Re: [hlcoders] EmitSound being cut off, and forcing the player to spectate an entity

2011-04-06 Thread Tom Edwards
CItem::Respawn() calls SetTouch(NULL), so it can't be a case of 
re-triggering unless you've bypassed that code entirely.


The only thing I can think of is that RollerBall.RewardTokenPickup has a 
very low attenuation value in your soundscript. Once you go down very 
low (around 60dB) the engine starts cocking up volume falloff, so the 
sound stopping instantly isn't implausible.


On 06/04/2011 1:42, Matt Hoffman wrote:
It's an entity, not a brush entity/volume. I could see it being called 
again though... What's the fix, toggling a boolean when you enter, and 
don't run it if it's true? I don't recall this ever being a problem in 
actual HL2/HL2DM.



On Tue, Apr 5, 2011 at 5:33 PM, Adam "amckern" McKern 
mailto:amck...@yahoo.com>> wrote:


You have a 6 sided trigger - each side will trigger when its
touched, so if your enter the brush it will trigger, the same as
when you exit the brush it will trigger.

You might be better off using the InEntity code (been ages from
last time i needed to use it so forgot its real name)


Owner Nigredo Studios http://www.nigredostudios.com

--- On *Wed, 6/4/11, Matt Hoffman /mailto:lord.matt.hoff...@gmail.com>>/* wrote:


From: Matt Hoffman mailto:lord.matt.hoff...@gmail.com>>
Subject: [hlcoders] EmitSound being cut off, and forcing the
player to spectate an entity
To: "Discussion of Half-Life Programming"
mailto:hlcoders@list.valvesoftware.com>>
Received: Wednesday, 6 April, 2011, 10:12 AM


EmitSound:
I have an entity that derives from CItem, and I'm using
ItemTouch. I set DEFINE_ENTITYFUNC( ItemTouch ), in my
DATA_DESC. The function works fine, but if the player leaves
the collision box of the entity while the sound is playing it
just stops the sound. This doesn't happen in the case of it's
Respawn sound, which uses EmitSound without the
CPASAttenuationFilter. Am I using the CPASAttenuationFilter
wrong? Or is it something to do with the ItemTouch function
itself?

Here's the relevant functions: http://pastebin.com/Mu72VBxQ


Spectating an Entity:
I've been trying unsuccessfully for a few days now to get the
player to spectate a custom entity. I did SetObserverTarget(
entity ), and if I debug it, it goes into player.cpp->bool
CBasePlayer::SetObserverTarget( CBaseEntity *target) (Line
2551 or so) (Code Here: http://pastebin.com/YytP90ua ). I
modified IsValidObserverTarget to not kick out when trying to
observe something other than a player.

It hits m_hObserverTarget.Set( target ). It also hits
SetObserverTarget on C_BasePlayer (
http://pastebin.com/eAWZy41A ), and hits everything.

It doesn't hit the if ( m_iObserverMode == OBS_MODE_ROAMING )
on CBasePlayer::SetObserverTarget -- Do you have to be in
OBS_MODE_ROAMING to observe something?
When the player spectates another player, what is he doing. Is
his logical entity moving around, or just his camera?

Any help over these two issues would be great, I've been stuck
here for 2 days now... :P


-Matt

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Re: [hlcoders] EmitSound being cut off, and forcing the player to spectate an entity

2011-04-05 Thread Matt Hoffman
It's an entity, not a brush entity/volume. I could see it being called again
though... What's the fix, toggling a boolean when you enter, and don't run
it if it's true? I don't recall this ever being a problem in actual
HL2/HL2DM.


On Tue, Apr 5, 2011 at 5:33 PM, Adam "amckern" McKern wrote:

> You have a 6 sided trigger - each side will trigger when its touched, so if
> your enter the brush it will trigger, the same as when you exit the brush it
> will trigger.
>
> You might be better off using the InEntity code (been ages from last time i
> needed to use it so forgot its real name)
>
> 
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On *Wed, 6/4/11, Matt Hoffman * wrote:
>
>
> From: Matt Hoffman 
> Subject: [hlcoders] EmitSound being cut off, and forcing the player to
> spectate an entity
> To: "Discussion of Half-Life Programming"  >
> Received: Wednesday, 6 April, 2011, 10:12 AM
>
>
> EmitSound:
> I have an entity that derives from CItem, and I'm using ItemTouch. I set
> DEFINE_ENTITYFUNC( ItemTouch ), in my DATA_DESC. The function works fine,
> but if the player leaves the collision box of the entity while the sound is
> playing it just stops the sound. This doesn't happen in the case of it's
> Respawn sound, which uses EmitSound without the CPASAttenuationFilter. Am I
> using the CPASAttenuationFilter wrong? Or is it something to do with the
> ItemTouch function itself?
>
> Here's the relevant functions: http://pastebin.com/Mu72VBxQ
>
>
> Spectating an Entity:
> I've been trying unsuccessfully for a few days now to get the player to
> spectate a custom entity. I did SetObserverTarget( entity ), and if I debug
> it, it goes into player.cpp->bool CBasePlayer::SetObserverTarget(
> CBaseEntity *target) (Line 2551 or so) (Code Here:
> http://pastebin.com/YytP90ua ). I modified IsValidObserverTarget to not
> kick out when trying to observe something other than a player.
>
> It hits m_hObserverTarget.Set( target ). It also hits SetObserverTarget on
> C_BasePlayer ( http://pastebin.com/eAWZy41A ), and hits everything.
>
> It doesn't hit the if ( m_iObserverMode == OBS_MODE_ROAMING ) on
> CBasePlayer::SetObserverTarget -- Do you have to be in OBS_MODE_ROAMING to
> observe something?
> When the player spectates another player, what is he doing. Is his logical
> entity moving around, or just his camera?
>
> Any help over these two issues would be great, I've been stuck here for 2
> days now... :P
>
>
> -Matt
>
> -Inline Attachment Follows-
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Re: [hlcoders] EmitSound being cut off, and forcing the player to spectate an entity

2011-04-05 Thread Adam "amckern" McKern
You have a 6 sided trigger - each side will trigger when its touched, so if 
your enter the brush it will trigger, the same as when you exit the brush it 
will trigger.

You might be better off using the InEntity code (been ages from last time i 
needed to use it so forgot its real name)


Owner Nigredo Studios http://www.nigredostudios.com

--- On Wed, 6/4/11, Matt Hoffman  wrote:

From: Matt Hoffman 
Subject: [hlcoders] EmitSound being cut off, and forcing the player to spectate 
an entity
To: "Discussion of Half-Life Programming" 
Received: Wednesday, 6 April, 2011, 10:12 AM

EmitSound:
I have an entity that derives from CItem, and I'm using ItemTouch. I set 
DEFINE_ENTITYFUNC( ItemTouch ), in my DATA_DESC. The function works fine, but 
if the player leaves the collision box of the entity while the sound is playing 
it just stops the sound. This doesn't happen in the case of it's Respawn sound, 
which uses EmitSound without the CPASAttenuationFilter. Am I using the 
CPASAttenuationFilter wrong? Or is it something to do with the ItemTouch 
function itself?



Here's the relevant functions: http://pastebin.com/Mu72VBxQ


Spectating an Entity:
I've been trying unsuccessfully for a few days now to get the player to 
spectate a custom entity. I did SetObserverTarget( entity ), and if I debug it, 
it goes into player.cpp->bool CBasePlayer::SetObserverTarget( CBaseEntity 
*target) (Line 2551 or so) (Code Here: http://pastebin.com/YytP90ua ). I 
modified IsValidObserverTarget to not kick out when trying to observe something 
other than a player.



It hits m_hObserverTarget.Set( target ). It also hits SetObserverTarget on 
C_BasePlayer ( http://pastebin.com/eAWZy41A ), and hits everything.

It doesn't hit the if ( m_iObserverMode == OBS_MODE_ROAMING ) on 
CBasePlayer::SetObserverTarget -- Do you have to be in OBS_MODE_ROAMING to 
observe something?


When the player spectates another player, what is he doing. Is his logical 
entity moving around, or just his camera?

Any help over these two issues would be great, I've been stuck here for 2 days 
now... :P




-Matt


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[hlcoders] EmitSound being cut off, and forcing the player to spectate an entity

2011-04-05 Thread Matt Hoffman
EmitSound:
I have an entity that derives from CItem, and I'm using ItemTouch. I set
DEFINE_ENTITYFUNC( ItemTouch ), in my DATA_DESC. The function works fine,
but if the player leaves the collision box of the entity while the sound is
playing it just stops the sound. This doesn't happen in the case of it's
Respawn sound, which uses EmitSound without the CPASAttenuationFilter. Am I
using the CPASAttenuationFilter wrong? Or is it something to do with the
ItemTouch function itself?

Here's the relevant functions: http://pastebin.com/Mu72VBxQ


Spectating an Entity:
I've been trying unsuccessfully for a few days now to get the player to
spectate a custom entity. I did SetObserverTarget( entity ), and if I debug
it, it goes into player.cpp->bool CBasePlayer::SetObserverTarget(
CBaseEntity *target) (Line 2551 or so) (Code Here:
http://pastebin.com/YytP90ua ). I modified IsValidObserverTarget to not kick
out when trying to observe something other than a player.

It hits m_hObserverTarget.Set( target ). It also hits SetObserverTarget on
C_BasePlayer ( http://pastebin.com/eAWZy41A ), and hits everything.

It doesn't hit the if ( m_iObserverMode == OBS_MODE_ROAMING ) on
CBasePlayer::SetObserverTarget -- Do you have to be in OBS_MODE_ROAMING to
observe something?
When the player spectates another player, what is he doing. Is his logical
entity moving around, or just his camera?

Any help over these two issues would be great, I've been stuck here for 2
days now... :P


-Matt
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[hlcoders] EmitSound issue

2009-02-20 Thread Skyler Clark
My sound is not playing properly. It is about 1.3 seconds long, and it
plays the sound but then continues playing a hissing/wind-like noise
for another second or so after that... It sounds sort of like
throughout my file it keeps increasing the volume, only hitting max
volume right near the end of the 1.3 seconds... and then it does the
hiss for a while, and then fades out. The code is just:

void C_PetAstralSwipe::Spawn()
{
CLocalPlayerFilter filter;
C_BaseEntity::EmitSound(filter, 0, "Pet_Watcher.BaseAttack");
}

Does anyone know what is wrong? I tried changing the above to

EmitSound("Pet_Watcher.BaseAttack", 1.307f);

but there was no change. I even tried smaller values, like 0.5f, but
it didn't seem to make it any shorter (i don't actually know what that
argument is for, but my assumption was that "soundtime" meant the
length of the sound).

Thanks.

-Skyler Clark

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Re: [hlcoders] EmitSound not always emitting sound

2008-11-05 Thread Maarten De Meyer
> You don't have to use two different sounds. You can put the loop in the
> same sound with the windup, just set the cue points at the loopin part. It
> will play the start, and then loop the rest.

That's a cool mechanism, I didn't know it worked that way, but since I
want to switch between two sounds after the first part is done I still
need to do the timing myself - but I've already added code to take care of
that.

One main question remains: how does this class network? I have a
soundenvelopecontroller driven by my own statemachine without issues, but
entirely clientside at the moment. Consequently sounds are only played to
the local client. Can I just put this code serverside? I fear the timings
of the sounds over a network will introduce serious lag, I'm not sure what
the idea is. I could use this system client-side and a separate one to
play only a subset of the sounds to other players too, I'm not sure what
the best approach is?


>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De
> Meyer
> Sent: November-01-08 8:14 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] EmitSound not always emitting sound
>
> I'm passing through the soundenvelopecontroller's
> createsound/play/shutdown now. Alternating seems to work better, but how
> do I determine when a sound is finished? The IsPlaying seems only to track
> status of whether or not the play/shutdown has been called, not of the
> actual sound duration. I need to transition from the end of my spinup
> sound to the looping or firing sound.
>
> Also, how should I use the SoundEnvelopeController class? I want smooth,
> immediate glitchfree transitions between sounds and no influence by lag.
> At the moment I'm using it completely client-side only, is that the way to
> go? Will it also emit sounds to other players or do I have to create a
> separate mechanism for that?
>
> Thanks in advance for some clarification - documentation on
> soundenvelope's is very sparse, or I'm missing it completely.
>
> Maarten
>
>> Use a sound envelope for that sort of thing, instead of using emitsound.
>> Do everything else you already did for maintaining it's state though.
>>
>>
>> -Tony
>>
>>
>> -Original Message-----
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De
>> Meyer
>> Sent: Wednesday, October 29, 2008 2:47 PM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] EmitSound not always emitting sound
>>
>> If no-one has any idea why EmitSound can be unreliable, is there
>> another/better way to emit sounds? Anyone here implemented a minigun
>> with
>> alternating, looping sounds being played in sequence?
>>
>>
>>> Hi list,
>>>
>>> *if this is a duplicate mail, ignore it, I'm having mailhost problems*
>>>
>>> I'm doing sound for a minigun which requires a bit more effort than an
>>> average weapon
>>> since we have spinup /spindown / loop & loopfire sounds which have to
>>> transition
>>> seamlessly. I've done this by adding a little state machine clientside
>>> in ItemPostFrame
>>> that updates the weapon's soundstate depending on its actual state.
>>> That works "fine", in
>>> that my states properly update. When I change state, I do a StopSound
>>> on the sounds that
>>> need to be stopped ( for the looping sounds ), and a WeaponSound on
>>> the weaponsound for
>>> the new state.
>>>
>>> Problem is, when I switch alternatingly between the loop_spin and
>>> loop_spin_fire
>>> states/sounds, occasionally the spinning sound does not play when I
>>> EmitSound() it. [Both
>>> sounds are mutually exclusive, I don't mix a shooting sound on top of
>>> the spinning sound,
>>> that's done in the wave. Both sounds I switch between that give issues
>>> are looping sounds
>>> with a cuepoint at the start and end]. The next time I switch states
>>> it's playing again,
>>> just every once in a while it doesn't play, and it really bothers.
>>>
>>> Things I've done to debug so far:
>>>
>>> - I've enabled sound emitter tracing ingame, and can see clearly that
>>> StopSound and
>>> EmitSound always do get called for the proper sounds, and StopSound is
>>> always before
>>> EmitSound. Just sometimes the sound in the last EmitSound is not
>>> audible.
>&g

Re: [hlcoders] EmitSound not always emitting sound

2008-11-01 Thread Tony Sergi
You don't have to use two different sounds. You can put the loop in the same 
sound with the windup, just set the cue points at the loopin part. It will play 
the start, and then loop the rest.


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De Meyer
Sent: November-01-08 8:14 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] EmitSound not always emitting sound

I'm passing through the soundenvelopecontroller's
createsound/play/shutdown now. Alternating seems to work better, but how
do I determine when a sound is finished? The IsPlaying seems only to track
status of whether or not the play/shutdown has been called, not of the
actual sound duration. I need to transition from the end of my spinup
sound to the looping or firing sound.

Also, how should I use the SoundEnvelopeController class? I want smooth,
immediate glitchfree transitions between sounds and no influence by lag.
At the moment I'm using it completely client-side only, is that the way to
go? Will it also emit sounds to other players or do I have to create a
separate mechanism for that?

Thanks in advance for some clarification - documentation on
soundenvelope's is very sparse, or I'm missing it completely.

Maarten

> Use a sound envelope for that sort of thing, instead of using emitsound.
> Do everything else you already did for maintaining it's state though.
>
>
> -Tony
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De
> Meyer
> Sent: Wednesday, October 29, 2008 2:47 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] EmitSound not always emitting sound
>
> If no-one has any idea why EmitSound can be unreliable, is there
> another/better way to emit sounds? Anyone here implemented a minigun with
> alternating, looping sounds being played in sequence?
>
>
>> Hi list,
>>
>> *if this is a duplicate mail, ignore it, I'm having mailhost problems*
>>
>> I'm doing sound for a minigun which requires a bit more effort than an
>> average weapon
>> since we have spinup /spindown / loop & loopfire sounds which have to
>> transition
>> seamlessly. I've done this by adding a little state machine clientside
>> in ItemPostFrame
>> that updates the weapon's soundstate depending on its actual state.
>> That works "fine", in
>> that my states properly update. When I change state, I do a StopSound
>> on the sounds that
>> need to be stopped ( for the looping sounds ), and a WeaponSound on
>> the weaponsound for
>> the new state.
>>
>> Problem is, when I switch alternatingly between the loop_spin and
>> loop_spin_fire
>> states/sounds, occasionally the spinning sound does not play when I
>> EmitSound() it. [Both
>> sounds are mutually exclusive, I don't mix a shooting sound on top of
>> the spinning sound,
>> that's done in the wave. Both sounds I switch between that give issues
>> are looping sounds
>> with a cuepoint at the start and end]. The next time I switch states
>> it's playing again,
>> just every once in a while it doesn't play, and it really bothers.
>>
>> Things I've done to debug so far:
>>
>> - I've enabled sound emitter tracing ingame, and can see clearly that
>> StopSound and
>> EmitSound always do get called for the proper sounds, and StopSound is
>> always before
>> EmitSound. Just sometimes the sound in the last EmitSound is not
>> audible.
>> - I've done several experiments with the channels, but haven't found
>> any combination that
>> solves my issue ( although admittedly I don't know all about those
>> channels,
>> documentation is sparse/incomplete ).
>> - I've called MakeReliable() on the filters in the WeaponSound
>> function, that didn't help.
>>
>> Any ideas what the issue could be or how I could make sure my sounds
>> are always played
>> when they're EmitSound()'ed ?
>>
>> -- Maarten
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>
>
>
>
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Re: [hlcoders] EmitSound not always emitting sound

2008-11-01 Thread Maarten De Meyer
I'm passing through the soundenvelopecontroller's
createsound/play/shutdown now. Alternating seems to work better, but how
do I determine when a sound is finished? The IsPlaying seems only to track
status of whether or not the play/shutdown has been called, not of the
actual sound duration. I need to transition from the end of my spinup
sound to the looping or firing sound.

Also, how should I use the SoundEnvelopeController class? I want smooth,
immediate glitchfree transitions between sounds and no influence by lag.
At the moment I'm using it completely client-side only, is that the way to
go? Will it also emit sounds to other players or do I have to create a
separate mechanism for that?

Thanks in advance for some clarification - documentation on
soundenvelope's is very sparse, or I'm missing it completely.

Maarten

> Use a sound envelope for that sort of thing, instead of using emitsound.
> Do everything else you already did for maintaining it's state though.
>
>
> -Tony
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De
> Meyer
> Sent: Wednesday, October 29, 2008 2:47 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] EmitSound not always emitting sound
>
> If no-one has any idea why EmitSound can be unreliable, is there
> another/better way to emit sounds? Anyone here implemented a minigun with
> alternating, looping sounds being played in sequence?
>
>
>> Hi list,
>>
>> *if this is a duplicate mail, ignore it, I'm having mailhost problems*
>>
>> I'm doing sound for a minigun which requires a bit more effort than an
>> average weapon
>> since we have spinup /spindown / loop & loopfire sounds which have to
>> transition
>> seamlessly. I've done this by adding a little state machine clientside
>> in ItemPostFrame
>> that updates the weapon's soundstate depending on its actual state.
>> That works "fine", in
>> that my states properly update. When I change state, I do a StopSound
>> on the sounds that
>> need to be stopped ( for the looping sounds ), and a WeaponSound on
>> the weaponsound for
>> the new state.
>>
>> Problem is, when I switch alternatingly between the loop_spin and
>> loop_spin_fire
>> states/sounds, occasionally the spinning sound does not play when I
>> EmitSound() it. [Both
>> sounds are mutually exclusive, I don't mix a shooting sound on top of
>> the spinning sound,
>> that's done in the wave. Both sounds I switch between that give issues
>> are looping sounds
>> with a cuepoint at the start and end]. The next time I switch states
>> it's playing again,
>> just every once in a while it doesn't play, and it really bothers.
>>
>> Things I've done to debug so far:
>>
>> - I've enabled sound emitter tracing ingame, and can see clearly that
>> StopSound and
>> EmitSound always do get called for the proper sounds, and StopSound is
>> always before
>> EmitSound. Just sometimes the sound in the last EmitSound is not
>> audible.
>> - I've done several experiments with the channels, but haven't found
>> any combination that
>> solves my issue ( although admittedly I don't know all about those
>> channels,
>> documentation is sparse/incomplete ).
>> - I've called MakeReliable() on the filters in the WeaponSound
>> function, that didn't help.
>>
>> Any ideas what the issue could be or how I could make sure my sounds
>> are always played
>> when they're EmitSound()'ed ?
>>
>> -- Maarten
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>
>
>
>
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Re: [hlcoders] EmitSound not always emitting sound To: Discussion of Half-Life Programming

2008-10-29 Thread Michael Chang
ubject: Re: [hlcoders] Passing sound from player to grenade entity?
> To: Discussion of Half-Life Programming
>
> Message-ID:
><
> [EMAIL PROTECTED]>
>
> Content-Type: text/plain; charset="us-ascii"
>
> It's really simple. Modify the throw function that's on the grenade to NOT
> create the entity, and instead just do everything else that's done after
> it's created.
>
> Then in your attack thing, create the grenade when they press, start the
> sound, but don't throw it. Make it follow the player.
>
> Then when they release, make it stop following, and then call the throw
> function that applies all the velocity etc.
>
>
> -Tony
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Yorg Kuijs
> Sent: Wednesday, October 29, 2008 11:52 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Passing sound from player to grenade entity?
>
> Hey list,
>
> well I think I got the part of checking if it's thrown in the entity
> now, but I still don't know how to create the entity before hand while
> still being able to different throws.
> I tried a rather dumb approach of using a switch that failed horribly,
> so I was wondering if anyone had any idea's?
>
> I can do something like launching one of the functions when the pin is
> pulled but if I would take for example throw then the only thing I can
> do is throw but you can also lob and roll grenades and then those
> wouldnt function the same as throwing and wouldnt have their entity
> created early.
>
> Soo... thoughts/suggestions?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
>
> --
>
> Message: 4
> Date: Wed, 29 Oct 2008 10:45:50 -0700
> From: Tony Sergi <[EMAIL PROTECTED]>
> Subject: Re: [hlcoders] Passing sound from player to grenade entity?
> To: Discussion of Half-Life Programming
>
> Message-ID:
><
> [EMAIL PROTECTED]>
>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Oh, and that means modifying all of the functions that 'send the grenade
> moving' Throw, Lob, whatever. The point is, you take the creation out of
> those and create them when the pin is pulled instead of when its thrown,
> tossed, saut?ed, put in a blender, or stir fried, or whatever it is you're
> going to do with the thing.
>
>
> -Tony
>
>
> -Original Message-
> From: Tony Sergi
> Sent: Wednesday, October 29, 2008 1:43 PM
> To: 'Discussion of Half-Life Programming'
> Subject: RE: [hlcoders] Passing sound from player to grenade entity?
>
> It's really simple. Modify the throw function that's on the grenade to NOT
> create the entity, and instead just do everything else that's done after
> it's created.
>
> Then in your attack thing, create the grenade when they press, start the
> sound, but don't throw it. Make it follow the player.
>
> Then when they release, make it stop following, and then call the throw
> function that applies all the velocity etc.
>
>
> -Tony
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Yorg Kuijs
> Sent: Wednesday, October 29, 2008 11:52 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Passing sound from player to grenade entity?
>
> Hey list,
>
> well I think I got the part of checking if it's thrown in the entity
> now, but I still don't know how to create the entity before hand while
> still being able to different throws.
> I tried a rather dumb approach of using a switch that failed horribly,
> so I was wondering if anyone had any idea's?
>
> I can do something like launching one of the functions when the pin is
> pulled but if I would take for example throw then the only thing I can
> do is throw but you can also lob and roll grenades and then those
> wouldnt function the same as throwing and wouldnt have their entity
> created early.
>
> Soo... thoughts/suggestions?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
>
> --
>
> Message: 5
> Date: Wed, 29 Oct 2008 19:46:59 +0100 (CET)
> From: "Maarten De Meyer" <[EMAIL PROTECTED]>
> Subject: Re: [hlcoders] EmitSound not always emi

Re: [hlcoders] EmitSound not always emitting sound

2008-10-29 Thread Tony Sergi
Use a sound envelope for that sort of thing, instead of using emitsound. Do 
everything else you already did for maintaining it's state though.


-Tony


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De Meyer
Sent: Wednesday, October 29, 2008 2:47 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] EmitSound not always emitting sound

If no-one has any idea why EmitSound can be unreliable, is there
another/better way to emit sounds? Anyone here implemented a minigun with
alternating, looping sounds being played in sequence?


> Hi list,
>
> *if this is a duplicate mail, ignore it, I'm having mailhost problems*
>
> I'm doing sound for a minigun which requires a bit more effort than an
> average weapon
> since we have spinup /spindown / loop & loopfire sounds which have to
> transition
> seamlessly. I've done this by adding a little state machine clientside
> in ItemPostFrame
> that updates the weapon's soundstate depending on its actual state.
> That works "fine", in
> that my states properly update. When I change state, I do a StopSound
> on the sounds that
> need to be stopped ( for the looping sounds ), and a WeaponSound on
> the weaponsound for
> the new state.
>
> Problem is, when I switch alternatingly between the loop_spin and
> loop_spin_fire
> states/sounds, occasionally the spinning sound does not play when I
> EmitSound() it. [Both
> sounds are mutually exclusive, I don't mix a shooting sound on top of
> the spinning sound,
> that's done in the wave. Both sounds I switch between that give issues
> are looping sounds
> with a cuepoint at the start and end]. The next time I switch states
> it's playing again,
> just every once in a while it doesn't play, and it really bothers.
>
> Things I've done to debug so far:
>
> - I've enabled sound emitter tracing ingame, and can see clearly that
> StopSound and
> EmitSound always do get called for the proper sounds, and StopSound is
> always before
> EmitSound. Just sometimes the sound in the last EmitSound is not audible.
> - I've done several experiments with the channels, but haven't found
> any combination that
> solves my issue ( although admittedly I don't know all about those
> channels,
> documentation is sparse/incomplete ).
> - I've called MakeReliable() on the filters in the WeaponSound
> function, that didn't help.
>
> Any ideas what the issue could be or how I could make sure my sounds
> are always played
> when they're EmitSound()'ed ?
>
> -- Maarten
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>



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Re: [hlcoders] EmitSound not always emitting sound

2008-10-29 Thread Maarten De Meyer
no, it's even on the same spot, it randomly doesn't play.

> Well EmitSound is unreliable for me when played from the viewmodel of
> grenades, another dev who helps test said it's because the map I was
> testing on uses looping ambient_generic sounds and the problem might go
> away.
>
> But from what I read the first time you mailed I didn't think it applies
> on what you're trying to cause it only happened in certain area's. I'm
> assuming you were shooting the gun on one place and it randomly didnt
> play?
> If it's only certain parts of the map then it may be the above problem...
>
> Maarten De Meyer wrote:
>> If no-one has any idea why EmitSound can be unreliable, is there
>> another/better way to emit sounds? Anyone here implemented a minigun
>> with
>> alternating, looping sounds being played in sequence?
>>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>



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Re: [hlcoders] EmitSound not always emitting sound

2008-10-29 Thread Yorg Kuijs
Well EmitSound is unreliable for me when played from the viewmodel of 
grenades, another dev who helps test said it's because the map I was 
testing on uses looping ambient_generic sounds and the problem might go 
away.

But from what I read the first time you mailed I didn't think it applies 
on what you're trying to cause it only happened in certain area's. I'm 
assuming you were shooting the gun on one place and it randomly didnt play?
If it's only certain parts of the map then it may be the above problem...

Maarten De Meyer wrote:
> If no-one has any idea why EmitSound can be unreliable, is there
> another/better way to emit sounds? Anyone here implemented a minigun with
> alternating, looping sounds being played in sequence?
>   


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Re: [hlcoders] EmitSound not always emitting sound

2008-10-29 Thread Maarten De Meyer
If no-one has any idea why EmitSound can be unreliable, is there
another/better way to emit sounds? Anyone here implemented a minigun with
alternating, looping sounds being played in sequence?


> Hi list,
>
> *if this is a duplicate mail, ignore it, I'm having mailhost problems*
>
> I'm doing sound for a minigun which requires a bit more effort than an
> average weapon
> since we have spinup /spindown / loop & loopfire sounds which have to
> transition
> seamlessly. I've done this by adding a little state machine clientside
> in ItemPostFrame
> that updates the weapon's soundstate depending on its actual state.
> That works "fine", in
> that my states properly update. When I change state, I do a StopSound
> on the sounds that
> need to be stopped ( for the looping sounds ), and a WeaponSound on
> the weaponsound for
> the new state.
>
> Problem is, when I switch alternatingly between the loop_spin and
> loop_spin_fire
> states/sounds, occasionally the spinning sound does not play when I
> EmitSound() it. [Both
> sounds are mutually exclusive, I don't mix a shooting sound on top of
> the spinning sound,
> that's done in the wave. Both sounds I switch between that give issues
> are looping sounds
> with a cuepoint at the start and end]. The next time I switch states
> it's playing again,
> just every once in a while it doesn't play, and it really bothers.
>
> Things I've done to debug so far:
>
> - I've enabled sound emitter tracing ingame, and can see clearly that
> StopSound and
> EmitSound always do get called for the proper sounds, and StopSound is
> always before
> EmitSound. Just sometimes the sound in the last EmitSound is not audible.
> - I've done several experiments with the channels, but haven't found
> any combination that
> solves my issue ( although admittedly I don't know all about those
> channels,
> documentation is sparse/incomplete ).
> - I've called MakeReliable() on the filters in the WeaponSound
> function, that didn't help.
>
> Any ideas what the issue could be or how I could make sure my sounds
> are always played
> when they're EmitSound()'ed ?
>
> -- Maarten
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>



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[hlcoders] EmitSound not always emitting sound

2008-10-26 Thread maarten
Hi list,

*if this is a duplicate mail, ignore it, I'm having mailhost problems*

I'm doing sound for a minigun which requires a bit more effort than an  
average weapon
since we have spinup /spindown / loop & loopfire sounds which have to  
transition
seamlessly. I've done this by adding a little state machine clientside  
in ItemPostFrame
that updates the weapon's soundstate depending on its actual state.  
That works "fine", in
that my states properly update. When I change state, I do a StopSound  
on the sounds that
need to be stopped ( for the looping sounds ), and a WeaponSound on  
the weaponsound for
the new state.

Problem is, when I switch alternatingly between the loop_spin and  
loop_spin_fire
states/sounds, occasionally the spinning sound does not play when I  
EmitSound() it. [Both
sounds are mutually exclusive, I don't mix a shooting sound on top of  
the spinning sound,
that's done in the wave. Both sounds I switch between that give issues  
are looping sounds
with a cuepoint at the start and end]. The next time I switch states  
it's playing again,
just every once in a while it doesn't play, and it really bothers.

Things I've done to debug so far:

- I've enabled sound emitter tracing ingame, and can see clearly that  
StopSound and
EmitSound always do get called for the proper sounds, and StopSound is  
always before
EmitSound. Just sometimes the sound in the last EmitSound is not audible.
- I've done several experiments with the channels, but haven't found  
any combination that
solves my issue ( although admittedly I don't know all about those channels,
documentation is sparse/incomplete ).
- I've called MakeReliable() on the filters in the WeaponSound  
function, that didn't help.

Any ideas what the issue could be or how I could make sure my sounds  
are always played
when they're EmitSound()'ed ?

-- Maarten


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RE: [hlcoders] EmitSound

2006-08-19 Thread Tony \"omega\" Sergi
I have to say my piece on this, because I used to be like this; but I've
since changed.

Why must everyone start flaming for stupid reasons on here?

Don't like the pictures on his site? DON'T LOOK AT THEM.
Don't like the questions he's asking? DON'T RESPOND TO THEM.

It's kind of simple isn't it? You guys (yes, I'm generalizing, if you're not
one of them, then don't assume I'm talking to you.) are being idiotic.
He asked a question, he didn't say "hey, go to my site and start calling me
names and being twice as immature as I am!!!" I personally don't CARE what
is on his site. Why? It's HIS SITE!!! He can do whatever the hell he wants
with it, and there's nothing I can do about that, and I'm not going to sit
here whining, and bitching, arguing, name calling, flaming, over something
so trivial.

Either answer his questions, or don't, just for the sake of anything sane,
shut the fuck up about trivial things, or stuff that ISN'T RELATED to the
fucking list, or the game for which we're modding!!

Until there is a rule that says "you can't post here if you have a site that
has stuff on it we don't like", shut up about it.

The only thing I can say is, if it's something like cheats or whatever,
don't help them!!



--
-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened Interactive
http://www.blackened-interactive.com

> -Original Message-
> From: Michael Kramer [mailto:[EMAIL PROTECTED]
> Sent: August 19, 2006 1:32 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] EmitSound
>
> Could you guys please continue this outside of the mailing list. It really
> detracts from the appeal of the mailing list, and is a waste, and would be
> much better handled over regular email.
>
>
> Thanks-
>
> Kramer


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Re: [hlcoders] EmitSound

2006-08-19 Thread Mukkan Yhti

he admitted he was the owner of cherrycake.org ages ago you fucking retard.

"your behavior on here speaks volumes of your character."

all I have seen is you act like a fucking moron you didnt even need to get
involved now quite messing up my godamn inbox retard.



From: "Jeremy Swigart" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] EmitSound
Date: Sat, 19 Aug 2006 10:23:08 -0700

--
[ Picked text/plain from multipart/alternative ]
Umm, right. Nobody else uses gmail. Nice try. Any decent host I've ever
gotten wouldn't let anyone outside of themselves use webmaster email, so
either you got a retarded host or you're a pathetic liar trying to cover up
your sick ass site. Even if its the latter, the fact that you chose
webmaster, and your behavior on here speaks volumes of your character.

On 8/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> Does that mean I can make the assumption that your a whiney little bitch
> that still lives with
> parents because your with gmail?
>
> I think "stupidity" is reflected upon a person actions; I consider
joining
> into a mailing list flame
> war to call me "stupid" because of the domain my email is hosted by
rather
> mature.
>
> Sit down and shut the fuck up. :)
>
> On 19 Aug 2006 at 9:46, Jeremy Swigart wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Their stupidity? Judging by your email [EMAIL PROTECTED] it
would
> > appear to be your stupidity.
> >
> > On 8/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Content-description: Mail message body
> > >
> > > Thanks for the discriminaton. That's a great Idea like when it was
> decided
> > > to 'ban' black
> > > people from America because they had a different skin colour
> different.
> > >
> > > Ass.
> > >
> > > If anyone else is retareded enough to go to my email host's address
> and
> > > then decide I should
> > > be removed from the mailing list because of their stupididty let me
> know;
> > > please. :)
> > >
> > > Jorge Rodriguez the existance of CherryCake is an obvious one; and
for
> > > that reason I wont
> > > be taking it down any time soon.
> > >
> > > Also it makes me laugh every now and then when i get replies all in
> upper
> > > case like this:
> > > "DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES."
> > >
> > > I once got one that was from the person bitching about how they
where
> > > looking for a recepie
> > > on how to make a Cherry Cake. That made me hit the floor laughing
tbh.
> > >
> > > However I admit I have been asking a lot of questions recently; but
> it's
> > > not like i'm not
> > > learning anything i'm just increasing the rate at which i'm learning
-
> > > like with the debugger shit
> > > - I did that myself I just needed some help setting up the debugger
> which
> > > I had never done
> > > before in VS 2003.
> > >
> > > On 18 Aug 2006 at 22:16, Nick wrote:
> > >
> > > > DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES.
> > > >
> > > > Would it be appropriate to ban someone who asks silly spam
questions
> > > > and is from cherrycake?
> > > > I would say yes.
> > > >
> > > > On 8/18/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> > > > > [EMAIL PROTECTED] wrote:
> > > > > > Compaired to the ammount of questions and things I have solved
> > > myself today - the
> > > > > > questions would weigh the lesser.
> > > > > >
> > > > >
> > > > > Don't give me that. The number of problems I solve in any given
> day at
> > > > > my job leaves these petty things in the dust. I'm a software
> > > developer,
> > > > > who also services requests from clients on an hourly basis while
> doing
> > > > > full time development, and I rarely have to post to a mailing
list
> to
> > > > > find answers. You're just not willing to use your brain.
> > > > >
> > > > > You'll learn much more if you figure out how to do it yourself
> then if
> > > > > you rely o

Re: [hlcoders] EmitSound

2006-08-19 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Could you guys please continue this outside of the mailing list. It really
detracts from the appeal of the mailing list, and is a waste, and would be
much better handled over regular email.


Thanks-

Kramer
--

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Re: [hlcoders] EmitSound

2006-08-19 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Umm, right. Nobody else uses gmail. Nice try. Any decent host I've ever
gotten wouldn't let anyone outside of themselves use webmaster email, so
either you got a retarded host or you're a pathetic liar trying to cover up
your sick ass site. Even if its the latter, the fact that you chose
webmaster, and your behavior on here speaks volumes of your character.

On 8/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> Does that mean I can make the assumption that your a whiney little bitch
> that still lives with
> parents because your with gmail?
>
> I think "stupidity" is reflected upon a person actions; I consider joining
> into a mailing list flame
> war to call me "stupid" because of the domain my email is hosted by rather
> mature.
>
> Sit down and shut the fuck up. :)
>
> On 19 Aug 2006 at 9:46, Jeremy Swigart wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Their stupidity? Judging by your email [EMAIL PROTECTED] it would
> > appear to be your stupidity.
> >
> > On 8/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Content-description: Mail message body
> > >
> > > Thanks for the discriminaton. That's a great Idea like when it was
> decided
> > > to 'ban' black
> > > people from America because they had a different skin colour
> different.
> > >
> > > Ass.
> > >
> > > If anyone else is retareded enough to go to my email host's address
> and
> > > then decide I should
> > > be removed from the mailing list because of their stupididty let me
> know;
> > > please. :)
> > >
> > > Jorge Rodriguez the existance of CherryCake is an obvious one; and for
> > > that reason I wont
> > > be taking it down any time soon.
> > >
> > > Also it makes me laugh every now and then when i get replies all in
> upper
> > > case like this:
> > > "DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES."
> > >
> > > I once got one that was from the person bitching about how they where
> > > looking for a recepie
> > > on how to make a Cherry Cake. That made me hit the floor laughing tbh.
> > >
> > > However I admit I have been asking a lot of questions recently; but
> it's
> > > not like i'm not
> > > learning anything i'm just increasing the rate at which i'm learning -
> > > like with the debugger shit
> > > - I did that myself I just needed some help setting up the debugger
> which
> > > I had never done
> > > before in VS 2003.
> > >
> > > On 18 Aug 2006 at 22:16, Nick wrote:
> > >
> > > > DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES.
> > > >
> > > > Would it be appropriate to ban someone who asks silly spam questions
> > > > and is from cherrycake?
> > > > I would say yes.
> > > >
> > > > On 8/18/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> > > > > [EMAIL PROTECTED] wrote:
> > > > > > Compaired to the ammount of questions and things I have solved
> > > myself today - the
> > > > > > questions would weigh the lesser.
> > > > > >
> > > > >
> > > > > Don't give me that. The number of problems I solve in any given
> day at
> > > > > my job leaves these petty things in the dust. I'm a software
> > > developer,
> > > > > who also services requests from clients on an hourly basis while
> doing
> > > > > full time development, and I rarely have to post to a mailing list
> to
> > > > > find answers. You're just not willing to use your brain.
> > > > >
> > > > > You'll learn much more if you figure out how to do it yourself
> then if
> > > > > you rely on others all the time.
> > > > >
> > > > > Also, would you please take down cherrycake.org? It has no taste.
> > > > >
> > > > > --
> > > > > Jorge "Vino" Rodriguez
> > > > >
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > >
> > >
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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> >
>
>
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Re: [hlcoders] EmitSound

2006-08-19 Thread webmaster
Does that mean I can make the assumption that your a whiney little bitch that 
still lives with
parents because your with gmail?

I think "stupidity" is reflected upon a person actions; I consider joining into 
a mailing list flame
war to call me "stupid" because of the domain my email is hosted by rather 
mature.

Sit down and shut the fuck up. :)

On 19 Aug 2006 at 9:46, Jeremy Swigart wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Their stupidity? Judging by your email [EMAIL PROTECTED] it would
> appear to be your stupidity.
>
> On 8/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Content-description: Mail message body
> >
> > Thanks for the discriminaton. That's a great Idea like when it was decided
> > to 'ban' black
> > people from America because they had a different skin colour different.
> >
> > Ass.
> >
> > If anyone else is retareded enough to go to my email host's address and
> > then decide I should
> > be removed from the mailing list because of their stupididty let me know;
> > please. :)
> >
> > Jorge Rodriguez the existance of CherryCake is an obvious one; and for
> > that reason I wont
> > be taking it down any time soon.
> >
> > Also it makes me laugh every now and then when i get replies all in upper
> > case like this:
> > "DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES."
> >
> > I once got one that was from the person bitching about how they where
> > looking for a recepie
> > on how to make a Cherry Cake. That made me hit the floor laughing tbh.
> >
> > However I admit I have been asking a lot of questions recently; but it's
> > not like i'm not
> > learning anything i'm just increasing the rate at which i'm learning -
> > like with the debugger shit
> > - I did that myself I just needed some help setting up the debugger which
> > I had never done
> > before in VS 2003.
> >
> > On 18 Aug 2006 at 22:16, Nick wrote:
> >
> > > DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES.
> > >
> > > Would it be appropriate to ban someone who asks silly spam questions
> > > and is from cherrycake?
> > > I would say yes.
> > >
> > > On 8/18/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> > > > [EMAIL PROTECTED] wrote:
> > > > > Compaired to the ammount of questions and things I have solved
> > myself today - the
> > > > > questions would weigh the lesser.
> > > > >
> > > >
> > > > Don't give me that. The number of problems I solve in any given day at
> > > > my job leaves these petty things in the dust. I'm a software
> > developer,
> > > > who also services requests from clients on an hourly basis while doing
> > > > full time development, and I rarely have to post to a mailing list to
> > > > find answers. You're just not willing to use your brain.
> > > >
> > > > You'll learn much more if you figure out how to do it yourself then if
> > > > you rely on others all the time.
> > > >
> > > > Also, would you please take down cherrycake.org? It has no taste.
> > > >
> > > > --
> > > > Jorge "Vino" Rodriguez
> > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> >
> >
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>


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Re: [hlcoders] EmitSound

2006-08-19 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Their stupidity? Judging by your email [EMAIL PROTECTED] it would
appear to be your stupidity.

On 8/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Content-description: Mail message body
>
> Thanks for the discriminaton. That's a great Idea like when it was decided
> to 'ban' black
> people from America because they had a different skin colour different.
>
> Ass.
>
> If anyone else is retareded enough to go to my email host's address and
> then decide I should
> be removed from the mailing list because of their stupididty let me know;
> please. :)
>
> Jorge Rodriguez the existance of CherryCake is an obvious one; and for
> that reason I wont
> be taking it down any time soon.
>
> Also it makes me laugh every now and then when i get replies all in upper
> case like this:
> "DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES."
>
> I once got one that was from the person bitching about how they where
> looking for a recepie
> on how to make a Cherry Cake. That made me hit the floor laughing tbh.
>
> However I admit I have been asking a lot of questions recently; but it's
> not like i'm not
> learning anything i'm just increasing the rate at which i'm learning -
> like with the debugger shit
> - I did that myself I just needed some help setting up the debugger which
> I had never done
> before in VS 2003.
>
> On 18 Aug 2006 at 22:16, Nick wrote:
>
> > DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES.
> >
> > Would it be appropriate to ban someone who asks silly spam questions
> > and is from cherrycake?
> > I would say yes.
> >
> > On 8/18/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> > > [EMAIL PROTECTED] wrote:
> > > > Compaired to the ammount of questions and things I have solved
> myself today - the
> > > > questions would weigh the lesser.
> > > >
> > >
> > > Don't give me that. The number of problems I solve in any given day at
> > > my job leaves these petty things in the dust. I'm a software
> developer,
> > > who also services requests from clients on an hourly basis while doing
> > > full time development, and I rarely have to post to a mailing list to
> > > find answers. You're just not willing to use your brain.
> > >
> > > You'll learn much more if you figure out how to do it yourself then if
> > > you rely on others all the time.
> > >
> > > Also, would you please take down cherrycake.org? It has no taste.
> > >
> > > --
> > > Jorge "Vino" Rodriguez
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

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Re: [hlcoders] EmitSound

2006-08-19 Thread webmaster
Great. I wasn't actually planning on offering you one. :)

On 19 Aug 2006 at 17:00, Fabian Schreyer wrote:

> I would never accept the offer of hosting my email account of someone
> who is hosting such tasteless images.
>
> On 8/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> > Hey i'm not black - it was an example of how retarded that discrimination 
> > was.
> >
> > By the way I did not try and pass myself off as being "hosted" there I was 
> > just saying - that is
> > my email host moron.
> >
> > On 19 Aug 2006 at 8:26, Jorge Rodriguez wrote:
> >
> > > [EMAIL PROTECTED] wrote:
> > > > Thanks for the discriminaton. That's a great Idea like when it was 
> > > > decided to 'ban' black
> > > > people from America because they had a different skin colour different.
> > > >
> > >
> > > Nobody here knew that you were black before you posted this message. I
> > > think you made it up to get sympathy. If it's true that you are black,
> > > then it has absolutely nothing to do with anything.
> > >
> > > In addition, anybody who accuses me of being racist is uninformed and
> > > ignorant. I am myself an ethnic minority, and some of my closest friends
> > > are black and hispanic.
> > >
> > > > If anyone else is retareded enough to go to my email host's address and 
> > > > then decide I should
> > > > be removed from the mailing list because of their stupididty let me 
> > > > know; please. :)
> > > >
> > >
> > > There's no possible way that your "email host" would let you use
> > > "[EMAIL PROTECTED]". That is an important email address for any
> > > domain, because it is the default address where problems in a domain's
> > > web services are sent to. It is usually redirected to the system
> > > administrator's account. It's obvious that you own cherrycake.org and
> > > are operating the server yourself. Don't try to pass yourself off as
> > > just being "hosted" there.
> > >
> > > > However I admit I have been asking a lot of questions recently; but 
> > > > it's not like i'm not
> > > > learning anything i'm just increasing the rate at which i'm learning - 
> > > > like with the debugger shit
> > > > - I did that myself I just needed some help setting up the debugger 
> > > > which I had never done
> > > > before in VS 2003.
> > > >
> > >
> > > I have a great website on how to set up the VS 2003 debugger. Here it is:
> > >
> > > g.nilbus.com/setting+up+the+vs+2003+debugger
> > >
> > > Works every time.
> > >
> > > --
> > > Jorge "Vino" Rodriguez
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives, 
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>


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Re: [hlcoders] EmitSound

2006-08-19 Thread Fabian Schreyer

I would never accept the offer of hosting my email account of someone
who is hosting such tasteless images.

On 8/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:

Hey i'm not black - it was an example of how retarded that discrimination was.

By the way I did not try and pass myself off as being "hosted" there I was just 
saying - that is
my email host moron.

On 19 Aug 2006 at 8:26, Jorge Rodriguez wrote:

> [EMAIL PROTECTED] wrote:
> > Thanks for the discriminaton. That's a great Idea like when it was decided 
to 'ban' black
> > people from America because they had a different skin colour different.
> >
>
> Nobody here knew that you were black before you posted this message. I
> think you made it up to get sympathy. If it's true that you are black,
> then it has absolutely nothing to do with anything.
>
> In addition, anybody who accuses me of being racist is uninformed and
> ignorant. I am myself an ethnic minority, and some of my closest friends
> are black and hispanic.
>
> > If anyone else is retareded enough to go to my email host's address and 
then decide I should
> > be removed from the mailing list because of their stupididty let me know; 
please. :)
> >
>
> There's no possible way that your "email host" would let you use
> "[EMAIL PROTECTED]". That is an important email address for any
> domain, because it is the default address where problems in a domain's
> web services are sent to. It is usually redirected to the system
> administrator's account. It's obvious that you own cherrycake.org and
> are operating the server yourself. Don't try to pass yourself off as
> just being "hosted" there.
>
> > However I admit I have been asking a lot of questions recently; but it's 
not like i'm not
> > learning anything i'm just increasing the rate at which i'm learning - like 
with the debugger shit
> > - I did that myself I just needed some help setting up the debugger which I 
had never done
> > before in VS 2003.
> >
>
> I have a great website on how to set up the VS 2003 debugger. Here it is:
>
> g.nilbus.com/setting+up+the+vs+2003+debugger
>
> Works every time.
>
> --
> Jorge "Vino" Rodriguez
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>


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Re: [hlcoders] EmitSound

2006-08-19 Thread webmaster
Hey i'm not black - it was an example of how retarded that discrimination was.

By the way I did not try and pass myself off as being "hosted" there I was just 
saying - that is
my email host moron.

On 19 Aug 2006 at 8:26, Jorge Rodriguez wrote:

> [EMAIL PROTECTED] wrote:
> > Thanks for the discriminaton. That's a great Idea like when it was decided 
> > to 'ban' black
> > people from America because they had a different skin colour different.
> >
>
> Nobody here knew that you were black before you posted this message. I
> think you made it up to get sympathy. If it's true that you are black,
> then it has absolutely nothing to do with anything.
>
> In addition, anybody who accuses me of being racist is uninformed and
> ignorant. I am myself an ethnic minority, and some of my closest friends
> are black and hispanic.
>
> > If anyone else is retareded enough to go to my email host's address and 
> > then decide I should
> > be removed from the mailing list because of their stupididty let me know; 
> > please. :)
> >
>
> There's no possible way that your "email host" would let you use
> "[EMAIL PROTECTED]". That is an important email address for any
> domain, because it is the default address where problems in a domain's
> web services are sent to. It is usually redirected to the system
> administrator's account. It's obvious that you own cherrycake.org and
> are operating the server yourself. Don't try to pass yourself off as
> just being "hosted" there.
>
> > However I admit I have been asking a lot of questions recently; but it's 
> > not like i'm not
> > learning anything i'm just increasing the rate at which i'm learning - like 
> > with the debugger shit
> > - I did that myself I just needed some help setting up the debugger which I 
> > had never done
> > before in VS 2003.
> >
>
> I have a great website on how to set up the VS 2003 debugger. Here it is:
>
> g.nilbus.com/setting+up+the+vs+2003+debugger
>
> Works every time.
>
> --
> Jorge "Vino" Rodriguez
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>


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Re: [hlcoders] EmitSound

2006-08-19 Thread Jorge Rodriguez

[EMAIL PROTECTED] wrote:

Thanks for the discriminaton. That's a great Idea like when it was decided to 
'ban' black
people from America because they had a different skin colour different.



Nobody here knew that you were black before you posted this message. I
think you made it up to get sympathy. If it's true that you are black,
then it has absolutely nothing to do with anything.

In addition, anybody who accuses me of being racist is uninformed and
ignorant. I am myself an ethnic minority, and some of my closest friends
are black and hispanic.


If anyone else is retareded enough to go to my email host's address and then 
decide I should
be removed from the mailing list because of their stupididty let me know; 
please. :)



There's no possible way that your "email host" would let you use
"[EMAIL PROTECTED]". That is an important email address for any
domain, because it is the default address where problems in a domain's
web services are sent to. It is usually redirected to the system
administrator's account. It's obvious that you own cherrycake.org and
are operating the server yourself. Don't try to pass yourself off as
just being "hosted" there.


However I admit I have been asking a lot of questions recently; but it's not 
like i'm not
learning anything i'm just increasing the rate at which i'm learning - like 
with the debugger shit
- I did that myself I just needed some help setting up the debugger which I had 
never done
before in VS 2003.



I have a great website on how to set up the VS 2003 debugger. Here it is:

g.nilbus.com/setting+up+the+vs+2003+debugger

Works every time.

--
Jorge "Vino" Rodriguez


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Re: [hlcoders] EmitSound

2006-08-19 Thread David Kiger

The difference is that it's obvious you truly attempt to solve
problems BEFORE coming to the list.  That's how you learn.  Most of
his questions show his thought process to be "I tried one thing, it
didn't work, I don't know why, time to ask the list."

As for learning to code at the same time, messing with the SDK is
probably not the best way to go about it... but that's a different
discussion for a different time.  :)

On 8/19/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:

--
[ Picked text/plain from multipart/alternative ]
Lay off his back guys, I ask questions aswell.

Some of us are just learning the SDK and how to program at the same time.
And this list and some forums are invaluable to the learning process for us.


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Re: [hlcoders] EmitSound

2006-08-19 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Lay off his back guys, I ask questions aswell.

Some of us are just learning the SDK and how to program at the same time.
And this list and some forums are invaluable to the learning process for us.

On 8/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Content-description: Mail message body
>
> Sorry I don't usually use VS2003 so I didn't know about any "Goto
> Declaration" function.
>
> I did search for EmitSound() though and got the header I just didn't know
> what other header it
> needed (baseentity).
>
> On 18 Aug 2006 at 20:38, Michael Kramer wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Why don't you try searching through the examples and files that are
> already
> > in the source sdk?
> >
> > It isn't hard to search for EmitSound() and then look at the page and
> right
> > clicking and going to "Goto Declaration" and seeing what header file it
> is
> > in.
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
- Benjamin Davison
--

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Re: [hlcoders] EmitSound

2006-08-19 Thread webmaster
--
[ Picked text/plain from multipart/alternative ]
Content-description: Mail message body

Sorry I don't usually use VS2003 so I didn't know about any "Goto Declaration" 
function.

I did search for EmitSound() though and got the header I just didn't know what 
other header it
needed (baseentity).

On 18 Aug 2006 at 20:38, Michael Kramer wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Why don't you try searching through the examples and files that are already
> in the source sdk?
>
> It isn't hard to search for EmitSound() and then look at the page and right
> clicking and going to "Goto Declaration" and seeing what header file it is
> in.
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>


--

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Re: [hlcoders] EmitSound

2006-08-19 Thread webmaster
--
[ Picked text/plain from multipart/alternative ]
Content-description: Mail message body

Thanks for the discriminaton. That's a great Idea like when it was decided to 
'ban' black
people from America because they had a different skin colour different.

Ass.

If anyone else is retareded enough to go to my email host's address and then 
decide I should
be removed from the mailing list because of their stupididty let me know; 
please. :)

Jorge Rodriguez the existance of CherryCake is an obvious one; and for that 
reason I wont
be taking it down any time soon.

Also it makes me laugh every now and then when i get replies all in upper case 
like this:
"DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES."

I once got one that was from the person bitching about how they where looking 
for a recepie
on how to make a Cherry Cake. That made me hit the floor laughing tbh.

However I admit I have been asking a lot of questions recently; but it's not 
like i'm not
learning anything i'm just increasing the rate at which i'm learning - like 
with the debugger shit
- I did that myself I just needed some help setting up the debugger which I had 
never done
before in VS 2003.

On 18 Aug 2006 at 22:16, Nick wrote:

> DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES.
>
> Would it be appropriate to ban someone who asks silly spam questions
> and is from cherrycake?
> I would say yes.
>
> On 8/18/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> > [EMAIL PROTECTED] wrote:
> > > Compaired to the ammount of questions and things I have solved myself 
> > > today - the
> > > questions would weigh the lesser.
> > >
> >
> > Don't give me that. The number of problems I solve in any given day at
> > my job leaves these petty things in the dust. I'm a software developer,
> > who also services requests from clients on an hourly basis while doing
> > full time development, and I rarely have to post to a mailing list to
> > find answers. You're just not willing to use your brain.
> >
> > You'll learn much more if you figure out how to do it yourself then if
> > you rely on others all the time.
> >
> > Also, would you please take down cherrycake.org? It has no taste.
> >
> > --
> > Jorge "Vino" Rodriguez
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>


--

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Re: [hlcoders] EmitSound

2006-08-18 Thread Nick

DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES.

Would it be appropriate to ban someone who asks silly spam questions
and is from cherrycake?
I would say yes.

On 8/18/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:

[EMAIL PROTECTED] wrote:
> Compaired to the ammount of questions and things I have solved myself today - 
the
> questions would weigh the lesser.
>

Don't give me that. The number of problems I solve in any given day at
my job leaves these petty things in the dust. I'm a software developer,
who also services requests from clients on an hourly basis while doing
full time development, and I rarely have to post to a mailing list to
find answers. You're just not willing to use your brain.

You'll learn much more if you figure out how to do it yourself then if
you rely on others all the time.

Also, would you please take down cherrycake.org? It has no taste.

--
Jorge "Vino" Rodriguez


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Re: [hlcoders] EmitSound

2006-08-18 Thread Jorge Rodriguez

[EMAIL PROTECTED] wrote:

Compaired to the ammount of questions and things I have solved myself today - 
the
questions would weigh the lesser.



Don't give me that. The number of problems I solve in any given day at
my job leaves these petty things in the dust. I'm a software developer,
who also services requests from clients on an hourly basis while doing
full time development, and I rarely have to post to a mailing list to
find answers. You're just not willing to use your brain.

You'll learn much more if you figure out how to do it yourself then if
you rely on others all the time.

Also, would you please take down cherrycake.org? It has no taste.

--
Jorge "Vino" Rodriguez


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Re: [hlcoders] EmitSound

2006-08-18 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Why don't you try searching through the examples and files that are already
in the source sdk?

It isn't hard to search for EmitSound() and then look at the page and right
clicking and going to "Goto Declaration" and seeing what header file it is
in.
--

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Re: [hlcoders] EmitSound

2006-08-18 Thread webmaster
--
[ Picked text/plain from multipart/alternative ]
Content-description: Mail message body

Thank's man I found the "SoundEmitterSystem/isoundemittersystembase.h"
header but did not know what else I needed to include.

On 18 Aug 2006 at 21:48, Skillet wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> It's in CBaseEntity and C_BaseEntity.  Both of them call into shared
> functions in soundemittersystem.cpp.
>
> On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >
> > Dang it; what where the headers for this?
> >
> > ___
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> > please visit:
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> >
> >
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Re: [hlcoders] EmitSound

2006-08-18 Thread webmaster
Compaired to the ammount of questions and things I have solved myself today - 
the
questions would weigh the lesser.

Look I need to get this done quick and I am working on it 24/7 and using my 
brain the only
logical thing to do is to ask people who know the structure of the Source SDK 
to learn about
how it works rather than spend an hour trawling the source code and waste a LOT 
of time.


On 18 Aug 2006 at 21:46, Jorge Rodriguez wrote:

> [EMAIL PROTECTED] wrote:
> > Dang it; what where the headers for this?
> >
>
> Would you use your brain instead of having hlcoders solve all your
> problems for you?
>
> --
> Jorge "Vino" Rodriguez
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlcoders] EmitSound

2006-08-18 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
It's in CBaseEntity and C_BaseEntity.  Both of them call into shared
functions in soundemittersystem.cpp.

On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> Dang it; what where the headers for this?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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Re: [hlcoders] EmitSound

2006-08-18 Thread Jorge Rodriguez

[EMAIL PROTECTED] wrote:

Dang it; what where the headers for this?



Would you use your brain instead of having hlcoders solve all your
problems for you?

--
Jorge "Vino" Rodriguez


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[hlcoders] EmitSound

2006-08-18 Thread webmaster
Dang it; what where the headers for this?

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