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
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,
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
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
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. -
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:
> 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 "
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]
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]
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]]
> 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
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
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
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
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
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
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
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
*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:
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
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
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
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, "
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, "
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, "
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, "
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, "
I think my sendmail or my mailer is acting up...
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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
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
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 :
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
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
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
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
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
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
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
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