Re: Re[4]: [hlcoders] SDK Licence applies to HL PS2?

2003-01-08 Thread Steve Rukuts
-- [ Converted text/html to text/plain ] I know this isn't a legal discussion list but I think we'll find that (according to UK law), if we modify the models enough, we in a sense 'created' them. ::Hello Sniper, :: ::well, we have HEV charger and retinla scanner ::made as models. But they ::are

Re: Re[4]: [hlcoders] SDK Licence applies to HL PS2?

2003-01-08 Thread Oskar 'Zoot' Lindgren
if we modify the models enough, we in a sense 'created' them. No chance. - Original Message - From: Steve Rukuts [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, January 08, 2003 12:11 PM Subject: Re: Re[4]: [hlcoders] SDK Licence applies to HL PS2? -- [ Converted text/html

Re[6]: [hlcoders] SDK Licence applies to HL PS2?

2003-01-08 Thread Vyacheslav Djura
Hello Oskar, I was telling that we will use some models for PS2 version if that will be legal :P -- Vyacheslav Level-designer Deep-Shadows(http://www.deep-shadows.com) ___ To unsubscribe, edit your list preferences, or view the list

[hlcoders] New to programming for half-life and its mods.

2003-01-08 Thread Michael McSherry
-- [ Picked text/plain from multipart/alternative ] Where I can I find real information about programming for HL networking and the whole WON thing? I am interested in making utilities and the like for HL, CS, etc. I program both in Windows and Linux environments. ANy help would be

Re: [hlcoders] New to programming for half-life and its mods.

2003-01-08 Thread botman
Where I can I find real information about programming for HL networking and the whole WON thing? I am interested in making utilities and the like for HL, CS, etc. I program both in Windows and Linux environments. ANy help would be appreciated. In the larger SDK versions (not the source

[hlcoders] half-life crash

2003-01-08 Thread Vyacheslav Djura
sometimes, long ago someone from Valve promised to fix the bug which appeared in maps such as c5a1. WIth release 1110 of patch this got even worse. When I am trying to load c5a1 Half-Life crashes telling about exception in HL.EXE... Do you know what causes that? Thanks Best regards, Vyacheslav

Re: [hlcoders] half-life crash

2003-01-08 Thread botman
sometimes, long ago someone from Valve promised to fix the bug which appeared in maps such as c5a1. WIth release 1110 of patch this got even worse. When I am trying to load c5a1 Half-Life crashes telling about exception in HL.EXE... Do you know what causes that? Thanks What causes it is

[hlcoders] Collision problem after rescaling

2003-01-08 Thread Jim Hunter, M.D.
After scaling down to 1/4 size, I'm having problems with the player model not colliding with the world properly. Actually, the player model would collide with the world correctly, but would not collide with monsters correctly (the player would stop a short distance away from the monsters'

Re: [hlcoders] Collision problem after rescaling

2003-01-08 Thread Sniper
Might need to use/change the SetObjectCollisionBox function for all of the monsters. In this function, the pev-absmin and pev-absmax values are set. They're the collision hulls for entities. Your answer should be in that area, I'm guessing. -Sniper - Original Message - From: Jim Hunter,

RE: [hlcoders] Collision problem after rescaling

2003-01-08 Thread omega
www.nofadz.com/blackened/hltuts/rescale.html I wrote that a long time ago, it covers pretty much all of your problems, bowever there are some extra stuff I had to do later to fix a few other issues; but I can't quite remember what I had to do. I also don't hava ccess to my folder on nofadz right

RE: [hlcoders] Collision problem after rescaling

2003-01-08 Thread Jim Hunter, M.D.
www.nofadz.com/blackened/hltuts/rescale.html I wrote that a long time ago, it covers pretty much all of your problems, bowever there are some extra stuff I had to do later to fix a few other issues; but I can't quite remember what I had to do. Actually, I did everything in that tutorial

RE: [hlcoders] Collision problem after rescaling

2003-01-08 Thread Jim Hunter, M.D.
Might need to use/change the SetObjectCollisionBox function for all of the monsters. In this function, the pev-absmin and pev-absmax values are set. They're the collision hulls for entities. I thought of that and checked the values for pev-absmin and pev-absmax in SetObjectCollisionBox with

Re: Re[6]: [hlcoders] SDK Licence applies to HL PS2?

2003-01-08 Thread Steve Rukuts
-- [ Converted text/html to text/plain ] heh. i'm an idiot :) ::Hello Oskar, :: ::I was telling that we will use some models for ::PS2 version if that ::will be legal :P :: ::-- :: Vyacheslav :: Level-designer :: Deep-Shadows ( ::http://www.deep-shadows.com ) ::

RE: [hlcoders] New to programming for half-life and its mods.

2003-01-08 Thread omega
Actually that's not exactly true. Absmin and absmax are the absolute min/max relative to origin. Ie: it's the world origin of the entity with the min/max around it. -omega Blackened Interactive - http://blackened-interactive.com Front Line Force - http://www.flfmod.com -Original

RE: [hlcoders] Collision problem after rescaling

2003-01-08 Thread omega
Doh, I just re-read your original post and see me mentioned. Silly me. Anyway, I'll have to try and find my source to figure out what I did. If you figure it out before I get back to you, I'll apologize in advance, im not sure what cd I backed that mods source up to, and I have cd's all over the

Re: [hlcoders] Collision problem after rescaling

2003-01-08 Thread Chris 'Tal-N' Blane
I think you need to cut back on sniffing that superglue Omega. :) We can all see what it's doing to your poor brain. - Original Message - From: omega [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, January 08, 2003 9:56 PM Subject: RE: [hlcoders] Collision problem after rescaling