[hlcoders] Bugs in localized HL2

2005-01-25 Thread lb\.cortina
Localized versions of Source games (HL2, CSS) doesn't know where write some files. First time I've seen it, it was with screen-shots. The file isn't written because the game doesn't find the hl2/screenshots folder. This folder doesn’t exist because it is named hl2_french/screenshots in my French v

[hlcoders] Commercially released mods??

2005-01-25 Thread Childe Roland
I saw this guy post this on a forum. He is trying to get a mod team by promising them financial rewards "in the future." I wanted to hear your guys' opinion on his take on commercially released mods. He seems to think it is only a matter of time before Valve starts selling people's mods on Steam

[hlcoders] Re: Controlling NPCs

2005-01-25 Thread Childe Roland
No help here? On Mon, 24 Jan 2005 14:29:37 -0600, Childe Roland <[EMAIL PROTECTED]> wrote: > I am trying to create a mod where the player can fly around and set > waypoints. Then, NPCs will follow these points and complete certain > assigned animations and actions (shooting, saying a sentence,

Re: [hlcoders] Commercially released mods??

2005-01-25 Thread Chris Ashworth
On a related note...license-wise, what would be the implications of a mod team charging for advertising space within a mod, product-placement in games being all the rage these days? Just out of curiosity :) ___ To unsubscribe, edit your list preferences,

RE: [hlcoders] Commercially released mods??

2005-01-25 Thread Gregg Reno
My understanding is that Valve licensed the Quake engine to create HL. It wasn't a MOD. Maybe he was thinking of Team Fortress, which was a MOD for Quake. The TF team was hired by Valve, and TF Classic was created by Valve as a mod to HL. Hope I got that right. -Gregg -Original Message---

[hlcoders] Forcing things such as kill, name on a serverplugin

2005-01-25 Thread [EMAIL PROTECTED]
Doing these things require some tricks (CBasePlayer, offsets...), but some of it would be pretty easy if ClientCommand was reliable. The problem is if you issue something like "ClientCommand( e, "kill" );" it won't work very well if the client has an alias for kill.. If you could do something to fo

Re: [hlcoders] Commercially released mods??

2005-01-25 Thread tei
Chris Ashworth wrote: On a related note...license-wise, what would be the implications of a mod team charging for advertising space within a mod, product-placement in games being all the rage these days? Just out of curiosity :) Other ideas to make money with HL* mods: - Sell a mmorpg to a wireles

Re: [hlcoders] Bugs in localized HL2

2005-01-25 Thread tei
lb.cortina wrote: Localized versions of Source games (HL2, CSS) doesn't know where write some files. First time I've seen it, it was with screen-shots. The file isn't written because the game doesn't find the hl2/screenshots folder. ... Good hunt! :D This folder doesn’t exist because it is named h

Re: [hlcoders] Commercially released mods??

2005-01-25 Thread Childe Roland
My sentiments exactly. This guy is so ignorant it's not even funny. Here is the original post (http://www.forumplanet.com/planethalflife/topic.asp?fid=6550&tid=1584991). He's convinced that he and his team WILL make money off of his mod idea, and that HL started off as a mod. I decided to drop i

Re: [hlcoders] Forcing things such as kill, name on a serverplugin

2005-01-25 Thread Childe Roland
ClientCommand( e, "unalias kill" );?? On Tue, 25 Jan 2005 15:21:33 +0100, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > Doing these things require some tricks (CBasePlayer, offsets...), but > some of it would be pretty easy if ClientCommand was reliable. > > The problem is if you issue something

Re: [hlcoders] Bugs in localized HL2

2005-01-25 Thread lb\.cortina
> Anyway has a temporal fix, have you tried that? > c:[EMAIL PROTECTED]> mkdir > screenshots Yes, there are two bug fix that work: - Create the missing folders into hl2 - Set the game to English. Accédez au courrier électronique de La Poste : www.laposte.net ; 3615 LAPOSTENET (0,34€/mn) ; tél :

[hlcoders] Check if a file or folder exists at Client

2005-01-25 Thread Frank Weima
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is this possible in C++? Tnx, Frank. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoft

Re: [hlcoders] Check if a file or folder exists at Client

2005-01-25 Thread jeff broome
On Tue, 25 Jan 2005 18:56:05 +0100, Frank Weima <[EMAIL PROTECTED]> wrote: > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Is this possible in C++? I'll assume you mean when creating your own client (not trying to get a server plugin to do t

RE: [hlcoders] Commercially released mods??

2005-01-25 Thread Andrew Simpson
I don't think he's as misguided as you may think. Sure, the "Half-Life started as a mod" is a bit off the mark, but other than that... I think the business model he's looking at sits in the grey area between modding, and licensing an engine proper. He does a deal with Valve to get his mod hosted u

Re: [hlcoders] Sharing cvars between the client and server

2005-01-25 Thread Roman
Using FCVAR_REPLICATED works very well for me. I'm defining the convars in my own header files, but that shouldnt have anything to do with it. Just like that: ConVar heat_burstsize( "heat_burstsize", "5", FCVAR_REPLICATED, "HEAT_DEV: global burst size, influencing all weapons with burst mode" ); Yo

Re[2]: [hlcoders] Commercially released mods??

2005-01-25 Thread Vyacheslav Djura
Hello , Tuesday, January 25, 2005, 6:47:56 PM, you wrote: SCR> My sentiments exactly. This guy is so ignorant it's not even funny. SCR> Here is the original post In post soviet countries mods are solds on CD's as license games. Especially funny is when you enter shop with license movies like the

RE: [hlcoders] Check if a file or folder exists at Client

2005-01-25 Thread Frank Weima
That's what I needed Jeff. Thanks again :-) Frank. -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens jeff broome Verzonden: dinsdag 25 januari 2005 19:07 Aan: hlcoders@list.valvesoftware.com Onderwerp: Re: [hlcoders] Check if a file or folder exist

Re: Re[2]: [hlcoders] Commercially released mods??

2005-01-25 Thread David Nelson
-- [ Picked text/plain from multipart/alternative ] I think he probably needs to read Half-Life 2's history in the Raising the Bar book, Gamespot's articles, and the various other articles about how Half-Life came to be. (Originally it got its ideas from the book Mist (by Stephen King I think)) B

Re: [hlcoders] Forcing things such as kill, name on a serverplugin

2005-01-25 Thread [EMAIL PROTECTED]
Childe Roland wrote: ClientCommand( e, "unalias kill" );?? I wish, I can't find any "un-alias" command. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Check if a file or folder exists at Client

2005-01-25 Thread [EMAIL PROTECTED]
Frank Weima wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is this possible in C++? Tnx, Frank. Yes, using a client-plugin as well, ofcourse. ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] Commercially released mods??

2005-01-25 Thread [EMAIL PROTECTED]
David Nelson wrote: -- [ Picked text/plain from multipart/alternative ] I think he probably needs to read Half-Life 2's history in the Raising the Bar book, Gamespot's articles, and the various other articles about how Half-Life came to be. (Originally it got its ideas from the book Mist (by Steph

Re: [hlcoders] Commercially released mods??

2005-01-25 Thread Jeffrey \"botman\" Broome
[EMAIL PROTECTED] wrote: Please keep it on-topic guys.. Please trim unnecessary text from your replies. :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/

Re: [hlcoders] Commercially released mods??

2005-01-25 Thread Childe Roland
This is on topic (kinda). Whether Valve allows mods to start distributing via Steam affects all mod programmers/mappers/modellers. It could possibly mean that some of us could make a living doing what we already do for fun. David, you are right too (kinda). One day Valve may allow us to do this,

Re: [hlcoders] Commercially released mods??

2005-01-25 Thread Childe Roland
Sorry, Botman. I usually don't see that extra text, so I don't think to trim it. I'll try to watch out. -- = Childe Roland "I will show you fear in a handful of jellybeans." ___ To unsubscribe, edit your list preferences,

[hlcoders] strength of weapons

2005-01-25 Thread David Nelson
I've been looking everywhere trying to find out how to make the pistol as strong as the 357. I've modified the ammo, added the CVars, and searched the solution and scripts many times over to figure out the difference between the 357 and pistol code wise. I can't seem to find what makes the 357's

Re: [hlcoders] strength of weapons

2005-01-25 Thread Jeffrey \"botman\" Broome
David Nelson wrote: I've been looking everywhere trying to find out how to make the pistol as strong as the 357. I've modified the ammo, added the CVars, and searched the solution and scripts many times over to figure out the difference between the 357 and pistol code wise. I can't seem to find w

[hlcoders] Re: Controlling NPCs

2005-01-25 Thread Trauts
Perhaps you could try looking in the correct files. In the client dll, the entities are all changed from Cwhatever to C_whatever. Therefore C_BaseCombatCharacter might not have all the same stuff the CBaseCombatCharacter class has. You need to manually add the functions. _

[hlcoders] Steam: Technology failure

2005-01-25 Thread Martin \"E.T.\" Misuth
This is a multi-part message in MIME format. -- Fist to tell, this is something like rant essay. Forgive my bad english too, I'm not native speaker. I do really like Half-Lives and Valve for delivering such great games. I think that idea behind Steam is good too, actually I like the idea very much.

Re: [hlcoders] Steam: Technology failure

2005-01-25 Thread Knifa
I agree, it does use ALOT of memory. It's not like it even needs it. The downloads go pretty quick for me though. Make an option to turn off the skins? Can't be Steam made smaller, quicker and friendlier? Why that worm rotten IE must be used for rendering of couple of news messages? Why it eats so

Re: [hlcoders] Steam: Technology failure

2005-01-25 Thread [EMAIL PROTECTED]
Okay now this is definately off-topic. Let's not have a steam-flame here, please.. Now about my "name" question.. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/h

Re: [hlcoders] Re: Controlling NPCs

2005-01-25 Thread Childe Roland
What??? On Tue, 25 Jan 2005 15:11:10 -0800, Trauts <[EMAIL PROTECTED]> wrote: > Perhaps you could try looking in the correct files. > > In the client dll, the entities are all changed from Cwhatever to > C_whatever. Therefore > > C_BaseCombatCharacter might not have all the same stuff the > CBase

[hlcoders] HL2DM IPlayerInfoManager Out of Date

2005-01-25 Thread David Anderson
From what I've seen, it seems IPlayerInfoManager on HL2DM is still at version 001 while IPlayerInfoManager on CS:S is at version 002. While all Valve needs to do is recompile, the fact that the version number and interface name are in one string make it very difficult for good backward compatibilit

[hlcoders] Documentation

2005-01-25 Thread Serapth Blah
Hello all, I am currently in the process of putting together a web application for documenting the HalfLife 2 source base. I bought HL2 with the intent of creating a mod just for fun, and frankly the lack of documentation pretty much brought me to a standstill. I could work my way through it, but

Re: [hlcoders] Documentation

2005-01-25 Thread jeff broome
On Wed, 26 Jan 2005 03:56:14 +, Serapth Blah <[EMAIL PROTECTED]> wrote: > Hello all, > What negatives do you see? > > Thanks, > Mike I hope you are independantly wealthy and have a full 40 hours a week to spend on such a project, because that's about what it will take to put something like

[hlcoders] Re: Controlling NPCs

2005-01-25 Thread Trauts
Basically, there are two versions of each class/entity. For example: CBasePlayer, and C_BasePlayer. They are DIFFERENT but similar. If you add something in CBasePlayer, you might have to add it in a different class, or do something like #if !defined( CLIENT_DLL ) If the function only doesn't exi

Re: [hlcoders] Re: Controlling NPCs

2005-01-25 Thread Childe Roland
Ok, but who asked about that? I think you replied to the wrong thread. On Tue, 25 Jan 2005 21:08:46 -0800, Trauts <[EMAIL PROTECTED]> wrote: > Basically, there are two versions of each class/entity. > > For example: CBasePlayer, and C_BasePlayer. They are DIFFERENT but similar. > If you add some

Re: [hlcoders] MS VS C++ 6.0 source compile info

2005-01-25 Thread Childe Roland
Draco, how did you end up fixing this error? On Sat, 4 Dec 2004 14:21:19 +1000, Draco <[EMAIL PROTECTED]> wrote: ... > c_sdk_env_sparkler.cpp > C:\PD\src\cl_dll\sdk\c_sdk_env_sparkler.cpp(195) : fatal error C1010: > unexpected end of file while looking for precompiled header directive > Error exe