[hlcoders] OT - Pertains to coding in a way :\

2002-02-21 Thread Roachfood - the-coming.com
Sorry about the off topic but I found something out about my system tonight that really pisses me off. Ive been having problems with my video and sound card while running my mod on 2k, and I went to my sound card site to try and figure out why. I go to the faq and the first thing on there is "Dis

Re: [hlcoders] Re:OGC Source etc.

2002-02-21 Thread lance sackless
I'm working on something like hlmod modification.(mainly for cs) ant it contains some anti-cheat methods, however,I'm not good at coding and english :), http://free.prohosting.com/~deedee/bmx-v1.06b.zip (binary) http://free.prohosting.com/~deedee/bmx_plugin_new.zip (source code) _

RE: [hlcoders] VALVe: Skeletal System

2002-02-21 Thread Kevin Navia
i didnt know that the .smd file(s) are text files... thanks! --- -- --- -- --- -- --- -- --- -- --- Kevin "runab0ut" Navia Web developer -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Ken Birdwell Sent: Friday, February 22, 2002 6:26 AM To: '[EMAIL PROT

RE: [hlcoders] hgrunt code

2002-02-21 Thread Lee Shaw
Persuter is it ok if i mail u my .cpp for it and could u take a look at it and just let me no if i'm on the right track, cuz i'm totaly lost with it and i need this code for my mod. RaZiEl >From: "Persuter" <[EMAIL PROTECTED]> >Reply-To: [EMAIL PROTECTED] >To: <[EMAIL PROTECTED]> >Subject: RE:

RE: [hlcoders] hgrunt code

2002-02-21 Thread Persuter
void CTalkMonster :: FollowerUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) That particular FollowerUse, you mean? The one in the CTalkMonster class? :) You'll have to implement your own FollowerUse, StartFollowing, and so forth in your class (hint: just copy

RE: [hlcoders] VALVe: Skeletal System

2002-02-21 Thread Ken Birdwell
How to trace down your problem: 1) You see an error message you don't understand. Hmm, look up the error message printout in the studiomdl sources. You'll see that it's in code that deals with linking up hitboxes to the skeleton by name. Apparently it can't find the bone named "Bip01 L Leg" in

Re: [hlcoders] DLIGHT problem

2002-02-21 Thread Roachfood - the-coming.com
Aighty... for my torch, if it were multiplayer no one else would be able to see it unless a message were sent to them telling them where to put it. I dont have a need for that so I dont do it. Also what it looks like to me is that your dlight is HUGE. That is why the effect is weird. (Im going

Re: [hlcoders] Re:OGC Source etc.

2002-02-21 Thread OneEyedGhoul
-- [ Picked text/plain from multipart/alternative ] I think I'm thinking of something else. ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/l

Re: [hlcoders] DLIGHT problem

2002-02-21 Thread Cortex
Ok... Would the effect be visible by the other clients which play on the server ?? - Original Message - From: Roachfood - the-coming.com To: [EMAIL PROTECTED] Sent: Thursday, February 21, 2002 6:25 PM Subject: Re: [hlcoders] DLIGHT problem Actually as an after thought. I looked at my

RE: [hlcoders] DLIGHT problem

2002-02-21 Thread Yacketta, Ronald
looks like the html parse valve is using decide to strip your attachments? > -Original Message- > From: Cortex [mailto:[EMAIL PROTECTED]] > Sent: Thursday, February 21, 2002 13:33 > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] DLIGHT problem > > > This is a multi-part message in MIME

Re: [hlcoders] DLIGHT problem

2002-02-21 Thread Cortex
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Ok :) so, here are : http://www.halflifexpert.com/hl_albator/zo_tari_120001.jpg http://www.halflifexpert.com/hl_albator/zo_tari_12.jpg - Original Message - From: botman To: [EMAIL

Re: [hlcoders] DLIGHT problem

2002-02-21 Thread botman
> Ooops... I've forgotten to join the screenshot :( > sorry ! > > (I join 2 screenshots) > -- > [ zo_tari_120001.jpg of type image/jpeg deleted ] > -- > [ zo_tari_12.jpg of type image/jpeg deleted ] > -- I don't think attachments are allowed on this list (to prevent the spread of virii). Je

Re: [hlcoders] DLIGHT problem

2002-02-21 Thread Cortex
This is a multi-part message in MIME format. -- -- [ Picked text/plain from multipart/alternative ] Ooops... I've forgotten to join the screenshot :( sorry ! (I join 2 screenshots) - Original Message - From: Roachfood - the-coming.com To: [EMAIL PROTECTED] Sent: Thursday, February

Re: [hlcoders] DLIGHT problem

2002-02-21 Thread Roachfood - the-coming.com
Actually as an after thought. I looked at my code and here is how i allocate mine. My dlight is on the client side since its a single player mod. I use it for my torch to light up a small area. dlight_t *dl = gEngfuncs.pEfxAPI->CL_AllocDlight (2); The (2) is because when its (1) I believe the

Re: [hlcoders] DLIGHT problem

2002-02-21 Thread Roachfood - the-coming.com
Cortex, try reattaching the picture or give us a URL... i think i know what you are talking about because I had the same problem with mine. I just wanna see the shot to be sure. :-) Roachie - Original Message - From: "Cortex" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, Fe

Re: [hlcoders] hgrunt code

2002-02-21 Thread Lee Shaw
the #include "talkmonster.h" is already in the hgrunt code >From: "Mike Blowers" <[EMAIL PROTECTED]> >Reply-To: [EMAIL PROTECTED] >To: <[EMAIL PROTECTED]> >Subject: Re: [hlcoders] hgrunt code >Date: Thu, 21 Feb 2002 17:14:58 - > >You'll have to add : >#include "talkmonster.h" >to be able to

Re: [hlcoders] hgrunt code

2002-02-21 Thread Mike Blowers
You'll have to add : #include "talkmonster.h" to be able to use the FollowUse code. - Original Message - From: "Lee Shaw" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, February 21, 2002 4:59 PM Subject: RE: [hlcoders] hgrunt code > right i implemented the slFollow task in

RE: [hlcoders] hgrunt code

2002-02-21 Thread Lee Shaw
right i implemented the slFollow task into code but when i add in SetUse( FollowerUse ); just like barney and sci's have in there code exactly under MonsterInit(); i get 2 errors which i don't no how to fix but when the SetUse( FollowerUse ); bit aint there then it compiles fine. this is what i g

[hlcoders] DLIGHT problem

2002-02-21 Thread Cortex
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello, For some reasons, I need to have a temporary light in my mod... I create it with a SVC_TEMPENTITY. It works... But the result isn't as expected... Indeed, as you can see on the picture I've jo

Re: [hlcoders] Re:OGC Source etc.

2002-02-21 Thread Florian Zschocke
[EMAIL PROTECTED] wrote: > > I hope this information is told with the intention that it will be used to > stop cheats.. Unlikely since you won't find cheat code on that site. But many interesting ideas have emerged from Vasily's clientbot code. His dll features an autoconnector, a spam filter, Wi

Re: [hlcoders] External communication

2002-02-21 Thread Nathan Taylor
-- [ Picked text/plain from multipart/alternative ] Precisely. Oh and as a sidenote, the site with those files ( http://clientbot.narod.ru/download.html ) is deadly slow with .5k/sec download speeds so I am downloading everything and re-mirroring for all those interested. Look at www.moddev.n

Re: [hlcoders] External communication

2002-02-21 Thread Neale Roberts
The way we saw it, people are going to use OGC regardless so it was only common sense to try it on our own mod to see what advantages it would give people. That way, we can alter things to reduce/remove that advantage. In theory anyway. - Original Message - From: "Nathan Taylor" <[EMAIL

Re: [hlcoders] VALVe: Skeletal System

2002-02-21 Thread Nathan Taylor
-- [ Picked text/plain from multipart/alternative ] All I did was decompile in MS3D then import skeleton only. The only changes I made in the qc where copy pasting in the old animations and updating it to look exactly like the gordon one, but with the proper file names. - Original Message -

RE: [hlcoders] VALVe: Skeletal System

2002-02-21 Thread Kevin Navia
maybe the changes you did by stripping the model modified the bones (model skeleton)/bounding box properties of the model. so when you compile... it just blurted out an error. make sure you try compiling again with a proper .qc file. --- -- --- -- --- -- --- -- --- -- --- Kevin "runab0ut" Navia

Re: [hlcoders] External communication

2002-02-21 Thread Nathan Taylor
-- [ Picked text/plain from multipart/alternative ] raarrra!!! |-|4><0rZ rrrr!!! No but seriously, your points are very clear and I think with such source people may find many a practical use for the OGC source. - Original Message - From: _Phantom_ Sent: Wednesday, February 20, 200

Re: [hlcoders] VALVe: Skeletal System

2002-02-21 Thread Nathan Taylor
-- [ Picked text/plain from multipart/alternative ] Your expertise extend far beyond mine, besides I'm still in 9th grade algebra, matrices aren't for a couple months. :) Anyways, my errors sit mostly in studiomdl. I took the gordon model and stripped it down to skeletal frame then I took my m

Re: [hlcoders] Re:OGC Source etc.

2002-02-21 Thread Tom
yeh, I was looking to see how the client dll works and came across that clientbot. Then it was basically me, one other guy and the owner on the forums. It was made originally for bots (POD pod I think was gonna use it) but then it changed to cheating. Because its on a GNU licence and ogc based th