldSource".

*crickets* *crickets*

Anyone?

*crickets*

Guys?

2010/12/27 Maarten De Meyer 

>  God, I hope I'm not the only one left here that's still actually modding
> HL2 :)
>
>
> On 27/12/2010 19:45, drgreen2003 wrote:
>
>  Its some sort of reverse Valve-Time (
> http://developer.valvesoftware.com/wiki/Valve_Time). Valve managed it to
> make the world spin in wrong direction (Must be related to the good
> christmas holiday sales). So we got back 3 years were we all still
> subscribed hlcoders :D
>
>
>
> - /me starts playing HL2 again -
>
>
>
> *Von:* hlcoders-boun...@list.valvesoftware.com [
> mailto:hlcoders-boun...@list.valvesoftware.com]
> *Im Auftrag von *Jamie Femia
> *Gesendet:* Montag, 27. Dezember 2010 01:47
> *An:* Discussion of Half-Life Programming
> *Betreff:* Re: [hlcoders] SMG model affects player rendercolor
>
>
>
> What I find stranger is that having also unsubscribed, that this email is
> getting through but no others are! Surely this can't be the only mail going
> through the hlcoders servers!
>
> On 26 December 2010 23:09, Richard Hough 
> wrote:
>
> Same here, except my unsubscription was from about 3 years ago.  If they
> restored it from a backup that's an old backup.
>
> On Sun, Dec 26, 2010 at 4:27 PM, Jorge Rodriguez 
> wrote:
>
>  Valve probably just restored their single old mailing list server from a
> backup or some other shenanigans. Just like old times eh fellas?
>
>
> --
> Jorge "Vino" Rodriguez
>
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Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-26 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Katryna, I find amusing how you always talk about crap you don't have a clue
about, and rant for 20-30 lines. The signature said "Nuevo Hotmail", and
it's a campaign for the new MSN Live! features being deployed.

Yes, he looks Spanish/South American. Yes, he doesn't have a clue about
English. Yes, he doesn't have a clue about programming. Just another kiddie
with the "OMG i want to maek t3h Kaunter Straiekk!!11oneoneon1!1eleelven!!1"
idea.

Nothing to see here, citizens. Move along.


2010/7/26 Katrina Payne 

> Well the signature appeared to be for "Neuvo Hotmail". That is
> neuvohotmail.com .
>
> Which does not strike me as any name any spanish hotmail service would ever
> think to use. Neuvo translates roughly to "no go", "nonexistant",
> "nothing",
> "nada", "not there".
>
> Yeah, and I will give you on the LAN version being the only current real
> reason. I said a few times that I considered the other reasons to be
> entirely
> fictional at the current time.
>
> Even to the point of the ridiculous comparison to C'thulhu and Activision
> as
> the only reason that the others could work.
>
> Though, I am very leery of believing most of the countries said to be high
> in
> piracy really are.
>
> As well, Canada is currently in that list of countries with large amounts
> of
> software piracy. Which really makes sense as well some companies are trying
> to
> push we get treated, for shipping and what not, much like how the USA
> treats
> trade with China, Russia and Cuba--it is there, but frowned upon.
>
> However, I dunno--if he really was a Latin Pirate, using a Spanish Hotmail
> that for some reason was locally called "not there hotmail", I doubt he
> would
> ask the official list for a way to help.
>
> I dunno--and again... the lack of confirmation of the OP makes this just
> seem
> like an even more ridiculous troll.
>
> However, not going to take the chance it is not, and help him, if he
> requires
> it.
>
> Oh and defend my own pride--or something silly like that. Or at least
> explain
> why I am thinking silly stuff.
>
> ~Katrina
>
> On Sunday, July 25, 2010 09:17:23 pm ZuM wrote:
> > Well about the situation you said the lan party is the only reason i
> believe
> > someone would use the Won version :P
> > Or to pirate the game, because if you look you can find several pirate
> > servers, specially in countries with a very high level of piracy like
> Brasil
> >
> > Also Katrina you mentioned about hotmail, the service is localized and
> > available in a lot of countries, like Argentina, Spain, etc... but the
> > adress is always .com only, just like in Gmail, and that signature is the
> > localized version for some country :P
> >
> > 2010/7/25 Katrina Payne 
> >
> > > Well, in my situation, I do not have a computer that could comfortably
> run
> > > either OS Steam is released for. If I could afford it, I would get an
> Apple
> > > computer and get the games on that system.
> > >
> > > I really do not understand windows enough to really run it. As well--it
> is
> > > a
> > > different paradigm of sorts, and I have long since learned that it is
> not a
> > > bad
> > > OS, I just really have no clue how to get it to function.
> > >
> > > However, in the two situations presented here, I win the lottery and
> start
> > > buying Apple products or Steam is released on Linux, I would pay for
> games
> > > that I enjoy. Even if they are not on sale.
> > >
> > > Though, the really odd thing is: Valve seems wary of releasing on Linux
> due
> > > to
> > > one of the reasons of "people on Linux want stuff for free". Though
> most
> > > Linux
> > > users are more anal than me, about paying for stuff.
> > >
> > > Then on Windows when I cannot afford a piece of software, I get a nice
> loud
> > > choir chorus of, "just get it cracked"
> > >
> > > Meh--I dunno.
> > >
> > > There are reasons to have a nonSteam Half Life Mod. Most of them are
> > > hypothetical, and are not looking like they will happen in the near
> future.
> > > Then we have the one that people at LAN parties, or run their systems
> > > standalone every now and again tend to complain about: if they cannot
> get
> > > outside their immediate network, the game no longer functions.
> > >
> > > So, while I can understand the OP's rationale for wanting a nonSteam
> > > Halflife
> > > Mod if it follows a very legal sense. I am still aware that there is
> more
> > > reason to doubt that the OP has considered these reasons than there is
> to
> > > think he is using them.
> > >
> > > The thing is: this is looking more and more like a troll post, without
> any
> > > further update from the OP.
> > >
> > > And well, considering we have had a few recent posts that were along
> the
> > > lines
> > > of "testing" and that Gmail invite (thank goodness! Those are so rare
> and
> > > hollowed~!)... I am starting to think that this may have been a troll.
> > >
> > > Which has largely resulted in me, and a few others, preaching to the
> choir
> > > about various sub

Re: [hlcoders] Compiling for mac

2010-07-10 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Actually, it's still useful when your target is a machine that doesn't have
.NET Framework installed. And you can statically link the MFC libraries to
your executable.

2010/7/11 Ryan Sheffer 

> Hammer is very old and back in those days MFC was actually... decent? I
> cant
> imagine using it these days. :p
>
> On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy  >wrote:
>
> > On 7/9/2010 7:08 PM, Harry Jeffery wrote:
> > > Has valve released the code update so a mod can be compiled on mac?
> > > The mod I work for is nearing release and we're looking into releasing
> > > for windows and mac, prehaps at the same time.
> > >
> > > Do I have to port the mod to source 2009 though or can I just keep the
> > > source 2007 code base?
> >
> > No. From what I understand, it's on Valve time at the moment, so it's
> > effectively in limbo.
> >
> > And yes, you will have to port your mod to SE2009. The only Source
> > engine they ported and plan to port to Mac (and eventually Linux?) is
> > SE2009. Not SE2007, SE2006, or SE2004. Maybe we'll see the L4D engine
> > branch ported too, but that's the only mainline engine we're likely
> > going to get. I seriously doubt they want to port the older engines over
> > to Mac/Linux, when they've outright refused to rewrite their SDK tools
> > for portability (apparently they're nasty MFC-based monstrosities).
> >
> > It's a shame, because it'd mean I wouldn't be tied to Windows nearly as
> > much as I am now. I really miss Unix-based OSes and tools.
> >
> > --michi
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> ~Ryan ( skidz )
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Re: [hlcoders] Source Engine 2!!!

2010-06-10 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
A HACKER DID IT!11o1neoneone

2010/6/10 Saul Rennison 

> Lmao "lost their code". That is CLASSIC
>
> Thanks,
> - Saul.
>
>
> On 10 June 2010 20:38, Joel R.  wrote:
>
> > Portal 2 isn't due to be released until 2011.  There are 2 reasons this
> > could be.  First reason, this is one of the first mods their testing on
> > Source Engine 2.  Second reason, they lost their code and have to redo
> > everything.
> >
> > On Thu, Jun 10, 2010 at 2:20 PM, Shawn P. Zipay  > >wrote:
> >
> > > They already said the surprise is Portal 2 related.  They made that
> very
> > > painfully clear in the last press release sent out about the Portal 2
> > > delay.
> > >
> > > Shawn P. Zipay
> > > Community Manager
> > >
> > > MyInternetServices -- http://www.myinternetservices.com
> > > CS-Nation -- http://www.csnation.net
> > > Total Gaming Network -- http://www.totalgamingnetwork.com
> > >
> > >
> > > On Thu, Jun 10, 2010 at 3:16 PM, Tom Edwards  > > >wrote:
> > >
> > > > We're on Source 15 already, keep up!
> > > >
> > > > On 10/06/2010 8:07, Joel R. wrote:
> > > > > Is this the big surprise for E3?!  I hope it is, that would so
> rock!
> > > > > ___
> > > > > 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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> > please visit:
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> >
> >
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
If your news source is Phoronix, better ignore that tabloid-like webpage.

2010/4/24 Tobias Kammersgaard 

> WAT
>
> - ScarT
>
>
> On 24 April 2010 17:10, Jorge Rodriguez  wrote:
>
> > Color me pickled, it looks like they decided to make a Linux client after
> > all.
> >
> > --
> > Jorge "Vino" Rodriguez
> > ___
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> > please visit:
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> >
> >
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Re: [hlcoders] [GoldSrc] AviKit in any mods?

2010-03-18 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
AVIkit was used in a demo MOD from the creator of the library, but AFAIK he
didn't release the source code. I tried to add it some time ago, but finally
dropped the idea.

2010/3/18 kevin bowen 

> Just wondering if anyone has implemented AVIkit and is willing to part with
> the code :) or if AVIkit has been used in any open source mods (rebirth and
> arrangemod have the lib's included but don't actually call the functions).
> I'd do it myself but it would literally take years (I'm a moron), it'd be
> easier just to ask for it here just incase any devs have a dead hl1 mod
> with
> the code already laid out :)
>
> I've scoured the internet and all I could find was this on a russian HL
> coding site which seems to use the code but I'm not sure if it's an entire
> replacement for avikit.cpp or if it fits in there somehow (again I'm a
> moron
> when it comes to this)
>
>
>
>  ///
> // Only setup the avi if it's actually a video screen
>
> if (isVideoScreen && replacement[0] != '\0') {
>char *error_msg = NULL;
>long xres = 0;
>long yres = 0;
>float duration = 0.0f;
>
>movie = new AVIKit( absolute_replacement, false );
>if (movie->getError( &error_msg ) != AVIKIT_NOERROR) {
>gEngfuncs.Con_DPrintf( "SetupAvisFromEntities: Error opening %s:
> %s\n", absolute_replacement, error_msg );
>delete movie;
>break;
>}
>movie->getVideoInfo( &xres, &yres, &duration );
>gEngfuncs.Con_DPrintf( "SetupAvisFromEntities: Opened %s: %ld x %ld (%f
> secs)\n", replacement, xres, yres, duration );
>gEngfuncs.Con_DPrintf( "Video screen at (%d %d %d), with extents (%d %d
> %d)\n",
>(int)origin[0], (int)origin[1], (int)origin[2],
>(int)extents[0], (int)extents[1], (int)extents[2] );
>
>// Create the OpenGL texture
>GLuint texnum;
>glGenTextures( 1, &texnum );
>
>if (!AddComplexAvi( movie, texnum, origin, angles, extents, &error_msg
> )) {
>gEngfuncs.Con_DPrintf( "SetupAvisFromEntities: Error adding movie:
> %s\n", error_msg );
>delete movie;
>}
>} else if (isVideoScreen) {
>gEngfuncs.Con_DPrintf( "SetupAvisFromEntities: Video screen didn't
> have a movie specified!\n" );
>}
>
>//Setting up the texture:
>
>movie->getVideoInfo( &data->width, &data->height, &data->total_length );
>glEnable( GL_TEXTURE_2D );
>glBindTexture( GL_TEXTURE_2D, data->texture_index );
>glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
>glTexImage2D( GL_TEXTURE_2D, 0, 3, data->width, data->height, 0, GL_RGB,
> GL_UNSIGNED_BYTE, tmpbuffer );
>
>//Updating the texture each frame:
>
>// Calculate the frame needed
>int frame = i->movie->getVideoFrameNumber( i->current_time );
>
>// If the frame has changed, re-upload it
>if (frame != i->current_frame) {
>i->current_frame = frame;
>i->movie->getVideoFrame( (char*)i->buffer, frame );
>
>// If the video isn't a power of two on all sides, we need to resize
> it... 
>if (i->resized_buffer) {
>gluScaleImage( GL_RGB, i->realwidth, i->realheight,
> GL_UNSIGNED_BYTE, i->buffer, i->width, i->height, GL_UNSIGNED_BYTE,
> i->resized_buffer );
>// ... and update the OpenGL texture ...
>glEnable(GL_TEXTURE_2D);
>glBindTexture( GL_TEXTURE_2D, i->texture_index );
>glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, i->width, i->height,
> GL_RGB, GL_UNSIGNED_BYTE, i->resized_buffer );
>} else {
>// ... and update the OpenGL texture ...
>glEnable(GL_TEXTURE_2D);
>glBindTexture( GL_TEXTURE_2D, i->texture_index );
>glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, i->width,
> i->height, GL_RGB, GL_UNSIGNED_BYTE, i->buffer );
>}
>}
>
>// If this is a complex movie, draw the polygons
>if (i->texture_type == AVI_TEXTURE_USER) {
>
>glEnable( GL_TEXTURE_2D );
>glBindTexture( GL_TEXTURE_2D, i->texture_index );
>glDisable( GL_BLEND );
>glBegin( GL_QUADS );
>
>// Top left
>glColor3f( 1.0f, 1.0f, 1.0f );
>glTexCoord2f( 0.0f, 1.0f );
>glVertex3f( i->vertexes[0].x, i->vertexes[0].y, i->vertexes[0].z
> );
>
>// Bottom left
>glColor3f( 1.0f, 1.0f, 1.0f );
>glTexCoord2f( 0.0f, 0.0f );
>glVertex3f( i->vertexes[1].x, i->vertexes[1].y, i->vertexes[1].z
> );
>
>// Bottom right
>glColor3f( 1.0f, 1.0f, 1.0f );
>glTexCoord2f( 1.0f, 0.0f );
>glVertex3f( i->vertexes[2].x, i->vertexes[2].y, i->vertexes[2].z
> );
>
>// Top right
>glColor3f( 1.0f, 1.0f, 1.0f );
>glTexCoord2f( 1.0f, 1.0f );
>glVertex3f( i->vertexes[3].x, i->vertexes[3].y, i->vertexes[3].z
> );
>
>glEnd();
>}
>  //

Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-17 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
And there comes the usual anti-Valve bashing in their own mailing list...

2010/3/17 Nick 

> Why? Valve doesn't much like open source, or linux. Valve doesn't want
> to release hammer as open source. Why not work on OpenSource projects
> that for an OpenSource friendly engine? You are in highschool right,
> why not spend time with your friends or if you have no friends join a
> club or sports team?
>
> Just a suggestion..
>
> On Wed, Mar 17, 2010 at 10:29 AM, Jonas 'Sortie' Termansen
>  wrote:
> > Hi, my name is Jonas 'Sortie' Termansen and I intend to make a free
> > software alternative to VBCT released under the GNU General Public
> License.
> >
> > VBCT ('Valve' Batch Compile Tool) was developed by qUiCkSiLvEr and it is
> > one of the most useful tools I have used for modding. It's a batch
> > compile tool that allows me to compile maps outside of Hammer, which is
> > much faster.
> >
> > Unfortunately the VBCT development has come to a halt and the developer
> > has been recently employeed full time. There has been no new release of
> > VBCT since early 2009. And the developer didn't want to make his source
> > code available when I asked him.
> >
> >
> > My vision is to create an user-friendly general purpose batch compile
> > tool for Source Mods. It should be written in pure C++ and licensed
> > under a free software license such as the GNU GPL. It should be
> > developed in union with the modding community.
> >
> > I will start hacking the basics together as soon as I have sent this
> > email and commit the sources to the Maxsi Distribution SVN later on.
> > 
> >
> >
> > Feel free to contact me via the following services if you are interested
> > in the project and would like to be part of its development. I would
> > also like to hear on this list what features you would like from the
> > ideal batch compile tool for Valve's Map.
> >
> > SteamId: Sortie
> > MSN: Sortie at Maxsi dot dk
> >
> > Also, Valve broke batch compiling when they released the OB engine,
> > though a workaround is known. I have created a simple GPL-licensed batch
> > system that programmers should have no trouble using if they set it up
> > properly. It's not my actual batch compile tool, but only a proof it's
> > possible.
> >
> > http://www.maxsi.dk/upload/data/sortie/MaxsiCompile-1.0.zip
> >
> > About me:
> > I am a highly skilled programmer with years of experience writing native
> > C++ programs. I am currently working on a free software digital
> > distribution platform platform for mods called Maxsi Distribution. I am
> > involved with the development of City17: Episode One part time. I
> > currently study high level Physics, Math, and Chemistry at my high
> > school and intend to study Computer Science later on.
> >
> > ___
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> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
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Re: [hlcoders] Hitbox Specific Actions

2010-02-21 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
If you are using a custom model, maybe it has autogenerated hitboxes or all
of them are set as group 0. Check the VDC for more info:
http://developer.valvesoftware.com/wiki/$hbox

2010/2/21 James Martin 

> Yes, I've fully compiled both DLLs.
>
> As for the models, they show the different hitboxes, also I can grab the
> entity's CBaseAnimating and iterate through the hitboxes. So I know they
> are
> there.
>
> The problem is that the enginetrace, is done via the engine (hence the
> name.) So I have no way of knowing how it's checking for the hitboxes, or
> altering the code in question.
> It really makes no sense to me why it returns the hitbox/hitgroup as 0.
>
> Anyway, thanks for the input.
>
> On Sun, Feb 21, 2010 at 4:18 PM, Rodrigo 'r2d2rigo' Diaz <
> r2d2r...@gmail.com
> > wrote:
>
> > Did you recompile both DLLs? Are you sure the model contains
> > hitgroup-specific info, so they are properly identified?
> >
> > 2010/2/21 James Martin 
> >
> > > A friend asked me to help start a mod, and I ran into a problem quite
> > early
> > > on.
> > > The request was for specific damage amount on a headshot.
> > >
> > > This seemed like an easy goal, but has me stumped. What would be the
> > proper
> > > way to detect a headshot? My first assumption was to check the "hitbox"
> > or
> > > "hitgroup" members from the CGameTrace. After searching the SDK, this
> > > seemed
> > > to be the right method. CBasePlayer::TraceAttack checks the hitgroup
> > there
> > > for scaling damage.
> > > The problem is, this just simply does not work for me. I added a simple
> > > console message to print the hitbox and hitgroup specified, and they
> > ALWAYS
> > > show as 0. (Which explains why the different damage doesn't work.)
> > >
> > > I've not messed with modeling any however, loading the model in the
> model
> > > viewer, I can see the hitboxes are there...
> > >
> > > I'm starting to think there is something painfully obvious that I'm
> > > overlooking here. If someone could please give me a hint as to what I'm
> > > doing wrong, I'd greatly appreciate it.
> > > ___
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> > > 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] Hitbox Specific Actions

2010-02-21 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Did you recompile both DLLs? Are you sure the model contains
hitgroup-specific info, so they are properly identified?

2010/2/21 James Martin 

> A friend asked me to help start a mod, and I ran into a problem quite early
> on.
> The request was for specific damage amount on a headshot.
>
> This seemed like an easy goal, but has me stumped. What would be the proper
> way to detect a headshot? My first assumption was to check the "hitbox" or
> "hitgroup" members from the CGameTrace. After searching the SDK, this
> seemed
> to be the right method. CBasePlayer::TraceAttack checks the hitgroup there
> for scaling damage.
> The problem is, this just simply does not work for me. I added a simple
> console message to print the hitbox and hitgroup specified, and they ALWAYS
> show as 0. (Which explains why the different damage doesn't work.)
>
> I've not messed with modeling any however, loading the model in the model
> viewer, I can see the hitboxes are there...
>
> I'm starting to think there is something painfully obvious that I'm
> overlooking here. If someone could please give me a hint as to what I'm
> doing wrong, I'd greatly appreciate it.
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Re: [hlcoders] [GoldSrc] Monsters in multiplayer

2010-02-18 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Prepare to be annoyed by CTalkMonster's ugly, messy code :)

2010/2/19 kevin bowen 

> Yeah, I'm forcing mp_allowmonsters 1. I just thought that by default it
> would use original code from the sp dll in the gfc. I'm really only
> interested in adding scientists. I'm gonna take a look at the sp scientist
> code, I have a feeling this is going to be a bitch though
>
> On Thu, Feb 18, 2010 at 6:08 PM, Tom Schumann  >wrote:
>
> > Have you set mp_allowmonsters to 1?
> >
> > On 19 February 2010 07:33, Adam "amckern" McKern 
> > wrote:
> >
> > > Hey,
> > >
> > > un-life - a MP project i was working on from the 2.3 sdk was built on
> SP
> > > code, and allowed monsters straight out of the box.
> > >
> > > If you want monsters in your MP mod, build it from the SP code, i
> suspect
> > > that the MP code has quite a few SP features removed, such as monsters
> > etc.
> > >
> > > Adam
> > >
> > > 
> > > Owner Nigredo Studios http://www.nigredostudios.com
> > >
> > > --- On Fri, 19/2/10, Rodrigo 'r2d2rigo' Diaz 
> wrote:
> > >
> > > From: Rodrigo 'r2d2rigo' Diaz 
> > > Subject: Re: [hlcoders] [GoldSrc] Monsters in multiplayer
> > > To: "Discussion of Half-Life Programming" <
> > hlcoders@list.valvesoftware.com
> > > >
> > > Received: Friday, 19 February, 2010, 1:02 AM
> > >
> > > AFAIK the last GoldSrc SDK released (2.3?) had two projects: one for a
> > > MP-only game and another for a SP-only game. So if you are using it
> > instead
> > > of 2.1 version you are very far from having working monsters.
> > >
> > >
> > > 2010/2/18 kevin bowen 
> > >
> > > > I currently have monsters allowed in multiplayer, and monsters in my
> > map,
> > > > but they aren't showing up. Does the singleplayer code need to be
> > > compiled
> > > > also? Doesn't make much sense to me
> > > > ___
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> > > > please visit:
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> > > >
> > > >
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> > > please visit:
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> > >
> > >
> > >
> > >
> > >
> > >
> >
>  
> __
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> > and
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Re: [hlcoders] [GoldSrc] Monsters in multiplayer

2010-02-18 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
AFAIK the last GoldSrc SDK released (2.3?) had two projects: one for a
MP-only game and another for a SP-only game. So if you are using it instead
of 2.1 version you are very far from having working monsters.


2010/2/18 kevin bowen 

> I currently have monsters allowed in multiplayer, and monsters in my map,
> but they aren't showing up. Does the singleplayer code need to be compiled
> also? Doesn't make much sense to me
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Re: [hlcoders] DirectX 10.1 and SM4.0

2010-02-06 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Actually, the paper "Post processing in the Orange Box" mentions DX10 in a
few places. But I think they are referring to the X360 version of the
engine, which uses a superset of DX9 :|

2010/2/7 Scott Highland 

> *Remembers Valve talking about upgrading Source to DX10 since the E3
> techdemo days*
> memoriees~
>
> i mean... broken promiises~
>
> Ryan Sheffer wrote:
> > Valve have to actually integrate these features as far as I know. The
> next
> > iteration of the engine might hold more related to DX10 and 11.
> >
> > On Fri, Feb 5, 2010 at 12:47 PM, Tobias Kammersgaard <
> > tobias.kammersga...@gmail.com> wrote:
> >
> >
> >> Source only supports fully supports DirectX 9. There are a few DirectX
> 10
> >> features that's supposed relating to textures, but that's all as far as
> I
> >> know.
> >> You can't update the engine to use newer versions of DirectX since the
> >> source for the ShaderAPI isn't available.
> >>
> >> /ScarT
> >>
> >>
> >> On 5 February 2010 21:41, Adam "amckern" McKern 
> wrote:
> >>
> >>
> >>> Brent,
> >>>
> >>> Even though the overlay has been updated to support DX10 & DX11, i
> >>>
> >> suspect
> >>
> >>> that this is only for new PC Games, has nothing to do with the source
> >>> engine.
> >>>
> >>> I think source is stuck in the dark ages of DX9 - let me know however
> if
> >>> anything is incorrect.
> >>>
> >>> Thanks,
> >>>
> >>> Adam McKern
> >>>
> >>> 
> >>> Owner Nigredo Studios http://www.nigredostudios.com
> >>>
> >>> --- On Sat, 6/2/10, Brent Lewis  wrote:
> >>>
> >>> From: Brent Lewis 
> >>> Subject: [hlcoders] DirectX 10.1 and SM4.0
> >>> To: hlcoders@list.valvesoftware.com
> >>> Received: Saturday, 6 February, 2010, 4:06 AM
> >>>
> >>>
> >>> I'm pretty certain that this is not possible, but doesn't hurt to ask.
> Is
> >>> there a way to enable multisample render target and depth buffer
> >>>
> >> readback.
> >>
> >>> It's new in DX10 and I don't see anything in the interfaces that
> suggests
> >>> that source is aware of it. Otherwise anti-aliasing wont be available
> in
> >>>
> >> a
> >>
> >>> deferred shading implementation. I suspect it needs SM4.0 as well, but
> I
> >>> haven't looked at the implementation details for the read back stuff.
> >>>
> >> Will
> >>
> >>> changing some perl scripts be enough to compile SM4.0 or is
> >>> shadercompile.exe (or whatever it's called) internally incapable of
> >>> compiling SM4.0? Thanks!
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >>>
> >>>
> >>>
> >>>
> >>
>  
> __
> >>
> >>> Yahoo!7: Catch-up on your favourite Channel 7 TV shows easily, legally,
> >>>
> >> and
> >>
> >>> for free at PLUS7. www.tv.yahoo.com.au/plus7
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> >>> please visit:
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> >>>
> >>>
> >>>
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> >> please visit:
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> >>
> >>
> >>
> >
> >
> >
>
>
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Re: [hlcoders] HTML/JPG/GIF display in HL1 Goldsrc

2010-01-30 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Guys, he's talking about GoldSrc.

@OP: AFAIK, HL SDK didn't have any native support for other image types than
TGA. Maybe you could derive your own class from BitmapTGA/Bitmap/Image and
override the proper functions so you load the JPG, convert it to raw RGBA
and upload it to the VRAM.


2010/1/31 Matt Lima Faiotto 

> They are probably using Images converted onto a VTF.
>
> --
> From: "Saint Thoth (hotmail)" 
> Sent: Saturday, January 30, 2010 6:31 PM
> To: 
> Subject: [hlcoders] HTML/JPG/GIF display in HL1 Goldsrc
>
> > HTML/JPG/GIF display in HL1 Goldsrc
> >
> > I've seen mods that can display HTML content on panels in-game.
> Presumably
> > that includes JPG and/or GIF image display capability.
> >
> > Has anyone seen the source code for this capability?
> >
> > We have a mod that can display TGA images on panels, and want to use them
> > to
> > make lore books, however, TGA images are FAR too large, disk-space-wise,
> > for
> > this purpose. JPG or GIF would certainly be more acceptable.
> >
> > It maybe this ability is the result of an AMX plugin or such, in which
> > case,
> > I should likely go searching at the ModX forums. >_>
> >
> > Thanks in advance,
> >
> >
> > ___
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> > please visit:
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> >
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Re: [hlcoders] Discussion, Joel R. has invited you to open a Google mail account

2009-12-11 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
I'm pretty sure the mailing list bot will be pretty happy with your
offering...

2009/12/11 Joel R. 

> shit, wrong person, ignore.
>
> On Fri, Dec 11, 2009 at 10:06 AM, Didrole  wrote:
>
> > SPAM
> >
> > 2009/12/11 Joel R. 
> >
> > > I've been using Gmail and thought you might like to try it out. Here's
> > > an invitation to create an account.
> > >
> > > ---
> > >
> > > Joel R. has invited you to open a free Gmail account.
> > >
> > > To accept this invitation and register for your account, visit
> > > http://mail.google.com/mail/a-7ab4886b1-4403d80fb7-81761ab28c15aa81
> > >
> > > Once you create your account, Joel R. will be notified with
> > > your new email address so you can stay in touch with Gmail!
> > >
> > > If you haven't already heard about Gmail, it's a new search-based
> webmail
> > > service that offers:
> > >
> > > - Over 2,700 megabytes (two gigabytes) of free storage
> > > - Built-in Google search that instantly finds any message you want
> > > - Automatic arrangement of messages and related replies into
> > >  "conversations"
> > > - Powerful spam protection using innovative Google technology
> > > - No large, annoying ads--just small text ads and related pages that
> are
> > >  relevant to the content of your messages
> > >
> > > To learn more about Gmail before registering, visit:
> > > http://mail.google.com/mail/help/benefits.html
> > >
> > > And, to see how easy it can be to switch to a new email service, check
> > > out our new switch guide: http://mail.google.com/mail/help/switch/
> > >
> > > We're still working every day to improve Gmail, so we might ask for
> your
> > > comments and suggestions periodically.  We hope you'll like Gmail.  We
> > > do.  And, it's only going to get better.
> > >
> > > Thanks,
> > >
> > > The Gmail Team
> > >
> > > (If clicking the URLs in this message does not work, copy and paste
> them
> > > into the address bar of your browser).
> > >
> > > ___
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> > > please visit:
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Re: [hlcoders] Do high ping players cause extra lag?

2009-10-13 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
I think you can reduce in-game lag building additional pylons.

2009/10/14 Lech 

> We require more vespene gas... CANNOT CREATE MORE UNITS.
>
> On Tue, Oct 13, 2009 at 7:33 PM, Joel R.  wrote:
> > The ones who say, "high pingers lag everyone else", play too much
> starcraft.
> >
> >
> > On Tue, Oct 13, 2009 at 1:03 PM, Ryan Sheffer 
> wrote:
> >
> >> The only thing I would consider with a high pinging player would be
> spikes
> >> severe enough to cause a full client update to that player, which might
> >> fail
> >> and call another full client update. It is unreasonable to think this
> would
> >> happen though, but its the only thing I can think of. Other than that, I
> >> would go with the fact that a player with 250 ping looks laggy to
> players
> >> with 50 ping.
> >>
> >> On Tue, Oct 13, 2009 at 7:46 AM, Andrew Ritchie 
> >> wrote:
> >>
> >> > "Extra" load on servers would imply a 100 ping player and a 500 ping
> >> player
> >> > require different amounts of processing.  The 2 obvious places this
> could
> >> > potentially occur in Source are the think/movement calculations on
> each
> >> > packet and rewinding players in prediction for the shot calculations.
> >>  The
> >> > former *might* be an issue if Source calculates and runs every
> individual
> >> > command packet and accumulates them between tick frames.  However
> that'd
> >> > not
> >> > be any more or less packets to calculate for someone with a higher
> ping,
> >> it
> >> > would just mean their commands arrive later.  If there's a lot of
> choke
> >> or
> >> > backup in deliveries then it might be a case of they all arrive and
> are
> >> > processed at one time.  That all boils down to the individual engines'
> >> > handling of packets, worst case would also be if an engine waited on
> and
> >> > demanded synchronized packet order which could throw a spanner in the
> >> works
> >> > on a dodgey connection, and that is really dependent on the networking
> >> > model
> >> > the developers chose.
> >> >
> >> > I'm sure you already know all that, so just confirming that there's a
> lot
> >> > of
> >> > different things that could potentially cause high pings to upset a
> game
> >> > server.  However if it's a consistent connection most people will just
> be
> >> > complaining because prediction isn't perfect and extrapolation on high
> >> > latency players will be more prone cause noticeable divergences from
> >> actual
> >> > data from time to time.
> >> >
> >> > On Tue, Oct 13, 2009 at 1:23 PM, Marek Sieradzki
> >> > wrote:
> >> >
> >> > > HL1 is ancient.
> >> > >
> >> > > ___
> >> > > To unsubscribe, edit your list preferences, or view the list
> archives,
> >> > > please visit:
> >> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> > >
> >> > >
> >> > ___
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> >> > please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >
> >> >
> >>
> >>
> >> --
> >> ~Ryan ( skidz )
> >> ___
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> >> please visit:
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Re: [hlcoders] whats happening with this engine

2009-10-09 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
"To sleep"? Yeah, because there are no differences between vanilla Source,
and the Ep1 and OB revisions. And who knows what are the changes for Ep3 or
future versions.

Joshua, sometimes (always?) you give the impression that you are talking
about something without knowing a crap on the subject. Just my 2 cents.



2009/10/10 Joshua Scarsbrook 

> Worth noting that most of the larger projects where developed by
> engineers(in garrysmod) aside from source has kinda gone dormant unlike
> other engines, valve still gets a lot of sales but the engine has gone
> to sleep
>
> On 10/10/2009 10:21 a.m., BananaSandbags wrote:
> > To better iterate on that though, I'm speaking of tiny sales compared to
> > some Large titles, though gmod still does well all on it's own.
> >
> http://www.garry.tv/wp-content/plugins/quickimg/image/f5db5c01d838401f39fda14271602a26.jpg
> > <
> http://www.garry.tv/wp-content/plugins/quickimg/image/f5db5c01d838401f39fda14271602a26.jpg
> >And
> > the demographic isn't that much of a problem, we all know how 13 year
> olds
> > can be :/. Either way, the gameplay style attracts younger people more
> > often, only because they seem to have a getter imagination than older
> people
> > do.
> >
> > On Thu, Oct 8, 2009 at 11:42 PM, Cory de La Torre >wrote:
> >
> >
> >> Gmod already has tiny sales. If not for the demographic it's targeting
> >> 13-15 year olds.
> >>
> >>
> >> On Thu, Oct 8, 2009 at 11:25 PM, Harry Jeffery<
> >> harry101jeff...@googlemail.com>  wrote:
> >>
> >>
> >>> Cloverfield had great viral marketing. Very good film too.
> >>>
> >>> 2009/10/8 Joshua Scarsbrook:
> >>>
>  Releasing a Game in secret is also known as viral marketing, but with
>  steam the second it gets out the whole would will know and it will
> make
>  the g mod sale look tiny
> 
>  On 9/10/2009 11:52 a.m., Adam Buckland wrote:
> 
> > Only the chosen few who believe will be able to play it...
> >
> >
> > On 8 Oct 2009, at 22:48, Garry Newman wrote:
> >
> >
> >
> >> I heard they're aiming to raise the bar by not only developing HL3
> >> in secret
> >> - but also releasing it in secret.
> >> garry
> >>
> >> On Thu, Oct 8, 2009 at 9:36 PM, Joshua Scarsbrook<
> >>
> >>> jscarsbr...@gmail.com
> >>>
> >>
> >>> wrote:
> >>>
> >>>
> >>
> >>> Well what we want to know is what are the next features that are
> >>> going
> >>> to be added to source.
> >>> Also an company as big as valve is going to tell the world of hl3
> >>> at E3.
> >>>
> >>> On 9/10/2009 5:31 a.m., botman wrote:
> >>>
> >>>
>  On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:
> 
> 
> 
> > This list is for programming in Source, not complaining about
> >
> >
> >>> Source.
> >>>
> >>>
>  Aren't they the same thing?  ZING!  :)
> 
> 
> 
> 
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >>>
> >> ___
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> >> archives, please visit:
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> >>
> >>
> >>
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> 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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> >>> please visit:
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> >>>
> >>>
> >>>
> >>
> >> --
> >> Gear Dev
> >>
> >>
> >
> >
> >
>
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Re: [hlcoders] Bump mapping in HL1

2009-10-05 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
CG toolkit won't get you account banned. Spirit of Half-Life used them
extensively.

It's like SvenCoop using FMOD. A dependant DLL, not a replacement for one of
the engine's.


2009/10/6 Trevor 'Drak' 

> The way he/she is accomplishing that is exactly how I am. They use the CG
> toolkit - but because of the date of the article it may have been for WON
> HL. So I'm not sure if VAC was taken into account. (The OpenGL libraries
> are
> not being edited - just included from the CG toolkit.)
> --
> From: "Clayton Barton" 
> Sent: Monday, October 05, 2009 7:56 PM
> To: 
> Subject: Re: [hlcoders] Bump mapping in HL1
>
> >
> > Here is that old VERC article which goes through getting bump maps into
> > Half-Life.
> >
> > http://www.twhl.co.za/articulator.php?art=174
> > _
> > Need a place to rent, buy or share? Let us find your next place for you!
> > http://clk.atdmt.com/NMN/go/157631292/direct/01/
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Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-22 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Huh? In single-player game, pause command stops *everything*, except VGUI
interaction.

2009/9/22 Olivér Horváth 

> I think that I tried every console command, but none of them makes the
> gameplay TOTALLY freeze. This is very essential. The command pause only
> blocks the players from move, that's all, and everything else still works.
> I
> doubt that there would be any command that should TOTALLY blocks
> client/server communication for a period of time (of course maybe lag
> should
> work...).
>
> 2009/9/22 Joshua Scarsbrook 
>
> > Well the easyest way i see to do this is with a little script involving
> > pause and some sort of scripting wait command if that is possable.
> > something with making a command, i have never played hl1 but i am
> > relativly good at hl2 scripting and programming convensions
> >
> > Saul Rennison wrote:
> > > Isn't there a command called *singlestep*? If so, then do:
> > >
> > > bind ** "next 1"
> > > singlestep
> > >
> > > Then press ** to advance a frame :)
> > >
> > > Thanks,
> > > - Saul.
> > >
> > >
> > > 2009/9/21 Olivér Horváth 
> > >
> > >
> > >> Wow thanks for the fast response.
> > >> Well, I already tried every cvar, but none of them makes the gameplay
> > >> frame-by-frame. using the host_framerate or pause; wait; pause method
> > won't
> > >> interrupt the server-client communcation. So this is basicly only a
> > >> "visual"
> > >> frame advancing, and we would need real frame advancing. However I
> don't
> > >> have the real, full, compilable HL source code, and the downloadable
> > free
> > >> hl
> > >> sdk doesn't has the server_frame function or anything that processed
> in
> > >> every frame.
> > >>
> > >> The best thing should be to have the same DemoPlayer's gui @ HL
> > >> singleplayer.
> > >>
> > >> 2009/9/21 Rodrigo 'r2d2rigo' Diaz 
> > >>
> > >>
> > >>> Try using the convars "host_framerate" and "pause".
> > >>>
> > >>> 2009/9/21 Olivér Horváth 
> > >>>
> > >>>
> > >>>> Hello everybody, my nickname is MESHUGGAH, a speedrun fan.
> > >>>> We have a (currently in hold) Half-life 1 TAS [tool assisted]
> speedrun
> > >>>> project @ SDA (speeddemosarchive.com) and we have some questions
> > about
> > >>>>
> > >>> the
> > >>>
> > >>>> HL engine.
> > >>>> We would like to achieve a frame-by-frame (frame advancing when you
> > >>>>
> > >> press
> > >>
> > >>> a
> > >>>
> > >>>> specific key) gameplay to abuse every bug and glitch in HL. However
> > the
> > >>>> full
> > >>>> HL SDK (as far as I know) doesn't gives me possibility to have a
> > custom
> > >>>> function that would interrupt everything and making a TOTAL
> > >>>>
> > >> engine-pause
> > >>
> > >>>> whenever there's a frame advance. So my question would be this:
> > >>>>
> > >>>> Is there any possible way to play the game frame-by-frame?
> > >>>> (with absolutely no server-client communication or anything else
> > during
> > >>>> frame-pause).
> > >>>>
> > >>>> If you don't understand what I'm talking about (tool assisted,
> > >>>>
> > >> speedrun,
> > >>
> > >>>> why
> > >>>> abuse glitches, why we need frame advance), feel free to ask it.
> > >>>> btw I wanted to read the archives, but the txt files comes with
> > >>>> very-very-very slow bitrate.
> > >>>>
> > >>>> Thanks for responses in advance.
> > >>>> ___
> > >>>> 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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> > please visit:
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> > >
> > >
> > >
> >
> >
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> > please visit:
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Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-21 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Try using the convars "host_framerate" and "pause".

2009/9/21 Olivér Horváth 

> Hello everybody, my nickname is MESHUGGAH, a speedrun fan.
> We have a (currently in hold) Half-life 1 TAS [tool assisted] speedrun
> project @ SDA (speeddemosarchive.com) and we have some questions about the
> HL engine.
> We would like to achieve a frame-by-frame (frame advancing when you press a
> specific key) gameplay to abuse every bug and glitch in HL. However the
> full
> HL SDK (as far as I know) doesn't gives me possibility to have a custom
> function that would interrupt everything and making a TOTAL engine-pause
> whenever there's a frame advance. So my question would be this:
>
> Is there any possible way to play the game frame-by-frame?
> (with absolutely no server-client communication or anything else during
> frame-pause).
>
> If you don't understand what I'm talking about (tool assisted, speedrun,
> why
> abuse glitches, why we need frame advance), feel free to ask it.
> btw I wanted to read the archives, but the txt files comes with
> very-very-very slow bitrate.
>
> Thanks for responses in advance.
> ___
> 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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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
How ironic that the last post before the "I DON'T WANT SPAM ANYMORE" is the
one from Cory begging to stay on topic.

2009/8/19 Jonas 'Sortie' Termansen 

> *To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
>
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
> If that isn't helpful, please tell us and we'll help you get off the list.
> (Or can some administrator simply remove him permanently so he doesn't spam
> again like he's done a few thousand times before)
> *
>
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Re: [hlcoders] Getting self-shadowing models in OB?

2009-07-13 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
The cave walls are self-shadowed by using this technique, which can be only
applied to world geometry:
http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_EfficientSelfShadowedRadiosityNormalMapping.pdf

2009/7/13 Kohan Venets 

>
> By the sound of it, that CVar would make it so that your processor does the
> lighting instead of your video card (which would be hardware lighting).
>  Since CPUs are a bazillion times less powerful than GPUs, the result has
> lower quality.
>
> I recall from developer commentary that the cave walls in Episode 2 were
> also self-shadowed to exaggerate the effect of the player's flashlight.
>
> -Kohan
>
>
>
> > From: lord.matt.hoff...@gmail.com
> > Date: Mon, 13 Jul 2009 09:27:47 -0700
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Getting self-shadowing models in OB?
> >
> > Search it up on youtube. There's still a res file called "BoxRocket"
> which
> > was Valve's internal name for it in L4D. (\Resource)
> >
> > I can't get env_projectedtexture to work in TF2. Not sure if I'm doing it
> > wrong or what. Will continue to tinker with it.
> >
> > However, using dynamic_light, I can get this:
> > http://hailaeros.com/ZScreen_Uploads/SS-2009.07.12-22.21.14.png
> >
> > Which looks pretty good. However if you get too close to the light source
> > you see it lighting per-vertex (Triangle face?) and becomes really
> jagged.
> > Probably a setting.
> >
> > Also anyone know what mat_softwarelighting 1 does? It makes the model not
> be
> > lit by my dynamic light, and makes other lights only effect it to some
> > extent.
> >
> > On Mon, Jul 13, 2009 at 1:03 AM, Kohan Venets 
> wrote:
> >
> > >
> > > How exciting!  I would love to tinker with those tools.  Thanks for
> that
> > > image, I had no idea there was any public info on it.
> > >
> > > -Kohan
> > >
> > >
> > >
> > > > From: lord.matt.hoff...@gmail.com
> > > > Date: Sun, 12 Jul 2009 22:09:14 -0700
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: Re: [hlcoders] Getting self-shadowing models in OB?
> > > >
> > > > Well I wager they need to release it. I know it exists:
> > > > http://img80.imageshack.us/img80/3809/sourcefilmmakerdg3.jpg
> > > >
> > > > It was in the TF2 beta I think, there's youtube videos of people
> claiming
> > > to
> > > > use it.
> > > >
> > > > A steampost by Eram (Steam forums Moderator) claims that "...The
> tools
> > > will
> > > > be released after the final meet the team video."
> > > >
> > > > However, this doesn't take Valve time into it's account... And I like
> my
> > > own
> > > > ways.
> > > >
> > > > I'm looking into both the light_dynamic entity (Looks pretty broken)
> and
> > > the
> > > > EP2 scene.
> > > >
> > > > On Sun, Jul 12, 2009 at 9:58 PM, Kohan Venets 
> > > wrote:
> > > >
> > > > >
> > > > > Episode 2 does have self-shadowing, so it's definitely possible.
> > > > >  Nevertheless, I'm just about positive that none of the Meet the
> Team
> > > videos
> > > > > were done using the conventional Source engine.  I wager that they
> have
> > > > > their own special utility for making such high-quality videos.
> > > > >
> > > > > -Kohan
> > > > >
> > > > >
> > > > >
> > > > > > From: lord.matt.hoff...@gmail.com
> > > > > > Date: Sun, 12 Jul 2009 21:40:05 -0700
> > > > > > To: hlcoders@list.valvesoftware.com
> > > > > > Subject: [hlcoders] Getting self-shadowing models in OB?
> > > > > >
> > > > > > I've noticed that none of the models in the Source engine self
> > > shadow.
> > > > > (As
> > > > > > in cast a shadow on themselves,  caused by themselves)
> > > > > >
> > > > > > A good example of this would be from Meet the Spy:
> > > > > >
> > > > >
> > >
> https://files.getdropbox.com/u/586461/vlcsnap-2009-07-11-15h57m36s184.png
> > > > > >
> > > > > > As you can see the soldiers arms are shadowing on him, so is his
> > > shotgun.
> > > > > > Even his collar casts a shadow (And it doesn't suck).
> > > > > >
> > > > > > Is there anyway we can do something like this? Preferably without
> any
> > > new
> > > > > > code or shaders (Eg. So it will work in TF2)
> > > > > >
> > > > > > I don't want them for anything realtime or player models running
> > > around,
> > > > > so
> > > > > > preformance isn't an issue.
> > > > > >
> > > > > > Thanks!
> > > > > > ___
> > > > > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > > > please visit:
> > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > >
> > > > >
> > > > > _
> > > > > Windows Live™: Keep your life in sync.
> > > > >
> > >
> http://windowslive.com/explore?ocid=TXT_TAGLM_WL_BR_life_in_synch_062009
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > 

Re: [hlcoders] Material Previewer

2009-07-12 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Model Viewers always had their own rendererers, AFAIK. So you will need to
code your own...

2009/7/12 Brent Lewis 

>
> Some people have requested I put a material editor into DuctTape. I'm
> thinking the smartest way to do this would be to actually get the source
> engine to render it, like as is done in the engines "-tools" mode. I'm
> guessing that the half life model viewer uses a view port via the engine...
> so how can I do the same?
>
> Thank,
> coder0xff
> ___
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Re: [hlcoders] VS2010b1 - Linker probems.

2009-05-30 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Going back to 2008 or 2005.

2009/5/31 Yaakov Smith 

> Downgrade the compiler?
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Rodrigo
> 'r2d2rigo' Diaz
> Sent: Sunday, 31 May 2009 1:20 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] VS2010b1 - Linker probems.
>
> It would be easier if you downgrade your compiler. VS tends to be very
> picky
> sometimes.
>
> 2009/5/31 Yaakov Smith 
>
> > More linker errors now.
> >
> > linkererrors.txt - http://www.megaupload.com/?d=KM2EI3IM
> >
> > Linking against:
> > winmm.lib
> > tier0.lib
> > vgui_controls.lib
> > vstdlib.lib
> > kernel32.lib
> > user32.lib
> > gdi32.lib
> > winspool.lib
> > comdlg32.lib
> >
> > Please help!
> >
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com
> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom
> Leighton
> > Sent: Wednesday, 27 May 2009 10:18 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] VS2010b1 - Linker probems.
> >
> > You will probably need to recompile the old library files, since they
> > would be using the old vs2008 runtime.
> >
> > Also, i believe the build log is saved as BuildLog.htm in the
> > build/project directory.
> >
> > Alexander Hirsch wrote:
> > > Seems like the project isn't linking against tier0.lib.
> > >
> > > On Wed, May 27, 2009 at 7:00 AM, Yaakov Smith 
> > wrote:
> > >
> > >
> > >> I installed and am testing Visual Studio 2010 Beta 1. It converted the
> > >> VS2008 projects (which in turn were converted from VS2005), and gets
> > heaps
> > >> of linker errors such as "unresolved external symbol
> > >> __imp_DoNewAssertDialog". The problem is that after cancelling the
> > build,
> > >> VS2010 crashes so I can't post a full log.
> > >>
> > >>
> > >>
> > >> Anyone else in a similar position, or anyone know what's wrong?
> > >>
> > >> ___
> > >> 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
> >
> >
> > __ Information from ESET Smart Security, version of virus
> signature
> > database 4100 (20090525) __
> >
> > The message was checked by ESET Smart Security.
> >
> > http://www.eset.com
> >
> >
> >
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> signature
> > database 4117 (20090530) __
> >
> > The message was checked by ESET Smart Security.
> >
> > http://www.eset.com
> >
> >
> >
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> >
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>
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Re: [hlcoders] VS2010b1 - Linker probems.

2009-05-30 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
It would be easier if you downgrade your compiler. VS tends to be very picky
sometimes.

2009/5/31 Yaakov Smith 

> More linker errors now.
>
> linkererrors.txt - http://www.megaupload.com/?d=KM2EI3IM
>
> Linking against:
> winmm.lib
> tier0.lib
> vgui_controls.lib
> vstdlib.lib
> kernel32.lib
> user32.lib
> gdi32.lib
> winspool.lib
> comdlg32.lib
>
> Please help!
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Leighton
> Sent: Wednesday, 27 May 2009 10:18 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] VS2010b1 - Linker probems.
>
> You will probably need to recompile the old library files, since they
> would be using the old vs2008 runtime.
>
> Also, i believe the build log is saved as BuildLog.htm in the
> build/project directory.
>
> Alexander Hirsch wrote:
> > Seems like the project isn't linking against tier0.lib.
> >
> > On Wed, May 27, 2009 at 7:00 AM, Yaakov Smith 
> wrote:
> >
> >
> >> I installed and am testing Visual Studio 2010 Beta 1. It converted the
> >> VS2008 projects (which in turn were converted from VS2005), and gets
> heaps
> >> of linker errors such as "unresolved external symbol
> >> __imp_DoNewAssertDialog". The problem is that after cancelling the
> build,
> >> VS2010 crashes so I can't post a full log.
> >>
> >>
> >>
> >> Anyone else in a similar position, or anyone know what's wrong?
> >>
> >> ___
> >> 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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Re: [hlcoders] Model on VGUI

2009-05-26 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Well, they use specific OpenGL code, so that's easier to achieve. But you
break D3D/Software modes this way.

2009/5/26 Neuwirth Christoph 

> There has to be a way cause www.esforces.com and nnk have it implemented.
>
>
> Minh schrieb:
> > Are you sure you can even get 3d models on the VGUI in HL1dm ?
> > Goldsource engine uses a different VGUI implementation and I don't
> > recall it having the ability to render 3d models on it.
> >
> > Neuwirth Christoph wrote:
> >> Hello
> >>
> >> I?m trying to load a model on a VGUI Panel. I found an article for
> >> that on VDC but i?m working on HL1 mod atm. How can i get the
> >> Informations needed on Clientside?
> >>
> >> regards
> >>
> >> ___
> >> 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] Model on VGUI

2009-05-26 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
If my memory serves me right, there used to be some tutorial floating around
the Internet on how to draw models inside a VGUI control using TriAPI. Try
searching for that, perhaps it's still online.

2009/5/26 Minh 

> Are you sure you can even get 3d models on the VGUI in HL1dm ?
> Goldsource engine uses a different VGUI implementation and I don't
> recall it having the ability to render 3d models on it.
>
> Neuwirth Christoph wrote:
> > Hello
> >
> > I?m trying to load a model on a VGUI Panel. I found an article for that
> > on VDC but i?m working on HL1 mod atm. How can i get the Informations
> > needed on Clientside?
> >
> > regards
> >
> > ___
> > 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] Game Content

2009-05-14 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Joost, it looks like your cat is walking on your keyboard :o

2009/5/14 Joost van kempen 

>
> fds
> fdsfdsfsfsfsfs
> > From: hlcod...@maxsi.dk
> > To: hlcoders@list.valvesoftware.com
> > Date: Thu, 14 May 2009 18:29:24 +0200
> > Subject: Re: [hlcoders] Game Content
> >
> > I would, but I couldn't find a copy of it.
> >
> > - Original Message -
> > From: "Tom Leighton" 
> > To: "Discussion of Half-Life Programming" <
> hlcoders@list.valvesoftware.com>
> > Sent: Thursday, May 14, 2009 5:57 PM
> > Subject: Re: [hlcoders] Game Content
> >
> >
> >> Have you read the agreement that accompanies the SDK?
> >>
> >> Jonas 'Sortie' Termansen wrote:
> >>> I just read the Steam Subscriber Agreement (
> >>> http://store.steampowered.com/subscriber_agreement/ ) and it said
> nothing
> >>> about .GCF files or using unmounted content. However, it defines "Steam
> >>> Software" as "software and other content and updates", and restricts
> you
> >>> from
> >>>
> >>>  "with regard to the SDK, you may not, in whole or in part, copy,
> >>> photocopy,
> >>> reproduce, translate, reverse engineer, derive source code, modify,
> >>> disassemble, decompile, create derivative works based on, or remove any
> >>> proprietary notices or labels from the Steam Software or any software
> >>> accessed via Steam"
> >>>
> >>> Other agreements with Valve might apply, which I have forgotten about,
> or
> >>> didn't read because they shouldn't cover copyright, such as the Steam
> >>> Online
> >>> Conduct ruleset, or the Valve Privacy Policy.
> >>>
> >>> The definition of Steam Software is unclear, and doesn't specify
> whether
> >>> it
> >>> includes the specific game content or not, but if it doesn't, the game
> >>> content is fully covered by US Copyright Laws. Again, thus it could
> >>> qualify
> >>> as Fair Use (see http://en.wikipedia.org/wiki/Fair_use for more
> >>> information)
> >>> because the works are non-comerical, only uses a bit of Valve's work
> CS:S
> >>> as
> >>> a whole, (educational purposes can apply to GuildHall mods for
> instance),
> >>> and that a mod using a CS:S model will not harm or limit Valve's
> >>> marketing
> >>> or sales.
> >>>
> >>> Again, I have seen quite a few mods that utilizes content extracted
> from
> >>> the
> >>> .gcf files, such as TF2 or CS:S content, but I am yet to hear Valve
> >>> complain
> >>> about such usage. Note that Valve Employees probably will not respond
> to
> >>> any
> >>> questions regarding this, as they are not allowed to act officially for
> >>> Valve without permission. If you really care, do mail the copyright
> >>> department of Valve and ask. Of course, using a lot of CS:S content
> (such
> >>> as
> >>> binaries and maps) is not fair use, as it will be an illegal copy of
> the
> >>> game (perhaps even stand-alone.)
> >>>
> >>> In conclusion, the Steam Subscriber Agreement doesn't directly prohibit
> >>> you
> >>> from extract and shipping content from the .GCF files, and if you do it
> >>> carefully, it could count as Fair Use, and people on this list states
> >>> that
> >>> Valve doesn't care (which doesn't make it legal). I don't recommend
> doing
> >>> so
> >>> though, because it's questionably legal, but it's your decision.
> >>>
> >>> - Sortie
> >>>
> >>> - Original Message -
> >>> From: "Olly" 
> >>> To: "Discussion of Half-Life Programming"
> >>> 
> >>> Sent: Thursday, May 14, 2009 3:58 PM
> >>> Subject: Re: [hlcoders] Game Content
> >>>
> >>>
> >>>
>  If its in the EULA (which I think it is) that says that you cannot use
>  unmounted content. Then you just shouldn't unless you have consent
> from
>  Valve.
>  Downloading music is illigal, and that's just copying data. I also
>  wouldn't
>  make any money from doing so.
> 
>  Emailing them would have been a much easier/accurate way to get an
>  answer.
> 
>  2009/5/14 Saul Rennison 
> 
> 
> > If it is actually illegal Valve will confront you and politely ask
> you
> > to
> > remove the copyrighted content, then when you do everything's OK. No
> > trouble!
> >
> > 2009/5/14 Jonas 'Sortie' Termansen 
> >
> >
> >> Technically, you are not stealing from Valve by making a copy of
> their
> >> works, if they don't lose anything, which the clause that you only
> use
> >> a
> >> small portion of their content includes, because the content cannot
> >> substitute CS:S, and then it won't affect their sales, thus it can
> >>
> > quality
> >
> >> as Fair Use under the US Copyright laws. But it's still untested in
> >>
> > court,
> >
> >> and will vary on a case basis, and I am not an US copyright expert.
> >> The
> >> same
> >> argument goes for editing the content. Again, note that I don't
> >> recommend
> >> doing this, but if it's legal due to Fair Use, and you only use
> small
> >> amounts of content, it will be much faster for the mod to load the
> >>

Re: [hlcoders] Game Content

2009-05-14 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
>
> b) Do any of the Source game packs that allow you to play a mod made
> with the SDK *not* include CSS these days?
>

Orange Box doesn't, nor does L4D ;)

2009/5/14 Jed 

> Yeah but...
>
> a) You need another Source game to be able to play the mod anyway so
> Valve are getting a sale right here.
> b) Do any of the Source game packs that allow you to play a mod made
> with the SDK *not* include CSS these days?
>
> I'd say that maybe 85% of the time someone with the relevant "base"
> games to play your mod probably has CSS installed anyway. If you want
> to use CSS content in an unmodified form, then yes, just mount the GCF
> and make it a requirement for the mod. If you're making derived model
> then it will be necessary to ship with your mod.
>
> I think as well you have to think a bit beyond "he stole my bike!" -
> stopping this kind of derivative work stifles innovation and puts
> people off modding. I'd say at least 75% of the mods I've seen out
> there use modified content from other Source games in one form or
> another. As it's being used for a Source game, your in a way "keeping
> it in the family" and there's also the follow on of tying a playing to
> Steam, exposure to other games and maybe leading to more sales. Also
> don't forget that games like CSS, DoDS and TF2 all started out as
> mods. It's not in Valves interest to stifle this kind of derivative
> work - especially when its non-profit and could potentially lead them
> to their next-big-hit.
>
> As I said, I think Valve "get" this and are forward thinking enough to
> see that this sort of incestuous breeding of content across their
> games is actually a good thing.
>
> - Jed
>
>
> 2009/5/14 Julian Moschüring :
> > I agree, but your second point implies that you mount, in this case, the
> > CS:S content, which was the question which started this thread. :-)
> > Perhaps one of the main reason someone plays your mod is that the models
> > are so great. If you don't mount the CS:S content you would take money
> > from valve because if you had mounted it some people would have bought
> > CS:S to play your mod... mmh
> >
> > I would mount the content and publish the mod with the model. You could
> > also check if the content is mountable and if not use some standard
> > model instead of the CS:S ones.
> >
> > Jed schrieb:
> >> I think the great questions are:
> >>
> >> Is it hurting them?
> >> Is it worth them taking legal action?
> >>
> >> As has been pointed out, if you are just borrowing a few low-key (i.e
> >> not character/player)  models such as props you're not really giving
> >> away the whole CSS game nor are you really damaging sales.
> >>
> >> Secondly, if borrowing a few models helps you get your free mod out
> >> the door, it might well prompt a player to purchase say the Orange Box
> >> to be able to play your mod - $$$ for Valve.
> >>
> >> Thirdly, the legal costs of taking any modder to task for borrowing a
> >> few props for his Source mod is going to be far in excess of their
> >> market value.
> >>
> >> >From my experience of dealing with Valve first hand I like to think
> >> their a level headed bunch of chaps and their attitude is that if
> >> you're not "taking the piss" with borrowed/reworked content or using
> >> it outside of a Source mod then it's acceptable. Of course that's my
> >> opinion and not fact.
> >>
> >> Then again I think it's a sad reflection on the litigious society of
> >> today if a few modders would be stomped on from trying to learn and
> >> innovate for fear of legal repercussion.
> >>
> >> - Jed
> >>
> >>
> >>
> >>
> >> 2009/5/14 Jonas 'Sortie' Termansen :
> >>
> >>> Technically, you are not stealing from Valve by making a copy of their
> >>> works, if they don't lose anything, which the clause that you only use
> a
> >>> small portion of their content includes, because the content cannot
> >>> substitute CS:S, and then it won't affect their sales, thus it can
> quality
> >>> as Fair Use under the US Copyright laws. But it's still untested in
> court,
> >>> and will vary on a case basis, and I am not an US copyright expert. The
> same
> >>> argument goes for editing the content. Again, note that I don't
> recommend
> >>> doing this, but if it's legal due to Fair Use, and you only use small
> >>> amounts of content, it will be much faster for the mod to load the
> content
> >>> from its own folder, instead of adding another search path, which
> increases
> >>> loadtimes.
> >>>
> >>> Oh and be careful when mounting .GCFs from code and not the
> gameinfo.txt, I
> >>> had some experience that some people couldn't launch the mod
> successfully,
> >>> even if they had the .GCF I was mounting. Might be fixed though, but
> still.
> >>>
> >>> - Original Message -
> >>> From: "Julian Moschüring" 
> >>> To: "Discussion of Half-Life Programming" <
> hlcoders@list.valvesoftware.com>
> >>> Sent: Thursday, May 14, 2009 2:57 PM
> >>> Subject: Re: [hlcoders] Game Content
> >>>
> >>>
> >>>
>  "-You only 

Re: [hlcoders] .mdl file format

2009-05-10 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
The original HLMV was built by Valve, but it was a GLUT window with no
Windows controls. Mete Ciragan made a better version, and Jed did some
improvements to that build.

2009/5/11 Matt Hoffman 

> You might be able to look at the orginal HMLV code -- That wasn't built by
> Valve, it was built by someone else and Valve adopted it(?). However the
> changes between HL1 MDL and HL2+ MDL May be too great.
>
> On Sun, May 10, 2009 at 3:13 PM, Tobias Kammersgaard <
> tobias.kammersga...@gmail.com> wrote:
>
> > Indeed. If not there's always the StudioMDL and HLMV source code, which
> > unfortunately isn't shipped with the SDK anymore.
> > /ScarT
> >
> >
> > 2009/5/11 Matt Hoffman 
> >
> > > Probably everything that's needed to actually do something useful with
> it
> > > outside of the engine? :P
> > >
> > > On Sun, May 10, 2009 at 3:07 PM, Tobias Kammersgaard <
> > > tobias.kammersga...@gmail.com> wrote:
> > >
> > > > May I ask specifically what you are interested in about it?
> > > >
> > > > /ScarT
> > > >
> > > >
> > > > 2009/5/11 Saul Rennison 
> > > >
> > > > > Hey hlcoders,
> > > > >
> > > > > I'm wondering if anyone here knows the .mdl file format, if not
> then
> > do
> > > > > they
> > > > > have a link to a webpage which does? It seems so unusual that I
> can't
> > > > find
> > > > > anything relating to the format of .mdl files on the internet, or
> in
> > > the
> > > > > SDK
> > > > > code.
> > > > >
> > > > > Thanks in advance,
> > > > >  - Saul.
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] npc_surface -Could VALVekindlyprovidethesourcecodetothis awesome test entity?

2009-04-16 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Sortie, it's just the particle benchmark demo running in gm_construct.

2009/4/16 Jonas 'Sortie' Termansen 

> Uhm. Thinking about it. That video was shot from within Garry's Mod.
> Doesn't
> that technically mean that Garry has access to the Source Code in question?
>
> But he is probably bound by some kind of NDA anyways..
>
> - Original Message -
> From: "James Keith" 
> To: "Discussion of Half-Life Programming"  >
> Sent: Thursday, April 16, 2009 4:17 AM
> Subject: Re: [hlcoders] npc_surface -Could
> VALVekindlyprovidethesourcecodetothis awesome test entity?
>
>
> > Okay, maybe he didn't lie, but it seems more likely that they're trying
> to
> > cover it up. Yes i am paranoid and i will take that tin foil hat :)
> >
> > James
> > - Original Message -
> > From: "Spencer 'voogru' MacDonald" 
> > To: "'Discussion of Half-Life Programming'"
> > 
> > Sent: Wednesday, April 15, 2009 7:52 PM
> > Subject: Re: [hlcoders] npc_surface -Could
> > VALVekindlyprovidethesourcecodeto
> > this awesome test entity?
> >
> >
> >> Can I interest you in a tin foil hat?
> >>
> >> -Original Message-
> >> From: hlcoders-boun...@list.valvesoftware.com
> >> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of James
> Keith
> >> Sent: Wednesday, April 15, 2009 7:22 PM
> >> To: Discussion of Half-Life Programming
> >> Subject: Re: [hlcoders] npc_surface - Could
> >> VALVekindlyprovidethesourcecodeto this awesome test entity?
> >>
> >> Upon further investigation, valve will most likely not give this to us.
> >> It's
> >>
> >> going to be a part of Episode 3. Why do i say this? Not only does it
> call
> >> on
> >>
> >> the Hydra model, but in the console commands for the surface entity, the
> >> shape of it can be switched between "the test shape and the hydra
> model".
> >> It's the new hydra.
> >>
> >> Mike has appeared to have lied.
> >> James
> >> - Original Message -
> >> From: "Jonas 'Sortie' Termansen" 
> >> To: "Discussion of Half-Life Programming"
> >> 
> >> Sent: Wednesday, April 15, 2009 5:03 PM
> >> Subject: Re: [hlcoders] npc_surface - Could
> >> VALVekindlyprovidethesourcecodeto this awesome test entity?
> >>
> >>
> >> Very interesting self-assembling NPC.
> >>
> >> Should be possible using some kind of alternative AI that can think for
> >> every blob at once, and some kind of advanced mesh blending with a
> >> env_cubemap shader. And some weird physics. I *could* program it, if I
> >> had
> >> the time or saw gameplay potential.
> >>
> >> - Original Message -
> >> From: "Matt Hoffman" 
> >> To: "Discussion of Half-Life Programming"
> >> 
> >> Sent: Wednesday, April 15, 2009 5:44 PM
> >> Subject: Re: [hlcoders] npc_surface - Could VALVe
> >> kindlyprovidethesourcecodeto this awesome test entity?
> >>
> >>
> >> Jonas: http://www.youtube.com/watch?v=sqSS0sSff44
> >>
> >> On Wed, Apr 15, 2009 at 5:59 AM, Jonas 'Sortie' Termansen
> >>  >>> wrote:
> >>
> >>> Uhm, I have little idea what exact entity you are talking about; where
> >>> can
> >>> I
> >>> see a video of this benchmark entity?
> >>>
> >>> - Original Message -
> >>> From: "James Keith" 
> >>> To: "Discussion of Half-Life Programming"
> >>>  >>> >
> >>> Sent: Wednesday, April 15, 2009 3:53 AM
> >>> Subject: Re: [hlcoders] npc_surface - Could VALVe
> >>> kindlyprovidethesourcecode
> >>> to this awesome test entity?
> >>>
> >>>
> >>> No. I have the particle benchmark, it's not an env_cubemap surface
> being
> >>> called, as i have a multi-colored blob.
> >>>
> >>> James
> >>> - Original Message -
> >>> From: "Garry Newman" 
> >>> To: "Discussion of Half-Life Programming"
> >>>  >>> >
> >>> Sent: Tuesday, April 14, 2009 7:54 AM
> >>> Subject: Re: [hlcoders] npc_surface - Could VALVe kindly
> >>> providethesourcecode to this awesome test entity?
> >>>
> >>>
> >>> Wasn't it just a bunch of env_cubemap spheres floating about?
> >>> garry
> >>>
> >>> On Tue, Apr 14, 2009 at 11:59 AM, James Keith 
> >>> wrote:
> >>>
> >>> > Fine, you code up a NPC that has the properties of a fluid.
> >>> >
> >>> > James
> >>> > - Original Message -
> >>> > From: "Garry Newman" 
> >>> > To: "Discussion of Half-Life Programming" <
> >>> hlcoders@list.valvesoftware.com
> >>> > >
> >>> > Sent: Tuesday, April 14, 2009 3:39 AM
> >>> > Subject: Re: [hlcoders] npc_surface - Could VALVe kindly provide
> >>> > thesourcecode to this awesome test entity?
> >>> >
> >>> >
> >>> > Why can't people just code their own stuff..
> >>> > garry
> >>> >
> >>> > On Tue, Apr 14, 2009 at 5:21 AM, Matt Hoffman
> >>> > wrote:
> >>> >
> >>> > > Source is all about modding. Valve should understand that. Half of
> >>> > modding
> >>> > > (or more) is experimenting. I don't see why letting people
> >>> > > experiment
> >>> > with
> >>> > > it is a good thing, especially in Source's code. Just something to
> >>> think
> >>> > > about.
> >>> > >
> >>> > > On Mon, Apr 13, 2009 at 7:10 PM, James Keith 
> >>> > wrote:
> >>> > >
> >>> > > > Darn. I re

Re: [hlcoders] (no subject)

2009-03-06 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
We got 93 messages already, and no one noticed? I was expecting a "92 GET"
or something along the lines :(

2009/3/7 Skyler Clark 

> Thank god for gmail...
>
> On Fri, Mar 6, 2009 at 6:01 PM,   wrote:
> > Lmao that would be hilarious
> > Thanks,
> > Timothy Fenton
> > Animation and Game Design Student
> >
> > -Original Message-
> > From: 1nsane <1nsane...@gmail.com>
> >
> > Date: Fri, 6 Mar 2009 17:58:22
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] (no subject)
> >
> >
> > I think he left the list. Someone wanna forward him the messages?
> >
> > On Fri, Mar 6, 2009 at 5:55 PM, Saul Rennison  >wrote:
> >
> >> 8 responses... COME ON U GIYZ
> >>
> >> 2009/3/6 John Standish 
> >>
> >> > Real men do it from the CLI!
> >> >
> >> > On Fri, Mar 6, 2009 at 2:47 PM, Rodrigo 'r2d2rigo' Diaz
> >> > wrote:
> >> >
> >> > > Been using 6 until two months ago. Modern GUIs confuse me :(
> >> > > - Show quoted text -
> >> > >
> >> > > 2009/3/6 John Standish 
> >> > >
> >> > > > 2008 for the win. And I just copied that from someone so it was
> pure
> >> > > > copyright infringement muwahaha. 12 more.
> >> > > >
> >> > > > On Fri, Mar 6, 2009 at 1:50 PM, Cory de La Torre <
> gear@gmail.com
> >> >
> >> > > > wrote:
> >> > > >
> >> > > > > Speaking of which, MSVC?
> >> > > > >
> >> > > > > On Fri, Mar 6, 2009 at 1:41 PM, Saul Rennison <
> >> > saul.renni...@gmail.com
> >> > > > > >wrote:
> >> > > > > - Show quoted text -
> >> > > > >
> >> > > > > > 13 responses left until 91 :D
> >> > > > > >
> >> > > > > > 2009/3/6 Cory de La Torre 
> >> > > > > >
> >> > > > > > > Well let's aim for 92?
> >> > > > > > >
> >> > > > > > > On Fri, Mar 6, 2009 at 10:34 AM, Rodrigo 'r2d2rigo' Diaz <
> >> > > > > > > r2d2r...@gmail.com
> >> > > > > > > > wrote:
> >> > > > > > >
> >> > > > > > > > AFAIK the longest thread is "What MSVC version do you
> >> > use/have?"
> >> > > by
> >> > > > > > > Alfred
> >> > > > > > > > Reynolds, with 91 responses.
> >> > > > > > > >
> >> > > > > > > > That's 50 more to go :)
> >> > > > > > > >
> >> > > > > > > >
> >> > > > > > > > 2009/3/6 John Standish 
> >> > > > > > > >
> >> > > > > > > > > Sir, I think that is happening.
> >> > > > > > > > > So this one time, at band camp.oh wait wrong thread
> :-P
> >> > > > > > > > >
> >> > > > > > > > > On Fri, Mar 6, 2009 at 10:25 AM, Saul Rennison <
> >> > > > > > > saul.renni...@gmail.com
> >> > > > > > > > > >wrote:
> >> > > > > > > > >
> >> > > > > > > > > > *anufa digital signature*
> >> > > > > > > > > > Maybe we could make this thread an everlasting random
> >> > thread?
> >> > > > > > > > > >
> >> > > > > > > > > > 2009/3/6 John Standish 
> >> > > > > > > > > > - Show quoted text -
> >> > > > > > > > > >
> >> > > > > > > > > > > *digital signature*
> >> > > > > > > > > > >
> >> > > > > > > > > > > On Fri, Mar 6, 2009 at 10:18 AM, Saul Rennison <
> >> > > > > > > > > saul.renni...@gmail.com
> >> > > > > > > > > > > >wrote:
> >> > > > > > > > > > >
> >> > > > > > > > > > > > Never! Petition against locking?
> >> > > > > > &

Re: [hlcoders] (no subject)

2009-03-06 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Been using 6 until two months ago. Modern GUIs confuse me :(

2009/3/6 John Standish 

> 2008 for the win. And I just copied that from someone so it was pure
> copyright infringement muwahaha. 12 more.
>
> On Fri, Mar 6, 2009 at 1:50 PM, Cory de La Torre 
> wrote:
>
> > Speaking of which, MSVC?
> >
> > On Fri, Mar 6, 2009 at 1:41 PM, Saul Rennison  > >wrote:
> > - Show quoted text -
> >
> > > 13 responses left until 91 :D
> > >
> > > 2009/3/6 Cory de La Torre 
> > >
> > > > Well let's aim for 92?
> > > >
> > > > On Fri, Mar 6, 2009 at 10:34 AM, Rodrigo 'r2d2rigo' Diaz <
> > > > r2d2r...@gmail.com
> > > > > wrote:
> > > >
> > > > > AFAIK the longest thread is "What MSVC version do you use/have?" by
> > > > Alfred
> > > > > Reynolds, with 91 responses.
> > > > >
> > > > > That's 50 more to go :)
> > > > >
> > > > >
> > > > > 2009/3/6 John Standish 
> > > > >
> > > > > > Sir, I think that is happening.
> > > > > > So this one time, at band camp.oh wait wrong thread :-P
> > > > > >
> > > > > > On Fri, Mar 6, 2009 at 10:25 AM, Saul Rennison <
> > > > saul.renni...@gmail.com
> > > > > > >wrote:
> > > > > >
> > > > > > > *anufa digital signature*
> > > > > > > Maybe we could make this thread an everlasting random thread?
> > > > > > >
> > > > > > > 2009/3/6 John Standish 
> > > > > > > - Show quoted text -
> > > > > > >
> > > > > > > > *digital signature*
> > > > > > > >
> > > > > > > > On Fri, Mar 6, 2009 at 10:18 AM, Saul Rennison <
> > > > > > saul.renni...@gmail.com
> > > > > > > > >wrote:
> > > > > > > >
> > > > > > > > > Never! Petition against locking?
> > > > > > > > >
> > > > > > > > > 2009/3/6 Jorge Rodriguez 
> > > > > > > > > - Show quoted text -
> > > > > > > > >
> > > > > > > > > > I wish I could lock this thread.
> > > > > > > > > >
> > > > > > > > > > --
> > > > > > > > > > Jorge "Vino" Rodriguez
> > > > > > > > > > ___
> > > > > > > > > > To unsubscribe, edit your list preferences, or view the
> > list
> > > > > > > archives,
> > > > > > > > > > please visit:
> > > > > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > --
> > > > > > > > > Thanks,
> > > > > > > > > - Saul.
> > > > > > > > > - Show quoted text -
> > > > > > > > > ___
> > > > > > > > > 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
> > > > > > > >
> > > > > > > >
> > > > > > >
> > > > > > >
> > > > > > > --
> > > > > > > Thanks,
> > > > > > > - Saul.
> > > > > > > ___
> > > > > > > To unsubscribe, edit your list prefere

Re: [hlcoders] (no subject)

2009-03-06 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
This thread makes people who don't use GMail cry.

That'll teach them! :D

2009/3/6 John Standish 

> Starting random story to fill time.
> So once there was a dolphin named Devin. Devin was a happy dolphin.
> Every day he would have his favorite food, fish. He really enjoyed fish,
> so much so that he decided to make a fish cloning refinery. Why you
> may ask? No one knows. But then one day the evil Long Jong Silver
> appeared and said "ARR." Devin's tiny little brain
> imploded and thus was the end of Devin. To the dismay though of
> Long John Silver, Chuck Norris showed up and ripped his spine out
> and used it as a putter. Now you may ask yourself, why have I read this
> far. The answer is you are so bored that you kept reading. So on this note
> I say to you, only 45 more to go.
>
> On Fri, Mar 6, 2009 at 10:39 AM, Saul Rennison  >wrote:
>
> > I use 12 :3 well... Visual Studio 2008
> >
> > 2009/3/6 Rodrigo 'r2d2rigo' Diaz 
> >
> > - Show quoted text -
> > > AFAIK the longest thread is "What MSVC version do you use/have?" by
> > Alfred
> > > Reynolds, with 91 responses.
> > >
> > > That's 50 more to go :)
> > >
> > >
> > > 2009/3/6 John Standish 
> > >
> > > > Sir, I think that is happening.
> > > > So this one time, at band camp.oh wait wrong thread :-P
> > > >
> > > > On Fri, Mar 6, 2009 at 10:25 AM, Saul Rennison <
> > saul.renni...@gmail.com
> > > > >wrote:
> > > >
> > > > > *anufa digital signature*
> > > > > Maybe we could make this thread an everlasting random thread?
> > > > >
> > > > > 2009/3/6 John Standish 
> > > > > - Show quoted text -
> > > > >
> > > > > > *digital signature*
> > > > > >
> > > > > > On Fri, Mar 6, 2009 at 10:18 AM, Saul Rennison <
> > > > saul.renni...@gmail.com
> > > > > > >wrote:
> > > > > >
> > > > > > > Never! Petition against locking?
> > > > > > >
> > > > > > > 2009/3/6 Jorge Rodriguez 
> > > > > > > - Show quoted text -
> > > > > > >
> > > > > > > > I wish I could lock this thread.
> > > > > > > >
> > > > > > > > --
> > > > > > > > Jorge "Vino" Rodriguez
> > > > > > > > ___
> > > > > > > > To unsubscribe, edit your list preferences, or view the list
> > > > > archives,
> > > > > > > > please visit:
> > > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > > > >
> > > > > > > >
> > > > > > >
> > > > > > >
> > > > > > > --
> > > > > > > Thanks,
> > > > > > > - Saul.
> > > > > > > - Show quoted text -
> > > > > > > ___
> > > > > > > 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
> > > > > >
> > > > > >
> > > > >
> > > > >
> > > > > --
> > > > > Thanks,
> > > > > - Saul.
> > > > > ___
> > > > > 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
> > >
> > >
> >
> >
> > --
> > - Show quoted text -
> > Thanks,
> > - Saul.
> > ___
> > 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:
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>
>
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Re: [hlcoders] (no subject)

2009-03-06 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
AFAIK the longest thread is "What MSVC version do you use/have?" by Alfred
Reynolds, with 91 responses.

That's 50 more to go :)


2009/3/6 John Standish 

> Sir, I think that is happening.
> So this one time, at band camp.oh wait wrong thread :-P
>
> On Fri, Mar 6, 2009 at 10:25 AM, Saul Rennison  >wrote:
>
> > *anufa digital signature*
> > Maybe we could make this thread an everlasting random thread?
> >
> > 2009/3/6 John Standish 
> > - Show quoted text -
> >
> > > *digital signature*
> > >
> > > On Fri, Mar 6, 2009 at 10:18 AM, Saul Rennison <
> saul.renni...@gmail.com
> > > >wrote:
> > >
> > > > Never! Petition against locking?
> > > >
> > > > 2009/3/6 Jorge Rodriguez 
> > > > - Show quoted text -
> > > >
> > > > > I wish I could lock this thread.
> > > > >
> > > > > --
> > > > > Jorge "Vino" Rodriguez
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > >
> > > >
> > > > --
> > > > Thanks,
> > > > - Saul.
> > > > - Show quoted text -
> > > > ___
> > > > 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
> > >
> > >
> >
> >
> > --
> > Thanks,
> > - Saul.
> > ___
> > 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: [hlcoders] Particle editor still broken

2009-03-06 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
What Valve giveth, Valve taketh away.

2009/3/6 Matt Hoffman 

> Yep. Still waiting on the particle editor so I can start adding particles
> to
> my map... Great of you to give us the tools Valve... Now only if they
> worked.
>
> On Fri, Mar 6, 2009 at 6:45 AM, Jonas 'Sortie' Termansen
> wrote:
>
> > I really hope they are - I got a release the 23rd, and I can't release
> the
> > final map without the particle editor working - the effects aren't done
> > yet.
> >
> > - Original Message -
> > From: "James Keith" 
> > To: 
> > Sent: Friday, March 06, 2009 3:51 AM
> > Subject: [hlcoders] Particle editor still broken
> >
> >
> > >I messaged the board about this, but it seems to have been lost in
> space.
> > >Is valve working on this?
> > > ___
> > > 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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> please visit:
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Re: [hlcoders] (no subject)

2009-03-06 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Waiting for Tony writing from one of Valve's PCs and beating us all.

2009/3/6 Tim Fenton 

> Im writing from the future.
>
> On Fri, Mar 6, 2009 at 11:53 AM, Olly  wrote:
>
> > OIC ¬¬
> > Sent from Olly's SEGA Game Gear
> >
> > 2009/3/6 Rodrigo 'r2d2rigo' Diaz 
> >
> > > Hah, I beat you all. Writing from my laptop!
> > >
> > > 2009/3/6 Saul Rennison 
> > >
> > > > FROM MY IPHONE!!!
> > > >
> > > > Sent from my iPhone
> > > >
> > > > 2009/3/6 Tobias Kammersgaard 
> > > >
> > > > > Sending more messages from my Nokia 5310 XpressMusic while I'm
> > sitting
> > > > > in front of my computer laugh out loud!
> > > > >
> > > > > 2009/3/5, homi :
> > > > > > please dont send mi this mesges. thanks
> > > > > > ___
> > > > > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > > > > please visit:
> > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > >
> > > > > >
> > > > >
> > > > > --
> > > > > Sendt fra min mobile enhed
> > > > >
> > > > > /ScarT
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > >
> > > >
> > > > --
> > > > Thanks,
> > > > - Saul.
> > > > ___
> > > > 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: [hlcoders] (no subject)

2009-03-06 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Hah, I beat you all. Writing from my laptop!

2009/3/6 Saul Rennison 

> FROM MY IPHONE!!!
>
> Sent from my iPhone
>
> 2009/3/6 Tobias Kammersgaard 
>
> > Sending more messages from my Nokia 5310 XpressMusic while I'm sitting
> > in front of my computer laugh out loud!
> >
> > 2009/3/5, homi :
> > > please dont send mi this mesges. thanks
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> > --
> > Sendt fra min mobile enhed
> >
> > /ScarT
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> Thanks,
> - Saul.
> ___
> 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] Changing mod folder causes Lost Coast background to be loaded

2009-03-03 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
That's your problem. Steam's inner God (presumably Cthulu) only accepts
goats as sacrifices :(

2009/3/4 Richard Slaughter 

> Yep, tried restarting, not restarting, standing on one leg, sacrificing
> a small chicken...
>
> Rich Slaughter
>
> Tony Sergi wrote:
> > Did you restart steam after you renamed it?
> >
> >
> > -Tony
> >
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] On Behalf Of Richard Slaughter
> > Sent: March-03-09 4:12 PM
> > To: Discussion of Half-Life Programming
> > Subject: [hlcoders] Changing mod folder causes Lost Coast background to
> be loaded
> >
> > Ok, this is just irritating me now.
> >
> > I created my mod in a directory OBTestMod whilst I was messing around,
> > and now am moving it to the actual named mod.
> >
> > However, when I copy the directory to say OBTestMod2, and update
> > gameinfo.txt to have the gamename = OBTestMod2 on starting the mod the
> > Lost Coast background gets loaded along with the motd menu instead of
> > just the custom background image (which is initially shown when loading).
> >
> > I've searched and searched but cannot find the cause of this, anyone
> > know why, or how to stop it?
> > Thanks,
> >
> > Rich Slaughter
> >
> > ___
> > 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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> please visit:
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>
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Re: [hlcoders] Ingame Movie Playback

2009-02-04 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Or you can make a VTF with 1000+ frames and apply it to a face :D

Perhaps someone at Valve can point you on how did they do it for TF2, and if
that portion of code is in the SDK...

2009/2/4 Jonas 'Sortie' Termansen 

> Bink is most certainly supported, but last time I checked out it it seemed
> as I couldn't use it in my mod because I didn't have a license, and that I
> doubt OB supports rendering a video onto a surface.
>
> I'm using the OB Engine, but seeing as I'd like to rely on external
> programs/libraries that shouldn't matter.
>
> - Original Message -
> From: "Jed" 
> To: "Discussion of Half-Life Programming"  >
> Sent: Wednesday, February 04, 2009 5:04 PM
> Subject: Re: [hlcoders] Ingame Movie Playback
>
>
> >I don't know which version of the SDK your using (EP1/OB) but I
> > *believe* there's some native support for the Bink "BIK" movie format.
> > I vaguely recall a discussion here some time back about displaying a
> > movie on a VGUI panel using this format. I think it was Pirates and
> > Vikings that was doing it.
> >
> > - Jed
> >
> > 2009/2/4 Jonas 'Sortie' Termansen :
> >> Hey List,
> >>
> >> I'm going to heavily utilize storytelling in my mod. I've decided to
> have
> >> an
> >> ingame TV Station tell important information. Traditionally I would have
> >> used a simple rendertaget and a lot of scripting, but the recordings
> >> require
> >> a lot of locations. Having the player load textures for these areas will
> >> be
> >> far too expensive.
> >>
> >> Therefore I've decided to prerecord the TV and then play the movie file
> >> on
> >> an ingame surface. I've successfully followed the AVI Tutorial on the
> >> wiki
> >> and successfully got it working in my mod, however I've run into a few
> >> problems.
> >>
> >> - AVI files seem to be rather large, according to my experience
> >> - The tutorial doesn't mention how to get sound from an movie file
> >> playing
> >> while ingame
> >>
> >> I need your help to develop a method that
> >>
> >> 1) Can play movies ingame fast, of an average quality that doesn't have
> >> insanely large movie files
> >> 2) Works on all hardware without hitting FPS a lot
> >> 3) Can play sound ingame synchronous with the video image
> >> 4) Probably utlizes a library that is free to use for my project
> >> 5) Doesn't require the user to install anything besides my mod. (Or
> >> anything
> >> it's installer can't install).
> >>
> >> The video stream shouldn't be very hires, a quality alike Youtube would
> >> be
> >> more than required in most situations. This screenshot is an example of
> >> what
> >> I'm looking for: http://www.maxsi.dk/framework/upload/?id=1480
> >>
> >> Though this is mostly Windows Programming rather than Source
> Development,
> >> I
> >> do hope you can help me, or at least point me in the right direction.
> >>
> >> Thanks,
> >> Sortie
> >>
> >>
> >> ___
> >> 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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> please visit:
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Re: [hlcoders] Tools not working for Orange Box games after the last engine update

2009-02-01 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Nick: if you hate so much Valve and their way of doing things, why do you
keep working with Source? And most important, why do you keep trolling this
list? I think I'm not the only one that gets annoyed by your harsh and
insightful mails.

2009/2/1 Nick 

> Wait? They answer questions SINCE WHEN? Why didn't someone
> tell me this earlier..
>
> "Just because noone responds directly to a particular issue doesn't
> necessarily mean issues are ignored ;)
>
>
> -Tony"
>
> That is my new quote of the year! I lold so hard.
>
> On Sun, Feb 1, 2009 at 6:51 AM, Benjamin Davison
>  wrote:
> > Thanks Tony. Keep on posting, you are always gonna get the odd complainer
> > and snarky comment but the vast majority of us are very thankful that
> Valve
> > employs dedicated people for the SDK and answering my stupid questions ;P
> >
> > On Sun, Feb 1, 2009 at 12:43 PM, Tobias Kammersgaard <
> > tobias.kammersga...@gmail.com> wrote:
> >
> >> Is this where I say the *N* word again, and you lot get offended for no
> >> reason? Laugh:|
> >>
> >>
> >> /ScarT
> >>
> >>
> >> 2009/2/1 Walton Hoops 
> >>
> >> > Meh, Ignore the whiners! We welcome your responses and shall not flame
> >> you
> >> > for them well unless theres an opportunity!
> >> >
> >> > --
> >> > From: "Tony Sergi" 
> >> > Sent: Sunday, February 01, 2009 12:31 AM
> >> > To: "Discussion of Half-Life Programming" <
> >> hlcoders@list.valvesoftware.com
> >> > >
> >> > Subject: Re: [hlcoders] Tools not working for Orange Box games after
> the
> >> > last engine update
> >> >
> >> > > I'm wondering if it's possible due to the types of 'responses' that
> are
> >> > > posted on hlcoders could be the cause of nothing official being
> >> mentioned
> >> > > under normal circumstances. I regret actually responding.
> >> > >
> >> > >
> >> > > -Tony
> >> > >
> >> > > -Original Message-
> >> > > From: hlcoders-boun...@list.valvesoftware.com
> >> > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
> >> > > aguic...@aol.com
> >> > > Sent: February-01-09 2:18 AM
> >> > > To: hlcoders@list.valvesoftware.com
> >> > > Subject: Re: [hlcoders] Tools not working for Orange Box games after
> >> the
> >> > > last engine update
> >> > >
> >> > > This is the part where Tony explains to us on how to download these
> new
> >> > > updates to regain access to the tools...
> >> > >
> >> > >
> >> > > -Original Message-
> >> > > From: Matt Hoffman 
> >> > > To: Discussion of Half-Life Programming <
> >> hlcoders@list.valvesoftware.com
> >> > >
> >> > > Sent: Sat, 31 Jan 2009 11:12 pm
> >> > > Subject: Re: [hlcoders] Tools not working for Orange Box games after
> >> the
> >> > > last engine update
> >> > >
> >> > >
> >> > >
> >> > >
> >> > >
> >> > >
> >> > >
> >> > >
> >> > > Another one of those "Fixed but not approved to go out yet" things?
> >> > >
> >> > > On Sat, Jan 31, 2009 at 11:09 PM, Tony Sergi
> >> > > wrote:
> >> > >
> >> > >> Curses, you figured out my secret!
> >> > >>
> >> > >>
> >> > >> Anyway, I believe it's been fixed, but I don't know if it's live on
> >> pub
> >> > >> steam.
> >> > >>
> >> > >> Just because noone responds directly to a particular issue doesn't
> >> > >> necessarily mean issues are ignored ;)
> >> > >>
> >> > >>
> >> > >> -Tony
> >> > >>
> >> > >> -Original Message-
> >> > >> From: hlcoders-boun...@list.valvesoftware.com [mailto:
> >> > >> hlcoders-boun...@list.valvesoftware.com] On Behalf Of Angie
> >> > Scheidweiler
> >> > >> Sent: February-01-09 1:07 AM
> >> > >> To: Discussion of Half-Life Programming
> >> > >> Subject: Re: [hlcoders] Tools not working for Orange Box games
> after
> >> the
> >> > >> last engine update
> >> > >>
> >> > >> Maybe it's just his mechanical clock has been ticking too loudly,
> and
> >> he
> >> > >> created the bug as a ruse to find potential offspring-producers.
> >> Perhaps
> >> > >> Botman should give him said mechanical babies, and the bug will be
> >> > >> removed?
> >> > >>
> >> > >> ___
> >> > >> To unsubscribe, edit your list preferences, or view the list
> archives,
> >> > >> please visit:
> >> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> > >>
> >> > >>
> >> > > ___
> >> > > To unsubscribe, edit your list preferences, or view the list
> archives,
> >> > > please
> >> > > visit:
> >> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> > >
> >> > >
> >> > >
> >> > >
> >> > >
> >> > >
> >> > >
> >> > >
> >> > > ___
> >> > > To unsubscribe, edit your list preferences, or view the list
> archives,
> >> > > please visit:
> >> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> > >
> >> > >
> >> > > ___
> >> > > To unsubscribe, edit your list preferences, or view the list
> archives,
> >> > > please visit:
> >> >

Re: [hlcoders] Tools not working for Orange Box games after the last engine update

2009-01-31 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Oh wow. I'm SO downloading that image, botman.

2009/1/31 botman 

> Nick wrote:
> > i think valve is trying to send you guise as message, and the message
> > is stop modding
>
> http://www.botman2.com/images/HAHA.jpg
>
> --
> Jeffrey "botman" Broome
>
> ___
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Re: [hlcoders] GoldSource ragdolls

2009-01-29 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Yes, he did, as the HL: Enhanced team did, and myself too. But you have to
use an external physics API (like PhysX, or Newton). And I can assure you
that it isn't an easy task :P

2009/1/29 Tobias Kammersgaard 

> Tony Sergi implemented ragdolls in Frontline Forces if I recall correctly
> (was it physics perhaps?)
>
> /ScarT
>
>
> 2009/1/29 Tom Schumann 
>
> > I'm making a mod for Half-Life and apparently there is some ragdoll code
> > already in the Half-Life SDK's code.
> > I've had a look on Google, but the only tutorial is no longer being
> hosted,
> > so does anyone here know anything about this ragdoll code, or, if not,
> > whether it's a client side/server side thing?
> > ___
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Re: [hlcoders] GoldSource ragdolls

2009-01-29 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
GoldSrc doesn't have _anything_ related to true ragdolls. Maybe you are
referring to they hacky method of simulating ragdoll-like behaviour through
animations.

2009/1/29 Tom Schumann 

> I'm making a mod for Half-Life and apparently there is some ragdoll code
> already in the Half-Life SDK's code.
> I've had a look on Google, but the only tutorial is no longer being hosted,
> so does anyone here know anything about this ragdoll code, or, if not,
> whether it's a client side/server side thing?
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Re: [hlcoders] OB material system, when?

2009-01-08 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
In Soviet Russia, materials get YOU!

Sorry, couldn't resist...

2009/1/8 red box 

> someone knows?
>
> -- реклама ---
> Поторопись зарегистрировать самый короткий почтовый адрес @i.ua
> http://mail.i.ua/reg - и получи 1Gb для хранения писем
>
>
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Re: [hlcoders] Round remaining time

2008-12-16 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Actually, you'd be surprised how common that error is. I fell on it some
time ago, too :)

On Tue, Dec 16, 2008 at 3:56 PM, Yorg Kuijs  wrote:

> I thought so, but weird thing is that 30 always works the first time. oh
> well, I'll go do that then!
> Should have thought of it...
>
> See what I meant I would probably sound stupid>.>
>
> Rodrigo 'r2d2rigo' Diaz wrote:
> > Don't use == for time comparations, because you won't call the function
> at
> > the EXACT time always.
> >
> > Better use this:
> >
> > if ( GetRoundRemainingTime() <= flStartSuddenDeathSound )
> > {
> > // play sound and enable flag so the sound doesn't get repeated
> > }
> >
>
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Re: [hlcoders] Round remaining time

2008-12-16 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Don't use == for time comparations, because you won't call the function at
the EXACT time always.

Better use this:

if ( GetRoundRemainingTime() <= flStartSuddenDeathSound )
{
// play sound and enable flag so the sound doesn't get repeated
}


On Tue, Dec 16, 2008 at 3:36 PM, Yorg Kuijs  wrote:

> Hey list,
>
> maybe a stupid question but don't know whats wrong..
> My mod uses round based play, so besides a Maptime it has roundtime as
> well, I copied the maptimeremaining function and so have a
> roundtimeremaining function, works FINE.
>
> But now I have a float(can be an int too) to start suddendeath, the
> value is always set to: 30.0
> but now I have a sound that needs to start several seconds earlier, so I
> made another float, which was 35.0 and now that doesn't work. After some
> mucking around I found out that 30.0 works, so there's no problem with
> the second float, but if the value of the float isn't 30 then it doesn't
> work!
> The if statement goes like this:
> if ( GetRoundRemainingTime() == flStartSuddenDeathSound )
>
> like I said, if flStartSuddenDeathSound = 30 then it works, if it's not
> then it doesn't work!(possible some other value's work too, but not
> gonna test all the numbers tested 35 and 40)
>
> the RoundRemaining returns time as float, and a float of simple 30 is 30
> seconds, for some reason if its not 30 then it doesn't work.
> What's wrong here?
>
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Re: [hlcoders] Latest HL SDK?

2008-11-04 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
AFAIK the latest version is SDK 2.3, source-code only. The previous one
(2.1) comes in two flavours: source-code and full.

They were hosted in the VERC, but since it's down, I think it should be
another mirror floating around (maybe FilePlanet?). And I if were you, I'd
be using Spirit of Half-Life, because it has way more improvements and
fixes.

2008/11/4 xLnT <[EMAIL PROTECTED]>

>
> Thats the Source SDK right?
> I can't find HL1 SDK on my steam, i got both Half-Life and Half-life 2
> installed, and in my tools all i have is Source SDK.
>
> Regards
>
> > steam
> >
> > 2008/11/4 xLnT <[EMAIL PROTECTED]>
> >
> >
> >> Hi.
> >> Just wondering, what's the latest version of HL SDK?
> >> And where can i donwload it?
> >>
> >> Kind Regards
> >>
> >> ___
> >> 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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Re: [hlcoders] Limiting access by Steam ID

2008-06-03 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Someone correct me if I'm wrong, but AFAIK the mod needs some time to get a
valid Steam ID, so you need to give ~5 mins of playability until you close
down the game.

2008/6/3 Jed <[EMAIL PROTECTED]>:

> I know this is going to be a controversial subject but bear with me.
>
> I was asked by one of our Mod team if it would be possible for the
> internal beta version to lock them so that they could only be played
> by certain people. As we use SVN to allow testers to download/update
> the various builds it's percieveable they could give/share their SVN
> info and others could happily leech off it.
>
> The idea was to hard code a list of steam ID's into the DLLs for the
> duration of testing and basically refuse to load the game if you're
> not on the list. We're not thinking just stopping people joining games
> but actually stopping them completely so they can't make local listen
> or LAN servers.
>
> I've never gone this deep into the whole Steam side of things for
> getting ID's or where would be a suitable or safe place to put the
> check/reject code.
>
> Thoughts? Suggestions?
>
> - Jed
>
> P.S. We're a EP1 mod.
>
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Re: [hlcoders] Havoc Physic Engie ("No-Charge" version)

2008-06-03 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
PhysX has always been free for non-commercial products, but I think they
changed the licensing sometime when the AGEIA cards went out. It was way too
easier to manage the API when it was called NovodeX and the minidriver
didn't exist, though :/

And I would recommend messing with simpler physic APIs, like Newton. Havok
and PhysX only come handy when you have access to the entire codebase.

2008/6/3 Garry Newman <[EMAIL PROTECTED]>:

> Hasn't PhysX always been free? My only real turn off with PhysX is
> having to install drivers to use it.
>
> garry
>
> On Tue, Jun 3, 2008 at 7:36 AM, Dominik Tugend <[EMAIL PROTECTED]>
> wrote:
> > http://tryhavok.intel.com/
> >
> > Wonder if we'll see it in HL1 mods, heh.
> >
> > Don't know if NVIDIA's PhysX will do similar steps.
> >
> >
> > Source of information:
> > (German)
> >
> http://www.heise.de/newsticker/Havok-gibt-Physik-Engine-frei--/meldung/108828
> >
> >
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> >
> >
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Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Wonder what is he working on then... internal tools? Bugfixes? Steam?
TF3/CS2? :)

2008/5/19 Jorge Rodriguez <[EMAIL PROTECTED]>:

> On Mon, May 19, 2008 at 10:27 AM, Tobias Kammersgaard <
> [EMAIL PROTECTED]> wrote:
>
> > What is somewhat interesting too, Tony "Omega" Sergi stopped coming to
> the
> > IRC channel in GameSurge (#HLCoders).
>
>
> Yeah he probably got sick of people asking him to help them learn C++. I
> could have told him not to brag to everybody that he was doing work for
> Valve, but now he has everybody and their brother asking him for help :P
>
> --
> Jorge "Vino" Rodriguez
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Re: [hlcoders] Offline Mode...

2008-05-07 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
O rly?

Sorry, couldn't resist :)

2008/5/8 Ronny Schedel <[EMAIL PROTECTED]>:

>
> In the near future we will see only mails like this:
>
> Wtf? Omfg, he lol'd coz I qq'd.
>
>
> > http://www.urbandictionary.com/define.php?term=qq
> >
> > On 7 May 2008, at 22:04, Nick wrote:
> >
> >> whats qq mean?
> >>
> >> On Wed, May 7, 2008 at 12:51 AM,  <[EMAIL PROTECTED]> wrote:
> >>> That just makes the whole idea of "offline mode" confusing. For the
> >>> longest time, before this discussion, I swore that offline mode was
> >>> for
> >>> when YOU DIDN'T HAVE AN INTERNET CONNECTION.
> >>>
> >>> I qq'd.
> >>>
> >>>
> >>>
>  Problem with issue is that the Steam Agreement says that Valve
>  aren't
>  obliged to provide a continual, error-free service (even though
>  the Half
>  Life 2 EULA & Requirements in no way links Steam with HL2, making it
>  misleading). Not sure about the legal grounds of that kind of
>  stuff, but
>  even so, it is really, really frustrating.
> 
>  On Wed, May 7, 2008 at 12:53 AM, Cory de La Torre <[EMAIL PROTECTED]
>  >
>  wrote:
> 
> > Yeah because Steam must Update first, or prepare to go offline.
> >
> > On Tue, May 6, 2008 at 6:59 AM, Nick <[EMAIL PROTECTED]> wrote:
> >
> >> Offline mode only works when you have an internet connection. I
> >> think
> >> it is written somewhere in the documentation...
> >>
> >> On Tue, May 6, 2008 at 6:18 AM,  <[EMAIL PROTECTED]> wrote:
> >>> I can't even start Steam if I don't have a net connection. :(
> >>>
> >>>
> >>>
>  That description isn't actually accurate. Its perfectly possible
> > to
> >> play a
>  lan game where everyone uses the same steam ID, all in online
> > mode.
> >> The
>  only
>  time restrictions kick in are when you try to join an internet
> > game.
>  Because
>  of this, I don't think "copy protection" is the reason for
> > offline
> >> mode's
>  lameness. Similarly, the 5 friends all playing at once issue you
> >> describe
>  would work fine on online mode. The only caveat is that only one
> > of
> >> you
>  can
>  be logged into friends at a time.
> 
>  On the other hand, I don't have an alternative suggestion for
>  why
> > it
>  doesn't
>  work... :-P
> 
>  - Original Message -
> > Message: 4
> > Date: Tue, 6 May 2008 07:56:02 +0100
> > From: Adam Buckland <[EMAIL PROTECTED]>
> > Subject: Re: [hlcoders] Offline Mode...
> > To: Discussion of Half-Life Programming
> > 
> > Message-ID: <[EMAIL PROTECTED]>
> > Content-Type: text/plain; charset=US-ASCII; format=flowed;
> > delsp=yes
> >
> > I agree, there's been a number of times that I've been offline
> > and
> > wanted to work on my mod, but the sdk base refuses to load into
> > the
> > debugger if you're offline.
> >
> > On the other hand, I can see why Valve don't want it to work.
> > With
> > other games you have to put a cd into the drive to play the
> > game.
> >> The
> > idea of this is to ensure that only one user cab use the
> > software
> > at
> > any one time, keeping to the one user license
> >
> > With steam, where you don't have to put a cd in, they have to
> > ensure
> > only one computer is logged into a particular steam account at
> > any
> >> one
> > moment. When steam is online, it can tell when an account is
> >> accessed
> > by two computers at one. But in offline mode, they don't. What
> > would
> > stop me giving my  HL2 cd to five of by friends, along with my
> >> account
> > information, and making them all use offline mode, so we could
> > all
> > play at once?
> >
> > On 6 May 2008, at 07:30, [EMAIL PROTECTED] wrote:
> >
> >> I was more than slightly annoyed when my net connection died
> > during
> >> last
> >> weekend and I couldn't open Steam to test my mod.
> >>
> >>> So I'm sitting here at work trying to fire up Steam on my
> > laptop
> >> (no
> >>> active
> >>> net connection). It comes up (expectedly) with a dialog
> > prompting
> >>> me to
> >>> start in offline mode, and when I click it, I get an error
> > message
> >>> saying
> >>> 'Steam cannot connect to the network' and that 'This
> >>> operation
> >>> cannot be
> >>> completed in offline mode'.
> >>>
> >>> Is there ANY chance we can ***maybe*** get some at least
> > better
> >> error
> >>> messages for Offline Mode, or even some better support? Its
> > really
> >>>

Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-16 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
That's a bad idea, Jorge :(

Just do like me, sign them up for pr0n spam :P

2008/3/16, Jorge Rodriguez <[EMAIL PROTECTED]>:
>
> On Fri, Mar 14, 2008 at 4:31 PM, Spencer 'voogru' MacDonald <
> [EMAIL PROTECTED]> wrote:
>
> > Yeah I wonder how they get on the mailing list to begin with.
>
>
>
> When I run into someone on the internet that I don't like, I sign them up
> for hlcoders spam :P
>
>
> --
> Jorge "Vino" Rodriguez
>
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Re: [hlcoders] New IRC Channel!

2008-02-25 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
--
[ Picked text/plain from multipart/alternative ]
Will you accept a poor, homeless GoldSrc coder like me? :)

2008/2/25, Tony omega Sergi <[EMAIL PROTECTED]>:
>
> --
> [ Picked text/plain from multipart/alternative ]
>
> I think the reason that he did it is simply a matter of.. there is no one
> ever in the community chat, yet the irc channel already has had 10 people
> minimum there all the time.
>
>
> On Mon, Feb 25, 2008 at 1:14 PM, Tom Edwards <[EMAIL PROTECTED]>
> wrote:
>
>
> > >
> > > I'm always on IRC; I never leave STEAM running.
> > Maybe that's true for you, but I bet that the majority of people reading
> > this list don't even have an IRC client installed. Conversely, every
> > single one of them has Steam...
> >
> > This conversation is pointless of course. Just join whichever you
> > prefer. :-)
> >
> > Mulchman wrote:
> > > Who [realistically] uses that though?
> > >
> > > I joined. I'm always on IRC; I never leave STEAM running.
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Richard
> > Hough
> > > Sent: Monday, February 25, 2008 08:50
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] New IRC Channel!
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Yeah, the steam community chatroom may be a bit of a more logical
> > chatting
> > > place...
> > >
> > > -Brackhar
> > >
> > > On Mon, Feb 25, 2008 at 8:26 AM, Adam Maras (memzero) <
> > > [EMAIL PROTECTED]> wrote:
> > >
> > >
> > >> We already have one of those ;-)
> > >>
> > >> //  Adam
> > >>
> > >> Tom Edwards wrote:
> > >>
> > >>> Surely this should be a Steam Community group? :-p
> > >>>
> > >>> Adam Maras (memzero) wrote:
> > >>>
> >  Hello coders! I've taken the time to register a brand new IRC
> channel
> > 
> > >> on
> > >>
> >  the GameSurge IRC network: #hlcoders . From casual coding chat to
> > deep
> >  developer discussion, #hlcoders is the right place for you. Visit
> us:
> >  irc://irc.gamesurge.net/hlcoders
> > 
> >  //  Adam Maras (memzero)
> > 
> >  ___
> >  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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> > > please visit:
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> > >
> > >
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> > please visit:
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> > >
> > >
> > >
> >
> >
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> >
>
>
>
> --
> -omega
>
> --
>
>
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Re: [hlcoders] G15 Keyboard Support

2008-02-24 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
--
[ Picked text/plain from multipart/alternative ]
I think it's a standard DLL, or at least Google says so.

http://homepage.ntlworld.com/ian.avery2/Tools-Plugins-G15.htm

2008/2/24, Tobias Kammersgaard <[EMAIL PROTECTED]>:
>
> --
> [ Picked text/plain from multipart/alternative ]
>
> There was a copy of G15.dll in the Particle Benchmark, can't remember
> whether it was a Valve DLL or not.
> But I guess that's worth looking into :-)
>
> /ProZak
>
>
>
> On 24/02/2008, Cale Dunlap <[EMAIL PROTECTED]> wrote:
> >
> > This is a multipart message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Has anybody gotten the G15 keyboard support stuff to work yet? I saw the
> > source for it in the SDK, but apparently it needs the g15.dll. Does
> > anybody
> > know if that is a Valve DLL or if it is just the SDK DLL for the G15
> > keyboards?
> >
> >
> >
> > If it is a Valve DLL, will be in the "Everything SDK" project for VS?
> >
> >
> >
> > Thanks.
> >
> >
> >
> > Cale
> >
> >
> > No virus found in this outgoing message.
> > Checked by AVG Free Edition.
> > Version: 7.5.516 / Virus Database: 269.20.9/1294 - Release Date:
> 2/22/2008
> > 6:39 PM
> >
> > --
> >
> >
> > ___
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> > please visit:
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> >
> >
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Re: [hlcoders] Portal

2008-02-05 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
--
[ Picked text/plain from multipart/alternative ]
If i have ~100 ms of lag with HL2DM, I can't even think about Portal MP :(

2008/2/5, Tom Leighton <[EMAIL PROTECTED]>:
>
> Tom Leighton says:
> #ifdef PORTAL_MP_CONFIRMED
> Msg("WOOT");
> #endif
>
>
> Matt Stafford wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > On a slightly related issue...
> >
> > hl2_gamerules.cpp says:
> > #if !(defined( HL2MP ) || defined( PORTAL_MP ))
> >
> > hmmm
> >
> > On Feb 5, 2008 2:54 PM, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
> >
> >
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> Indeed it was, it was mentioned that the ability to create portals was
> >> going
> >> to be in the SDK, but I don't remember reading it on this mailer.
> >> Maybe it just requires some snooping around in the code, since I have
> come
> >> across enough code so far to make an object go through one hole and
> come
> >> out
> >> the other. Not entirely sure how to interact with the shaders used to
> >> create
> >> the camera view to the other side though.
> >>
> >> On Feb 3, 2008 7:13 PM, Adam Maras (memzero) <[EMAIL PROTECTED]
> >
> >> wrote:
> >>
> >>
> >>> I believe it was announced that the /technology to create portals/
> would
> >>> be included with the SDK, but not the Portal code itself.
> >>>
> >>> //   Adam Maras (memzero)
> >>>
> >>> Tony "omega" Sergi wrote:
> >>>
>  --
>  [ Picked text/plain from multipart/alternative ]
>  who the hell said they were releasing the portal source code with the
> 
> >>> SDK?
> >>>
>  That was people on like hl2coders and stuff saying that.
>  It was not an official announcement of ANY kind that I'm aware of.
> 
>  Infact, I remember reading posts about it, and I was thinkin to
> 
> >> myself,
> >>
> >>> "Boy
> >>>
>  those people are surely going to be dissapointed."
>  -Tony
> 
>  On Feb 3, 2008 9:45 PM, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
> 
> 
> 
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Because I remember them saying they were going to include the Portal
> >
> >>> code
> >>>
> > with the SDK.
> > I guess you missed that. ;)
> >
> >
> > On Feb 2, 2008 1:21 PM, Jeffrey botman Broome <
> >
> >>> [EMAIL PROTECTED]>
> >>>
> > wrote:
> >
> >
> >
> >> Ryan Sheffer wrote:
> >>
> >>
> >>> --
> >>> [ Picked text/plain from multipart/alternative ]
> >>> Having the code to add the portal gun would be great, but me
> thinks
> >>>
> >>>
> >> Valve
> >>
> >>
> >>> don't want us to make portal mods.
> >>>
> >>>
> >> They don't distribute the source code to Counter-Strike, TFC, or
> Day
> >>
> >>> of
> >>>
> >> Defeat, why would they distribute source code to Portal or TF2?
> >>
> >> It would be nice to have details about the interface used to create
> >> portals in the engine (the physics collision modifications and
> >> viewport/rendering modifications) so that someone could create
> their
> >>
> >>> own
> >>>
> >> "Portal-like" game.  I'm sure those are exposed from the engine in
> >>
> >>> some
> >>>
> >> sort of API.  Having some sample code about how to use this would
> be
> >> nice!  :)
> >>
> >> --
> >> Jeffrey "botman" Broome
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >>
> >> archives,
> >>
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> >>
> > --
> > ~Ryan
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> >
> >> archives,
> >>
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> >
>  --
>  -omega
>  --
> 
>  ___
>  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
> >>>
> >>>
> >>>
> >> --
> >> ~Ryan
> >> --
> >>
> >> ___
> >> 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://www.wraiyth.com
> > --
> >
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> please visit:

Re: [hlcoders] Weapon Prediction Problems?

2008-02-03 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
--
[ Picked text/plain from multipart/alternative ]
Wasn't the net_fakelag command broken? I think I read that a long time ago
here in the list.

2008/2/3, Cale Dunlap <[EMAIL PROTECTED]>:
>
> This is a multipart message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Alright, I'm stumped. I can't tell if this is a prediction problem, or of
> something else is going on.
>
>
>
> I've written about 35 or so new weapons and they ALL experience animation
> and effect glitches in a laggy environment (net_fakelag 100 is how I've
> been
> testing this).
>
>
>
> If I have a semi-auto weapon such as a pistol which is only allowed to
> fire
> every 0.2 seconds it can fire every single frame when there is any sort of
> lag introduced to the game. Obviously when I say "fire" I mean just play
> the
> effects, it doesn't actually fire on the server-side. This happens on full
> auto as well, but isn't so obvious to the player because it is masked by
> the
> real rate of fire.
>
>
>
> When I run the debugger, I discovered that the server and client time get
> out of sync, causing the m_flNextPrimaryAttack variable to become
> instantly
> stale on the client side. Here is the rundown of what is going on:
>
>
>
> 1.   Client sends fire command, plays the effects
>
> 2.   Client updates m_flNextPrimaryAttack to gpGlobals->curtime + x.xx
>
> 3.   Server acknowledges, fires the weapon
>
> 4.   Server updates m_flNextPrimaryAttack to gpGlobals->curtime + x.xx
>
> 5.   Server sends client updated m_flNextPrimaryAttack time
>
> 6.   Client corrects m_flNextPrimaryAttack which ends up BEHIND
> gpGlobals->curtime
>
> 7.   Client sends fire command, plays effects
>
> 8.   Client updates m_flNextPrimaryAttack to gpGlobals->curtime + x.xx
>
> 9.   Server denies command because it isn't allowed to shoot on the
> server yet
>
> 10.   Server sends client updated m_flNextPrimaryAttack time
>
> 11.   Client corrects m_flNextPrimaryAttack again, ending up BEHIND
> gpGlobals->curtime again allowing it to shoot again
>
>
>
> Basically the server is sending the client an old m_flNextPrimaryAttack
> time
> near continuously. This would normally be OK, but the gpGlobals->curtime
> variables become out of sync. The server thinks it is 1263.6800 when the
> client has 1263.7500. This only happens when there is lag.
>
>
>
> To test to make sure it wasn't my mod, I ran a vanilla setup of the
> scratch
> SDK and discovered that the weapons built into that SDK experience the
> same
> symptoms. I'm not sure if it is for the same reasons or not though, I
> didn't
> run it through the debugger.
>
>
>
> I sure hope there is some easy way to fix this. Perhaps it is just a
> symptom
> of using fake lag? Maybe I should just set up a server in the same room,
> then shake the Ethernet cable violently until bits fall out of the cable,
> creating lag? (joke)
>
>
>
> Thanks in advance.
>
>
>
> Cale
>
>
> No virus found in this outgoing message.
> Checked by AVG Free Edition.
> Version: 7.5.516 / Virus Database: 269.19.19/1256 - Release Date: 2/2/2008
> 1:50 PM
>
>
> --
>
>
> ___
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Re: [hlcoders] SDK keeps reverting itself

2008-02-02 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
--
[ Picked text/plain from multipart/alternative ]
... or if you want it activated, just change in the Registry the command
line for initialization.

2008/2/2, Adam amckern McKern <[EMAIL PROTECTED]>:
>
> Just disable the option in steam 'start with windows'
>
> Adam
>
>
>
> --- Mark Chandler <[EMAIL PROTECTED]> wrote:
>
> > If steam runs without the sdk beta cla it will
> > revert to the old version.
> > Make sure every time you run steam it has the beta
> > sdk cla on it.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On
> > Behalf Of Ryan ---
> > Sent: Saturday, February 02, 2008 5:15 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: [hlcoders] SDK keeps reverting itself
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > The past 3 times ive closed and restarted steam, the
> > sdk has started
> > downloading / updating itself. I have the orange box
> > beta sdk activated so
> > it should not be updating. When it's done 'updating'
> > it turns out it has
> > actually reverted itself to the old sdk and only
> > lists ep1 games (there is
> > no longer a choice of engine).
> >
> > To get back to the beta sdk i have to delete and
> > redownload the whole sdk
> > again. I even tried setting the sdk tool to not
> > automatically update but its
> > 'updating' itself as i type this regardless.
> >
> > It's a bit of a bitch to have to redownload the
> > entire thing again everytime
> > i close steam.
> > --
> >
> > ___
> > 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
> >
> >
>
>
>
> 
> Owner Nigredo Studios http://www.nigredostudios.com
>
>
>
>
>   
> 
> Be a better friend, newshound, and
> know-it-all with Yahoo! Mobile.  Try it now.
> http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ
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>
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Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-30 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
--
[ Picked text/plain from multipart/alternative ]
http://collective.valve-erc.com/index.php?news=1080357489-51167900

Hey, it says "in a few weeks", so according to Valve time we will get it
along with Episode 3 :P

2008/1/30, Maarten De Meyer <[EMAIL PROTECTED]>:
>
> Reason is simple I think. Steam is a success already with some big
> publishers using it. Valve does not need mods anymore to promote its
> platform, on the contrary, we would only be in competition with the real
> 'paying' Valve clients and even be bad PR by offering lesser quality
> products than the current Steam offer.
>
> Plus if they would want to support even only the 'better' mods out there,
> they'd still end up with a list of a few dozen mods, for which they'd have
> to do the distribution etc, logistically this is very expensive. Not to
> mention quality control, it'd be a nightmare.
>
> Actually - and please don't read a reproach in this valve, from a business
> point of view, they have no interest at all in supporting mods. If Steam
> would not have become a success of its own, mods could have been
> interesting to boost the platform, but now, they would be stupid to
> support us logistically.
>
> So in my eyes they're doing what they can within their business
> constraints. They provide us with an extensive SDK, a mailing list +
> personal email support, and Mike Durand's extra hours. They let us do the
> distribution/versioning etc so that they don't offend their paying steam
> publisher clients, but allow us to still use the platform.
>
> I don't think we can ask for more really. Except maybe that yeah, they
> shouldn't have made that promise earlier on [ if they really did, my
> memory is already becoming vague on the subject :p ]
>
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Remember that Valve promised Steam Delivery for Mods a long, long time
> > ago,
> > and for whatever reason, that never came to fruition. Don't hold your
> > breath
> > for anythin like this
> >
> > On Jan 30, 2008 11:31 AM, Tom Leighton <[EMAIL PROTECTED]>
> > wrote:
> >
> >> Could VALVe not implement an api where that a mod "ID" if you will is
> >> registered with SteamWorks, (no need for anything fancy, maybe a guid
> >> style id, or simply a number), and then the mod developers can add
> >>
> >> Update URL (Update location, maybe some data files to tell what update
> >> is newer, etc)
> >> Stats URL (Stats location, used for achievements, etc)
> >>
> >> and stuff like that. It means valve dont store anything, we can have
> >> steam functionality, and maybe even an integrated steam
> >> download/installer? :P
> >>
> >> >> Not at this time, we don't have a pipeline in place to support
> >> arbitrary
> >> >> mods let alone the infrastructure for it :)
> >> >>
> >> >> - Alfred
> >> >>
> >> >>
> >> >>> -Original Message-
> >> >>> From: [EMAIL PROTECTED] [mailto:hlcoders-
> >> >>> [EMAIL PROTECTED] On Behalf Of Adam Buckland
> >> >>> Sent: Tuesday, January 29, 2008 2:27 PM
> >> >>> To: hlcoders@list.valvesoftware.com
> >> >>> Subject: Re: [hlcoders] SteamWorks we should get a piece of that
> pie
> >> >>>
> >> >> ;)
> >> >>
> >> >>> Actually, on another note, there's the achievement manager code in
> >> the
> >> >>> SDK code. Does this mean that mod authors will be able to
> >> incorporate
> >> >>> achievements in their mods?
> >> >>>
> >> >>>
> >> >>> On 29 Jan 2008, at 22:21, Benjamin Davison wrote:
> >> >>>
> >> >>>
> >>  --
> >>  [ Picked text/plain from multipart/alternative ]
> >>  http://www.steampowered.com/steamworks/
> >> 
> >>  Are mod authors ever going to be able to get in on this action?
> >> Some
> >>  of the
> >>  features look mighty tasty.
> >> 
> >>  --
> >>  - Benjamin Davison
> >>  --
> >> 
> >>  ___
> >>  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
> >> >>
> >> >>
> >> >>
> >> >
> >> >
> >> > --
> >> > Matt Stafford (Wraiyth)
> >> > http://www.wraiyth.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, 

Re: [hlcoders] Was this suppose to be here?

2008-01-29 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
--
[ Picked text/plain from multipart/alternative ]
Valve guys have always liked to spoil little pieces of what they are working
on with the SDK updates (maybe accidentally :P)

2008/1/29, Kori <[EMAIL PROTECTED]>:
>
> Was this suppose to be included in the SDK Beta release?
>
> "src\game\server\episodic\Episode3"
>
> It contains three Files. "npc_combine_armored" "npc_wpnscanner" and
> "weapon_proto1"
>
>
> ___
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Re: [hlcoders] RE: blood/decals/ragdolls

2007-11-28 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
--
[ Picked text/plain from multipart/alternative ]
AFAIK, the cvar you are referring to, is r_drawdecals: it toggles between
drawing or ignoring the decals. I *think* that decals lifetime comes from
the limit being reached, so a decal stays until it needs to be rewritten by
a new one. With r_decals you set the maximum number of decals stored at a
time, and with r_maxmodeldecal you set the max being drawn onto a model.

2007/11/28, Minh <[EMAIL PROTECTED]>:
>
> --
> [ Picked text/plain from multipart/alternative ]
> If I recall correctly, "r_decals" is a simple boolean that specifies
> whether
> decals get generated or not.
>
> Adam, maybe you should check out the function
> TE_Decal
> in "c_te_decal.cpp"
>
>
> or maybe the function  DecalShoot in "iefx.h"
> It seems the definition of DecalShooot is hidden from the SDK which
> might make it impossible to edit the max number of decals.
>
> - Original Message -
> From: "Rodrigo 'r2d2rigo' Diaz" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, November 28, 2007 7:00 AM
> Subject: Re: [hlcoders] RE: blood/decals/ragdolls
>
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Did you check r_decals and r_maxmodeldecal cvars? Maybe setting them to
> a
> > huge number is what you are searching for :P
> >
> > 2007/11/28, Adam Donovan <[EMAIL PROTECTED]>:
> >>
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> Sorry to pester about this again, but Im still looking for a way to get
> >> the blood decals to stay longer..I dont mean on the ragdolls just the
> >> normal
> >> blood decals that apear on players and on block work..Its for a
> >> performace
> >> using the hl2engine in a few weeks that im helping a few friends who
> know
> >> very little about hl2 stuff.
> >>
> >> There should be somewhere a lifetime setting and a maxnumber setting
> for
> >> these decals..any idea where it is?
> >> thanks girls and guys
> >> adam:)
> >>
> >> _
> >> It's simple! Sell your car for just $30 at CarPoint.com.au
> >>
> >>
> http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fsecure%2Dau%2Eimrworldwide%2Ecom%2Fcgi%2Dbin%2Fa%2Fci%5F450304%2Fet%5F2%2Fcg%5F801459%2Fpi%5F1004813%2Fai%5F859641&_t=762955845&_r=tig_OCT07&_m=EXT
> >> --
> >>
> >> ___
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> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
>
> --
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Re: [hlcoders] RE: blood/decals/ragdolls

2007-11-28 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
--
[ Picked text/plain from multipart/alternative ]
Did you check r_decals and r_maxmodeldecal cvars? Maybe setting them to a
huge number is what you are searching for :P

2007/11/28, Adam Donovan <[EMAIL PROTECTED]>:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Sorry to pester about this again, but Im still looking for a way to get
> the blood decals to stay longer..I dont mean on the ragdolls just the normal
> blood decals that apear on players and on block work..Its for a performace
> using the hl2engine in a few weeks that im helping a few friends who know
> very little about hl2 stuff.
>
> There should be somewhere a lifetime setting and a maxnumber setting for
> these decals..any idea where it is?
> thanks girls and guys
> adam:)
>
> _
> It's simple! Sell your car for just $30 at CarPoint.com.au
>
> http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fsecure%2Dau%2Eimrworldwide%2Ecom%2Fcgi%2Dbin%2Fa%2Fci%5F450304%2Fet%5F2%2Fcg%5F801459%2Fpi%5F1004813%2Fai%5F859641&_t=762955845&_r=tig_OCT07&_m=EXT
> --
>
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Re: [hlcoders] Re: Cinematic Physics?

2007-11-13 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
--
[ Picked text/plain from multipart/alternative ]
VALVe could pay a special license and redistribute it freely... $1,495 is
the cost of only 30 Orange Box packs. They won't notice it with the millions
they have sold :P

2007/11/13, Ryan Sheffer <[EMAIL PROTECTED]>:
>
> Ouch, $1,495.00 :p
>
> On Nov 12, 2007 12:00 PM, Mike Durand <[EMAIL PROTECTED]> wrote:
> > We are using a customized version of this Maya plugin:
> > http://www.blastcode.com/productinfo/megaton.php
> >
> > From what I've been told it is still a whole lot of work even with this
> > tool.
> >
> > -Mike
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Adam
> > Buckland
> > Sent: Monday, November 12, 2007 8:50 AM
> > To: hlcoders@list.valvesoftware.com
> >
> > Subject: [hlcoders] Re: Cinematic Physics?
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > If they are using endorphin, it may not be so hard for a mod version
> > after
> > all, since there is a free learning edition available. If they're using
> > an
> > XSI plugin, then it depends who wrote the plugin for the program and
> > whether
> > the learning edition supports it
> >
> > Bucky
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > ___
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> please visit:
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> >
> >
>
>
>
> --
> ~skidz
>
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Re: [hlcoders] custom footstep sounds never load?

2007-11-11 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
--
[ Picked text/plain from multipart/alternative ]
Maybe you are using wrong frequency/sample/etc values for the sounds, I
remember the original HL only accepting mono/8KHz WAV files. Just check the
values of these things for default HL2 sounds.

2007/11/11, Adam Donovan <[EMAIL PROTECTED]>:
>
> --
> [ Picked text/plain from multipart/alternative ]
> working on a small project with some people in berlin this week and I am
> having allot of problems getting any changes to happen with the footsteps
> sounds for a little mod they are using.  I first tried editing game sound
> physics.txt to use our own sound files..that didnt work.  So then I tried
> renaming the sounds files to the same names in the script file..that also
> didnt work.  I looked into other .gcf files to see if I was missing any
> script files and they all seemed to be present.  I can change other script
> files for other things but no matter what I do there is no change to the
> footsteps,  I have tried 3 different mods with all of this and still no
> luck.  Is it possible that there is something wrong with the SDK update that
> has broken custom footstep sounds or was it never available to change in the
> first place?   Is there somewhere in the code to force  the mod to use a
> specific  script file?  This is for a MP mod y the way app id 320..I also
> tried  ep1 app id 380 but that didnt work either
>
> thanks again people
> adam
>
> _
> New music from the Rogue Traders - listen now!
>
> http://ninemsn.com.au/share/redir/adTrack.asp?mode=click&clientID=832&referral=hotmailtaglineOct07&URL=http://music.ninemsn.com.au/roguetraders
> --
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Re: [hlcoders] func_button question (Hammer)

2007-06-22 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
--
[ Picked text/plain from multipart/alternative ]
Sorry, but this is the hlcoders list... you won't find that much mappers in
here :)

2007/6/22, Joshua S. <[EMAIL PROTECTED]>:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>   How do you make a func_button only work for the Counter-Terrorist team
> (This is applies to Counter-Strike: Source mapping)?
> Thanks,
>   Josh
> --
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Re: [hlcoders] 9/3-Way Blending Server Side Code in Goldsrc

2007-04-12 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
--
[ Picked text/plain from multipart/alternative ]
Glad to see I'm not the only moron that still works under GoldSrc :)

I heard about 9-way blending source code a lot of time ago (two or three
years, when people still loved HL). I think it was from someone at
TheWavelength... perhaps Omega or Vino, or maybe that old code from
DarkTruth's MOD. I can't remember anything more, hope someone is more
helpful than me.

2007/4/7, Arthur Lee <[EMAIL PROTECTED]>:
>
> Hey, I'm one of those idiots still working on the Goldsrc engine, but I
> was wondering if I could get my hands on the server side portion of the
> 9-way-blending code, or at least the translated version of the default
> blending code for the server side. Ideally, I would like if I could use
> 9-way or at the very least, 3-way blending, but translating all of the
> code is proving to be tedious work. If someone could point me to the
> correct code, I'd be grateful. Thanks!
>
>
>
>
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Re: Re: [hlcoders] Where'd Mike Durand go?

2007-03-09 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
--
[ Picked text/plain from multipart/alternative ]
Valve should release some versions of all the old work they have stored
somewhere in their backups. Am I the only that still gets amazed seeing HL
beta videos (codename Quiver) and the old TF2 footage? :_(

2007/3/9, saigce <[EMAIL PROTECTED]>:
>
> --
> [ Picked text/plain from multipart/alternative ]
>   我靠,你爷爷的。怎么老是给我发垃圾邮件啊
>
> 在2007-03-09,Nathan Voge <[EMAIL PROTECTED]> 写道:
> This is a multi-part message in MIME format. -- [ Picked text/plain from
> multipart/alternative ] I think Valve should get some buses and go on tour
> with all of their pojects. - Original Message - From: Michael
> Shimmins To:
> hlcoders@list.valvesoftware.com
> Sent: Thursday, March 08, 2007 8:18 PM Subject: Re: [hlcoders] Where'd Mike
> Durand go? -- [ Picked text/plain from multipart/alternative ] Sounds like
> there needs to be a Valve open day to help answer all these questions ;) On
> 3/9/07, Nick <[EMAIL PROTECTED]> wrote: > >
> I want to know what happen to the guest passes and why I didn't get get >
> one :( > > On 3/8/07, Minh <[EMAIL PROTECTED]>
> wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > I
> want to know who's responsible for cleaning the Valve washrooms now > that >
> > I'm not there anymore.. > > > > - Original Message - > > From:
> "Justin Krenz" <[EMAIL PROTECTED]> > > To: <
> hlcoders@list.valvesoftware.com> >
> > Sent: Thursday, March 08, 2007 5:12 PM > > Subject: Re: [hlcoders] Where'd
> Mike Durand go? > > > > > > > Everyone really wants to know what's going on
> with Dhabih Eng and when > > > he's going to update his web site. > > > > >
> > Andrew (Bromfitsen) wrote: > > >> -- > > >> [ Picked text/plain from
> multipart/alternative ] > > >> More curiously, whatever happened to Minh Le?
> > > >> -- > > >> > > >> ___ > >
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Re: [hlcoders] How to find the position of a func brush?

2007-02-17 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
--
[ Picked text/plain from multipart/alternative ]
If HL2 works just like HL did, you should be seeking for pev->mins and
pev->maxs. Those store the minimum/maximum vectors that determine the size
of the resulting box.
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Re: [hlcoders] TraceLine that ignores players

2007-02-11 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
--
[ Picked text/plain from multipart/alternative ]
Just get the entity touched by the traceline and then check if it is a
player. If that player's team is the same as the tripmine's owner, then do
nothing.
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Re: [hlcoders] Steam offline mode?

2007-02-06 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
--
[ Picked text/plain from multipart/alternative ]
AFAIK, before the new version, if you opened Steam without being connected
to Internet, a dialog gave you the options to retry or log under offline
mode. Looks like this option isn't available anymore. It's a shame, because
it came very handy when you took your laptop to a place without any ways of
accessing Internet.
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[hlcoders] VGUI issues in HL1

2006-11-25 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
--
[ Picked text/plain from multipart/alternative ]
Hello, I am currently trying to make a VGUI interface in HL1. I have some
issues, because the VGUI menu is just a template and I want to change some
things on it every time it is opened. The biggest problem I have is related
with the ActionSignals, because it looks like you can add them to controls,
but you can't delete them (so, if in a map the button X in the menu needs to
send the server command Y, and I move to the next map, in which the server
command sent by that button is Z, the client dll sends commands Y and Z).

It looks like VGUI in HL1 isn't finished at all, so maybe the things I want
to do are almost impossible to perform, but I would thank some help with
this thing, especially in the way to destroy VGUI controls and recreate
them, or the strange way CMenuPanel::Open works (it looks like it doesn't
really "close" the panel, just hides it).

Thank you for your time.
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[hlcoders] Getting STEAMID in HL1

2006-03-26 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
--
[ Picked text/plain from multipart/alternative ]
Hello, I have an idea for a MOD i'm finishing for HL1. The idea is to
prevent people i don't want from playing it, much like the electric crowbar
thing in Sven Coop. My question is, does the old function GETPLAYERUSERID
return the STEAMID if the MOD is running under Steam? I want to block people
from using it under WON, and allowing only some people to run it under
Steam, for anti-leaking things.

Thanks for your help.
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Re: [hlcoders] Questions about event_kill(or lack of it)

2006-02-05 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
--
[ Picked text/plain from multipart/alternative ]
Just check when a zombie dies and if the killer was the player. Then give
him some health.

2006/2/5, Benjamin Davison <[EMAIL PROTECTED]>:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Yeah basically, but I also wan't to check if they killed a zombie.
>
> On 2/5/06, Andrew (Bromfitsen) <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > What, like when you go to give the killer a score you also give them
> some
> > health?
> > --
> >
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> >
>
>
> --
> - Benjamin Davison
> --
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Re: [hlcoders] HL1 SDK 2.3 Broken?

2005-12-16 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
--
[ Picked text/plain from multipart/alternative ]
Pretty weird. Surely you aren't using the fresh SDK files (maybe you applied
the patches), because i moved to .NET 2003 5 months ago and i continue
compiling for HL1 (SDK 2.3 and Spirit), with no errors.

2005/12/16, Adam amckern Mckern <[EMAIL PROTECTED]>:
>
> You just have to cast those last two errors, I only
> had the 2 errors in 2002, but never went to 2003 with
> the 2.3 sdk.
>
>
>
> --- [EMAIL PROTECTED] wrote:
>
> > You're mixmatching the original 2.3 SDK with the
> > patch set released by
> > Valve (maintained at www.metamod.org).  I think.
> >
> >~dvander
> >
> > > It, 1:30 am, so forgive me if this has been
> > discussed, but the 2.3 SDK
> > > does not compile. Fresh install, no mods, .NET
> > 2003:
> > >
> > > Error 1:
> > >
> > > d:\HL-SDK\Multiplayer Source\engine\cdll_int.h(72)
> > : error C2011:
> > > 'client_textmessage_s' : 'struct' type
> > redefinition
> > > d:\HL-SDK\Multiplayer
> > Source\engine\Sequence.h(18) : see
> > > declaration of 'client_textmessage_s'
> > >
> > > I fixed above by puting in a couple of #defines.
> > >
> > > Error 2:
> > >
> > > d:\HL-SDK\Multiplayer
> > Source\cl_dll\hl\hl_weapons.cpp(607) : error
> > > C2440: '=' : cannot convert from 'const char
> > *(__cdecl *)(unsigned
> > > long)' to 'const char *(__cdecl *)(uint32)'
> > > This conversion requires a
> > reinterpret_cast, a C-style cast or
> > > function-style cast
> > >
> > > d:\HL-SDK\Multiplayer
> > Source\cl_dll\hl\hl_weapons.cpp(618) : error
> > > C2440: '=' : cannot convert from 'long (__cdecl
> > *)(long,long)' to
> > > 'int32 (__cdecl *)(int32,int32)'
> > > This conversion requires a
> > reinterpret_cast, a C-style cast or
> > > function-style cast
> > >
> > > 607:g_engfuncs.pfnNameForFunction   =
> > stub_NameForFunction;
> > > 618:g_engfuncs.pfnRandomLong =
> > gEngfuncs.pfnRandomLong;
> > >
> > > Is this a switch I need to set in VS?
> > >
> > > Bed now, me sleep...
> > >
> > > Jeff
> > >
> > > ___
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> > > please visit:
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>
>
> 
>
> My Website http://www.ammahls.com
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[hlcoders] Applying shake to players in camera mode (HL1)

2005-05-13 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Hi, I have tried thousands of ways to make a player's vision shake
when he is seeing through a camera. I've tried to place env_shakes
near the camera, near the player, even making UTIL_ScreenShake work in
the whole map, but it doesn't work.
Seeing through view.cpp in the client dll, I came to V_CalcShake and
V_ApplyShake functions, done by the engine. Does the engine by itself
skip shake calculation when the player sees through a camera? Can this
be hacked by some way? Thanks for the help in advance.

Rodrigo 'r2d2rigo' Diaz
The Lost Survivor Team

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Re: [hlcoders] gib?

2005-05-07 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
[OT]

case 102:
// Gibbage!!!

Another of the SDK classics =D

[/OT]


2005/5/7, Jeffrey botman Broome <[EMAIL PROTECTED]>:
> r00t 3:16 wrote:
> > Ok maybe im dumb dunno but what does gib mean?
>
> It's the singular form of "giblets".
>
> --
> Jeffrey "botman" Broome
>
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Re: [hlcoders] shareware?

2005-05-07 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
AFAIK, a shareware program is a freely distributable demo; you must
pay $$$ to get the FULL version. So, getting money for a thing you are
taking from a 3rd party developer (VALVe's Source Engine VTF DLLs)
would be illegal. Are you referring to FREEWARE instead of SHAREWARE?

2005/5/7, Vyacheslav Dzhura <[EMAIL PROTECTED]>:
> Hello,
>
>   I am going to make next major releases of VTF Explorer shareware same way 
> that Quark does.
>
>   I guess there won't be any legal issues if I'll get rid of using
>   Source Engine's .dll for loading .vtf's?
>
>   If I am not right, please correct me.
>
> --
> Regards,
>  Vyacheslav Dzhura
>  Webmaster,  Half-Life 2: Online Source
>  http://www.hl2source.com
>  [EMAIL PROTECTED]
>
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Re: [hlcoders] (HL1 QUESTION) pm_shared.c and CVAR's?

2005-04-23 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
A day i was really bored, i ported all pm_*.c files to .cpp
It took a while to remove "extern C" and such things, but finally i
got it working :P

2005/4/23, Jeffrey botman Broome <[EMAIL PROTECTED]>:
> Deadman Standing wrote:
> > Sounds like either your make files or your ide is using the 'C' compiler for
> > files with a .c extension. Just change it so the 'C++' compiler is always
> > used to compile 'C' and 'C++' files.
>
> NO! Don't do this.  In Half-Life 1, pm_shared.c WAS a 'C' file.  You
> don't want to rename it to .cpp or the compiler will REALLY complain.
>
> --
> Jeffrey "botman" Broome
>
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Re: [hlcoders] Crashing without debugger

2005-04-10 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Try changing the compiler's warning level. In maximum level it marks
you as errors all the un-initialised variables.

On Apr 10, 2005 6:32 AM, NuclearFriend <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Ben, I read somewhere that the debugger could do that, but it sounded a
> little far fetched because I've seen uninitialised variables in a debugging
> application. :(
>
> Is there any possible way to trace which variables aren't being initialised.
> I have been going through my code and looking for any uninitialised
> variables but this is very tedious. I have tried with memory breakpoints on
> the first memory address given in the error but that doesn't seem to help
> much.
>
> Pavol, this is happening with debug or release builds, it only depends on
> whether or not the debugger is attached.
>
> Thanks for both your help so far. :)
>
> On Apr 10, 2005 4:38 AM, Pavol Marko <[EMAIL PROTECTED]> wrote:
> >
> > I have also experienced problems when doing weird stuff with memory
> > (writing outside of allocated areas, etc.) a long time ago. MSVC's Debug
> > build ran fine, Release crashed. I don't know how good Valve's memory
> > manager is; I have used "mmgr" from Paul Nettle back then which worked
> > fine for my purposes.
> >
> > Ben Everett schrieb:
> >
> > >Debug build in Visual Studio will assign default values to variables...
> > >while in release build if you don't assign a default value in the
> > >constructor or some initialization function you are just SOL. 90% of the
> > >time assigning default values will fix this problem.
> > >
> > >-Original Message-
> > >From: [EMAIL PROTECTED]
> > >[mailto:[EMAIL PROTECTED] On Behalf Of NuclearFriend
> > >Sent: Saturday, April 09, 2005 2:51 AM
> > >To: hlcoders@list.valvesoftware.com
> > >Subject: [hlcoders] Crashing without debugger
> > >
> > >--
> > >[ Picked text/plain from multipart/alternative ]
> > >Well I have made the mistake of not testing my builds regularly without
> > the
> > >debugger and now I am paying the price. Upon compiling a Release build
> > and
> > >giving it to my team, it now refuses to load a map when run without a
> > >debugger. I get a "blah referenced memory at blah, memory could not be
> > read"
> > >error.
> > >
> > >Does anyone know where I can start to try and fix this problem? I've
> > tried
> > >to remove newer code but it seems to make no difference (so far, if I get
> > no
> > >help from here I'll just keep tearing stuff out until I find the
> > problem)..
> > >What are the major differences between running something with a debugger
> > and
> > >without one (I'd imagine nothing except that it would run slower)?
> > >
> > >PS The result is the same for debug or release builds. ;(
> > >--
> > >
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Re: [hlcoders] Help with HL1 SPR file format

2005-02-25 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Thanks, I discovered that thing a while ago! Sprite data are
references to palette colours, and I thought they were RGB triplets :)


On Thu, 24 Feb 2005 21:00:42 +, Philip Searle
<[EMAIL PROTECTED]> wrote:
> 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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[hlcoders] Help with HL1 SPR file format

2005-02-24 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
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?

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Re: [hlcoders] Best way to make disappear a ragdoll after x seconds

2005-02-23 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
If FadeOut works like HL1, it only makes it gradually invisible and
untouchable, but it's still there. I bet for the UTIL_Remove func.


On Wed, 23 Feb 2005 20:40:57 +1000, Teddy <[EMAIL PROTECTED]> wrote:
> try the CRagdollProp::FadeOut( float flDelay, float fadeTime ) function
>
>

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[hlcoders] HUD drawing order in HL1

2005-02-04 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Hello, I have set up a VGUI menu with a CImageLabel with the size of
the screen. The image has some transparent parts, so the player can
see the world through them. The problem is I want to make the HUD
elements be visible, because the VGUI is the last element to be drawn
and hides them. Can the drawing order be altered, or must I port all
the HUD elements to VGUI elements?

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Re: [hlcoders] A Half-life wiki?

2004-10-30 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Yeah, a wiki of HL2 coding would rock! Im tired of searching 5-7 sites
to get specific documentation, making a compact programming manual for
HL2 SDK surely would help a lot to people that are starting, and
sharing knowledges would be quick and easy :D

PS: tei, are you spanish? Me too! :D


On Sun, 31 Oct 2004 02:54:14 +0100, tei <[EMAIL PROTECTED]> wrote:
>
> I am testing mediawiki (the wikipedia one), Its perfect for the task:
>
> http://www.servicios-dpi.com/wikitest1.png
>
> 5 min, and a test wiki is online :D
>
>
>
>
> Bruce "Bahamut" Andrews wrote:
>
> > Because they probably don't want a dead part of their site with twits
> > erasing stuff all the time.
> >
> > Unless they had assurances that this project would actually go somewhere
> > most websites would be reluctant.
> >
> > - Bruce "Bahamut" Andrews
> >
> >
>
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Re: [hlcoders] Relating hud messages and different screen resolutions

2004-10-18 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Also use the XRES() and YRES() functions. They calculate a
proportional number based in a 640x480 resolution.


On Mon, 18 Oct 2004 12:27:45 +1000, NuclearFriend
<[EMAIL PROTECTED]> wrote:
> Making calculations using ScreenWidth (a define in cl_util.h) will
> keep them in the same place ie if you want something in the middle, x
> = ScreenWidth / 2, y = ScreenWidth / 2. Or if you want something a
> certain distance from the right hand side of the screen, x =
> ScreenWidth - 30 etc.
>
>
>
>
> On Sun, 17 Oct 2004 19:54:37 -0400, Josh <[EMAIL PROTECTED]> wrote:
> > I've noticed that messages seem to be placed in different places on your
> > screen if you're at a specific resolution, they are generally in the same
> > place yes, but not exactly.  Is there some formula that can calculate a way
> > for this to be the same that some1 has done or knows of?
> >
> > Thanks,
> > Josh
> >
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Re: [hlcoders] Shield

2004-09-25 Thread Rodrigo &#x27;r2d2rigo&#x27; Diaz
Because when you pick up an entity based in CBasePlayerWeapon, the
entity is removed and a free slot in the 'static ItemInfo
ItemInfoArray[MAX_WEAPONS ]' is filled.

You can check it by making a for statement and checking all the
ItemInfoArray's pszName variable.


On Sat, 25 Sep 2004 17:02:01 -0400, Freecode <[EMAIL PROTECTED]> wrote:
> If a shield is on the ground its a valid entity and its classname is
> "weapon_shield" but when u pick it up the entity is removed. Now but
> you still have the shield why isnt it an entity? And Besides checking
> users viewmodel is there any way of checking if a player has shield?
>
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