I was wondering if there is a flag for FL_RUNNING
FL_WALKING
If not what would be the best way to add a flag ?
to the const.h ?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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I'm guessing it's done the same way as HL1. I think its in const.h,
just copy one of the flags and make the number on it bigger
**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net
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I've got a pretty decent programming background, but my math skills are
lacking. This has not really been a problem for me until digging into the 3d
math used by hl2. I'm having trouble with the vectors, matrixes, Qangles, etc.
Can anyone sug
Crusty Jacks wrote:
-- [ Picked text/plain from multipart/alternative ] I've got a pretty
decent programming background, but my math skills are lacking. This
has not really been a problem for me until digging into the 3d math
used by hl2. I'm having trouble with the vectors, matrixes, Qangles,
etc
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would you mind taking me off your list.thankyou
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would you mind taking me off your list.thankyou
Read the bottom line of every email sent from this list...
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Hallo Chris518281,
Du schriebst:
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> would you mind taking me off your list.thankyou
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I'm using gentoo linux, I had a few problems with the build process for a
server mod. I am not an expert with C++, but I know a thing or two, so after
jumping over a few hurdles I'm stuck in a ditch.
Jeffrey Moss wrote:
When the actual mod is compiling, what seems to be the very last
step, I get this final error (scroll down to the bottom):
I don't know if this is any help, but...
All of these failed with the same error message about unresolved symbols
in std::[EMAIL PROTECTED] After some searc
Yes I found that too. It's compiling right now.
-Jeff
- Original Message -
From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
To:
Sent: Wednesday, January 05, 2005 12:12 PM
Subject: Re: [hlcoders] Problems for a first timer, please read
Jeffrey Moss wrote:
When the actual mod is compilin
Has anyone been able to do a build with Visual Studio 6 Standard Edition
with SP6? I've converted the .sln files to .dsw using prjconverter, and
have everything cleaned up except one error I can't get past:
C:\PD\src\cl_dll\game_controls\spectatorgui.h(122) : fatal error C1600:
unsupported data t
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how can I rotate a 3D vector along a plane?
for example... I have a vector that points straight up a wall, and one that
points to the right along the wall, and I want to rotate it to the left, so
tha
On Wed, 5 Jan 2005 20:20:12 -, Mark Ingram <[EMAIL PROTECTED]> wrote:
> Hi, know this is slightly off topic, but how do i ignore date and time
> differences in beyond compare? Just tried todo a diff between old HL2 source
> code and updated source code and its flagging every file as different
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Hi, know this is slightly off topic, but how do i ignore date and time
differences in beyond compare? Just tried todo a diff between old HL2 source
code and updated source code and its flagging every fi
On Wed, 5 Jan 2005 12:16:36 -0800, Trauts <[EMAIL PROTECTED]> wrote:
> how can I rotate a 3D vector along a plane?
Rotate the vector around the normal (vector) of the plane...
http://cadd.web.cern.ch/cadd/cad_geant_int/ddt_long/node14.html
Hurray for complex math!
Jeffrey "botman" Broome
I think you still need the VC processor pack.
Yahn
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gregg Reno
Sent: Wednesday, January 05, 2005 12:15 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Problems building with Visual Studio 6 SP6
Ha
You need to downgrade to SP5 and get the processor pack from MS's site.
-Original Message-
From: Gregg Reno [mailto:[EMAIL PROTECTED]
Sent: January 5, 2005 3:15 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Problems building with Visual Studio 6 SP6
Has anyone been able to d
There is no processor pack for sp6. You have to use service pack 5 and
the sp5 pp.
Christian
Yahn Bernier wrote:
I think you still need the VC processor pack.
Yahn
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gregg Reno
Sent: Wednesday, January 05, 2005
Not sure how it was done in HL1 ...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Draco" <[EMAIL PROTECTED]>
To:
Sent: Wednesday, January 05, 2005 4:23 AM
Subject: Re: [hlcoders] m_fFlags Player Specific
I'm guessing it's done the same way as HL1. I think its in cons
Yeah that's where I though it was, in older versions it is. Now its listed
under File | File Comparisons...
Cheers :)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of jeff broome
Sent: 05 January 2005 20:25
To: hlcoders@list.valvesoftware.com
Subject: Re:
Right, you'll have to revert to sp5. (Not sure what they "fixed"
between 5 and 6 anyway, but I know we do some alignment stuff in core
headers (Vector class I think in particular) which requires the VC
Processor pack).
Yahn
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTEC
Has anyone been able to hack the server plugin part of the SDK so it will
compile in the 2005 beta?
LIBCMTD.lib(dbgrptt.obj) : error LNK2005: __crtAssertBusy already defined in
memoverride.obj
LIBCMTD.lib(dbgrptt.obj) : error LNK2005: __CrtSetReportMode already defined
in memoverride.obj
LIBCMTD.l
Ive seen similar problems with other symbols in gcc, where the
maintainers made a mistake and the static and dynamic versions of the
lib are different. Cant remember the exact symbol (it was before the
holidays), but theyd put versioning on just that one so the name was
mangled differently.
Nice t
Have you tried exluding LIBCMTD from the linker?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bug
Sent: Wednesday, January 05, 2005 4:43 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Problems Building in VS 2005
Has anyone been able to hac
There was a few tuts around that fixed this one.
I _think_ it has something to do with adding /FORCE:MULTIPLE to the
compiler command line. I cant remember where, but i got the same errors
and managed to fix them.
There is a thread somewhere with a guy who fixed all errors.
Bug wrote:
Has anyone b
If you didn't understand Botman's link, this link has some information
on it and a handy C-function which you can use for your mod
http://astronomy.swin.edu.au/~pbourke/geometry/rotate/
On Wed, 5 Jan 2005 14:26:26 -0600, jeff broome <[EMAIL PROTECTED]> wrote:
> On Wed, 5 Jan 2005 12:16:36 -0800,
Which is probably the reason that the original poster gave a link to
more information
On Wed, 5 Jan 2005 12:41:50 +1000, Draco <[EMAIL PROTECTED]> wrote:
> Me neither, but I have heard of December-ween
> (www.homestarrunner.com)
>
> **
> Draco
> Coder for Perfect Dark
> http:/
search the code for the existing flags specifically, where they are #define 'd
**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net
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#define FL_FAKECLIENT (1<<8) // Fake client, simulated server side; don't
send network messages to them
// NOTE if you move things up, make sure to change this value
#define PLAYER_FLAG_BITS 9
// NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client
.dll ) -- Can still be appl
that's how it's done. just define those and you got flags.
--
**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net
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Do those bits exist in a 32-bit integer? (I'm assuming the flags are an
integer)
I'm assuming that shifting 32 bits in a 32 bit integer won't leave many
bits to represent your values...
r00t 3:16 wrote:
...
#define FL_FAKECLIENT (1<<8) // Fake client, simulated server side; don't
send network messa
Also, you can reuse values. In my MOD FL_RADARBLIP is the same as
FL_IMMUNEWATER, they arenm't used at the same time so it doesn't
effect each other.
**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net
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I was just getting ready to ask this and you had replied already...
Would the engine handle the below so I do not use something that is already
#defined?
#define FL_RUNNING (2<<0)
#define FL_WALKING (2<<1)
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Draco" <[EMAIL P
A 32 bit integer would be limited to the values (1<<0) through (1<<31).
(2<<0) is not really a useful value, its the same as (1<<1).
What you're doing here is taking the value 2 ( 0010 in binary ) and
shifting it 0 bits to the left.
(2<<0) == 0010 in binary == (1<<1)
(2<<1) == 0100 in binary ==
I'm pretty sure it will. Remeber that these flags can be any value
that fits into the flag variable(its a bit i think). check what can be
used as a bit
**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net
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Matt lol I didn't even think about them being the same lol tired I guess and
I guess...
Thanks for the info btw.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Matt Boone" <[EMAIL PROTECTED]>
To:
Sent: Thursday, January 06, 2005 12:36 AM
Subject: RE: [hlcoders] m_fFlag
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Basically, I coded a wall run movetype. However, I'd like to rotate the
camera so that it appears the wall they are running on is actually the floor
for them.
I have a normal vector to the wall, and
Look on the verc forums. In the Source coding section there is a
whole thread dedicated to using 2005.
On Thu, 06 Jan 2005 12:06:24 +1100, Tim Nagel <[EMAIL PROTECTED]> wrote:
> There was a few tuts around that fixed this one.
>
> I _think_ it has something to do with adding /FORCE:MULTIPLE to t
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