Re: [hlcoders] Why VectorNormalize?

2006-03-23 Thread Tei
Theres the C version:

float VectorNormalize (vec3_t v){
float   length, ilength;

length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
length = sqrt (length); // FIXME

if (length) {
ilength = 1/length;
v[0] *= ilength;
v[1] *= ilength;
v[2] *= ilength;
}

return length;
}

Quake 1 source:
http://www.untitled-game.org/source/mathlibc.html

Thats why return a float. Because is C code. And is the right thing
for "Think in C" mode. But is the wrong thing for "Think in OOP" mode.
So is right that Valve change this stuff.


On 3/21/06, LDuke <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Isn't that exactly what you wanted?
>
> "Valve, why did you do VectorNormalize() instead of Vector::Normalize() ?"
>
>
>
> On 3/20/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> >
> > [EMAIL PROTECTED] wrote:
> >
> > >By the way, there already is a member function for this.  It's called
> > NormalizeInPlace()
> > >
> > >
> > At the risk of reviving this fruitless discussion from its grave:
> >
> > NormalizeInPlace() and the Normalize() that I speak of are different.
> > Normalize() will return a normalized Vector, and NormalizeInPlace will
> > normalize the Vector it is called on.
> >
> > --
> > Jorge "Vino" Rodriguez
> >
> >
> > ___
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> > please visit:
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> >
> >
> --
>
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--
Oscar Vives

Consultor de Software Libre

  www.servicios-dpi.com
  Telf 645 167 472
  [EMAIL PROTECTED]
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Re: [hlcoders] Say "broken" suddenly

2006-05-04 Thread Tei

try to make:

$ make clean

maybe some temp files are worseuglifielobotomized in a bad way

also check your mod on other HL installation, to avoid
firewall/installation bugs dependencies
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Re: [hlcoders] Re: Portal

2006-08-02 Thread Tei

This Portal implementation with teleports calls for a "infinite stairs" map :D

_
\
 \
\
\
\
\
--

(adn alike :D)

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[hlcoders] new in the list

2003-08-15 Thread Tei

Hi!

I am new in the list.

I am actually a Quake1 coder and I am interested to port some HL features to Quake1.
I am in this list to learn something about Half-Life.

Thanks!

1 saludo
Tei
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Re: [hlcoders] Map Overviews

2003-08-15 Thread Tei
El Fri, 15 Aug 2003 10:35:12 -0700 (PDT)
"Brian A. Stumm" <[EMAIL PROTECTED]> dijo:

my 0.01 cents (99% crap):

maybe the better way can be to make a txt file with the name of all bsp maps in your 
mod,
load these maps and move player to 0 0 4096, send a "screnshots" to client console and 
move
to next map. This can be a mod feature, or a minimod. Will not be perfectly 2D. Hee... 
maybe you
can tweak the OpenGL driver to force a isometric matrix, or have fov 0 or something... 
(fov 0 == isometric?)

other option, maybe much better, is to do this by hand from a good map editor. A 
interesting issue
from some maps editor (Quark) is that can add some fog that can enhance the 3d look of 
your 2d maps,..
...I dont remeber if HL itself support fog, but any screenshot with some light fog 
will look deeper.



>
> Anyone know where I can get or how to make those topographical map
> overview pictures? The standard valve maps all have them already but
> the custom maps dont have them. You see them in spectator mode when
> you do the mode where you see the whole map. In otherwords something
> like this:
>
> http://bs-linux.com/hlwebtv2/topo_maps/2fort.png
>
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Re: [hlcoders] Re: HL MDL body limitation?

2003-08-17 Thread Tei
El Sat, 16 Aug 2003 21:12:18 +0200
Rockefeller <[EMAIL PROTECTED]> dijo:

Related question:

Its posible to examine the HL netcode?

You know, the SVC_ events, the ParseBaseline data, the 

Its modelindex send as a byte or a short over the net?

I am newbie. Where to get this info exactly?

Whats is the entity limit in HL?
Precache model limit?


> > Its called limitations of 32bit archetecture.
>
> You can encode 8 combinations within 3 bits. And a model with 8
> combinations works.
>
> But with 4 heads, 2 main bodies, 4 extensions ( == 32 possible
> combinations, 5 bit encoded) you are FAR from any int, byte or
> whatever limit, and that does NOT work.
> So i guess it's not an 32 bit architecture limitation. :)
>
> body seems to be a byte in the engine, for StudioModelRenderer sets it
> to 255 for MP hires models.
> I commented out that line, added a debug output, and that shows that
> the value set in the server dll gets to StudioModelRenderer correctly.
>
> I'm quite sure that this is an engine limitation or bug...
>
> Rockefeller
>
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Re: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder

2003-08-17 Thread Tei
El Fri, 15 Aug 2003 22:46:01 -0700
"Michael A. Hobson" <[EMAIL PROTECTED]> dijo:

> ASP only runs on Micro$haft IIS -- the most remotely hacked web server
> on earth.
>

maybe not:

apache-asp run  ASP perlscript apps in any apache compatible system (wide range 
support..)

Now... return to HLCODERS. (this is not PHP vs ASP vs PERL list )


> Flexible in terms of the number of ways you can be "0wn3ed", maybe.
>
> At 09:18 PM 8/15/2003 -0400, you wrote:
> >You are obviously biased.  ;)
> >
> >With 14 years of professional development experience I can say hands
> >down I find ASP (and more so .net) far more flexible and capable the
> >PHP any day. However, it, like Perl, awk, sed, etc all have their
> >place in the scheme of development ;)
> >
>
> Michael A. Hobson
> email: [EMAIL PROTECTED]
> (310) 649-0792
>
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Re: [hlcoders] new in the list

2003-08-17 Thread Tei

El Sun, 17 Aug 2003 18:23:49 +0200
Marco Leise <[EMAIL PROTECTED]> dijo:
> Welcome :-)

Thanks!

> Basically you will learn a lot about PHP and ASP on this list, maybe
> even some details of the HL engine,

hahahaha..

> but all the cool stuff is either
> available as well-documented sourc code or a secret of Valve *g*. Do
> you make a mod or do you want to create a modified engine?


My pet project, Telejano.  A quake1 engine with absurd and unneded features.
But.. he!!. people like it.

> I never
> played Quake, but I wonder what Half-Life has to offer for a Quake
> mod. I think the main differences lie in the graphics (high detail
> models, no palette), AI and network code.

I suspect the very GREAT goals of Half-Life whas:

- the server browser (usable!!)
- the model format (bones, etc..)
- the hulls sizes (and the extra hull)(do you remenber, this is a bsp based engine.. 
still...)

Actually most Quake1 engines stilll dont include a good builtin server browser. But 
annithing about eyecandy is overcoded yet.

> But if Quake is missing
> stuff like trains I wish you all the luck to implement these features.

Oh!. .. no, all about map features where easy to add to quake.

> Quake will get a lot more atmosphere and flexibility in map design
> with HL features i guess.

Who knows? these headcrabs where funny :D

--Tei


>
> >
> > Hi!
> >
> > I am new in the list.
> >
> > I am actually a Quake1 coder and I am interested to port some HL
> > features to Quake1.
> > I am in this list to learn something about Half-Life.
> >
> > Thanks!
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[hlcoders] QC Scripting for Console?

2003-08-19 Thread Tei


I am newbie. I am surprising how flexible is HL.
Can be posible a zeroping mod for HL?

A mod where hit/nothit is calculated clientside. All weapons instahit.

And, a unrelated question. Whats about to add QuakeC support clientside to write small 
apps for
console in QC. This way people will make something powerfull than console scripts and 
will
write full apps. And has QC is multiplataform, recompile will not be need (a MacOS/X 
conprog.dat will
work for windowsXP ...)

Any proyect to add QuakeC support for Half-Life?

TIA.

--Tei



Example:

A small console app can provide smooth zooming, mod independant (will work for all 
mods), easy to
recode to finne tunne. I think QC is the appropiate "scripting" lang for any Quake 
based engine.


commands:
 con_zoomon
 con_zoomoff
 con_zoomreset
cvars:
 con_fovnormal "90"
 con_fovmax "20"
 con_fovforspeed "5%"
 con_fovrewspeed "25%"
 con_fovclicksound "snd/click.wav"
 con_fovmovsound  "snd/zuuum.wav"

( sensitivity also need to be handled, maybe with
Cvar_Setf ("sensitivity", (normalsens * (currentfov / (normalfov + 30;   )

This is QC code, something similar what can be done (not use the cvars):

float timebomb /* = 0.00 */;
float timehell /* = 0.00 */;
float zoomode /* = 0.00 */;
float normalfov /* = 0.00 */;
float normalsens /* = 0.00 */;
float targetfov /* = 0.00 */;
float zoomtime /* = 0.00 */;

void () con_debug =
{
bprint ("z: ", ftos (zoomode), "\n");
};

void () con_zoomon =
{
if ((zoomode == 0.00))
{
normalfov = cvar ("fov");
normalsens = cvar ("sensitivity");
zoomode = 1;
zoomtime = (time + 0.1);
LocalSound ("zoom.wav", 1, 1);
return;
}
};


//TODO: recode this function, somethimes loss mode withouth normalfov set (Why?)
void () Run_Zoom =
{
local float currentfov;

if (!zoomode)
{
return;
}
if ((zoomtime > time))
{
return;
}
currentfov = cvar ("fov");
if ((zoomode == 1))
{
if ((currentfov > 20))
{
zoomtime = (time + 0.01);
Cvar_Setf ("fov", (currentfov - 1));
Cvar_Setf ("sensitivity", (normalsens * (currentfov / 
(normalfov + 30;
}
else
{
Cvar_Setf ("crosshair", 9);// targeting :D
Cvar_Setf ("mod_lsig", 2);//Activate laser sight
}
}
else
{
if ((currentfov < normalfov))
{
zoomtime = (time + 0.05);
currentfov = (currentfov + 10);
Cvar_Setf ("fov", currentfov);
if ((currentfov >= normalfov))
{
Cvar_Setf ("fov", normalfov);
zoomode = 0.00;
Cvar_Setf ("crosshair", 5);
Cvar_Setf ("mod_lsig", 0.00);
Cvar_Setf ("sensitivity", normalsens);
}
else
{
Cvar_Setf ("mod_lsig", 0.00);
Cvar_Setf ("fov", currentfov);
Cvar_Setf ("sensitivity", normalsens);
}
}
else
{
zoomode = 0.00;
}
}
};

void () con_zoomoff =
{
zoomode = 2;
zoomtime = (time + 0.1);
LocalSound ("bip.wav", 1, 1);
};

void () CalledByEngineEveryFrame =
{

Run_Zoom ();
Foo();
Bar();
};

El Mon, 18 Aug 2003 22:57:48 -0700
"Nate 'LPlasma' Purkeypile" <[EMAIL PROTECTED]> dijo:
> You can alter the code to accept a far far higher submodel limit. We
> did this in desert crisis and have literally millions of possible
> combos. You just need to alter the compiler and some engine code.
> Email ikkyo (DC coder [EMAIL PROTECTED] ) and I'm sure he'd give you
> the specifics, but it definitely can be done. (And yes the default
> limit is 255 possible combos,# of submodels in each group multiplied
> against each other gives you how any you have).
>
>
> >On Sat, 16 Aug 2003 21:12:18 +0200, Rockefeller
> ><[EMAIL PROTECTED]> wrote:
> >
> > >> Its called limitations of 32bit archete

Re: [hlcoders] QC Scripting for Console?

2003-08-19 Thread Tei
El Tue, 19 Aug 2003 14:40:13 +0300 (EEST)
Jussi Kivilinna <[EMAIL PROTECTED]> dijo:

> On Tue, 19 Aug 2003, Tei wrote:
>
> > I am newbie. I am surprising how flexible is HL.
> > Can be posible a zeroping mod for HL?
>
> Yes.. most mods are.
>
> >
> > A mod where hit/nothit is calculated clientside. All weapons
> > instahit.
>
> Half-life does this on serverside. Clientside is very bad idea because
> client could be hacked to 'hit anything everywhere'. (or 'everything
> from anywhere' or something)
>

You cant stop chears, True. Anyway you can "sign" with MD5/CRC a module, and
check if the module whas "hacked" (on disk).  Or you may isolated the critical
code has a module that the game autodownload everytime. Or, maybe, you
can CRC modules in memory and send the CRC to a server to recognized hacked modules.
And you may randownly ignore client data  and confirm what not unfair.
As you move some work from server to client, you can free horsepower for some
lovely features...   ...you can make some tracelines and send to clients only the
players that where not behind obstacles(*), in a similar way coronas work clientside,
you will need a timer to no "hidden/show" too fast (smoothing is needed).
As a side-effect you will save BW :D

But ..he!!... whas only a doubt because I know very littel about HL.

my english is crap :P

(*) you can hidde players to the engine setting the modelindex to not model?. I 
suspect.
Is modelindex 0 the world? what modelindex is nomodel?
Half-Life support to use BSP models for the player? can be funny to use cs_siege.bsp 
has mi model
to play counter-strike, hahahahaha  of course, will half the framerate :__ D 
hehehehe.

Hee.. you can also cheat with paintball games in real life, but people still play :D
forget these morons cheaters :P

Still no info about netcode... Any webpage to analize the Half-Life demo files format 
or netcode?

To learn Half-Life i need something like this, but for Half-Life:
http://skuller-vidnoe.narod.ru/q3dspecs.htm






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Re: [hlcoders] RE: HL MDL body limitation?

2003-08-19 Thread Tei
El Tue, 19 Aug 2003 17:19:26 +0200
Marco Leise <[EMAIL PROTECTED]> dijo:

> May I go a bit off topic? Yes? Thx :D
> I am about to create an alien jungle map and thought it would be the
> best to split the jungle in 512x512 units squares and 'plant' some
> models on them. The mod uses an altered vis code for entities that
> basically shows all entities within a certain radius. (So size does
> not affect visibility.) Now I'd like to have some variaty in the
> plants. Can I have one model with, for example, two tree types and two
> grass types and join them to four combinations by setting the
> 'body'-specific to 0-3 in the entity? Has anyone a .qc file? I never
> made a model and thought that some geeks on this list might know how
> its done.
>
> Thx again,
>   Marco
>

I have ear about some compiling  utility that work like your altered vis code (but 
will hidde
also walls..(and for a old BSP version). )..

I fear If you profile your mod the fakevis function will be the big dog.

Humm...
If you have 2 models with 3 dif skins, its like to have 6 differents monsters.
You can have 3 models with 8 diff skins, and will look like  24 diff monsters...  IMHO.

Your grass will look amazing with some animation. Can be done clientside?
can be the grass triggered by texture shaders?

Its Half-Life "bsp-tile-world" friendly? Maybe you can copy & clone a single bsp model
over and over in the map ( setting the model to *1 ). This way the model "look" will
be map specific. I know a GTA3 alike mod that work this way, with basic architecture
details coded as func_ structures  (the name of this mod is BIGMAP) and fake a real 
BIG BIG BIG
city with bsp models...

http://wiki.quakesrc.org/index.php/bigmap

About grass I have some models, crap,  Do you know the furr effect? ITs a 
particle effect
that fake grass magically... but need a lot of trans planes with green dots. Not 
really usable, but
interesting.

http://forum.moddb.com/6/390/   <--- unusable but funny, mdl based

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Re: [hlcoders] RE: HL MDL body limitation?

2003-08-21 Thread Tei
El Tue, 19 Aug 2003 17:54:40 +0200
Marco Leise <[EMAIL PROTECTED]> dijo:

> > I have ear about some compiling  utility that work like your altered
> > vis code (but will hidde also walls..(and for a old BSP version).
> > ).. I fear If you profile your mod the fakevis function will be the
> > big dog.
>
>
> hehe, first of all it isn't MY code, it is Flayra's. *g* (Have never
> seen him show up here, but well, it's the guy who invented Natural
> Selection)
>

Cool Mod.
Anyway Its more confusing for than q2 gloom or q1 TeamFortress.

I think the problem the BSP based arquitecture is not really good for
this tipe of game. A terrain engine can be better. Sad that Valve has not
add some support for heighfields with collision detection. This unable
to make mods like "Tribal2" or "Battlefield 1942" games in a cool way.

To add a heighfield to Half-Life you need to add code to check heighfields
in every collision related code, in pointcontents... slighty boring, but not
really hard. Not like adding Doom3 lighting, that is slighty hard, but posible.

Its Half-Life1 engine frozzen in time?

Its cool that Half-Life support soo old hardware, this way tons of computers
at cyberlocal, etc... don't need to update to newer 3D cards or faster harddisk.


> > Humm...
> > If you have 2 models with 3 dif skins, its like to have 6 differents
> > monsters.
> > You can have 3 models with 8 diff skins, and will look like  24 diff
> > monsters...  IMHO.
>

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Re: [hlcoders] PM_PreventMegaBunnyJumping()

2003-08-23 Thread Tei
El Sat, 23 Aug 2003 15:45:59 -0500
"botman" <[EMAIL PROTECTED]> dijo:

> > You wouldn't want to clamp jumping to the normal forward speed of a
> > player as jumping is a gathering of kinetic/potential? energy in the
> > skeletal/muscular system and a release quickly to accelerate, it has
> > to be somewhat faster therefore than 1.0 times max speed. Why 1.7? I
> > dunno, why 100 health? Just numbers chosen that 'felt right'? (well
> > 100 health makes math easy, but you know what i mean).
>
> Yeah, I don't think the numbers are based on any kind of mathematical
> formula.  Like Pat said, their probably just made up values that are
> tweaked until you get the desired effect.
>
> It kinda sucks having to compile, test, tweak, compile, test, tweak,
> compile, test, tweak, etc.
>

You can read these custom values from console?

I somethimes attach X internal variable temporaly to... temp1, and with
console change temp1 to tweak for better adjustement.  Example:
rocket density value (too high, and will hidden stuff, too tigh and will
be unsheen and will lose quality)

If else fail, I guess you can read from a text file, and have this file open
in notepad to edit/reconnect or whatever...

imho.

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[hlcoders] Re: [n00b] fixed viewpoint

2003-08-29 Thread tei
Hello Tony,

Friday, August 29, 2003, 9:39:11 PM, you wrote:

TC> Hi List,

TC> First off, I'd just like to say Hi, I'm new to modding Half-Life, but I'm a fairly 
experienced
TC> programmer (something you're probably glad to hear for a change).

TC> Anyway, I'm working on a lame excuse for a mod, which will be sort of a clone of 
the old arcade game
TC> "Smash TV".  I'm working on setting up a fixed viewpoint from an entity I placed 
in my map --
TC> info_smash_cam.  It basically points down and looks down from above.  I've got my 
CSmashCam which I
TC> gleaned info from the intermission camera entity, and I seem to have it properly
TC> LINK_ENTITY_TO_CLASS'd...

I own this game for C64!

Hehehe.. cool idea.
With the same technique, maybe you can make a "Alone In The Dark" game
with bits of arcade. Or maybe a "Diablo" alike RPG.

Anyway the original idea is not "SmashTV" but "Robotron".
( SmashTV have a funny "The Long Run" or "Blade Runer" style, but
"Robotron" have a cool Kraftwerk style)

I am also newbie. Anyway.. can you cycle all entitys and pick these
with classname "info_smash_cam"?.. or pick the nearest with these
classname? I dont know how half-life mods work yet. Maybe you can code
the info_smash_cam entity spawn function to build a linked list, and
make you search info_smash_cam to get the head of this list and cycle
to get the better option (nearest).. this can be slighty fastest (and
anyway you dont need to remove links on the fly).  But he!.. I am
newbie too and don't know how half-life work, yet.

Do you know good docs to start learning HL?
Do you know published info about the network/demo files?
Maybe you can point me to doc's, better than full websites. I am
overloaded of info, I dont know where to start.

posdta:
my english is crap


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[hlcoders] Re: [n00b] fixed viewpoint

2003-08-30 Thread tei
Hello Marco,

Saturday, August 30, 2003, 1:09:04 AM, you wrote:

ML> Hehe, how has 'Kraftwerk' found its way into your vocabulary? And why don't
ML> you say power plant instead of Kraftwerk? Does it have a special meaning I
ML> am not aware of?

About what?:

vocabulary? I have nothing similar :D

http://kraftwerk.technopop.com.br/

Man Machine lyrics
http://kraftwerk.technopop.com.br/lyrics_themanmachine.php

Album.
http://kraftwerk.technopop.com.br/images/images/records/maxi/rec_6.jpg

hehehe

 - - -

About SmashTV and Robotron:

Robotron
http://www.thelogbook.com/phosphor/atari78/r.htm

SmashTV
http://www.c64unlimited.net/games/s/Smash%20TV/smash_tv.gif

As you can see, his something similar. The player is in the center of
a arena, and monster spawn in doors and goo to kill you. If you
survive Nth seconds, you move to next "level". Easy gameplay.

I think this can be done with Half-Life easy withouth the 3th cam, but
I suspect with the "Theme" will look funny.

I want to see a Bomberman mod for Half-Life! ...hehehe... I know Worms
where already done, but withouth a special camera mode.

Hehehe.. I think the Gaming scene lack of some humor, I think Duke
need to return soon and rescue us from boredoom. Maybe this SmashTV
mod will have some fun, finnaly :D

[on-topic]

 He!.. where i cand download the SRC for some HL mod? I will learn the
hard way, from code :D

[/on-topic]

-Tei

postdata:
The most fun game I have played whas "Secret Agent" from Apogee,
anyway.

postdata:
If else fail, I will open the SDK and make a fun mod myself, maybe a
Sims game with the half-life monsters, hehehehe... or a pokemon style
battle arena. Hehehehe..  you can make cool mods with hl :D




>> Hello Tony,
>>
>> Friday, August 29, 2003, 9:39:11 PM, you wrote:
>>
>> TC> Hi List,
>>
>> TC> First off, I'd just like to say Hi, I'm new to modding Half-Life, but
>> I'm a fairly experienced
>> TC> programmer (something you're probably glad to hear for a change).
>>
>> TC> Anyway, I'm working on a lame excuse for a mod, which will be sort of
>> a clone of the old arcade game
>> TC> "Smash TV".  I'm working on setting up a fixed viewpoint from an
>> entity I placed in my map --
>> TC> info_smash_cam.  It basically points down and looks down from above.
>> I've got my CSmashCam which I
>> TC> gleaned info from the intermission camera entity, and I seem to have
>> it properly
>> TC> LINK_ENTITY_TO_CLASS'd...
>>
>> I own this game for C64!
[...]


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Re: [hlcoders] SDK release kaput?

2003-08-31 Thread tei
Hello Pat,

PM> But no one said nanny-nanny boo boo yet.. ;).

PM> Ontopic: I'm not sure if it's the same position, but that job posting has
PM> been on and off their site for about a year now. I don't know that means
PM> the SDK has to be delayed per se. However, if the game is 'tight' it's
PM> logical the SDK is going to be delayed a little. But let's wait and see.



Ok, no problem. Wait mode.

Maybe is time, still... to do some sugestions to the HL2 team to
slowdown development soo much, and help ID to release a cool DOOM3.

My suggestion can be about to include a auxiliar optional VIEW window.
Usefull to make:

- mods with rearview window, for vehicles like cars, trucks, etc...
- mods with "minimap" alike window
- splitscreen mods, 2 players in the same comp and see a two players demo
with split screen.

I think this feature is really easy to code, you only need to change
the render window and call RenderScene(); once.

Any guy want to help me? Will be cool to send now suggestions to the
valve team to kill his hearth, hahahahahaa.,...

Valve will move his engine to consoles? these crap machines sould use
two imput devices, split screen is a cool feature.

TEI STOP YOU!.. ok,ok,.. will wait to HL3 to do this suggestion :D

PM> At 01:46 PM 8/31/2003 -0400, you wrote:
>>And you and marco (and now this post) are promoting the list being a
>>kindergarten yourselves :P
>>
>>
>>-omega
>>Blackened Interactive - http://www.blackened-interactive.com
>>Omega Wing - http://owing.blackened-interactive.com
>>-Original Message-
>>From: [EMAIL PROTECTED]
>>[mailto:[EMAIL PROTECTED] On Behalf Of Simon
>>Sent: August 31, 2003 11:01 AM
>>To: [EMAIL PROTECTED]
>>
>>ok don't understand this joke, sorry for that.
>>Btw. do you know the heise comments?
>>This is sometimes a real kindergarten
>>- Original Message -
>>From: "Marco Leise" <[EMAIL PROTECTED]>
>>To: <[EMAIL PROTECTED]>
>>Sent: Sunday, August 31, 2003 4:59 PM
>>Subject: Re: [hlcoders] SDK release kaput?
>>
>>
>> > > I mean kindergarten is a german word used in english language.
>> > > And as far as i know it's written like the german word: kindergarten
>> >
>> > I know what you meant ;), just tried to make a joke of it.
>> >
>> > ___


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Re: [hlcoders] player pitch

2003-08-31 Thread tei
Hello Mark,

Sunday, August 31, 2003, 11:20:07 PM, you wrote:

MG> Hi,
MG> Is it possible to vary the player models pitch (pev->angles.x) (for
MG> aligning to slope, say). Reason I ask is everytime I try and change it, it's
MG> back to '-10' by the time it gets to the next frame and I can't see why.

MG> Thanks,
MG> Mark.

I know nothing about HL, ...blah, blah blah...  maybe you have to
FORCE that in clientside with a FIXANGLE signal. I don't know how. Its
suppose that is the player that will control the angle. Somethimes
hardcore gamers look slighty low, to ground, to have a slighty better
FPS ...(???)... A mod that change your angle at stairs/slopes look odd.

He!.. I really need to learn HL someday!. Maybe these fucking FIXANGLE
doestnot exist at HL :/

Its raining here. ...player picha, jejejeje... raise these up!


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Re: [hlcoders] Steam to move to pay-as-play for HL2?

2003-09-01 Thread tei
Hello mod,

Monday, September 1, 2003, 6:48:44 PM, you wrote:

mm> There are suggestions floating about that once Steam and HL2 get going
mm> that HL2 will move to a pay-as-you-play billing format for online play.
mm> I wouldn't have give this much thought, except that the slide show
mm> presentation at the Game Developers Conference in 2002 listed this as a
mm> feature of Steam. It seems a little unlikely that Valve would add the
mm> feature to Steam if there were no future plans to use it.

mm> Would someone at Valve like to clarify if this is in fact the case?


I doubt, most users dont have a VISA card. Hehehehehe... Its
PlanetSide a gigantic sucesfull history?

Other reason:
Dont want to play something that is actually for free, and will
continue for free.

Other reason:
Dont want worst ping. Actually have good pings.

Other reason (smaller):
You mantain a servide, that is new for videogames companys. Actually
tecnicall service from some videogame campanys is crap.

Other reason:
Maybe bussines man want to evolve to a Hollywood design. Film once,
sell everywere forever. With payp you really film every day, If the
service crash, users remove.



But.. he? Who knows!

maybe the source of this rumor is valve itself to test the response
from people :D




My english is crap.


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Re[2]: [hlcoders] [n00b] fixed viewpoint

2003-09-02 Thread tei

>> voogru wrote:
>>
>> > Try to give it a model, I had a wierd problem with using SET_VIEW and
v> the
>> > entity did not have a model.
>>
>>
>> Hmm, so what do I do if I don't want it to have a model?
>>
>> Tony


server send to client entitys with model, if a entity not have model,
not send

you can attach a camera to a entity withouth model, but the client
will no have this entity (has not been send to him) and camera will en
at 0,0,0

other problem is PVS, its posible that a entity camera out of your pvs
will not send (too). the player have to be visible in the same pvs has
the camera you intend to use.

conclusion:

the problem with "nomodel" is easy to fix. Make a 1 transparent pixel
sprite called null.spr and use as model.


-- stop to read --
-- end of file --
-- read at your own risk --

for hacky:
If else fails, a posible hack is to use player has model, and fake a
player.. but I doubt thiw work at lan or internet (but I think will
work at SP)


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Re: [hlcoders] Infinite loop in swds.dll

2003-09-03 Thread tei

I am newbie, but I will try to help.

MC> The problem is that the server hangs (cpu usage goes to 100%,
MC> console unresponsive) intermittently after about 1 to 10 hours of
MC> humans vs. bots gameplay.  This only seems to happen on Win32, not
MC> on Linux, although admittedly the testing focus has been on Win32
MC> systems.  It doesn't appear to matter what version of the HL
MC> engine you're running.

.. maybe you can try to speedup the engine x10, or gameplay, to force
this bug appear after 1 hour..

I dont know if HL.exe support host_framerate (crap) or slowmo
(better) I suppose willl support host_framerate but not slowmo (a
Max_Payne alike time compresion done right)

HL.exe randomize the seed ?

Will reproduce the same output for the same input? (Its HL.exe a
determinist machine?)

...o crap!.. my hl.exe exe ask me for the cd-key, I think is somewhere
in my desk.. (can't test now if hl.exe support host_framerate)


My enlish suck.


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[hlcoders] SKU?

2003-09-03 Thread tei

NDA.
WARNING. NO DISCLOUSURE AGREMENT. IF YOU CONTINUE READING THIS MAIL,
YOUR SOUL; YOUR CAR; YOUR WHOLE LIFE; WILL BE OPTIONALLY OWNED BY
[insert ominous name here] CORPORATION. PRESS [Pg Down] IF YOU AGREE
OR [Reset computer] IF YOUR DISAGREE.


About:
http://redsmeg.ozforces.com.au/p2p_email.jpg

Humm... aus people where cool by default

I understand that.

Sku.capped:   singleplayer, no mods, (no user maps?)
Sku.normal:  sp and multiplayer + mods(+ fix patchs?)
Sku.subscription:  sp and dm + mods, fix patches, and extra content as available


normal is easy to understand, but will be mods available for download
from anonymous ftp sites? and critical patches?

I miss a

Sku.multiplayer with only, and ONLY, the files needed to play a DM game with
high FPS and low PING. HL1 SP whas very good, but zimbillions of
zealots have only play DM.

My english is crap.


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Re: [hlcoders] Visual Studio .net

2003-09-04 Thread tei
Hello Dave,

DM> Anyone have experience porting their code to .net to see what the
DM> differences in the Managed code are?

DM> Just kinda curious.

DM> Starbreaker


Not me.

No-Related Question:

And about the Visual Studio 6 Processor Pack?
http://msdn.microsoft.com/vstudio/downloads/tools/ppack/
http://download.microsoft.com/download/vb60ent/Update/6/W9X2KXP/EN-US/vcpp.exe

The Visual C++ 6.0 Processor Pack provides intrinsic support for
enhanced instruction sets supported by Intel and Advanced Micro
Devices (AMD) processors. The instructions sets supported are
Intel's Pentium III new instruction sets (Streaming SIMD
Extensions [SSE]) and Intel's Pentium 4 new instruction sets
(Streaming SIMD Extensions 2 [SSE2]) as well as AMD's 3DNow!
Instruction sets.

I doubt this will work automatically, but anyway... Anyone have
experience with this pack? Its a patch for the compiler and work
automatically or need embeded assembler?


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Re: [hlcoders] Steam/Mod/Coding concerns- attn: Valve

2003-09-08 Thread tei


Humm... maybe can be code a "packageinstaller" for steam mods.
We suggest to use .tar.gz with a new extension, maybe ".smod"
This tool can unzip/untar the files, copy to the appropiate location
and generate desktop icons.

pros:
- windows will nicely accept to register .smod extension with
"packageinstaller.exe" tool
- tool is not terribly hard to write
- tool will be owned by community, not valve
- .tar.gz is a good compresion for lots of files and tga files
- .tar.gz is unix friendly

cos:
- .smod files will need a extra tool to install
- the community (or valve) need to write this tiny tool
- icon will be NOT blue
- my shirt is boring

As you see 50% of cos not have sense!  :D

What do you think?
That somewhat like unreal ".umod" files :D


Other option is a "custom for developers" mode or patch or whatever
for that is not usefull for players.

Other fix for "content in multiple folder" is to hash files (tga
files?) and subst files with the same hash in other folder. But engine
will need support for "links" (files with a text line with the real
path of the file). Prior of installing/uninstalling something, the
hash tool can run resorting and fixing stuff, unlinking some files,
etc.. Maybe files can be downloaded from repositorys with the hash
visible, this way players will not need to download files with a hash
value already exist in is computer. I have notice some mods
(Example: Counter-Strike) have repetitive content from HL
singleplayer. If 80MB from 100MB is already in your HardDisk, with
that technique you will only need to download 20MB.

Example:

/samengine/mymod1/textures/mapx/luzy.tga (2MB) hash dsfjlj354ggfdsgfg
/samengine/mymod1/textures/mapx32/luzy.tga (2MB) hash dsfjlj354ggfdsgfg
/samengine/nomymodbar/textures/luzy.tga (2MB) hash dsfjlj354ggfdsgfg
/samengine/nomymodfoo/textures/luzy.tga (1MB) hash gsfgj67686986dffg

That become:

/samengine/texturecache/lyzy_dsfjlj354ggfdsgfg.tga (2MB) hash dsfjlj354ggfdsgfg
/samengine/mymod1/textures/mapx/luzy.link ( 49 Bytes )
/samengine/mymod1/textures/mapx32/luzy.link ( 49 Bytes )
/samengine/nomymodbar/textures/luzy.link ( 49 Bytes )
/samengine/nomymodfoo/textures/luzy.tga (1MB) hash gsfgj67686986dffg


My english is crap.


P> Another consideration is whether mods for standalone HL2 would need to be
P> installed differently than mods for HL2 downloaded over Steam.

P> Presuter

P> At 01:00 PM 9/7/2003 -0400, you wrote:
>>This is a multi-part message in MIME format.
>>--
>>[ Picked text/plain from multipart/alternative ]
>>First off, I know this is the hl coding list; part of this concerns
>>that, but it is generally about steam and mod functionality. I don't
>>know of where else to ask this, where that anybody could respond to my
>>concerns without everyone asking the same things down the line. I also
>>know that several valve members are on this list still.
>>
>>I have some concerns regarding steam and mod functionality. Especially
>>from a coding/debugging standpoint.
>>I've experimented with steam (placing mod in it) and it's a pain. I
>>didn't bother trying to debug it, since I found no way of running it via
>>the command line, this poses somewhat of an issue as well. How will a
>>user run other mods? Will EVERYTHING go in the steam "available games"
>>menu? This itself is a concern for me the way that steam works; how that
>>everything is cached multiple times. CS + TFC + DMC + HL itself inside
>>steam use 600mb+ more than they do with standalone "old" non-steam hl!
>>Because content is duplicated, and there is a cache!
>>
[..]


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Re: [hlcoders] sobig @ valve

2003-09-09 Thread tei

Maybe not.

I know some new malware (virus concept is now outdated) pick email
address from various sources and fake addrees with to spread. This is
specially annoyng as you mail spread with false alarms :(

Fixing problems with malware is easy.

My $0.2

Levels of solution:

0. lame) Install a antivirus.

1. easy) Not use IE or Outlook, use another browser and mail client.
Mozilla, Bat, Eudora ,Sylpheed, etc.. Microsoft software have holes
and malware use these holes.

2. normal) have a good firewall and a daily updated antivirus. Remove
from memory ANITHING that is not criticall need (if comp crash killing
that task, you need that, if computer disconnect from internet, you
need that task, other stuff is optional). Kill from memory anithing
you not know, can be malware. You can use google to learn about
suspicious/unknom new tasks in memory. Avoid administrator account for
internet browsing.

3. hard) Use a no-microsoft SO. Mac, BeOS, Linux, FreeBSD,.. Or at
least config your HardDisk permissions to able user to only write a no
critical areas (data areas, not windows folder, apps, dlls, register,
etc...). Use administrator account only for new software installing

4. very hard) Use a read only hard disk (R by hardware), with a auxiliar read & write
harddisk for data.

5. nightmare) Never connect to internet or share anithing.

ToS> Apparently some if not a lot of people at valve are infected with sobig;
ToS> oktagone, whom hosts frontline2.com as well as two other sites whom I
ToS> use email for (the one I'm sending from right now as well) has blocked
ToS> mail.valvesoftware.com because a huge number of sobig emails keep
ToS> originating from the valve servers. As soon as they blocked the valve
ToS> mail server, the majority of all sobig emails immediately stopped.

Oh.. maybe is.

ToS> Would someone be able to check in on that?

ToS> -omega
ToS> http://www.frontline2.com


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Re: [hlcoders] an hl sound bug

2003-09-09 Thread tei

JSB> I'm not sure which version of hl it started in, but I've really noticed
JSB> this lately.. I don't know how easily it can be fixed (or if anyone
JSB> there at valve will even fix it, it's just irritating), again this is
JSB> another post where that I'm not sure where to send it; so I'm posting it
JSB> here since it IS mod related as well.

JSB> It seems that any created on the client via the function
JSB> gEngfuncs.pfnPlaySoundByIndex( iSound, vol ); uses CHAN_ITEM now, and
JSB> ALWAYS kills _ANY_ sound already playing on it. I don't remember this
JSB> happening a long time ago. A good example is the Geiger counter, if
JSB> you're near radiation, it stomps all over your weapon select on the hud;
JSB> which used to ALWAYS play, and the code for it looks the same as it did
JSB> back in sdk 1.0.

JSB> Even if you cycle weapons, anything on the client using that function
JSB> will stomp on the previous sound playing on it. Is it possible to make
JSB> it just use the auto channel like I *think* it used to a long time ago?



JSB> -omega
JSB> http://www.frontline2.com


Not cool..

__Help:


Quick fix: generate a temporal entity, and make that entity the sound
generator.

_Random Gibberish Stuff

Maybe you can force to use CHAN_AUTO somewhat. I don't think is now
imposible to access that. I dont know the HL netcode, *maybe* the HL
svc_sound whas originally that:

MSG_WriteByte (&sv.datagram, svc_sound);
MSG_WriteByte (&sv.datagram, field_mask);
if (field_mask & SND_VOLUME)
MSG_WriteByte (&sv.datagram, volume);
if (field_mask & SND_ATTENUATION)
MSG_WriteByte (&sv.datagram, attenuation*64);
MSG_WriteShort (&sv.datagram, channel);
MSG_WriteByte (&sv.datagram, sound_num);
for (i=0 ; i<3 ; i++)
MSG_WriteCoord (&sv.datagram, 
entity->v.origin[i]+0.5*(entity->v.mins[i]+entity->v.maxs[i]));


[byte][byte]{[byte][byte]}[short][byte][float][float][float]

Interesting enough, *maybe* channel whas send as a short

and now something like:

  if (volume == 1) //use a new svc_sound version
  {
MSG_WriteByte (&sv.datagram, svc_soundsmall); //new svc
// asume attenuation normal
// asume channel is ..CHAN_BODY?..
//MSG_WriteByte (&sv.datagram, volume);//assume volume is 1
MSG_WriteByte (&sv.datagram, sound_num);
for (i=0 ; i<3 ; i++)
MSG_WriteCoord (&sv.datagram, 
entity->v.origin[i]+0.5*(entity->v.mins[i]+entity->v.maxs[i]));

[byte][byte][float][float][float]

or

[byte][byte][short][short][short]

I think is lame that sound send a short over the net, and i dont
understand is mod coders only where capable to use that:

gEngfuncs.pfnPlaySoundByIndex( iSound, vol );

has here you can't affect attenuation, channel, I guess for 99.99%
sounds volume is 1, attenuation is 1, channel is 1. Is lame to send
over the net a [byte][byte][short] that is soo constant! IMHO.
Other option, cleaner?,.. can be to add new SND_ values to filter_mask

Maybe other funcion exist, something similar to this:

gEngfuncs.pfnPlaySoundChannelByIndex( iSound, vol , channel );//?

I dont know because I am newbie here.


__Sign_

My english is crap.


postdata:

I am still interested in the dem file format for hl


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Re: [hlcoders] sobig @ valve

2003-09-09 Thread tei

Hehehe...

Virus where not soo bad. Maybe some day a Game Boy Advance virus will
deactivate a huge interestelar alien mothership ..the 4 july, and save
the whole human race (except, maybe, a texas size european country
where the spaceship will crash).

Will this list still HL1 related or will swich to HL1+HL2+STEAM ?
Maybe has been discured here, yet  :/

"I thought what I'd do was, I'd pretend I was one of those
deaf-mutes"

G> The only 100% secure computer is a turned off computer. (Optionally
G> encased in concrete if your worried about physical security)

G> -EvilGrin

G> -Original Message-
G> From: [EMAIL PROTECTED]
G> [mailto:[EMAIL PROTECTED] On Behalf Of tei
G> Sent: Tuesday, September 09, 2003 8:50 AM
G> To: [EMAIL PROTECTED]
G> Subject: Re: [hlcoders] sobig @ valve


G> Maybe not.

G> I know some new malware (virus concept is now outdated) pick email
G> address from various sources and fake addrees with to spread. This is
G> specially annoyng as you mail spread with false alarms :(

G> Fixing problems with malware is easy.

G> My $0.2

G> Levels of solution:

G> 0. lame) Install a antivirus.

G> 1. easy) Not use IE or Outlook, use another browser and mail client.
G> Mozilla, Bat, Eudora ,Sylpheed, etc.. Microsoft software have holes
G> and malware use these holes.

[...]


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Re[2]: [hlcoders] sobig @ valve

2003-09-09 Thread tei
Hello Marco,

ML> These virii annoy me quite a bit, I just erased three on my sisters PC, two
ML> of them were sobig variants. And I constantly keep getting these 'Use this
ML> patch immediatly' mails.

Half-Life, has a side effect, work has a "antivirus scanner", has if
the exe or some data is changed, will croak.

I have run a Half-Life Counter-Strike game with a damaged RAM chip,
and the engine has report me that "a file is changed bla bla bla". =>
HL also help to debug a computer with hardware failures :D

[Historic Note:
1# time that Tei give thanks to Valve coders]


I think XP is crap and actually the better OS is Windows2000, but is
sad that W2K fresh installation is actually a danger as is vulnerable
to all RPC malware :(

Its very "cool" that XP have (U)DMA deactivated and vsync activated. People transfer 
data
from HD to ram at 16 MB/s and the FPS is cap to 60. And is HD suppor
100 MB/s and is 3d card will run HL at 90/100/200 FPS  : /

I think NVidia or other card provide a extension to manage Vsync or
something similar, but I have forget the name. New cards have cool
extensions :]


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[hlcoders] ODE?

2003-09-10 Thread tei

Humm... maybe its posible to add some support for ODE for HL?

Most interactions where at engine side, I suspect, but maybe you can
overwrite these with values from a real phisic library like ODE.

ODE work as GPL **OR** BSD, Its ok to use for something comercial :]

http://opende.sourceforge.net/ode.html

I think HL2 will add something similar (Havok?) engineside, maybe
something can be done at HL1 to fake similar features. Step by step,
by small..


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Re: [hlcoders] Half-Life 2 rendering api

2003-09-11 Thread tei

__About


Will be sad if HL2 will not have a linux dedicated servers. For
perfomance, and popularity issues.




__Some Guess___

But I guess Valve will have to fix a lot of mistakes that windows
coders make:

This is from a valve BSP file :

"\quiver\valve\halflife.wad;\quiver\valve\decals.wad;\quiver\valve\liquid.wad"

Whats happens if i pass this paths to a standard C or standard C++
function? Bad stuff. You need to parse this before to pass to a
function.

char filename[] = "\normal\quiver\valve\halflife.wad";

f = fopen( filename, "r");//BOMB! at windows, BOMB! at linux...


__Conclusion

Interesting enough, most errors compiling a windows app to linux where
mistakes, as not follow standards.  Code that is good (ANSI-C, ISO
C++,..) compile withouth problem. Maybe the infestation d3d can be
isolated with #defines, and project compiled with gcc.

I think the HL2 engine is .. GREAT .. and If is need to firm a pact
with Bill Gates with blood, I will do. But he.. a cool ping with Linux
dedicated server'is lotsa cool, too.


>
> That sucks... I was hoping for a linux client.
>
>> Doesn't the fact that its directx 9 kind of clue you in as to what API
>> it is?
>> Where it requires dx6, and is scalable up to dx9. thus, its all dx.
>> -omega
>> http://www.frontline2.com


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Re[2]: [hlcoders] Half-Life 2 rendering api

2003-09-12 Thread tei
Hello Phantom,

Friday, September 12, 2003, 3:33:45 AM, you wrote:

P> why would a DX9 windows CLIENT stop there being a linux SERVER, its totaly
P> unrelated.

Ok, that sane to me.

/me cross fingers

P> btw, just coz things are described as being for DX6 card to DX9 cards doesnt
P> mean it wont use OGL, its just easier to work out which cards are which DX
P> class hardware than it is to work out what OGL version a card will run :)
P> For example its easier to say 'this requires DX9 hardware' than it is to say
P> 'this requires OpenGL1.4 with ARB shader support', both can equate to the
P> same thing in a technical sense but if I said DX9 hardware to someone they
P> would know what cards i was on about right away :)
P> (this isnt imply that HL2 uses OGL, afaik its a pure DX engine, i just like
P> to point these things out :))

Thats how stuff work in perfect world.

/me cross crossed fingers

Coding a api independant render engine mean adding a level of
indirection, this way a OpenGL api can be fake with SDL/OpenGL/D3D...
But a D3D app writted in D3D looks like a very distinct animal.
Half-Life 1 was Quake1 bases that was a OpenGL alike code, but If HL2
is based in other engine (Steam?) written from scrach, Who knows?,..
maybe is a pure D3D app to gain 2%, 5% speed..  and is frozzon as only
a D3D app withouth support for SDL/OpenGL/'Old D3D version'/'unknowm
incompatible future D3D version'


I don't know, but I don't expect a OpenGL based engine :I


P> - Original Message -
P> From: "tei" <[EMAIL PROTECTED]>
P> To: <[EMAIL PROTECTED]>
P> Sent: Friday, September 12, 2003 12:21 AM
P> Subject: Re: [hlcoders] Half-Life 2 rendering api


>>
>> __About
>>
>>
>> Will be sad if HL2 will not have a linux dedicated servers. For
>> perfomance, and popularity issues.


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[hlcoders] Steam port collision.

2003-09-12 Thread tei

"If you play half-life you need steam to authenticate yourself.

Apparently Steam uses the same port that QuakeWorld clients use (UDP 27001) .
This means you can't run both at the same time."

Read more here:
http://www.fuhquake.net/forum/viewtopic.php?t=1706


Seems like Valve is triing to cybersquatter the port 27001 :D


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[hlcoders] Tei try Steam.

2003-09-12 Thread tei

Hello.

I am a modder, and I am testing some new alien technology forgothen,
and forbidden for humans eons ago, something called Steam.

My system is localiced Spanish, as start as a HL+CS Retail, but bored
of retail, I have remove (now is CS Mod ). Installing Steam is now
stoped with this:

Converting Base Goldsrc Shared Binaries files into steam cache...complete
Converting Half-Life files into steam cache...complete
Converting Base Goldsrc Shared Content Localized files into steam cache...

Stuck, I have need to kill the task.

I have restart, and now think I have not CS, and want to download 350
MB with my slow connection, brr... and I stuck.

Poor idiot, Steam.

Problem is, Is code in a way that dont get messages, or something
similar, not crash (for me) but enter at infinite loops, or something
similar.

Not everything is losse. I suggest to nickname "Stiff" and start
graphic jokes about..

Stuck, I have kill the app :D

Will retry only for fun purposes :D

The whole idea of "Live at MacWorld Mods, eat MacWorld hamburger, work
at MacWorld and send your family to MacWorld College"-Steam is not cool as
sound, but hee!.. I am triing to download some gooddies and learn new
alien forgotten forbidden technology :D


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Re: [hlcoders] Tei try Steam.

2003-09-13 Thread tei

>> It doesn't freeze.
>> It just takes a while.
>> It took me about 15 mins to do it, when all I had selected was half-life
>> itself.

BAS> It took me 5 hours to transer my current install of hl + tfc over to
BAS> steam, its cache convert deal. And thats prior to it downloading anything.
BAS> After the 5 hour convert process I've been dowloading the hl + tfc updates
BAS> for 4 hours and am still going, no end in site...

BAS> Also it took me 5.5 hours to upgrade my linux tfc server via steam.

BAS> This sucks...

BAS> although yesterday I upgraded my developement linux TFC server in about an
BAS> hour or so? Not sure I didn't keep track but it didn't seem excessively
BAS> long course at that time there were no client files available so hardly
BAS> anyone was using steam.


Wellcome back to S XIX Computing!
http://www.neuromancer.ca/gibson/books/difference.php


A app that need 10 hours to finish a task REALLY NEED a progress bar.
Other reason I was think the app is freezze, its because not disk
activity.


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[hlcoders] Mod Idea!

2003-09-13 Thread tei

He.. whats about a Agent USA mod for HL?

http://www.spacejunk.org/review.php?ID=132

Bin Laden is spreading a killing machine fungus and you are a CIA
agent that travel from city to city with the only available vaccine.
If you get yourself infected becomed in a zombie state, waiting other
player to "vaccune" you.

Press F7 to Start The Game. Hehehehe...


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[hlcoders] Fixing Steam

2003-09-14 Thread tei


Brainstorms fans wellcomed here.

What fix can help Steam app:

Targets:
a) assume unreliable hardware (damage hardware)
b) assume unreliable software (braindead windows)
c) assume unreliable users (users will kill the app is appear frozen,
cheat, and do random stuff...
d) assume admin access for modders (Our work is to add content!)
e) reuse content as posible, avoid redownloading stuff, and wasting
resources


Solutions:

d) -> support for add/remove 3th party content for mooders (new tool?)
d) -> support for add content from no-stema valve games(new tool?)
d) -> Logs,... and ... Logs!... and...maybe.. LOGS!!!, and... if else
 fail.. ...logs.
d) -> more options to remove/add content for users (admin mode?)
d) -> progress bar show files +  0%.. + a animated icon + (LOGS!)
d) -> built-in chat?


Suggestions:

None. Logs, maybe. Able admins to import/export content, or maybe MORE
DOCUMENTATION. Maybe Steam has impresive modders tools builtin, but
where hidden with obscure switchs...

And some stability:
http://telejano.berlios.de/option/steamcrash1.gif


Its Steam beta software?

[EMAIL PROTECTED] /cygdrive/c/games/Steam
$ strings Steam.exe | grep beta
u:\p4clients\rel_beta\thirdpartycode\bsl\BSLTime.h
\p4clients\rel_beta\Projects\GazelleProto\Common\Src\ServerAddressCache.cpp
\p4clients\rel_beta\Projects\GazelleProto\Common\Src\PublicContentServerCommands.cpp
\p4clients\rel_beta\Projects\GazelleProto\Common\Src\GeneralDirectoryServerCommands.cpp
\p4clients\rel_beta\Projects\GazelleProto\Client\Engine\Src\FindGeneralDirectoryServer.cpp
\p4clients\rel_beta\Projects\GazelleProto\Client\Engine\Src\FindBestCellId.cpp
\p4clients\rel_beta\Projects\GazelleProto\Common\Src\ContentServerDirectoryServerCommands.cpp
\p4clients\rel_beta\Projects\GazelleProto\Common\Src\ClientConfigDBKeyRecord.cpp\p4clients\rel_beta\Projects\Common\Network\WinSockHelperFunctions.cpp
u:\p4clients\rel_beta\projects\common\network\WinSockHelperFunctions.h
u:\p4clients\rel_beta\projects\common\network\SocketHelperFunctions.h
\p4clients\rel_beta\Projects\Common\Misc\Win32StructuredExceptions.cpp
u:\p4clients\rel_beta\projects\common\misc\Win32StructuredExceptions.h
\p4clients\rel_beta\Projects\Common\Misc\VersionResource.cpp
\p4clients\rel_beta\Projects\Common\Misc\StringConversion.cpp
\p4clients\rel_beta\Projects\Common\Misc\SafeClibStringReplacements.cpp
\p4clients\rel_beta\Projects\Common\Misc\Registry.cpp
u:\p4clients\rel_beta\projects\common\network\NetworkException.h
\p4clients\rel_beta\Projects\Common\Misc\NamedArgs.cpp
\p4clients\rel_beta\Projects\Common\Misc\MultiFieldBlob.cpp
\p4clients\rel_beta\Projects\Common\Misc\LimitSingleAppInstance.cpp
\p4clients\rel_beta\Projects\Common\Misc\FileUtil.cpp
\p4clients\rel_beta\Projects\Common\Misc\ErrorCodeException.cpp
u:\p4clients\rel_beta\projects\common\misc\XMLHelperFunctions.h
\p4clients\rel_beta\Projects\Common\Misc\ConfigDatabase.cpp
\p4clients\rel_beta\Projects\Common\Misc\CloneableException.cpp
\p4clients\rel_beta\Projects\Common\Misc\BlobRegistry.cpp
u:\p4clients\rel_beta\projects\common\misc\BlobRegistry.h
u:\p4clients\rel_beta\projects\common\misc\MultiFieldBlob.h
u:\p4clients\rel_beta\projects\common\misc\Registry.h
\p4clients\rel_beta\Projects\Common\Misc\Win32MiniDump.cpp
\p4clients\rel_beta\Projects\GazelleProto\Tools\PackageFileTool\Src\PkgFileTOCindex.cpp
\p4clients\rel_beta\Projects\GazelleProto\Tools\PackageFileTool\Src\PkgFileHdr.cpp
\p4clients\rel_beta\Projects\GazelleProto\Tools\PackageFileTool\Src\PkgFile.cpp
u:\p4clients\rel_beta\projects\common\misc\ThreadSafeCountedPtr.h
u:\p4clients\rel_beta\Projects\GazelleProto\Client\BootStrapper\VC70_Release_Static\BootStrapper.pdb


And now, a bit of humor:

[EMAIL PROTECTED] /cygdrive/c/games/Steam
$ strings Steam.exe | grep release
Unable to release


  - - -

No comments


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Re: [hlcoders] Steam/Mod/Coding concerns- attn: Valve

2003-09-15 Thread tei

RBB> I'm having trouble doing this for hlds. I create my shortcut with the
RBB> target:

RBB> "C:\Program
RBB> [EMAIL PROTECTED]
RBB> server\hlds.exe" -console -game cstrike +maxplayers 32 +sv_lan 1 +map
RBB> cs_assault

RBB> Working directory is  "C:\Program
RBB> [EMAIL PROTECTED] server".
RBB> I get an error it can't find steam.dll.

RBB> I tried setting the working folder to C:\Program Files\Steam. Now it can't
RBB> load gfx.wad.

Sad that hl.exe no more support "-data" swich. This was the old way to
set the working dir old days, Q1.


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Re: [hlcoders] Steam and pak files

2003-09-15 Thread tei

Where this info come from?
This work for everthing media?

:D

time to learn the "hard link" function of NTFS volumes :D



http://www.clourd2.com/slash/steam2.gif


G> Just install them in your steamappsmaps folder, it
G> should work fine (did for me)

G> -EvilGrin

G> -Original Message-
G> From: [EMAIL PROTECTED]
G> [mailto:[EMAIL PROTECTED] On Behalf Of Rice, Rick
G> Sent: Monday, September 15, 2003 1:31 PM
G> To: '[EMAIL PROTECTED]'
G> Subject: RE: [hlcoders] Steam and pak files

G> This message is in MIME format. Since your mail reader does not
G> understand
G> this format, some or all of this message may not be legible.
G> --
G> [ Picked text/plain from multipart/alternative ]
G> I was one of those people that thought that Steam was locked up due to
G> 1. No disk activity
G> 2. No indication WHAT SO EVER that the conversion was taking
G> place
G> 3. Task manager (Win2K) stating that the application was not
G> responding
G> 4. The cursor turning into an hourglass and not being able to
G> move,
G> or access the open steam app.
G> 5. Repainting of the screen turned the whole desktop white!

G> Well, I killed the process, downloaded the full steam + cs and
G> re-installed.
G> Now, none of the custom maps are available anymore.

G> Is there a way to manually force the conversion of the maps from my
G> original
G> CS maps folder into the cache? Maybe doing this one map at a time?

G> Radi8

G> -Original Message-
G> From: Daniel Koppes [mailto:[EMAIL PROTECTED]
G> Sent: Sunday, September 14, 2003 1:42 AM
G> To: [EMAIL PROTECTED]
G> Subject: Re: [hlcoders] Steam and pak files

G> It should offer to convert your old install. It did for me.

G> At 05:28 14/09/03, you wrote:
>>I'm on day 2 of trying to convert my linux server to Steam. I have been
>>plagued with numerous freeze-ups and connection reset errors as many of
>>you probably have experienced. There has to be a better way.
>>
>>But my question is why is Steam downloading the contents of the pak
>>files when they already exist on the server? This doesn't make sense.
>>Why  download the entire contents of the pak files when it's likely
G> that
>>99% of the files haven't undergone any changes under Steam? Can the old
>>pak files be deleted since Steam has seen fit to unpack them?
>>
>>BTW: Some of you may find a petition circulating on PlanetHalflife to
G> do
>>away with Steam amusing.
>>
>>http://www.petitiononline.com/nosteam/petition.html
>>


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[hlcoders] Steam passwords policy suggestion.

2003-09-15 Thread tei

Tryiing to connect to Steam network to play Half-Life singleplayer I
get a connection error, saved at a log as:

 ---
Error:Steam error:  SteamLogin([EMAIL PROTECTED],heremypass,true,0x220fc04) failed 
with error 1: Steam is busy, please try again later


Function trace:
CFileSystem_Steam::Mount()
 ---

I like that this system generate logs, but maybe is not a good idea to
log the password as PLAIN TEXT. As tons of malware apps will steal the
pass. And its very easy that malware apps install at XP machines because
users nav with Internet Explorer. Maybe its a good idea to mask out
with * the next time


The file whas saved at errorlogs dir.

Will Single Player HL2 work for people withouth Internet?
Some peole say not, and I doubt that.


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Re: [hlcoders] Steam and pak files

2003-09-15 Thread tei
Hello Geoff,

Well.. lame or not, "only for the fun" or not, work with Steam.
*Tested*:


Disk f:
.
..
counter-strike
half-life
othercrap
blah
foo
bar

Alias for Disk F:
f:
/games/Steam/SteamApps/[EMAIL PROTECTED]/


As a engine^H^H^H^H coder, I think the new version of HL.exe is really nice.
All the menus where cool, the window mode of console ..is fresh,
reminds me the FAKK console (a Quake1 game with impresive particle
system and character lowpoly curves :)


G> Trying to break steam for fun and profit. :D

G> But seriously, you can treat

G> steamapps\\\

G> Just like a vanilla HL install, especially the 'Half Life' one. Any mods
G> installed in there will appear as '3rd party mods' on your games menu.
G> (This may be the case with the other directories, e.g. cstrike) Thusly
G> you can play just about any mod with steam. (Unless the mod dislikes any
G> engine changes in 1.1.2.0). However, I am unsure as to what will happen
G> when steam attempts to patch said directory.

G> -EvilGrin


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[hlcoders] mouse windomed suggestion

2003-09-16 Thread tei

I run "hl.exe -window"

problem:

my hl.exe (46/1.1.1.0) not free the mouse with console down.
To free the mouse, you need to use a menu option... but then.. mouse
not work ingame!

Some code in hl.exe center the mouse every frame to "window_center_x,
window_center_y". Will be nice if this code detect if
key_dest!=key_game and avoid that. If the focus is other application,
or the console is down, is not needed to move the mouse cursor to the
center of screen.

I guess the line at hl.exe that center the mouse looks like:
   SetCursorPos (window_center_x, window_center_y);

maybe can be changed to:

if (key_dest == key_game)
   SetCursorPos (window_center_x, window_center_y);

Et.. voila!..

If console down, you mouse is free (I guess), and if console up, your
mouse work in game.

 - - -

 will me nice to disable ipx support by default, and add -ipx for
these people that want ipx (?). I suspect will enhance compatibility
for other OS.


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Re: [hlcoders] Won being retired -- how do we test non-valve mods?

2003-09-16 Thread tei


>> Can you give more details on the exact error message?
>>
>> WON will not be retired until we have resolved all the important
>> issues
>> with
>> 3rd party mods (i.e running and debugging them).

Hehehe... all?

I know a site that list 400 mods
http://mods.moddb.com/?mf=t&mf_gme=1&start=400

maybe half-life have more than 1000/2000 mods actually.

And suppose you fix 2320 mods. You will be stremly bored!


 - - -

G> Details on the auth protocol would be sufficient. Releasing the source
G> to won may have Copyright/DMCA/ issues
G> even if Valve were inclined to do so.

Maybe its not needed the won stuff, but the engine code itself *minus*
the won stuff. If you give me the HL engine source to the community as
GPL, these people will add:

 - a new sexy particle system (like Telejano)
 - bumpmaping (like Tenebreae)
 - per-vertex lighting (?)
 - terrain support
 - mvd demos, loc files, capture_avi, ... (zquake)
 - retexturing as 24b PNG + 24b luma
 - support for more than 10.000 entitys
 - support for better network
 - big maps
 - more sensitive control
 - a good model format to add ODE phisics
 - mix Quake2 and Half-Life clients
 - md3 model support
 - Quake2 maps support

Dream on!... half-life with doom3 lighting + terrain support + a sexy
particle engine for free!...

Give a broken toy to the community, and will return as a Ferrari.


Darkplaces
http://www.icculus.org/twilight/darkplaces/screenshots.html

Tenebrae
http://www.willihammes.com/tenebrae/tb-base_07.jpg

FTE
http://www.qexpo.com/booths.php?id=3

Telejano
http://telejano.berlios.de/wiki3/index.php/Screenshots%20v6.3

Others
http://wiki.quakesrc.org/index.php/The%20best%20of%202003%20Screenshots,%20by%20Tei


I dont want the "won" stuff, and will be dead stuff.. Ok? ... remove
all about "won" and release a older version.


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[hlcoders] HL2 source-faq man

2003-09-16 Thread tei
Commenting that:
http://collective.valve-erc.com/index.php?faq=source_mod_faq&printable=yes


>> Ask: What is the maximum map size for Half-Life 2?
>>
>>
>> Valve: The maximum map size is currently set at +/-16384 units (16x
>> the horizontal area of Half-Life 1, 64x overall volume).
>>
>> Mods can choose their own unit scale for the world. For example, 1
>> unit could be made to be equal to 1 foot, or to 1/10 of an inch.
>> Physics will be adjusted accordingly, but collisions are only
>> guaranteed to be accurate to 1/32nd of a unit.
>>

 Oh... everything is scaled down/up? cool. But resolution will be
the same... as ever?.


>> Ask: Would it be possible to make a mod similar to Battlefield 1942
>> with Source?
>>
>> Valve: First, BF1942 has pretty large maps, so you'd probably want to
>> scale your units down to allow for a multiple mile x mile playing
>> field.

Close fighting at BF1932 suck, maybe because have very low resolution.
I suspect. With worldscale you will have something similar. Mods with
big maps and ugly worldscale factors will have ugly clipping.. I
suspect.

This look like a hack:
http://collective.valve-erc.com/images/hl2/faq/area_hl1_vs_hl2.gif

>>
>> Ask:What is the networking system like and how flexible is it?
>>
>>
>> Valve First, you have total control over what entity data is
>> transmitted for a particular entity. In other words, no more set
>> "entity_t" where you had to wedge in fields and override fields.
>>

Reflection alike network!
cool.


>> Second, you can write custom data proxy code to massage data values
>> into more networkable values on the fly.

...???

>>
>> Third, you have all of the low level prediction code exposed to you in
>> the client .DLL and you have all of the server-side lag compensation
>> code exposed to you in the game .DLL.
>>

humm...

>> Fourth, there are a bunch of useful new diagnostic modes to show you
>> when things mis-predict and help you track down inconsistencies
>> between the client and server versions of things.
>>

Interesting.

>> One of the cool things we've added to the multiplayer engine is the
>> ability to predict the creation of additional entities, such as
>> projectiles... so you can do a predicted rocket, have it simulate on
>> the client and even do a non-lagged rocket jump in your mod if you
>> wanted to.
>>

Cool.  Instagib mods :D


>> Also, entities that go out of the PVS on the client are no longer
>> destroyed and recreated upon re-entry to the PVS. The entities live
>> continuously on the client. In fact, you can create additional purely
>> client side entities and have them simulate completely locally, too.
>>

To save reflected data?
Humm...

>> If you're familiar with the Half-Life 1 SDK code, there's now a
>> C_BaseEntity on the client that matches the CBaseEntity on the server
>> in almost all ways.

Hee.. not, I dont know the SDK.

>>
>> On the performance of the networking code, it's as compressible and
>> much more flexible than the Half-Life 1 code.

Reflection will kick-ass.

>>
>> Ask: How do physics behaviors work in multiplayer?
>>
>>
>> Valve: The simple answer is that there are client-side and server-side
>> physics behaviors. You use client-side when maintaining cross-client
>> coherence isn't important. This cuts down the network traffic while
>> maintaining the appearance of physical simulation throughout the
>> world.
>>
>> It's definable per-object, so exactly what is client-side and what is
>> server-side is tunable by the designer.

 - - -

About Netcode:

I think this design is very interesting. Reflection is new for me, but
is think is somewhat already common here, at the hl scene.

I have read something about "scale", that sound me that the engine
send a scale, and compress the coord with this scale. This will
generate less resolution for big resolutions. But he!.. if the
renderer is better now, you will be able to use outdoors anyway, maybe
the problem is more r_speeds than network protocol.

I guess the code will look like this:

Server:
void MSG_WriteCoord (sizebuf_t *sb, float f)
{
MSG_WriteShort (sb, (int)(f / sv.worldscale );
}

Client:

float MSG_WriteCoord (sizebuf_t *sb, float f)
{
  return ( MSG_ReadShort(sb) * cl.worldscale );
}

And reflection will work like that:

Server:
void CTurret::Reflection()
{
 self->QueueReflection();

 self->NoOfRockets()->Reflection();
 self->Origin->Reflection();
 self->Angle->Reflection();

 self->EndQueuReflection();
}

Client (render):
void CTurret::Render()
{
ApplyAngle(self->angle);

for (t=0;tNoFoRockets;t++)
   MyRockets(t)->Render();
}


I can be wrong. But this is what I have understand from Valve
"source-faq man".


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Re[2]: [hlcoders] Time on a server?

2003-09-17 Thread tei

My guess: Server rulez, clients follow.

With every packet, the server send a svc_time, I guess.

do cl_messages a console, you see the svc_time listed.

Session 1:

]map crossfire
]record small;wait;stop
]quit

Session 2:

]/cl_messages
 Message Load -
User messages:  0:0.00K
-- End:  0 Total
]playdemo small
Playing demo from C:\games\hl/valve/small.dem.
No demos listed with startdemos
]cl_messages
 Message Load -
1:svc_nop: 16 msgs:0.02K
5:svc_setview: 1 msgs:0.00K
7:svc_time: 3 msgs:0.01K
9:svc_stufftext: 1 msgs:0.03K
10:svc_setangle: 2 msgs:0.01K
11:svc_serverinfo: 1 msgs:0.13K
12:svc_lightstyle: 64 msgs:0.51K
13:svc_updateuserinfo: 3 msgs:0.46K
14:svc_deltadescription: 7 msgs:6.00K
15:svc_clientdata: 3 msgs:0.11K
22:svc_spawnbaseline: 1 msgs:4.01K
25:svc_signonnum: 1 msgs:0.00K
32:svc_cdtrack: 1 msgs:0.00K
39:svc_newusermsg: 35 msgs:0.65K
40:svc_packetentities: 2 msgs:0.22K
43:svc_resourcelist: 1 msgs:10.98K
44:svc_newmovevars: 1 msgs:0.10K
45:svc_resourcerequest: 1 msgs:0.01K
52:svc_voiceinit: 1 msgs:0.00K
54:svc_sendextrainfo: 1 msgs:0.00K
User messages:  23:0.36K
-- End:  169 Total

looks like HL only send 64 lightstyles from 255 available. I am unable
to capture 1 frame, but 3 frames with this method. As svc_setview is
send only once, i guess was send on startup. And I guess svc_nop where
send on init for "Keep-alive" purposes. svc_newusermsg looks ugly..
what this is?

The small.dem files is 28.374 bytes long. Binary. Unknom format
(network data raw dump?). Searchs at google for "Half-Life Protocol"
end at a crappy tool :(   The format of cl_messages its not fully
usefull as is printf as %0.2f and not %0.3f. Loss precision :/



MC> Anyone happen to know if generally speaking on mods, the time a client has
MC> been on the server is tracked in their edict, or if the time a player has
MC> been on a server (including between map changes) is tracked by hlds instead?

MC> James


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Re: [hlcoders] Time on a server?

2003-09-17 Thread tei

t> My guess: Server rulez, clients follow.

t> With every packet, the server send a svc_time, I guess.

t> do cl_messages a console, you see the svc_time listed.

t> Session 1:

t> ]map crossfire
t> ]record small;wait;stop
t> ]quit

More fun:


Session 3:
]map crossfire
]record small2;stop
]quit

Session 4:

]gg small2
Playing demo from C:\games\hl/valve/small2.dem.
520.59 Half-Life v1.1.1.0
2147483647 Min
0 Max
2 frames 0.004 seconds 520.593 fps
No demos listed with startdemos
]timedemo small2
Playing demo from C:\games\hl/valve/small2.dem.
4 frames 0.424 seconds 9.438 fps
]condump

hehehehe... I understand that one generate 520 FPS and other 9 FPS,
this is sane, but.. why one count 4 frames, and other 2 frames?

Where como from these 2 extra frames that timedemo see?


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Re: [hlcoders] RE: Stupid ?'s

2003-09-17 Thread tei
Hello Alfred,

AR> The MOTD control is IE. It is a very limited version however, its ability to
AR> do scripting, activex, etc has been disabled. The ability to popup other
AR> windows is also disabled.

AR> Users should be keeping their IE version up to date (as its a core part of
AR> their OS).

AR> - Alfred

He? ..hehehe.

Get google. Write "internet explorer bug hole"

Not a good idea to use a core part of the OS that is infamous for tons
of virus, troyans, spyware, adware and other malware that
autoinstall...  ..to render a text!

Every version release up the computer specs. If you have to update
your IE, you at the same time have to update your comp, buy more ram,
a faster cpu, a better mothercard..


Will block track cookies*? Will block spyware/adware/troyans/virus?

Not a good idea, but ...bah!

Some invisible proxys will be able to track you loggin the GET
commands :/

- - -

*Track Cookies:
http://www.webmasterworld.com/forum39/40.htm


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Re: [hlcoders] Finding Redundant Code & Unused Variables

2003-09-18 Thread tei

>> This doesn't really relate to HL at all, but is there something I can
>> use to locate redundant code and unused variables quickly?

FZ> Visual C++ with warning level 4? :) At least for the unused variables.
FZ> Florian.


I guess can be "easy" to automate a perl script that collect any
function declaration and count uses... croaking for functions uses
only once.  Of course, this can be done by hand with Visual C++,
search for a suspicius function, and If is only listed once, is a
candidate for removal.

The only software metrics tool that i know is , but doest not
generated the info you need.

Anyway.. Its this psychological? I guess a good compiler will remove
all unused stuff. The SDK compile with Intel or GCC compilers?


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Re: [hlcoders] Displaying enemy name on hud

2003-09-18 Thread tei

I am newbie, and this post whas surprising for me. Its the monster
name data available client side? If not, you are breaking
client-server model, your hud data (monster, health,etc..) will show
only in the server, but not at other players. I guess you already know
that

Maybe the hud stuff work server side and send to client, or
something.. brr... I need to learn more about that :D


>> Ok i have coded some code in player.cpp where there is a piece of code
>> that displays your team member name health and armor i have tried to
>> make it so that it also shows monster name health and so on i got it
CMD> to
>> work as far as displaying health and armor but the name remains still
>> in the not working section
>>
>> newSBarState[ SBAR_ID_TARGETNAME ] = ENTINDEX( pEntity->edict() );
>>
>> that piece of code doesent seem to work when it comes to monsters i
>> tried changing it to
>>
>> newSBarState[ SBAR_ID_TARGETNAME ] = pEntity->pev->targetname;
>>
>> but all it does is crash when looking at monster
>>
>> any ideas???


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[hlcoders] hl1 engine suggestions

2003-09-19 Thread tei
hello.

1. videos

  will be nice if future versions of HL1 engine support
  video-as-texture, or videos-fullscreen, like .roq or with some cheap
  encoding technology (bink maybe not be posible)

I think that the actual console is lame. With a looped video animation
you can have somethine nice...


2. shaders

 * texture have water caustics
 * texture is lava (generate fire particles in surface)
 * texture is cube mapped
 * texture is a world mirror? (no need for fake mirrors)

3. builtin file server

 * upload/download files from clients
 * query commands
 * avatar


4. builtin irc client

 * no comments


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[hlcoders] Re: hl1 engine suggestions

2003-09-19 Thread tei
Hello Cortex,

C> Now that HL2 is nearly coming out, do you really it's worth trying to
C> implement new things in HL1 ? I personnaly think it'd be a lost of time...

C> Now, all the mods will move to the HL2 engine, and no more players will stay
C> on HL1 (or at least in the months following the coming out of HL2).

C> Why do you want to have new things in HL1 ? You plan to stay on the HL1
C> engine for a long time ?

C> <=- Michaël "Cortex" Monerau -=>

Good question. Continue with HL1?


==
HL1 Adventajes:
==

3B of $ of invest of hardware. People have buy computers with TNT2,
Matrox, GeForce1, and pentium with 400 Mhz, 300 Mhz, 800 Mhz. Chips of
ram with 128 MB, 64 MB.  These people actually use HL1, and HL2 will
not run as faster or will not run at all. Harcode players: this people
want FPS and... FPS, and after that want ... FPS. These players dont
want eyecandy.. these people DISABLE all eyecandy. Is sad from engine
coders view, because people that want DM, dont want fog, or nice
clouds, or nice particle trails for rockets... want cristal-clear and
fullbrigh high FPS play.

3B of USERS (oops.. maybe a less more, maybe I count twice counter and
strike players :*D

=>
Invest of Hardware
Huge user base


==
HL2 Dis-adventajes:
==

I not own a HL2 copy => I can't mod for HL2.
I not live at USA, but miles and miles away from a good FilePlanet
server or a cheap wide bandwidth.

=>
I can't HL2.
I don't like huge downloads.


==
No-sense reasons.
==

I am a odd Commodore 64 user.
I like Half-Life 1.
I have buy Half-Life +-8 weeks ago :D

=>
C64, old enough to drink.


==
Real Reason
==

Heee   only-for-fun factor.

=>
Mod for Fun.


==
General Banter
==

HL1 is like a old car, thar you already have dissaemble and assemble
away. Is a car that work, is not beaty but is a very good card. Will
HL2 work with emulated windows?. Will HL2 work with Win64
architecture? Will work with future incompatible D3D versions?. I
guess the HL1 software mode and opengl mode will still run.

=>
No sense gibberish.

==>


IACET ARTHURUS, REX QUONDAM REXQUE FUTURUS -  Thomas Malory
(Latin for "Here lies Arthur, the one and future king")


 - - -


I am sorry for my english. I know look like english, but is not. Its crap,
and its very hard to understand. I am sorry.


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[hlcoders] Re: hl1 engine suggestions

2003-09-19 Thread tei
Hello Cale,

CMD> You do that then you have HL2 :)

CMD> HL1 was based on a Quake 1 graphics engine, and part of a Quake 2 engine
CMD> for net code. Which means: no shaders, no video's as textures, no neato
CMD> video console...

Humm.. no.
Thats not really true. Most modified Quake2 engines support shaders or
something similar (rscripts). QuakeWorld support uploading skins.


CMD>  and why would anybody need an avatar? It's a game, not
CMD> a chat system.

Avatars?
+showscores

Maybe is a good idea, and modders will use this feature to show the
avatar of the guy has kill you. People like avatars :*]

Chats?
GameSpy alike chats, helpfull to start games?


CMD> I have many more things to say, but I better keep my comments about this
CMD> post to myself or I'll get myself in trouble.

Hehehe.. thanks!


End of file underconstruction.


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[hlcoders] Re: Re: hl1 engine suggestions

2003-09-19 Thread tei
Hello Cale,

Saturday, September 20, 2003, 1:17:07 AM, you wrote:

CMD> Not Quake 1 graphics engines, which HL1 was based on. No shaders... yes
CMD> Quake 2, but they only used parts of the netcode of the Q2 engine.

Thats doest not matter.

99% Quake2 or Quake1 engines implement, can be theoricall exist for
Half-Life. Example: rscripts.

A rscript is a file that set/reset flags for textures, example:

waterfall
{
  scroll  0 -4
}

With that this texture will scrolldown at a speed of 4.

Is this imposible or posible with half-life? Its this usefull?

Other example:

sand
{
  detailtexture grain.pcx
}

wood
{
  detailtexture fiber.pcx
}


This also work for models:


model/2hand.mdl
{
  shadow 0
}

model/lavaball.mdl
{
  fullbright 1
}

rscripts where supported for both, quake1 and quake2 based engines.

My later email whas not about the "genesis" problem, but about my
suggestions, but because my english suck...


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[hlcoders] HL1/2 more ideas (only for fun)

2003-09-20 Thread tei

I doubt to send this, has most people think that is late to have HL1
suggestions, but.. he!.. maybe some people will get this idea and use
in some way, or something. Only for fun factor, more suggestions here:

- -

I have a idea, that work, about 2D games with a Half-Life engine
(HL1/HL2.. )

Actually you use 3d models, and these where located in 3d world, and
render has 3d.
But can be posible to set models to a 2D texture (a nice guy draw?),
located in screen coordinates, and render has 2d. Hehehe.. this way
you can have "Soldat" or "Worms" or "Tetris" alike games with a HL
engine, or maybe very advanced dinamic huds.


About coordinates, can be cool to have 9 origin coordinates: NW, N,
NE, W, Center, E, SW,S and SW. And rearray coordinates from this
locations.

You dont need netcode changes, but some changes in the render, and
recognize .tga or .pcx files as valid models :D

Opps.. you will need to write a custom PVS for this models, that will
be visible if where inside the screen box :D

Example (pseudocode):

"model" = "pics/player8.tga"
"origin" = "myorigin_x myorigin_y 0"


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[hlcoders] Re: Re: Re: hl1 engine suggestions

2003-09-20 Thread tei

C> Tony "omega" Sergi wrote:
>> You can do detail textures now.
>> I've done all kinds of things with OpenGL in HL, by doing it in the
>> CLIENT dll, and so has others.
>>
>> From moving clouds, to 24bit TGA texture loading, model rendering, I
>> did
>> the rendering types on models that the newer hl engine has native
>> support for 2 years ago (albeit a little bit better since I supported
>> alpha channel), continuation of what I said about 24bit tga textures;
>> I
>> can load 32bit tga's too, and use alpha channels. Etc etc.
>>
>> FLF2's flashbang effect was done with OpenGL (I MAY put it into FLFD,
>> I
>> haven't decided ;) ) There's all kinds of things you can do _without_
>> valve needing to do it for you.

Heee Tony!.. Cool work!. I like to see people that push available
technology to edge :D

You show a good point, Its posible to code some usefull stuff from
mods, withouth engine changes.

 - Animated skybox?
 - Textures that generate particles automatically?
 - GeoMod alike technology?

 You can fake that, but fake code is somewhat in-elegant, hacky, have
 minor visual artifacts and is terrible to mantain. I bet a engine
 changes, not hacky stuff done by leet people. Engine changes where
 available to the averaje Joe, but leet hacky code is only available
 to wizardry coders.

Well.. Ok.

Maybe Is a bad idea to make suggestions here, hehehehe,,... I will
stop for a while. Toasters not need a 2th feature to surf the web.


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[hlcoders] Half-Life Terrain Engine Idea.

2003-09-21 Thread tei
Hello Cortex,

Sunday, September 21, 2003, 1:42:50 PM, you wrote:

C> For your debug question, here's a post of Alfred (from VALVe) 3 days ago :

C> ##
C> Alfred Reynolds wrote:
>> To debug in steam you will need to do the following:
>> 1) Install steam.
>> 2) Run steam at least once and launch half-life and have it load.
>> 3) Place your mod in the directory of the program you launched in step
>> 2 (i.e c:\program files\steam\steamapps\\Half-Life) 4)
>> Copy
>> the "SteamApp.cfg" file (created from the text below) into the
>> programs
>> directory (i.e c:\program files\steam\steamapps\> addr>\Half-Life\SteamApp.cfg 5) Edit "SteamApp.cfg" to point to the
>> correct username, password, install path and AppID. The AppID value
>> should be 70 (meaning Half-Life).
>>
>>  The version entry should be 0 for now, if we ever update the content
>> for your chosen AppID you will need to increment this number (we will
>> phase this field out soon).
>>
>> 6) Copy Steam.dll from the base steam directory into the program
>> directory (i.e copy c:\program files\steam\steam.dll  c:\program
>> files\steam\steamapps\\Half-Life\).
>>
>> 7) Launch hl.exe in the debugger like usual, just add "-steam" to the
>> command line. If you forget "-steam" you will launch hl.exe using
>> steam.exe and you will be unable to use the debugger (unless you
>> attach
>> to the process).
>>
>>
>> We will be releasing details on customizing the UI soon.
>>
>> - Alfred
>>
>>
>>
>>  SteamApp.cfg  Cut Here
>>
C> 
>> ##
>> # SteamApp.cfg
>> #
>> # Steam Client App configuration-override file
>> #
>> # This file is read by the Steam code in the Client
>> # Application, and controls configurable parameters that
>> # affect only that App.
>> #
>> # To be effective it must be placed in the App directory
>> # (for example, c:[EMAIL PROTECTED]).
>> #
>>
C> 
>> ##
>> #
>> # Debug-launch settings
>> #
>> # Use these settings when you are running your application directly
>> # from your debugger (ie, not launching the App from the Steam UI)
>> # In such cases, you need to tell Steam which application
>> # you are running and the version you want to use.  Each application
>> has # an ID number and each version of your application has a version
>> ID
>> number. # You also need to indicate the username you are running Steam
>> under. #
>> # SteamInstallPath should point to the directory where the
>> corresponding Steam.exe # resides
>> #
>> # To do a debug launch:
>> #
>> # - do at least one launch from the UI first to ensure the Minimum
>> Footprint files #   are present
>> # - leave the Steam UI running
>> # - copy this file into the App directory
>> # - fill out the following config parameters

Hello!

 This is a new idea I have found interesting to share. Terrain maps
 withouth engine support.

Actually you can make some primitive terrain with bsp. Of course, you
can end with a bad r_speed very easy... this why terrain with bsp is
underused.. but.. Whats about If you have invisible bsp models?
collision will still ocurr against your terrain bsp, FPS will be not
as high as will be if you need to draw all these complex polys. You
can have a low-poly version of your terrain. Its not need to have a
very high poly terrain model.

Of course, you will need to draw with opengl the high poly version of
your terrain model. This seems easy.. actually the net is full of
terrain engines with source to use.

Construction:

0) you need a paint tool that export to raw. Photoshop, or similar may
work, also exist some cool POVRAY to edit heighfields.

1) you need Lord Galbraith raw2map tool, to generate your .map file
from your .raw heighfield data.

Map is here:
http://www.planetquake.com/gg/raw2map.html


2) you need to make the polys invisible (this way the render will not
need to work), you can use clip_texture

3) with most bsp tools you need also a big box with sky texture

3) maybe you can disable skybox and oldsky and activate gl_clear? this
way you will have a infinite sky

4) activate fog, to fake very long distances

5) use a vis utility that "break" in short distances (long poly not
render anyway), or maybe with vis data that fake everything is
hidden?. Maybe only 1 portal, and in this portal you see nothing. I
dont know, I am not a bsp/vis hacker.


Well.. Only 1,2 and 3 is required. Thats all.


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[hlcoders] raw2map tool and FilePlanet

2003-09-21 Thread tei

FilePlanet is removing some mods and tools, the raw2map (refered in my
last mail about terrain engine with half-life1 ) is not more at
FilePlanet, to solve this is have uploaded this tool to my own webpage
here:

http://telejano.berlios.de/option/raw2map2001[1].04.17.zip

Thats all.


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

2003-09-26 Thread tei
Hello Daniel,

Friday, September 26, 2003, 8:13:22 AM, you wrote:

DK> Try the
DK> 'maps' command
DK> eg
DK> 'maps cs_m' for all maps beginning in cs_m, or
DK> 'maps *' for all maps

Thanks!.. but if finnaly some tab-completion is added, will be nice if
work for "map" command. Other option can be to complete "kick" or
"ban" commands or other similar commands that use a fixed set of
options. You can also make tab complete cvars with the default value.

Well.. this where *posible* but maybe not really interesting ideas. I
think HL coders may read about, and pick whatever think will be fun to
code. Other option can be to REC at a tape a normal and hardcore
player with Counter-Strike and analize whats is bad and what is good
with the actual interface. I really love the console, and I suspect
provide harcode players some "133t" feel that is added to fun factor
of Half-Life. But some usability features will improve the console to
a very high standard. You dont need to invente the hammer, you can
reuse concepts from establised shells, like 4dos or bash.

features for fun factor:

query bots, implement some SOAP, and provide some awswer bots, like a
dictionary, "True Facts", number of latest release, etc..

Examples:

querybot :dictionary camper
querybot :latest cstrike
querybot http://thelamenessclan.clanworld.xyz/thelam_news.q news
querybot http://secureservercs.csseriusworld.xyz/login.q John sesamoe0
set querybot_default http://secureservercs.csseriusworld.xyz/
querybot :login John sesamoe
querybot :admin masskick;restart;
querybot :close

Heee.. adding a command interface to query some asp or php app may
introduce Half-Life at internet world complextravaganza and
flourismystique, much beyond simpleworld and one-way minds!

duh!.

Tei, free freak features fuggestions for free


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[hlcoders] Re: Finding the true center point of an entity

2003-09-27 Thread tei
Hello Sniper,

S> Is it somehow possible to determine the exact center point of a brush based
S> entity that has a brush based origin? The usual call to Center() is
S> worthless.

S> Center() returns pev->absmin + pev->absmax * 0.5.

S> Absmin and absmax however are generated by using the model's origin... which
S> would automatically mean the model's brush based origin. So we're back to
S> the same problem.

S> Argh.

Whats is the problem? Its the model rotated and model brush origin
point outside the model? Then you need a bit of math with vectors, I
guess.

If the model is not rotated, you can solve this with workarounds. Save
the center you want to be the real center has auxiliar entity
"info_center" with target your bmodel, or you can use a atribute to
store the vector (message?,v_angle?,...) of your bmodel.

I can't help more :/


Obligatory steam humor:

"Green lifeforms in your desktop replace your moods"
http://members.fortunecity.com/roogulator/sf/bodysnatchers56.htm


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Re: [hlcoders] Steam SDK?

2003-09-29 Thread tei

Maybe this only have sense if you plan to generate games that will use
the Steam distribution method (also paying method? maybe this doesn't
not care). This is suppose other reason Valve breaking the rule #1...
KISS: "keep it simple, stupid".  Murphi Laws is all about how actually
Steam work, but I guess Valve magic will solve most agravant
problems.. and while this is fixed, users will update to better comps
and (maybe) better conections. I guess Steam work much better with
high-end computers.

Actually If i press the Steam icon, become "Steam - Updating - .." for
hours, doing nothing (or very slowly downloading something).
 Fortunally enough I not like too much to play CS, and anyway WON servers where still 
alive.

I think is not a good idea to mix a game launcher + a update tool + a
payment method in the same tool. The reason is that this block or
unable some players to work off-line, or wait loong times to play
singple-player/practice/etc..  Actually the "update tool" feature of
Steam have "take over control" of all other features, and this is not
good. "Steam as a game launcher" can be nice, if start fast (no more
than 3 s. Actually can be 3 hours of real worl time = Arrggg ),
and can be good as a payment method (I dont like to pay games more
than once, but.. hee.. maybe other people want something like Ultima
Online with a FPS or whatever...) for some people.

My english suck. (<= this mail is really extreme bad. I am sorry)

posdata:
Woo.. sudenly my Steam -Updating window is now 61%.. Its alive!! Its
alive!!! ... HAHAHA... ITS ALIVE!!! (<== frankestein quote)



P> As I recall, you can get in contact with Valve and sign and NDA to get
P> the Steam SDK from them.

P> -Philip

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

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


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Re: [hlcoders] Host_Error under Steam

2003-10-02 Thread tei
Hello Charlie,
CC> We're running some NS playtests under Steam, and one of the big problems were 
having is something called a Host_Error. Suddenly, everyone on the server will get 
kicked off the server, and will be
CC> back in their Steam UI.  Written to everyone's console is this ominous error 
message:

CC> Host_Error: UserMsg: Not Present on Client 57

CC> Does anyone have any idea on what might be causing this, or how to fix it?


A HOST_ERROR is a server problem, a unexpected problem that result the
game need to end (can't continue). But its not fatal as SYS_ERROR, a
sys error is a engine "crash", and end has a Messagebox.

Well.. something bad occur, unexpected, not able to fix or ignore by
engine ""interpreter"".

The error message show as is something related with "UserMsg", and
about some data that is not here (client with id 57?) maybe at a
client_state_t struct, or something similar.  Maybe the engine expect
some user will exist and is actually removed from the structures data
for some reason. Maybe the "no of clients" o "index of client" is not
correct.

Its "Client 57" the 57th entity? I guess 0 is the world, 1 is the
first player.. but maybe not, I know very littel about Half-Life.

Good Luck!


CC> -Charlie
CC> --
CC> Charlie Cleveland
CC> Game programmer and designer
CC> http://www.natural-selection.org
CC> http://overmind.org
CC> --


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[hlcoders] Re: HL2 Source Leaked

2003-10-02 Thread tei

I doubt thats true.

People hare overexted because HL2 looks like the more amazing release
from... from... Quake1 maybe. I am over-excited, too.

Anyway If this occur, not problem. Valve will suthdown 2/3 projects
that will start from the leaks, and the code will become older has
Valve enhance the code.. I suppose will continue working with HL2
engine. Actually look like a HL1 evolved more than a HL2 "written from
scrach" engine. Maybe still share a lot of Quake1 code :D

Valve fan quote:

Hell... Valve. Goods work!  DOOM3 will need a lot of amazing magic to
beat HL2!  Carmack, this will be hard, friend.


ddan> Lawsuits, hmm... Havok might not be too happy if _their_ source code is in 
there...

>>
>> From: "illogic" <[EMAIL PROTECTED]>
>> Date: 2003/10/02 Thu PM 12:54:08 MDT
>> To: <[EMAIL PROTECTED]>
>> Subject: Re: [hlcoders] HL2 Source Leaked
>>
>> One things for sure, if it is real, someones going to feel it. I think from
>> a legal standpoint there safe, i cant say for sure, but man that certianly
>> sucks.
>>
>> - Original Message -
>> From: "Ben Banfield" <[EMAIL PROTECTED]>
>> To: <[EMAIL PROTECTED]>
>> Sent: Thursday, October 02, 2003 1:32 PM
>> Subject: Re: [hlcoders] HL2 Source Leaked
>>
>>
>> > A confirmation or statement from valve would be required before hearing
>> > how this affects things.
>> >
>> > Stan Bubrouski wrote:
>> >
>> > > Well,
>> > >
>> > > As many of you probably know, the source to HL2
>> > > is being distributed over P2P and IRC already.
>> > >
>> > > Valve, I have heard nothing from your end, on
>> > > this... how does this affect things?
>> > >
>> > > -sb
>> > >
>> > >


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[hlcoders] AI Ideas.

2003-10-02 Thread tei


pseudocode:

New function:

fun MoveToEnemy
{
  if (visible(me.origin, enemy.origin) )
  {
enemy.lastseenbysomehome = enemy.origin
me.lastseelocation = enemy.origin
walk (enemy.origin)
  }
  else
  if (visible(me.origin, me.lastseelocation) and visible(me.lastseelocation,
  enemy.origin))
walk (me.lastseelocation)
  else
  if (visible(me.lastseelocation,enemy.origin))
walk (me.lastseelocation)
  else
  if (visible(me.lastseelocation, enemy.lastseenbysomehome))
walk (me.lastseelocation)
  else
walk (enemy.lastseenbysomehome);
}


Old function:

fun MoveToEnemy
{
  walk (enemy.origin)
}


What do you think about my enhanced "movetoenemy" function?.


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[hlcoders] Re: Re: HL2 Source Leaked

2003-10-02 Thread tei


SB> The code being leaked, means competitors etc, can learn
SB> from the code.  Beyond that it gives cheaters an upperhand
SB> and will expose any security holes that would have better been
SB> fixed in private.

SB> -sb

Hehehe...   WOW!

This is a snip of code from Kernel32:

¦KERNEL32.DLL  ?FRPE.793C6823 a32    783120 ¦ Hiew DEMO (c)SEN
¦.793C681F: A86A test  al,06A ;"j"
¦.793C6821: 2450 and   al,050 ;"P"
¦.793C6823: 6A17 push  017
¦.793C6825: 6AFF push  0FF
¦.793C6827: FF15B8103C79 call  NtQueryInformationProcess ;NT
¦.793C682D: 3BC7 cmp   eax,edi
¦.793C682F: 0F8C6A0F0300 jl   .0793F779F    (1)
¦.793C6835: 0FB7CB   movzx ecx,bx
¦.793C6838: 6A01 push  001
¦.793C683A: 83E941   sub   ecx,041 ;"A"
¦.793C683D: 58   pop   eax
¦.793C683E: D3E0 shl   eax,cl
¦.793C6840: 8545A8   test  [ebp][-0058],eax
¦.793C6843: 0F846267 je   .0793CCFAB    (2)
¦.793C6849: 0FB6440DAC   movzx eax,b,[ebp][ecx][-0054]
¦.793C684E: 2BC7 sub   eax,edi
¦.793C6850: 0F84680F0300 je   .0793F77BE    (3)
¦.793C6856: 48   dec   eax
¦.793C6857: 48   dec   eax
¦.793C6858: 0F8482770100 je   .0793DDFE0    (4)
¦.793C685E: 48   dec   eax
¦.793C685F: 0F85A497 jne  .0793D0009    (5)
¦.793C6865: 6A03 push  003
¦1Help   2PutBlk 3Edit   4Mode   5Goto   6Refer  7Search 8Header 9Files 10Quit

A "Windows Source Leak"? ...not.  Source is visible as assembler.

Well.. I dont know too much about ASM, but sub -'A' is like
calculating the base of a character. Hee!... looks like reading the
Kernel32 source is easy!.

(I use hiew)
http://www.softnews.ro/public/cat/5/4/5-4-2.shtml


We can point hiew to Steam.dll or whatever other .dll and read the
"source" and learn from there.

I am suspicious that leaks its becoming another way to promote games.
And I still doubt the HL2 source code is out. But If is out, will be a
good read.


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[hlcoders] Re: Re: Re: HL2 Source Leaked

2003-10-02 Thread tei


Quoting myself:
---



Rule #1 Never use Outlook Express

Troyan solved. Period.


Rule #2 Kill anithing unknom from memory (use Wininternal
Administrator pack if need to log file and register access is paranoid
enough)


Keystroke solved. Period.


Rule #3 Use Linux for server


Problem solved. Period.


Of course, you need a brain, rules where only hints.


PM> Therein lies the rub of 'telecommuting' and being able to work easily
PM> sometimes. I know I've been in environments where the only option was to
PM> turn off the 'real time' virus protection, because some products on the
PM> market trigger while compiling (a lot of file access and it would check
PM> each one), slowing the machines down beyond workability -- in our case our
PM> 800 MHz machines compiled code slower than 200 MHz machines are capable of.

PM> Or other environments on the other end, where the programmers couldn't work
PM> because they didn't have sufficient access on their machines to debug
PM> processes they didn't start (really that was a misconfiguration I now know,
PM> but most Windows programmers have been taught they need to be admin on the
PM> local machine to work - that's not true but you do need some elevated
PM> rights in some cases).

PM> All of us know source code control is vital, and we back it up, but how
PM> often do we consider how easy it would be to compromise from the outside?

PM> What a crappy thing to have happened.. while I'd be less concerned about
PM> serious competitors using the information (too easy to prove and end up
PM> losing at court over), it's more disconcerting to see what use idiot script
PM> kiddies and cheat 'h4x0rs' make of the information.. sigh.

PM> At 05:35 PM 10/2/2003 -0500, you wrote:
>> > "1) Starting around 9/11 of this year, someone other than me was accessing
>> > my
>> > email account. This has been determined by looking at traffic on our email
>> > server versus my travel schedule."
>> >
>> > Im lost... Why did he not change his password?
>>
>>Because hindsight is 20/20.  I would bet that Gabe only recently (today)
>>discovered that someone was using his e-mail account, otherwise he surely
>>would have changed his password and/or disabled his e-mail account until
>>things could be investigated further.
>>
>>It's so commonplace today for people to expect their Windows computers to do
>>strange things and usually the first thought is "I have a virus".  Run a
>>virus scanner and if it doesn't detect anything, then your machine must not
>>be infected, right?  After all, how could you get a virus that no
>>body else knows about?
>>
>>I'm sure with all the flurry of activity in the last couple of months for
>>Valve, and Gabe being on the road so much, that nobody really thought twice
>>about spending the time to throughly investigate why Gabe's computer was
>>acting weird.  Even worse, I would bet that the virus spread itself to other
>>machines, so that even if Gabe did reformat his machine and get it clean
>>again, as soon as he accessed one of the infected machines, it was back on
>>his machine again.  Sometimes those little buggers are REAL hard to get rid
>>of, especially in a corporate network environment.
>>
>>I feel for the Valve guys and I know how difficult it can be to create
>>secure networks yet still allow internal people to access the external
>>resources that they need on a day-to-day basis.  Being a network
>>administrator is not an easy job and there's probably not much the network
>>admins could have done in this case anyway.
>>
>>Perhaps Valve will restructure their internal network so that the "family
>>jewels" never sit on a machine that has any kind of external Internet
>>access.  It makes development tasks more of a pain, but in does help to
>>prevent security breaches.
>>
>>Jeffrey "botman" Broome


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[hlcoders] Re: Re: Re: Re: HL2 Source Leaked

2003-10-03 Thread tei
Hello Vyacheslav,

Friday, October 3, 2003, 7:22:45 AM, you wrote:

VD> Hello tei,

VD> well, yeah... You "TheBAT" (http://www.ritlabs.com) instead of Outlook. Believe me 
- it is much
VD> better, much more stable and secure. Besides it doesn't use any
VD> Internet Explorer controls...

Yea, actually is true.

What do you think about the leak? Its very interesting. The webmail
side looks like novice hackers. But the custom made keylogers and
remove session looks more profesional, a bit more. Maybe the door is
open by novices, and some more expert crackers have use it to take
over the Valve network. Its this a hacker-politic action or is a
industrial spy?  Maybe the target whas to force some development
continue with old good Half-Life, and about to fight against Steam.
Or maybe "because its posible".

About mail user agents:

telnet is somewhat safe, but not perfect, some guy can still flood
kill your connection.
Maybe a java mail user agent can be better.

All static compiled mail user agnets have bugs. And all navigator have
bugs. But a navigator + mail client have (simple math) x2 more bugs.
OE is the target for zimbillions of hackers, and is badly coded, very
poorly security design, or not security design at all. Scripting in a
mail? Whats the hell? Active-X in a mail? What the FUCK!?!!  OE is
crap, braindead crap. And other problem is that tons and tons of
people use it, ...viral problems spread very very fast. Sooo you have
the worst mail user agent, at the worst escenerio and the worst users.

Add water :D

What you have?: Pandemia.

I actually use Bat, yes, but only for a few more days. Its not
perfect. Maybe Evolution is a better app, but is only for Linux
(arg!). Old versions of Eudora quere good enough, but actually
where... old.

I dont know the next Valve move, maybe big incompatibility changes, to
unable the leak source to run the media HL2 will have. I know its easy
to make a engine, but medias neet a lot of work, artist, time,... Its
like making a Film.  The script is a small stuff. Soo you have a 600
MB cd, and the .exe its only 2MB. You cant go far with 2MB from 600...

...but this will be a problem. Because leak-coders will circunvent
easy any changes Valve will made, the result: valve will only fuck
itself with these changes.

Of course, any anti-cheaters messure will work very well as anti-leak
coders. And Steam will help to distribute new binarys has posible with
more incompatibility changes. That will eventually make the source
unusefull.

But HL1 code is at the source, and lots of other goodies. Some guys
will compile HL1 engines that will use is own Master Server software
(dpmaster?). Distribution of leak-mod-engines can continue with Kazaa
or other p2p tools.

I dont like the way code has become public. This way the code is now
"cursed", thats is not good.


Hehehe... the file (name omited) is a rar file, like Russia hacker
stuff :D


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[hlcoders] Re: Porting HL2 to Linux

2003-10-04 Thread tei
Hello tom,

t> Hi folks,

t> a question: will valve port HL2 to Linux? If they made a dedicated server
t> for Linux, the engine has to compile. And then it's only a small
t> step to port the whole application.

Posible? maybe.
A good thing? maybe not.

Small market? Not all Linux user will want to use a "unknom binary".
Soo is a subset of a subset. Ethics problems remain about the origin
of sources.

And.. why? maybe other companys will release native versions of is
engines (Unreal vSomething, Doom3: Whatever, etc...)  So.. If you want
FPS with linux, you really dont need to cross the line and become
outlaw.

I suggest not to use these binarys, and still ask Valve to do a real
binary for platform X (X= Linux, Mac, ... ), at least for
singleplayer.


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[hlcoders] Re: Re: Porting HL2 to Linux

2003-10-04 Thread tei

>>I suggest not to use these binarys, and still ask Valve to do a real
>>binary for platform X (X= Linux, Mac, ... ), at least for
>>singleplayer.
>>
t> How ask? Everytime I sent them an email, I don't get any answer.
t> Perhaps they aren't interested in it? Maybe.

t> tom

Maybe, but read about the people behind Valve:

http://www.gamespot.com/features/btg_y2k/p15_01.html

 Gabe Newell
 Valve Software

 Gabe Newell As far as gaming visionaries go, Gabe Newell is a new
 kid on the block, having only shipped one game with his team at
 Valve Software in Kirkland, Washington. But that game was Half-Life,
 and it wasn't just any game; it completely redefined what gamers
 expected from a first-person shooter. Newell, a former Microsoft
 executive who co-founded the company with his fellow Microsoft
 millionaire Mike Harrington, has long said that Valve's success with
 Half-Life was simply due to them listening to what gamers really
 wanted in a game. Now the tables have turned, and everyone wants to
 hear where Newell wants games to go next.

???


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[hlcoders] Re: HL2 Source Leaked

2003-10-04 Thread tei
Hello tom,

>> Then again, hindsight really is 20/20 - you wouldn't be having this
>> problem if you used linux as your corporate desktop :)

t> But under Linux there is no 'Visual Studio', and someone who comes
t> from the win32 world doesn't want to miss this tool, although i think
t> vi/emacs & make is better than anything else.

*nix has zimbillions of tools for developers. Most of them use the
toolbox paradigm. Also exist some multiplatform visual paradigm tools,
like eclipse, kdevelopper, etc.. but most visual tools where user
oriented and linux is somewhat developper oriented... I am dev, soo..
I am happy! But I use win, so... Its easy!

t> tom


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[hlcoders] Re: Porting HL2 to Linux

2003-10-04 Thread tei
Hello Stan,

>> Hi folks,
>>
>> a question: will valve port HL2 to Linux? If they made a dedicated server
>> for Linux, the engine has to compile. And then it's only a small
>> step to port the whole application. They only need to implement

SB> Not true by any means.  It would be extremely difficult to
SB> port this game to Linux seeing as unlike HL1 it uses DX
SB> exclusively.

SB> -sb

If Valve dont want, will not do.. and If the market is tiny, dont
really need. Its the same reason you can make a web for Internet
Explorer and forget about other navigators, has 99% people will use
these navigator.

Anyway maybe you "only" need to rewrite the render, everything else
work at dedicated, not need huge changes. I guess.


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Re[2]: [hlcoders] RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?

2003-10-04 Thread tei
Hello Marco,


ML> (sorry, valve :/) I still think this is too conservative. Valve can't always be 
there with a HL update when a new cheat appears. So these independent developers like 
UnitedAdmins are needed and
ML> they really do a great job and have good morals. They harm absolutly noone when 
they take a look at the original source code to have a better understanding how the 
cheats work. When I code on the
ML> QuArK level editor I sometimes use stolen games to see if the editor works in all 
game modes. (Some demo versions of games don't allow custom levels.) I really don't 
have the money to buy a dozen
ML> games just to check for compatibility.
ML> There is far more evil in the world than making copies of source code to encounter 
cheaters. And now lets all sit and wait what Valve is doing atm.

Heee Spain people say "el fin no justifica los medios", I font
know hot this is traduct at english. Maybe "You can't get any good
from a bad". Or maybe "You can't save souls working for evil".

Gray area etic is something to avoid, contaminate everything you do.
If you work in the "bright" side, somethimes you do mistakes and end
as Gray area...

example:
You distribute a CS map with textures from the original CD... soo this
map is illegal, but no one care.


But if you work in a gray area, easy you become dark somethimes.

example:
you work a new X, illegal, and want to share the gained knowgment...

I agree with most of your mails to this list, but not with this one.

The idea to not touch the leaked source is a good idea. I think.


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[hlcoders] Re: Re: HL2 Source

2003-10-05 Thread tei

Heee No one compile with warnings level 3?  ...debug mode?
...asserts?  ...logs?  ...batch tests?  #if 0 #else #endif?



MC> Ha, I love that. You spend hours trying to fix a bug.  You put like 100
MC> lines of debug code before you find a glaring typo!!  You fix the typo
MC> and the bug is still there.


MC> On Sun, 2003-10-05 at 04:44, Daniel Koppes wrote:
>> Oh no, even better, you spend HOURS trying to fix a problem, only to
>> discover it was your previously thought 100% perfect code elsewhere that
>> was causing the problem.
>>
>> At 09:31 5/10/2003, you wrote:
>>
>> >I absotively LOVE IT when that happens!
>> >I also love it when you fix one bug, and find 2 more that were hidden
>> >BECAUSE of the one you fixed, and it ends up becoming a really really
>> >really long day trying to fix it :X!
>> >
>> >
>> >-omega
>> >http://www.frontline2.com
>> >
>> >
>> >-Original Message-
>> >From: [EMAIL PROTECTED]
>> >[mailto:[EMAIL PROTECTED] On Behalf Of botman
>> >Sent: October 4, 2003 3:17 PM
>> >To: [EMAIL PROTECTED]
>> >Subject: Re: [hlcoders] Re: HL2 Source
>> >
>> >Okay, I'm bored.  I've just rebuilt my code for the 83rd billionth time
>> >today and I everytime I fix a bug I seem to add 2 more.  I guess it's
>> >time
>> >to go out and get completely WASTED and try again tomorrow!  :)
>> >
>> >Jeffrey "botman" Broome
>> >


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[hlcoders] Re: RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?

2003-10-05 Thread tei


Cool.

I can make a Quake1 mod, with all wad files, and bsp files. As my
engine load Half-Life maps, can make a perfect clone of Counter-Strike
mod, or maybe a singleplayer mod about terrorist :D



ToS> Bad example, the license says we're allowed to do that.


ToS> -omega

ToS> example:
ToS> You distribute a CS map with textures from the original CD... soo this
ToS> map is illegal, but no one care.


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[hlcoders] Re: Re: RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?

2003-10-05 Thread tei

But maybe I can isolate hl content at one zip, and quake1 content
other zip:

zip1:
 - engine
 - gameprogsdat
 - extramdls
 - extrasounds

zip2:
 - counter-strike maps
 - wads

auto installer (download zip1 and zip2 and install)

Or this is gray area? or illegal?

Hehehe... what a mine field is modding!

DK> I wouldn't be sure about that, I suspect the EULA only allows you to use
DK> the content from HL/CS/TFC etc with HL itself, not another engine.

>>Cool.
>>
>>I can make a Quake1 mod, with all wad files, and bsp files. As my
>>engine load Half-Life maps, can make a perfect clone of Counter-Strike
>>mod, or maybe a singleplayer mod about terrorist :D
>>
>>
>>
>>ToS> Bad example, the license says we're allowed to do that.
>>
>>
>>ToS> -omega
>>
>>ToS> example:
>>ToS> You distribute a CS map with textures from the original CD... soo this
>>ToS> map is illegal, but no one care.
>>
>>


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[hlcoders] Re: Re: Re: RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?

2003-10-05 Thread tei
Hello Daniel,

Soo.. its illegal or gray area to *distribute* a zip file with all cs
maps with the wad needed?

Or... Its legal to distribute and is illegal to use these files?


DK> 'Use' not 'Distribute'

>>But maybe I can isolate hl content at one zip, and quake1 content
>>other zip:
>>
>>zip1:
>>  - engine
>>  - gameprogsdat
>>  - extramdls
>>  - extrasounds
>>
>>zip2:
>>  - counter-strike maps
>>  - wads
>>
>>auto installer (download zip1 and zip2 and install)
>>
>>Or this is gray area? or illegal?
>>
>>Hehehe... what a mine field is modding!
>>
>>DK> I wouldn't be sure about that, I suspect the EULA only allows you to use
>>DK> the content from HL/CS/TFC etc with HL itself, not another engine.
>>
>> >>Cool.
>> >>
>> >>I can make a Quake1 mod, with all wad files, and bsp files. As my
>> >>engine load Half-Life maps, can make a perfect clone of Counter-Strike
>> >>mod, or maybe a singleplayer mod about terrorist :D
>> >>
>> >>
>> >>
>> >>ToS> Bad example, the license says we're allowed to do that.
>> >>
>> >>
>> >>ToS> -omega
>> >>
>> >>ToS> example:
>> >>ToS> You distribute a CS map with textures from the original CD... soo this
>> >>ToS> map is illegal, but no one care.
>> >>
>> >>
>>
>>


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[hlcoders] Re: Re: Re: Re: RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?

2003-10-05 Thread tei
Hello Daniel,

DK> Possibly not illegal to distribute (unless it is with the expicit purpose
DK> of using them with your q1 cs clone), but illegal to use them with ANYTHING
DK> that isn't HL (so you can probably use CS textures in Op4 for example).

Where you have read that?

At SDK_EULA?

But you can make mods, and upload cs maps, withouth the need to
install the SDK.

Anyway maybe you are disallow to distribute maps by default, and maybe
is the SDK eula that allow you to distribute maps for HL. But not
force you to include the SDK_EULA file, soo.. if a user download a hl
map withouth the SDK_EULA.txt and use for [whatever not hl] is
breaking the SDK_EULA!.. but users have not agree the SDK_EULA, and
fileplanet not force user to sign the SDK_EULA prior to download cs
maps...

I dont think users have to follow SDK guidelines if users dont agree
the SDK_EULA, but I am not laywer.

Soo.. I can install the SDK, that allows me to upload hl content for
hl.

And users can download hl content and use for whatever, no breaking
the EULA.txt file at c:\sierra\hl becuase this file doest not exist.

Or maybe the EULA.txt file is show at install, and after that is
removed.

The HL CD not include a EULA.txt file. And the readme.txt is about
distribution, not use. I dont think the user is limited to use hl for
the purpose X. Maybe is not limited. Maybe the user is able to use hl
for quake1, if want that.

More info about that will be appreciated.


>>Hello Daniel,
>>
>>Soo.. its illegal or gray area to *distribute* a zip file with all cs
>>maps with the wad needed?
>>
>>Or... Its legal to distribute and is illegal to use these files?
>>
>>
>>DK> 'Use' not 'Distribute'
>>
>> >>But maybe I can isolate hl content at one zip, and quake1 content
>> >>other zip:
>> >>
>> >>zip1:
>> >>  - engine
>> >>  - gameprogsdat
>> >>  - extramdls
>> >>  - extrasounds
>> >>
>> >>zip2:
>> >>  - counter-strike maps
>> >>  - wads
>> >>
>> >>auto installer (download zip1 and zip2 and install)
>> >>
>> >>Or this is gray area? or illegal?
>> >>
>> >>Hehehe... what a mine field is modding!
>> >>
>> >>DK> I wouldn't be sure about that, I suspect the EULA only allows you
>> to use
>> >>DK> the content from HL/CS/TFC etc with HL itself, not another engine.
>> >>
>> >> >>Cool.
>> >> >>
>> >> >>I can make a Quake1 mod, with all wad files, and bsp files. As my
>> >> >>engine load Half-Life maps, can make a perfect clone of Counter-Strike
>> >> >>mod, or maybe a singleplayer mod about terrorist :D
>> >> >>
>> >> >>
>> >> >>
>> >> >>ToS> Bad example, the license says we're allowed to do that.
>> >> >>
>> >> >>
>> >> >>ToS> -omega
>> >> >>
>> >> >>ToS> example:
>> >> >>ToS> You distribute a CS map with textures from the original CD...
>> soo this
>> >> >>ToS> map is illegal, but no one care.
>> >> >>
>> >> >>
>> >>


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[hlcoders] Re: Re: HL2 Source

2003-10-05 Thread tei

Friend,

Mail list have guidelines, rules, or whatever. "Random" rules that you
have to follow, maybe "crazy" rules, but anyway you have to follow
these rules. Thats is how a mail list work.

Actually moderatos of this list where quiet. Thats is good. And I dont
want to awake, or force the need to become active. Censorshipt is not
good.

Soo.. this mail whas a bad idea.

Will be sad if this list miss you, but will be because you do bad
moves. And your mail with the link whas a bad idea.

I suggest to self-censor some sensible information. This is not a
public forum, but a Valve mail list. Thats will be much better than
admins banning people and other confusing, dirty and boring stuff.


conclusion:
the horse is dead, stop kicking him. A friend suggestion.

posdata:
I am sorry for posting more than 4 mails.


JC> Manip writes:

>> Something like what ? I just got sent that so I stuck it on a web-server and
>> posted the link... freedome of information. It isn't illegal, that doc at
>> least because it isn't telling anyone to brake the law.. it doesn't provide
>> download  locations infact other than the title it could be about anything.
>> - Original Message -
>> From: "James Couzens" <[EMAIL PROTECTED]>
>> To: <[EMAIL PROTECTED]>
>> Sent: Sunday, October 05, 2003 12:03 PM
>> Subject: [hlcoders] Re: HL2 Source
>>
>>
>>> Manip,
>>>
>>> What the FUCK is wrong with you?  How ignorant can you possibly be?  Show
>>> some god damn respect you son of a bitch!  Why would you post something
>> like
>>> that in this VALVE list?  You stupid cunt.
>>>
>>> James
>>>
>>>
>>> Manip writes:
>>>
>>> > http://www.thedrydock.net/adminspace/manip/Compile_Half_Life_2.txt
>>> > - Original Message -
>>> > From: "tei" <[EMAIL PROTECTED]>
>>> > To: <[EMAIL PROTECTED]>
>>> > Sent: Sunday, October 05, 2003 10:28 AM
>>> > Subject: [hlcoders] Re: Re: HL2 Source
>>> >
>>> >
>>> >>
>>> >> Heee No one compile with warnings level 3?  ...debug mode?
>>> >> ...asserts?  ...logs?  ...batch tests?  #if 0 #else #endif?
>>> >>
>>> >>
>>> >>
>>> >> MC> Ha, I love that. You spend hours trying to fix a bug.  You put like
>>> > 100
>>> >> MC> lines of debug code before you find a glaring typo!!  You fix the
>> typo
>>> >> MC> and the bug is still there.
>>> >>
>>> >>
>>> >> MC> On Sun, 2003-10-05 at 04:44, Daniel Koppes wrote:
>>> >> >> Oh no, even better, you spend HOURS trying to fix a problem, only to
>>> >> >> discover it was your previously thought 100% perfect code elsewhere
>>> > that
>>> >> >> was causing the problem.
>>> >> >>
>>> >> >> At 09:31 5/10/2003, you wrote:
>>> >> >>
>>> >> >> >I absotively LOVE IT when that happens!
>>> >> >> >I also love it when you fix one bug, and find 2 more that were
>> hidden
>>> >> >> >BECAUSE of the one you fixed, and it ends up becoming a really
>> really
>>> >> >> >really long day trying to fix it :X!
>>> >> >> >
>>> >> >> >
>>> >> >> >-omega
>>> >> >> >http://www.frontline2.com
>>> >> >> >
>>> >> >> >
>>> >> >> >-Original Message-
>>> >> >> >From: [EMAIL PROTECTED]
>>> >> >> >[mailto:[EMAIL PROTECTED] On Behalf Of botman
>>> >> >> >Sent: October 4, 2003 3:17 PM
>>> >> >> >To: [EMAIL PROTECTED]
>>> >> >> >Subject: Re: [hlcoders] Re: HL2 Source
>>> >> >> >
>>> >> >> >Okay, I'm bored.  I've just rebuilt my code for the 83rd billionth
>>> > time
>>> >> >> >today and I everytime I fix a bug I seem to add 2 more.  I guess
>> it's
>>> >> >> >time
>>> >> >> >to go out and get completely WASTED and try again tomorrow!  :)
>>> >> >> >
>>> >> >> >Jeffrey "botman" Broome
>>> >> >> >
>>> >>
>>> >>


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[hlcoders] whats bad about a zip file with cs_siege.bsp?

2003-10-05 Thread tei


You can use and distribute anything for hl, *IN* hl =>

1) You can use anithing for hl, *IN* hl (Ok)
2) You can distribute anything for hl, *IN* hl (problem)


How i distribute something *IN* hl??

Example
zip file conents:
b.bsp
w.wad
t.txt

Whats changes are needed to be correct? Whats *IN* mean for this
zipfile?



thanks tony, our amazing hl guru :D


ToS> You can use and distribute anything for hl, *IN* hl.
ToS> Not other engines.
ToS> Unless its your own content.

ToS> But if you make a map with CS maps, you can only use it inside a mod for
ToS> a valve game. But according to an old post on here about 2 years ago,
ToS> that even includes opfor and gunman chronicals.


ToS> -omega
ToS> http://www.frontline2.com


ToS> Hello Daniel,

ToS> Soo.. its illegal or gray area to *distribute* a zip file with all cs
ToS> maps with the wad needed?

ToS> Or... Its legal to distribute and is illegal to use these files?


DK>> 'Use' not 'Distribute'

>>>But maybe I can isolate hl content at one zip, and quake1 content
>>>other zip:
>>>
>>>zip1:
>>>  - engine
>>>  - gameprogsdat
>>>  - extramdls
>>>  - extrasounds
>>>
>>>zip2:
>>>  - counter-strike maps
>>>  - wads
>>>
>>>auto installer (download zip1 and zip2 and install)
>>>
>>>Or this is gray area? or illegal?
>>>
>>>Hehehe... what a mine field is modding!
>>>
>>>DK> I wouldn't be sure about that, I suspect the EULA only allows you
ToS> to use
>>>DK> the content from HL/CS/TFC etc with HL itself, not another engine.
>>>
>>> >>Cool.
>>> >>
>>> >>I can make a Quake1 mod, with all wad files, and bsp files. As my
>>> >>engine load Half-Life maps, can make a perfect clone of
ToS> Counter-Strike
>>> >>mod, or maybe a singleplayer mod about terrorist :D
>>> >>
>>> >>
>>> >>
>>> >>ToS> Bad example, the license says we're allowed to do that.
>>> >>
>>> >>
>>> >>ToS> -omega
>>> >>
>>> >>ToS> example:
>>> >>ToS> You distribute a CS map with textures from the original CD...
ToS> soo this
>>> >>ToS> map is illegal, but no one care.
>>> >>
>>> >>
>>>
>>>


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[hlcoders] Re: Re: Re: HL2 Source

2003-10-05 Thread tei
Hello Brian,

Sunday, October 5, 2003, 8:44:22 PM, you wrote:

BAS> On Sun, 5 Oct 2003, Manip wrote:

>> what is interesting about that? That is what I heard just after the news
>> broke on Slashdot. Obviously it isn't accurate but it was so soon after the
>> original post...

BAS> your news alludes to the fact that you were in possession of the leaked
BAS> code...

BAS> Go buy a clue please...


http://www.justinrossetti.com/albums/HalfLife2/dllsource.jpg

http://www.justinrossetti.com/albums/HalfLife2/hl2_death.jpg


:]


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[hlcoders] LINUX ABUSE REPORT

2003-10-06 Thread tei

Hello.

 This mail is about illegal software and steal code.

 Some guy is reporting to use a SO nicknamed "LINUX" that include
 steal code from SCO and break DRM USA laws to reproduce DVD.

 I guess he use this illegal software to run "bs-linux.com" and I
 suggest to remove "bs-linux.com" DNS entry from the ".com" databases.
 To avoid support to steal code, to avoid ve sue by SCO and USA
 Governement for DRM law breaks.

Here is the sign from the guy itself:

BAS> --
BAS>ab.
BAS> Brian A. Stummd88b.
BAS> [EMAIL PROTECTED]   8P"YP"Y88
BAS> http://www.bs-linux.com   8|o||o|88
BAS> The Choice of a Gnu Generation8'.88
BAS>   8`._.' Y8.
BAS>   #  d/  `8b.
BAS>  ###   .dP   . Y8b.
BAS>  ##   #   d8:'   "   `::88b.
BAS>  ##   ###   ### ###   ###   ###  ###   ###   d8"   `Y88b
BAS>  ##  #  ##   ###   ##  ####   ##   ##   :8P '   :888
BAS>  ## #   ##   ####  #### ###  8a.:  _a88P
BAS>  #####   ####  #### ###._/"Yaa_ :.| 88P|
BAS>  ## # #######  ###### ##   \YP"  `| 8P  `.
BAS>  #### ### #  ####  ###  ###   ##   ##  / \._.d|.'
BAS> #  ###       ### ### ###   ### `--..__)88P`._.'

Blah.

This mail is a joke.


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[hlcoders] Re:[OT] LINUX ABUSE REPORT

2003-10-06 Thread tei
Hello Chris,

MC> [EMAIL PROTECTED] - I love it ! But he now lives in Delaware.

He has not reply. Still. I hope he will redirect his mail or use a
vacation program.


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[hlcoders] Re: Implications...

2003-10-06 Thread tei

A good comment is here:

http://www.quakesrc.org/forum/viewtopic.php?t=2212&start=30


swinston opinion:

<<
expressing an opinion one way or another is perhaps a nono for me, but
this is heartbreaking. A lowly script kiddie took advantage and stole
something. It doesn't matter how many new or innovative things are in
there. It doesn't matter how similar or readible or implementable in
other engines that stuff is. What matters is this is stolen property.
Property which publically took valve 5 years to make. To many here,
that doesn't seem like a long time; but imagine that it were a
different thing. Imagine that you worked 4 years towards getting a
college degree, now when you've already called everyone and told them
"I'm going to graduate," gotten the nice job, and all the acolades to
go along with it, the registrar were to call up and say, "I'm sorry a
script kiddie has taken all your work and we're going to graduate him
instead of you."

However, now that everyone can see how you were going
to do it, they're going to graduate with better grades... You'll have
to start over. Anything that you put that much time into becomes a
large part of you. Stealing is bad, aiding in the stealing by looking
at it, or aknowledging it as anything other than someone else's hard
work and trying to aide in stoping its' distribution: that's almost as
bad. Most game companies I know and have walked around in, don't pay
particularly close attention to security. You can litterally walk into
almost any development house and sit down at a computer, unquestioned.
Ensemble and Id might be notible exceptions, however game companies
don't pay as much attention as they should for an industry that
thrievs on intellectual property. This is a really unfortunate thing
to have happen.

I can guarentee that no self respecting company on the
planet has the source, most developers, that I know, if they have
time, are even offering what aide they can towards finding out who
does have it by scouring the net for links. I hope that Gabe doesn't
wind up in court having to prove to Valve, Havoc, Sierra, Id Software,
et all that he is not neglagent in protecting his source, their
licenses etc. This is a truely horrible thing to have happen to
anyone. If we are going to continue discussing HL2, out of respect for
the hard work, time and effort of these developers, could we limit
ourselves towards only discussing the features publically aknowledged
in HL2, and ways we *already* know for doing similar things? Also out
of respect, if you do have the source, and refuse to delete it, do us
all a favor and not advertise that you either have it, have seen it,
or wish to see it.

Remember, guys, 5 years. It's their stuff, if you
want to see it, sign an NDA and go to their offices. If they decide to
go open source, great, support it. If not, don't punish them becuse
some teen aged ass figured out how to run a script and ruin several
individual's hard work.
>>

The \n where mine.



>> What I'm wondering is: What implications will this have with all the other
>> game manufacturers?
>> Of course iD software wouldn't download the leak and rip off sections of
>> code (hopefully), but what if one of their employees comes into posession
P> of said leak and is 'inspired' by it?

My opinion (tei):

My hobby is engine coding, and will not rip any line from the source.
I am not interested in HL2 because is much more than what I can
understand. I am slighty interested in HL1, but actually is not really
new, as actually most Quake1 engine load hl1 maps, and some have much
better features that HL1 is. Soo.. HL1 live in the past.

I have some problem about to read the SDK, If I read the SDK will be
posible that write some HL1 features at my engine become a No-No. And,
of course, If i read the HL1 source.. will be worst, will become a
BIG NO-NO...

The last feature I have added to my engine was a HL1 cloned feature:
cl_messages, a interesting command to list every svc_ the netcode
has received. I think was a cool idea, and was simple to migrate to
quake1.

The code is here:
http://www.quakesrc.org/forum/viewtopic.php?t=2164

The date is 17 Sep 2003 06:20 pm

So... I dont need HL1 SDK, or HL1 SOURCE to implement some HL1
features in my engine. And my engine is not a HL1 clone, soo I am not
really interesting the way HL1 work, Its different, but not better.


posdata:
for the ret, I am not swiston, and I dont know too much this guy,
looks like is a good engine guru, Thats all I know about.


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Re: [hlcoders] this is what we need here..

2003-10-06 Thread tei
Hello Tony,

ToS> http://omega.frontline2.com/test.jpg

These sex machines are dangerous. I know a german friend dead by a
electric shock with a similar artifact.


ToS> -omega
ToS> http://www.frontline2.com
ToS>  


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[hlcoders] Re: Implications...

2003-10-06 Thread tei
Hello Slash,

I agree with your conclusion, but not with your ideas.


S> I think the code itself is not what is important- it's
S> the ideas behind the code. I'm sure Carmack could code
S> all the features of HL2 himself, but it takes a highly
S> inspired and innovative team like Valve to come up
S> with these ideas in the first place. Even if every
S> game company copies off Valve (which they would have
S> done anyways- with the source code or not), Valve will
S> blow them out of the water again with their next
S> release. THAT'S what is important. There are so many
S> great coders out there, and it's really just a way to
S> put your ideas and thoughts and visions into something
S> more tangible, like an artist.

Valve not make really amazing engines. Half-Life was not more than a
glQuake engine with a good serverbrowser.

Half-Life2 will have a good phisic engine, Havok, but is licensed
technology.

So looks to me that Valve make fucking good games, not engines.

Half-Life-1 singleplayer was amazing, but Quake1 singleplayer was
patethic. The engines where very similar.

To avoid all errors, I think the changes Valve has made to Quake1 to
make Half-Life1 was genius key changes, exactly the key changes needed
to make really good mod and games like CS and DOD.


S> I'm sure a lot of the code for HL2 is very good,

I agree.

S>  but I
S> also think other coders could do what Valve did.

Maybe not. Hehehehe... gameplay is dificult to create.

S> That's why the source code itself isn't as important.
S> But would those other coders have a development team
S> with such vision to come up with the ideas that HL2
S> has in the first place? Probably not. Ok, I think you
S> get my drift...

:D


S> As far as hackers/cheaters/exploiters go... well... if
S> you write good secure code, it won't matter if the
S> source is freely known or not, right?

Hare Videogames companys ready for Internet?
Can code games, sure, but client applications where something about
security that is really dangerous. Has applications become complex,
become much more dangerous to leave holes open.

Using OE in a hacker-targeted enviroment looks like where not really
security conscientscious to me.


S>  Besides I'm sure
S> they will take extra measures to fix any possible
S> security issues before the full release, in addition
S> Steam is an excellent tool to patch up any problems
S> very quickly.

Imposible. You can't fix these bugs you dont know exist.


S> I think this whole situation will just be a bump in
S> the road... Will it delay HL2's release further?

No..!!!, please, nooo!!!...

S> Maybe- but not because of programmers having to "fix"
S> code- rather all this media attention and FBI and
S> lawyers, checking comprimised computers, etc, etc

:/

S> might distract them from their original schedule. I
S> hope they have a couple of guys handling all this BS,
S> while the rest of them pick up the pace and stay on
S> schedule.

:/

S> Remember, when you change your schedule because of
S> hackers- the hackers win ;p

system crackers, script kiddies system crackers.


posdata:

Valve is doint something amazing interesting that no one speak about.
Is development a "XBOX" alike platform for PC. So you only have to pay
the bills and download games, Steam will do all for you, games will be
steam extensions, games will share code, games will have mods that
will be fully games... recursivelly!.. So Valve is building something
new, something that is not a boring and crappy DRM application to fuck
players that want to play offline, but a Giganteous Game Framework!

No one notice this?

I am still analizing if will hate Valve for this or love. Has I dont
want another Microsoft alike company fucking everything.


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Re[2]: [hlcoders] pfnCVarGetString("ip")

2003-10-07 Thread tei
Hello Brian,

Tuesday, October 7, 2003, 5:52:39 AM, you wrote:

>> >
>> > So I'm adding my own query api to the server via a engine->hook->mod
>> > deal... I want to grab info like map, hostname, ip, port etc like the
>> > SERVER PROTOCOL from the SDK allows. So I used pfnCVarGetString("ip") to
>> > grab some of this stuff like the server hostname and port and mp_timeleft
>> > but when I put ip in I get "localhost" back. I know there is a +ip deal
>> > for command line start but I've never used it on my server and my server
>> > knows it is a 216.blah address when doing a status from console. How do I
>> > access the IP address that is listed in the status command? setting ip via
>> > console will allow me to get correct IP via the pfnCVarGetString but it
>> > seems there has to be another way that the engine gets the IP... Anyone
>> > know?
>>
>>
>> Ok this is REALLY weird... My command line to start up includes -port
>> 27016 but pfnCVarGetString("port") returns 27015 for that server unless I
>> add
>>
>> port 27016
>>
>> to my server.cfg. Problem is I that cvar is not set until AFTER my socket
>> is created... I'm trying to use pfcCVarGetString to set a socket port
>>
>> ie port + 3000
>>
>> this is being done because I have two mods running from SAME directory so
>> I need a dynamic way to allocate the port. So I figured hlport + 3000
>> would be a good way to do this...
>>
>> Alred Reynolds told me that I could get IP and Port of the server by using
>> this method but its not working, ie localhost and 27015 no matter what???
>>
>> It is -port and not +port right?


BAS> I love answering myself...

BAS> Alfred you were WRONG shame on you ;)

BAS> Its hostport not port...

BAS> Does this guy work at valve or what hehe :D

I am newbie here and dont know how to HL work, but maybe this can
help:

Is pfnCVarGetString("port") the client or the server port?
Every client that connect (0,1,2...) will receive is own port. Client
0 will receive port n, Client 1 will recive port n+1, etc...

Maybe you ask for client port, not server port. To debug this can be
better to do the testing with a dedicated server, not a loopback :D

Anyway remenber that status, cl_messages, dedicated and condebug where
your friends.


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[hlcoders] Open Letter To Hacker Community

2003-10-09 Thread tei

I think Valve is triing to become the next Microsoft. The Steam tools
is crappy, and damage users gameplay with delays and failures, and
restrict singleplayer ability. Its the first step of a highly
dangerous technology to damage freedom: DRM.
Valve as work dirty in the past. Unable Quake1 developpers to use
both tools and some media into Quake1. Abducting good mods inside
(like Counter-Strike). Valve overload the market with his product,
that unable oportunitys for other developers. Valve write nazi
Licenses.

So.. I understand people that may *HATE* Valve.
I not hate Valve.

Valve is a enterprise that make good games. Half-Life was a very fun
and good game. Valve provide nice SDK for modders to work from a
clean start, and update the engine to mantain the community alive.

Respect. Respect to the impresive good work Valve as do in the past,
and is actually doing. Respect to the giganteous community around some
hl based mods, like DOD, TFC and CS. Respect, consult your dictionary.

If you think now the target is Valve. Please re-think. Its not cool to
fuck a lot of people that where triing to get his fun from this. And
Its not cool to fuck people doing fun games for all of us. If you have
fun hacking, download Uplink game.
 If you want to fight DRM, send slow letters to your
Congressman. Query him publically. If you want you piece of pie, *make
better games*.

Let other people have his fun with Valve.


-Tei

pd:
my english is crap.


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[hlcoders] Re: Open Letter To Hacker Community

2003-10-09 Thread tei
Hello Andrew,


AS> I actually think that to a degree the DRM present in Steam and HL2 is
AS> actually an improvement on what we get currently.

Why?

AS>  For a start, Steam allows me to access a copy of HL2 from anywhere that has an 
internet connection,
AS> and I can instantly start downloading it if it's a broadband connection.

Broadbrand is very rare worldwide.

Maybe is a better option to move HL with a CD-R than redownloading
everything. HL will ask for you CD-KEY, soo not problem.

Suppose a normal 8 K/s download with Steam:

600 MB,  4 hours
3000 MB (30 mods),  4 days

Suppose a normal CD-R disk with HL Dir:

30 s to copy from CD to HD


AS> And there's still the option to use the game CD to prove that you own the game
AS> like we always have.

AS> And with any luck Valve should release the offline play Steam patch soon...

Ignoring Singleplayer and LAN was a mistake. Will be nice to see these
problems fixed ...forever. Thanks.

Looks like older system was simpler, stronger and cleaner. Maybe I am
oldschool or what?

Thanks for your mail.


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Re[2]: [hlcoders] Open Letter To Hacker Community

2003-10-10 Thread tei
Hello Phil,


P> Firstly, I would encourage you to get your definition of 'hacker' correct
P> before you start shaking your finger at them.

"Open Letter to Hacker Community" was better than

"Open Letter to Hacker, Cracker, ScriptKiddie, Virii, Troyan Makers
etc... people".

I know hacker mean a guy soo good at coding/system that can write no-obvious
workarounds for problems not-soluble other way.

Hollywood is redefining hacker has "system cracker".


>> I think Valve is triing to become the next Microsoft. The Steam tools
>> is crappy, and damage users gameplay with delays and failures, and
>> restrict singleplayer ability. Its the first step of a highly
>> dangerous technology to damage freedom: DRM.

P> How have they done any of that? That is just your personal experience. It
P> hasn't changed the way that authentication is done, it hasn't introduced any
P> new DRM, it hasn't restricted anything that you couldn't do before.
P> All it is, is a new way to deliver Valve's content, authenticate to the servers
P> (which were WON until Steam) and update the games.

I dont want to comments the negative points, but...

Not true:

You have to use the same tool (Steam), you can't use 3th party
tools, better tools than Steam.  Bye Bye GameSpy, QTracker,...

You can't still LAN or SP offline (will be fixed soon).
You can't hack files into cache, but you can hack files into pak
files. Ok, only power users and hackers care about, but the letter
was address to this people...

Everything is now imprisioned and buried inside Steam. The tool that
access/able everything IF valve want Hopefully you can still
directly access the hl.exe executable to lauch games :]

This is somewhat like these TCPA .doc files. If Valve want to forbid
"Mod Bart Simpson" can remake a new version that disable that mod, and
"withouth consent" download to all users computers.

This is not a problem for me, but I am not a hacker. But I think
hacker will really disagree TCPA alike stuff...

Maybe hackers will help to fix the Steam limitations.

>> Valve as work dirty in the past. Unable Quake1 developpers to use
>> both tools and some media into Quake1.

P> When you take the Q1 engine, mix in stuff from Q2 and your own custom
P> modifications, I'd love to see you do anything like backwards compatability
P> with Q1. Valve licensed the Q1 engine fair and square and had no obligation,
P> need or want to make it backwards compatable.

Had not obligation other than be fair and make friends. Soo If you
remove Q1 compatibility from Worldcraft... you gain enemys!.. not
good. Ooops... maybe compatibility is droooped ? maybe... but is
forbid at the license AND people as discovered a way to workaround
(HACK HACK HACK) the problem to still use Worldcraft.  q1rad is a
quake1 tool to light maps with rendersity... maybe a illegal tool, but
exist. You can also make Q1 maps with Hammer, but Valve forbit it...

I not like that, but I not blame Valve. I list stuff that hackers
disagree and hate. This is a well know example.  Worldcraft, a Q1 map
tool, generate BSP maps, Valve disable that (or drop) and forbid, also
create is own "incompatible" BSP format. But this is also "fake" as is
very easy to enable support for HL maps for Quake1. A lot of Q1
engines support HL maps. Valve forbid *me*, to upload cs_siege.bsp to
my homepage and share with other files with instructions to copy this
file at /quake/cstrike-ish-mod/maps

Maybe this was a bussines decision, made to have more profit. Cool!.
But you gain more enemys. More people will become angry.


>> Abducting good mods inside
>> (like Counter-Strike). Valve overload the market with his product,
>> that unable oportunitys for other developers. Valve write nazi
>> Licenses.

P> Abducting? I'm assuming that gooseman agreed to having his MOD commercialised,
P> otherwise Valve faces some serious charges.

Microsoft Abducting.

Lotus 1-2-3 => Excel
Wordperfect => Word
Mosaic => IE (builtin)
Winzip => Explorer (builtin)
ftp => Explorer (builtin)
Winamp => Windows Media Player

Valve Abducting

Counter-Strike
TeamFortress
...
(more?)

Good or Bad? I am not sure. Maybe enhance the mods itself. Good to the
community. But its harder to make other mods. Its a tradeoff.

P> And where are these nazi licenses, valve are incredibly nice with their MOD
P> licenses.

Already comment.


>> If you think now the target is Valve. Please re-think. Its not cool to
>> fuck a lot of people that where triing to get his fun from this. And
>> Its not cool to fuck people doing fun games for all of us. If you have
>> fun hacking, download Uplink game.

P> Might want to address that one to the CRACKER community.

:]

yes, but for the public consume the word hacker is more common


P> -Philip

Thanks for your mail.

Helll I have comment the negative side of the letter. Not good. The
Valve work was sooo nice. Quake1 Singleplayer and most other FPS games
was boring. But Half-Life has break everything to a new level. Good sp
gameplay, good DM,...

[hlcoders] Re: Open Letter To Hacker Community

2003-10-10 Thread tei

>>
>> Had not obligation other than be fair and make friends. Soo If you
>> remove Q1 compatibility from Worldcraft... you gain enemys!.. not
>> good. Ooops... maybe compatibility is droooped ? maybe... but is
>> forbid at the license AND people as discovered a way to workaround
>> (HACK HACK HACK) the problem to still use Worldcraft.  q1rad is a
>> quake1 tool to light maps with rendersity... maybe a illegal tool, but
>> exist. You can also make Q1 maps with Hammer, but Valve forbit it...

P> This is the first time i've seen ANYONE complain about HL2 not supporting
P> Quake1 maps (and i know alot of mappers). End of the day this is Valve's
P> product, so you either play by their rules or dont play at all. As was
P> mentioned they was under no obligation, moneytry or otherwise, to support a
P> game by another company in their product. Its a bit like complaining that
P> you cant make Quake1 map for UT, different products and different map
P> formats.

Nope.

Complains where about a license that ban tools, SDK source, maps,
textures... everything... to use with other engines. Like good old
Quake1.

Its legit, ok, but is annoying, so people may hate that. I really not
care soo much about.

I am interested at HL2 only as gammer. Soo you will find 0 or none
references to hl2 in my messages.

Hehehehe

I am sorry for my english.


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[hlcoders] the dead is horse, yet

2003-10-10 Thread tei

Enough for me.


I am sorry for my complains, this is a nice coders mail list, or its
the target. So.. I will forget all about and return to make more
bluffy suggestions to the HL2 team or HL1 modders here.

Return to the roots.

:]


--Tei


posdata1:

I have send a mail to the webmaster of valvesoftware because a severe
security flaw revealing internal paths. I hope will receive the mail
and fix the problem.

Cool to help Valve to enforce security.



posdata2:

I FINNALY FOUND XHVIS!


Read about:
<>

Its compiled for Q1, but I think will be easy to change the HL2 tool
for the same use. For top-down view mods (Rpg alike) can be cool, as
will force a very small PVS or something ( I am not expert ). For this
type of mods will boosth fps a lot (will render only a small section
of the map, and not what normally a FPS will render).

The file is here:
http://slightly.quakesrc.org/realindex.php?view=file


Good Modding.


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Re: [hlcoders] Weird bug

2003-10-11 Thread tei

ToS> A long time ago when I first started working on Omega Wing I totally
ToS> removed all the regular weapon support and re-wrote it all. This
ToS> included removing all the code for the viewmodel, because I wasn't going
ToS> to have them.

hum,,

ToS> Now I need it back, so I compared sdk's and inserted all of the
ToS> viewmodel code that I could find back in, I fill the view model manually
ToS> in player spawn and clear it when they die. However, it doesn't render,
ToS> At all!

??

ToS> I can call gEngfuncs.GetViewModel(); on the client, and it finds the
ToS> model, even returns the correct name and all, I re-added viewmodel to
ToS> delta.lst etc, but it just does NOT render, no matter what I load for
ToS> the model.

???

ToS> Is there anything special that needs to exist for the engine to draw the
ToS> view model? R_drawviewmodel is 1 as it should be as well.

Maybe the viewmodel is draw, but the angle is wrong, or the frustrum,
or the lobotomizecustom alien devide, or the moon step is not the
correct and your code need steel and silver tatoos :/

--::???::--

who knows.


ToS> Suffice it to say, this has got me stumped.

:/


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Re[2]: [hlcoders] Weird bug

2003-10-11 Thread tei
Hello Tony,

ToS> No, it's not drawing at all.
ToS> It's never hitting StudioDrawModel.

HL have 3th person camera? I know with thirdperson viewmodel not draw,
but viewentity is show.

Its normal that viewmodel is hidden at 3th person.


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[hlcoders] hl2/hl1 ideas

2003-10-12 Thread tei

===
ON THE FLY GAMEMENUS.RES WITH CONSOLE?
===


Can be cool to generate this menus from console:

menuclear
addmenu "Chat Room" "connect chatroom0.mypeskiserver"
addmenu "TFC Room" "connect chatroom1.mypeskiserver"
addmenu "SFC Room" "connect chatroom2.mypeskiserver"
addmenu "continue" "menuclose"
showmenu

Ok, If the player is unconnected you cand send new menus, but with
console and alias,etc... you can save the generation of menus like
this...

alias ChatsMenu {
 menuclear;
 addmenu "Chat Room" "connect chatroom0.mypeskiserver";
 addmenu "TFC Room" "connect chatroom1.mypeskiserver";
 addmenu "SFC Room" "connect chatroom2.mypeskiserver";
 addmenu "continue" "menuclose";
 showmenu;
}


or this...

alias ChatsMenu "menuclear;addmenu \"Chat Room\" \"connect
chatroom0.mypeskiserver\";addmenu \"TFC Room\" \"connect
chatroom1.mypeskiserver\"; addmenu \"SFC Room\" \"connect
chatroom2.mypeskiserver\"; addmenu \"continue\" \"menuclose\";
showmenu;"

or this...


alias ChatsMenu 'menuclear;addmenu "Chat Room" "connect
chatroom0.mypeskiserver";addmenu "TFC Room" "connect chatroom1.mypeskiserver";addmenu 
"SFC Room" "connect chatroom2.mypeskiserver";addmenu "continue" "menuclose"; showmenu;'

==
WAIT ROOMS SERVERS?
==


Humm... this way the user will connect to server A, and the server
will generate some aliases. The server can be a "Wait Room", something
like these wait rooms Warcraft have, or these map select QuakeWorld
have.

Then the player can trig menus with this techniques (console
generating GameMenus.res on the fly). Or may ask to be connected to
the first empty slot at other server, or something similar. So you can
spawn a "wait server" with 64 players, withouth model, only a box
maps, to able players speak at console or fly noclip waiting a free
slot.

==
RAID SERVERS?
==

Whats about a server that is able to spawn more than 1 map, so...
maybe a hull of 20 maps, and able players to swich from-to maps with
the ability to mantain the same health and weapons and other stuff :D

This may need a better net code, of course :] and some mod support (to
able terrorist to spawn with the old health and old AK47 :D )

All this servers may share the same LIGHTSTYLES and PRECACHE models
list, for very fast connections. So  the first time you connect the
delay can be 20 s, but switching maps will be 2/5 s






K> Can someone from valve please post the list of all the button commands
K> Here I will start it

K> "#" the order of the button, I think
K> "label" this is the name of the button
K> "command" what the button does
K> "OnlyInGame" when it can be used
K> "notsingle" no fucking clue

K> valid commands:

K> "ResumeGame"
K> "Disconnect"
K> "OpenPlayerListDialog"
K> "OpenCreateMultiplayerGameDialog"
K> "OpenServerBrowser"
K> "OpenOptionsDialog"
K> "Quit"


K> MISSING
K> "OpenFindServerMenuAndStuff" ?
K> ??
K> im sure there are lots of other missing commands, but I don't know them so I
K> would like to know :)


K> Also I spen a lot of time making new art for the old buttons and im very
K> disappointed it all went to waste, I also had some custom sounds, I would
K> like to reuse, any idea what the .wav files are for the menus buttons clicks
K> and stuff

K> Thx.


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[hlcoders] Mod Idea : Minimal Mod.

2003-10-13 Thread tei


I have a simple mod idea, and maybe is already coded:

- HL1 minimal, scheleton.

A mod that run, only, not more than the lines needed to build and launch
  by the engine.
Can be usefull to make total conversions, and to add stuff in a
incremental way. Also usefull to learn HL.
If the code is written from scrach and with a open source license, maybe
will be posible to add a QC interpreter, or embed C#, or whatever...
Only 1 problem. I have ear that omega as problems re-enabling some code,
so... maybe the object structure that HL mods use where somewhat
fragil.. (?) ..error prone?




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Re: [hlcoders] if its worth it... where to begin !

2003-10-13 Thread tei
Jeffrey "botman" Broome wrote:
Manip wrote:

Oh also, if your having trouble finding this information instead of
making
just a blog why not focus some attention on helping others in your
current
situation get going :)


Something Wiki (http://c2.com/cgi/wiki) based would be nice for users to
be able to make changes/fixes/enhancements to topics, but it's also nice
Other examples:

Quake1   wiki.quakesrc.org
Unreal   wiki.beyondunreal.com



to be able to read someone's "journal" about the steps they went through
trying to add some feature, because you tend to learn MORE from your
mistakes than you do from your successes.  Having a blog where someone
details all of the things that they tried and all of the things that
they tried that failed, could help someone else from making those same
mistakes.
I think both types of "guides" would be helpful.

--
Jeffrey "botman" Broome




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Re: [hlcoders] can someone please explain this?

2003-10-18 Thread tei
maybe you can examine the code that macros generate, most compilers have
the option to see this code (cl.exe will have this option!.. ) ,maybe
some problem corrupt what you want.
other suggestions is to rewrite your code other way or disable
temporally the compiler optimization options (#pragma option?), maybe a
optimization option reorder the resulting instructions, fucking the data
that you get at client side (but,.. 3!).  You can analize the resulting
ASM with debug mode...
I dont really understand what is your problem :/

Good Luck!

Kyle wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
http://www.hl-elite.com/klk/server.jpg
http://www.hl-elite.com/klk/client.jpg

Yes the messages is a 4 byte message


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Re: [hlcoders] Re: Isometric View

2003-10-18 Thread tei
Marco Leise wrote:

If you make the FOV very small you will minimize the
perspective effect. You could then move the camera
backwards to compensate for the zoom effect caused by
reducing the FOV.
I don't know how well this will work in practice and
you may run into precision problems.
Max


Hey, did I say that or what? :p
yes, decals will suck, and some doors, or other stuff.. but as maps will
be custom made for this isometric thing, you can workaround most
problems: make wide surfaces over other surfaces to avoid Z-fighting.
Rolfhh.!!!. Hehehe...  hollywood solution for that is false perspective,
make a near tree real size, and a very far tree giant :D   ...argh!




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Re: [hlcoders] TriAPI Question

2003-10-19 Thread tei
somewhere is the buffer, If you can draw your thing after the d3devil
think or after the opengenius thing will work, I guess. How to get this
buffer? I dont know.


Tony "omega" Sergi wrote:
Yeah, with D3D you need access to the object; which isn't exposed in hl.
I was able to grab the direcSOUND object in quake2 (long before it went
opensource, I did my own sound thing to play music in a quake2 mod I was
doing) but I've never been successful in getting the d3d object for HL,
so I just left it as a "can't be done" scenario.
(to get the dsound object you just need to find the active app, and work
from there, the d3d one baffles me)
-omega
http://www.frontline2.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Pat Magnan
Sent: October 19, 2003 1:55 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] TriAPI Question
Hmm, haven't played with D3D at all, is the problem you just can't get
reference to the surfaces/device context the engine uses i guess?
HL2 will be interesting to see if there is something available up in the
client code such that we can do our own D3D calls should we need to...
;).
At 12:56 AM 10/19/2003 -0400, you wrote:

Yes to the opengl, no to the d3d.



-omega
http://www.frontline2.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Keith
Jackson
Sent: October 19, 2003 12:34 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] TriAPI Question
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Alright, I've been researching the past few hours, my eyes hurt, and
I'm

tired. I want to draw triangles without a texture. Just colors. Why
waste speed doing textures if I just want a flat color? Is this
possible? I cannot make it work at all. As soon as I take the TexCoord
calls out, it no longer works, regardless of me putting in Color() and
Brightness() calls.
So, is the TriAPI only for textured triangles? I can obviously get
around this by making a solid colored texture, but that seems like an
awful hack to me.
Also, where should I start looking to get 'deeper' into the drawing
code? Can I find if we are in OpenGL mode and just start making gl*
calls on my own? Or if we are in DX mode and start making DirectX
calls?

Thanks ahead of time.

Keith



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Re: [hlcoders] PNG format

2003-10-25 Thread tei
PNG owns everything, except some broken editors that break the alpha
channel.
my opinion is that:

JPG -> heavy big files as small size
JPG/PNG -> big files as small size :D
PNG -> small stuff (icons, hud..)
TGA -> If you need a alpha channel (PNG also support a alpha channel but
 some editors fail to save correctly, soo TGA is safe.)


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Re: [hlcoders] PNG format

2003-10-26 Thread tei
Marco Leise wrote:
Am Sun, 26 Oct 2003 22:15:57 - hat Geoff <[EMAIL PROTECTED]>
geschrieben:
Surely OGG Vorbis (http://www.vorbis.com) would be a better choice than
mp3? :)
-EvilGrin


Believe it or not, I have the OGG Vorbis SDK on my PC :)
But I think there is not much difference between OGG and MP3. (?)
Marco
#1

I have ear about a post-install tool that uncompress mp3 files as wav.
So Its posible to distribute mods with mp3 files that uncompress to
standard wav files.
#2

Looks like WAV is very outdated now. Whats about lossless audio compresion?

http://flac.sourceforge.net/







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[hlcoders] HL1 / HL 2 / Steam suggestion.

2003-10-29 Thread tei
I have work at a some cyberlocal. My experience about config files is
that every user have is own, or use one from other user and edit. As
users move from comp to comp in cyberlocals or move from cyberlocal to
cyberlocal or from home to cyberlocal (and somethimes from home to
work!) can be very valuable a feature to make config files portable and
downloadable from Steam for custom mods/games.  The ability to "upload"
a configu file and "download" these config file can be automagically
(similar as Messanger downloading your contacts and other config) or by
a button or by console commands.
example

get_cfg my_nick

//will download and aply the my_nick config

upload_cfg my_nick pass

//will upload the actual SAVE_FLAG settings as my_nick, with pass password

I think is reasonable a limit of 8 configs, so this may need a new command:

drop_cfg my_nick pass
//this will forget a config for nick whatever (saved by me) with pass
password
Other reason this can be cool is that with that is not need to know the
internal directory structure of Steam to place config files in the
correct location. As most FPS games actually support very advanced and
customized settings (from scripts, to custom finne grained mouse
settings) I think this features will be really critical in the future.
my english is crap

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Re: [hlcoders] HL1 / HL 2 / Steam suggestion.

2003-10-30 Thread tei
Jeffrey "botman" Broome wrote:

tei wrote:

I have work at a some cyberlocal. My experience about config files is
that every user have is own, or use one from other user and edit. As
users move from comp to comp in cyberlocals or move from cyberlocal to
cyberlocal or from home to cyberlocal (and somethimes from home to
work!) can be very valuable a feature to make config files portable and
downloadable from Steam for custom mods/games.  The ability to "upload"
a configu file and "download" these config file can be automagically
(similar as Messanger downloading your contacts and other config) or by
a button or by console commands.


1. On-line Internet storage space is expensive to purchase, operate and
maintain.
humm... but nowdays HD where giganteous and cheap. So.. with a 100 GB
hard disk you can store 26,214,400 files of 4 KB
I know BW is expensive, anyway.


2. Valve is in the game development business, not the Internet file
storage business.
hummm...

This problem can easily be overcome by having people set up an e-mail
account on a free (or low cost) Web based e-mail service (MSN, Yahoo,
etc.).  Send your config files in an e-mail to yourself and leave them
on the e-mail server.  When you move to another machine (whether across
the room, across town, or across the country), connect to your Web based
e-mail address and copy your config file(s) to the local machine.
If the cyberlocal able browsing the computer, some cyberlocal forbid
this windows feature. Most users where malicious and will break the
computer or try to break into network shared computers, or exec config
tools (regedit, regsrvc32, at, etc... )
>
 When
you are done using that machine, delete the files.
argh!!!..  users deleting files at a cyberlocal?, of course, you can
reestablish the files (maybe automagically with rembo or hardway with
ghost) but is not fun to wait a computer restart slowly, or not work at
all...

The simplest solutions are often times the best.

I agree.

1) User start steam
2) press "download my config"
3) play
vs

1) User start steam
2) start IE
3) start notepad
4) browse hotmail
5) search the mail trough spam and personal messages
6) copy the text into notepad
7) save as dialog, search into the tiny window the steam folder
somewhere in the hd tree
8) press save
9) type exec myconfig.cfg
10) ERROR, the config doest not load
11) exit the game
12) open save as dialog
13) search the folder
14) notice the file whas save as myconfig.cfg.txt (or not notice the
error, then goto 7)
15) rename the file myconfig.cfg
16) exec myconfig.cfg
17) play
hehehe...

- - -

Has a engine coder myself (or something), I guess having the whole cfg
file of everyone player of your engine can be a dream for the
developpers, that will instanly know what feature is activated, and what
not, what is the common sensitivity and mouse values, etc...  Much more
informative to directly ask users this data, and in a format ready to
datamining :D




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