Re: [hlcoders] Sending commands to HLDS

2003-01-03 Thread Florian Zschocke
botman wrote: Many devices use a 1400 byte limit for the MTU. Any packets larger than this can be split into multiple packets. IP will preserve the sequence of these packets and reassemble them in the correct order when they reach the destination (even if the packets take different paths to the

RE: [hlcoders] first person spectator cam

2003-01-03 Thread Mark Gornall
Did you get the fov working in first person spectator mode? All I want to do is copy the fov from the person you're watching (using the g_iUser2 variable I imagine) to the current client. I wanted to refresh it in view.cpp, I tried accessing it using pparams, entity states, curstate etc but can't

[hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Chris 'Tal-N' Blane
One of my dev team somehow got word that the next HL patch might include some if not all of the engine enhancements from CS:CZ, mainly the added model capabilities like alpha maps. I've not heard any mention of this from the usual sources but it seems possible now that CS:CZ has been handed over

RE: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread splaTTer
i thought the multiplayerpart of cs:cz is the same as cs 1.6... isn't it? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Chris 'Tal-N' Blane Sent: Friday, January 03, 2003 3:12 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Engine enhacements been

Re: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread botman
One of my dev team somehow got word that the next HL patch might include some if not all of the engine enhancements from CS:CZ, mainly the added model capabilities like alpha maps. I've not heard any mention of this from the usual sources but it seems possible now that CS:CZ has been handed

Re: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Chris 'Tal-N' Blane
Thnx for an informed opinion about that botman, although it's not the official word it sounds like there certainly alot of doubt as to the position Valve might take on this issue. I find it funny how you said they'd never risk something that would break any mods, especially as i remember some mod

Re: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread botman
I'll cross my fingers and hope that we do have some promising news from Gabe or someone, if not then I'll see what I can get from Chris Bokitch since the lads at Valve don't appear check this mailing list regularly so they could miss this. I would bet that there's a lot more people at Valve

RE: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Mark Gornall
...maybe if you asked a specific coding question they may be more inclined to answer ;) __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre.

Re: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Chris 'Tal-N' Blane
I'm not much of a programmer, I just handle the all management and various design aspects of the project I leave the programming to Laurie and James. :) Odds are that after i get done with this I'll spend a year learning C++ since that the last area for me to gain experience in. Odds are we'll

RE: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Nick McLaren
One thing that I find interesting is that Ritual is using QERadiant instead of Hammer. Perhaps Ritual's level designers (all hail Levelord!) are just more familiar with QERadiant and didn't want to have to learn a different interface, but I wonder if there were any missing features from

Re: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Chris 'Tal-N' Blane
I've used QEradient for HL editing and i have to say that it's a damn nightmare trying to set the damn thing u pto use WADs, but i simply couldn't settle with it once i got past the traumatic set up. I hate to sound like one of the brainwashed masses but WC/Hammer simply is perfect for Quake

Re: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Neale Roberts
I have to agree with that. It's got one of the nicest interfaces around. I tried QERadiant a couple of times, and it was just awful. - Original Message - From: Chris 'Tal-N' Blane [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, January 03, 2003 4:14 PM Subject: Re: [hlcoders] Engine

RE: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Chris Bokitch
Most of the Ritual mappers have been using QER for a very long time. It makes more sense that they use something they are extremely comfortable with rather than go through the learning stages all over again to use WC/Hammer (WC Hammer? Oh, that's just TOO close... hehe). Adding CZ support to

RE: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread omega
Funny thing is, qeradiant came from the same source tree that worldcraft/hammer did. Just, the guy that did WC made it more newbie friendly that's all. Personally I cant stand hammer/wc over GTKRadiant, but the hl plugins aren't done yet. GTK Radiant is massively superior =) Just, not for HL junk

Re: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Neale Roberts
That was a source tree that split a *long* time ago. I wouldn't say Hammer is more newbie friendly - it's just got a more friendly interface. It's certainly as powerful as Radiant. - Original Message - From: omega [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, January 03, 2003 6:47

RE: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Chris Bokitch
Hmm, as far as I know, Ben Morris didn't base Worldcraft on the Radiant souce. In fact, I'm almost sure of it. I'll find out next time we do coffee. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Neale Roberts Sent: Friday, January 03, 2003 11:45 AM

RE: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread omega
Coulda sworn it was QuakeED back in the day, that was so long ago that my memory could be failing though. -omega Blackened Interactive - http://blackened-interactive.com Front Line Force - http://www.flfmod.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On

[hlcoders] [OT] WH block offline?!

2003-01-03 Thread splaTTer
hi, in the past we used wallhacks to analyse the demos we recorded of possible cheaters. After some training it was very easy to detect cheaters cause we were able to see exactly what they saw. In nower days the VAC WH block is online which is a great thing - but those f#%ยง* ESP wallhacks are

Re: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread MoD
- Original Message - From: Chris 'Tal-N' Blane [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, January 03, 2003 4:12 PM Subject: [hlcoders] Engine enhacements been added in next HL patch? One of my dev team somehow got word that the next HL patch might include some if not all of

RE: [hlcoders] SDK Licence applies to HL PS2?

2003-01-03 Thread Kratisto
Back in november I posted a open question about using content from the PS2 version of HL in user mods. I would really need to know if that is allowed or not. So, what's the answer? --- Ken Birdwell [EMAIL PROTECTED] wrote: Some of these questions take a few days to answer, especially if they're

RE: [hlcoders] SDK Licence applies to HL PS2?

2003-01-03 Thread Michael Shimmins
As I said back when you asked, email Eric and ask him to forward it onto the relevant people. I recently did this and got a response pretty quickly considering the time of year (which I forgot when I chased it up :/ oops). It'd be better to email them directly than asking here. Michael Shimmins