Re: [hlcoders] Problem with Client side animations

2001-11-14 Thread Nathan Taylor
o if only i hadn't tried to add mp3 support, I can't get client dll to compile due to weird errors...   - Original Message - From: _Phantom_ Sent: Tuesday, November 13, 2001 10:30 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Problem with Client side animations  make sure you have r

Re: [hlcoders] Problem with Client side animations

2001-11-14 Thread Neale Roberts
Isn't there a royalty issue with mp3 support? I suspect it probably won't affect free mods, but it's possibly worth considering Ogg-Vorbis as an alternative to mp3 if you do something commercial :)   - Original Message - From: Nathan Taylor To: HLCoders Sent: Wednesday,

Re: [hlcoders] Problem with Client side animations

2001-11-14 Thread Nathan Taylor
Me? Commercial0?  HAHAAHAH!! I laugh at you. I could never hand code something commercial.   What's Ogg-vorbis? - Original Message - From: Neale Roberts Sent: Wednesday, November 14, 2001 4:27 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Problem with Client side animations   Isn't the

Re: [hlcoders] Problem with Client side animations

2001-11-14 Thread Neale Roberts
http://www.ogg-vorbis.com/   It's an alternative to mp3 compression, but royalty-free.     - Original Message - From: Nathan Taylor To: HLCoders Sent: Wednesday, November 14, 2001 9:28 AM Subject: Re: [hlcoders] Problem with Client side animations Me? Commer

Re: [hlcoders] Problem with Client side animations

2001-11-14 Thread Nathan Taylor
cool ill check it out   - Original Message - From: Neale Roberts Sent: Wednesday, November 14, 2001 4:42 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Problem with Client side animations   http://www.ogg-vorbis.com/   It's an alternative to mp3 compression, but royalty-free.     -

[hlcoders] MP3 Use

2001-11-14 Thread Nathan Taylor
Okay this is really frustrating me,   I followed this tutorial http://hlpp.valveworld.com/tuts/mp3.htm to the letter on using an mp3 player however whenever I compile I get a whole bunch of errors that are irrelevant stuff that I did not even consider touching.  Can someone try to figure this out:

Re: [hlcoders] # of entities

2001-11-14 Thread botman
> Is there a clean way to count the totally number of a certain entity in > map? > > -Ron By "certain entity" I assume you mean of the same classname... edict_t *pEdict = NULL; int count = 0; while (pEdict=UTIL_FindEntityByClassname(pEdict, "classname_to_search_for")) { count++; } Jeffrey "

RE: [hlcoders] # of entities

2001-11-14 Thread Yacketta, Ronald
G... That erks me now ;) I can find all 3 trigger_cameras in a level, but every time PreThink() is called The same trigger_camera is fired *sigh* even though I have a do{} while (pLast != pObject); (similar to the Spawn selection code) -Ron -Original Message- From: [EMAIL PROTECTED]

RE: [hlcoders] Big problem with SDK 2.2 ( again !!!! )

2001-11-14 Thread Yacketta, Ronald
Title: Message vModEnable if I am not mistaken is from the new voice code... check your InitHud against the non-modified SDK 2.2 source also have a look at ClientCommand(). I recall something in both functions regarding voice   -Ron -Original Message-From: [EMAIL PROTECTED]

RE: [hlcoders] MP3 Use

2001-11-14 Thread Yacketta, Ronald
Title: Message check  in hud.h do you have    float  m_flMouseSensitivity;  float GetSensitivity();   ? hud.cpp should have   float CHud::GetSensitivity( void ){ return m_flMouseSensitivity;}   -Original Message-From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]

Re: [hlcoders] # of entities

2001-11-14 Thread botman
> G... That erks me now ;) > I can find all 3 trigger_cameras in a level, but every time PreThink() > is called > The same trigger_camera is fired *sigh* even though I have a do{} while > (pLast != pObject); (similar to the > Spawn selection code) > > -Ron Is pLast declared global (or static

RE: [hlcoders] # of entities

2001-11-14 Thread Yacketta, Ronald
Tis what I have so far, another issue I am having.. The first trigger_camera is fired clean (developer 100 running) Second pass, the player is dropped to a SpawnSpot *boogle* then Back to a camera *boggle*. The player should "never" leave the Camera's UNTIL a team/class is selected. void CBasePla

RE: [hlcoders] # of entities

2001-11-14 Thread Yacketta, Ronald
OOPS! Wrong cvs tree ;) There is a pLast = pObject; In between the for {} and do {} while (); -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald Sent: Wednesday, November 14, 2001 9:35 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] # o

Re: [hlcoders] Problem with Client side animations

2001-11-14 Thread Commando
Good advice, but I always do a batch build of both dll's now that weapons do client side prediction and this was one of the first things that I checked. I have debugged in both dll's. In the client dll, when I switch weapons, the weapon id is 0, but in the server dll, it is 1 (yes, there is no

Re: [hlcoders] # of entities

2001-11-14 Thread _Phantom_
your resetting pLast to NULL each time this function is called, in effect you are doing * find camera (first one) * save to pLast * loop while camera != pLast (so if the camera == first one we loop, oo second camera != first one) * use pobject (second camera) * exit function thus each time you a

Re: [hlcoders] Problem with Client side animations

2001-11-14 Thread _Phantom_
or write ya own mp3 decoding routines... if ya feel like a headache anyways :D - Original Message - From: Neale Roberts To: [EMAIL PROTECTED] Sent: Wednesday, November 14, 2001 9:24 AM Subject: Re: [hlcoders] Problem with Client side animations Isn't th

RE: [hlcoders] # of entities

2001-11-14 Thread Yacketta, Ronald
Hrmmm I rip'ed that code from SpawnSpot... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of _Phantom_ Sent: Wednesday, November 14, 2001 11:01 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] # of entities your resetting pLast to NULL each time this fun

Re: [hlcoders] # of entities

2001-11-14 Thread _Phantom_
well, do a dry run of the code on paper to make sure my logic is correct.. you probably want while (pObject == pLast ) at the bottom of the while loop, and to set pLast as a member varible for the class and dont set it to NULL on entry to the function. - Original Message - From: "Yacketta

RE: [hlcoders] # of entities

2001-11-14 Thread Yacketta, Ronald
*nod* I also missed some key logic it looks like as well *sigh* oh well, no one said I was a "botman" ;) God of SDK -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of _Phantom_ Sent: Wednesday, November 14, 2001 11:13 AM To: [EMAIL PROTECTED] Subject:

Re: [hlcoders] # of entities

2001-11-14 Thread _Phantom_
hehe, yeah, the simple mistakes are the most annoying.. I had some code doing something mad the other day, spent hours looking for the problem.. turned out I was setting a bool to false in an old version and hadn't removed it before I made the new code.. doh! - Original Message - From: "Y

RE: [hlcoders] # of entities

2001-11-14 Thread Yacketta, Ronald
More evidence that there is one and only one "botman" SDK GOD ;) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of _Phantom_ Sent: Wednesday, November 14, 2001 11:30 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] # of entities hehe, yeah, the simple mi

AW: [hlcoders] Big problem with SDK 2.2 ( again !!!! )

2001-11-14 Thread Christian \"Blair\" Schwartz
hi   I'm getting the same "Unknown Command" stuff as you, plus i'm getting several "UTIL_SetSize" Msg's i haven't had time to look into that, but i'm going to do that today... If anyone has any idea on any of those issues, feel free to post them.   Thanks,     Blair -Ursprüngliche N

Re: AW: [hlcoders] Big problem with SDK 2.2 ( again !!!! )

2001-11-14 Thread Pat Magnan
vModEnable is voice related stuff. I got spammed with that by sub classing one of the gamerules classes, and not defining this in my Gamerules' ClientCommand function. I ended up doing a work around like thus: // Do nothing except prevent vModEnable messages spamming clients if (FStrEq(pcmd, "

Re: AW: [hlcoders] Big problem with SDK 2.2 ( again !!!! )

2001-11-14 Thread Pat Magnan
vModEnable is voice related stuff. I got spammed with that by sub classing one of the gamerules classes, and not defining this in my Gamerules' ClientCommand function. I ended up doing a work around like thus: // Do nothing except prevent vModEnable messages spamming clients if (FStrEq(pcmd, "

Re: AW: [hlcoders] Big problem with SDK 2.2 ( again !!!! )

2001-11-14 Thread Pat Magnan
vModEnable is voice related stuff. I got spammed with that by sub classing one of the gamerules classes, and not defining this in my Gamerules' ClientCommand function. I ended up doing a work around like thus: // Do nothing except prevent vModEnable messages spamming clients if (FStrEq(pcmd, "

Re: AW: [hlcoders] Big problem with SDK 2.2 ( again !!!! )

2001-11-14 Thread Pat Magnan
vModEnable is voice related stuff. I got spammed with that by sub classing one of the gamerules classes, and not defining this in my Gamerules' ClientCommand function. I ended up doing a work around like thus: // Do nothing except prevent vModEnable messages spamming clients if (FStrEq(pcmd, "

Re: AW: [hlcoders] Big problem with SDK 2.2 ( again !!!! )

2001-11-14 Thread Pat Magnan
vModEnable is voice related stuff. I got spammed with that by sub classing one of the gamerules classes, and not defining this in my Gamerules' ClientCommand function. I ended up doing a work around like thus: // Do nothing except prevent vModEnable messages spamming clients if (FStrEq(pcmd, "

[hlcoders] sorry about the multiple messages!! :(

2001-11-14 Thread Pat Magnan
I think my sendmail or my mailer is acting up... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: AW: [hlcoders] Big problem with SDK 2.2 ( again !!!! )

2001-11-14 Thread Commando
You need the following at the top of your gamerules class ClientCommand method. if(g_VoiceGameMgr.ClientCommand(pPlayer, pcmd)) return TRUE; If you are using modified HL gamerules classes, check the following methods depending on your mod; CHalfLifeTeamplay :: ClientCommand( CBas

[hlcoders] Thanxs

2001-11-14 Thread Yacketta, Ronald
Folks, Just want to publicly say thanxs to Botman, Biggs, _Phantom_ and everyone else that gave me some assistance with my "freeze"/"trigger_camera" issues. Biggs gave me some major insight etc... And really shed some light on my problem. To say the least it is fixed! I would post the code, but

Re: [hlcoders] Big problem with SDK 2.2 ( again !!!! )

2001-11-14 Thread Cortex
Thanks.   I found the solution of my problems with SDK 2.2, and now, all work ;) It was stupid :) My projects settings were wrong ;(   @+ CortexMappeur et programmeur du mod HL_Albator ( www.hlalbator.fr.st )e-mail : [EMAIL PROTECTED] ou [EMAIL PROTECTED] ou encore [EMAIL PROTECTED]ICQ :

Re: [hlcoders] MP3 Use

2001-11-14 Thread Nathan Taylor
They are both there.  I'll just reset the client code I guess (reinstall) because there is no point for it not be working.   - Original Message - From: Yacketta, Ronald Sent: Wednesday, November 14, 2001 9:02 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] MP3 Use   check  in hud.h do yo

[hlcoders] [hlcoders]Temp entity problem

2001-11-14 Thread _Phantom_
lo ppl Here the basic problem, we have an EMP Gren in our mod and when it goes off we dont want the normal bang and flash, instead we want the same effect the houndeye does when it fires it's sonic attack (the nice circles). Now, in theory this is easy, the Emp Gren is a contact gren, however in

[hlcoders] syntax and ansi compliance

2001-11-14 Thread Dave R. Meyers
I think this might be a silly quiestion, but I am curious. When I ported my mod over to Linux, I had to change a bunch of counter loops: for ( int i = 1; i <= gpGlobals->maxClients; i++ ) to this style int i; for ( i = 1; i <= gpGlobals->maxClients; i++ ) For ansi compliance. The questi

[hlcoders] Problem with m_iClip being different on client and server

2001-11-14 Thread Commando
I've been having problems with the value of m_iClip being incorrect on the client side since the port to 2.2. I noticed the following code in the client CBasePlayerWeapon that looks like a problem. Is this the case or is it compensated for elsewhere? If it is dealt with elsewhere, then where

RE: [hlcoders] Problem with m_iClip being different on client and server

2001-11-14 Thread Yacketta, Ronald
Nothing is being clobbered.. The code is never compiled ;) #if 0 Nothing is compiled in here. #endif -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Commando Sent: Wednesday, November 14, 2001 7:40 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Probl

Re: [hlcoders] Problem with m_iClip being different on client and server

2001-11-14 Thread Commando
Ronald wrote: > Nothing is being clobbered.. >The code is never compiled ;) > >#if 0 >Nothing is compiled in here. >#endif I realize that is not getting compiled, that is what worries me, because what is getting compiled is; #if 0 //.. #else m_iClip += 10; #endif Which is adding 10

RE: [hlcoders] Problem with m_iClip being different on client and server

2001-11-14 Thread Yacketta, Ronald
Ah!! I see the #else now .. Sorry :( The formatting when it came over was messed.. I will now shut my pie hole and go back to my corner of the world ;) -Ron -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Commando Sent: Thursday, November 15, 2001 12