ere also seems to be
a latency filter. When I had tested this before, the only servers with
players were in Europe, and so.. yeah you get the picture. :)
So, it seems nothing is wrong after all. Sorry for the false alarm!
Thanks again,
James
Adrian Finol wrote:
> Hey James,
>
> Could
Hey James,
Could you send me a link to your mod? I would like to take a look at why the
quick list is behaving this way.
As for the search criteria, the list looks for "Not Empty", "Not Full", "VAC
Enabled" and "No Password.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.
-Life Programming
Subject: Re: [hlcoders] TF2 style player collisions
That would be very helpful. It's a common piece of code a lot of mods
want to implement.
Dan
On Fri, Aug 15, 2008 at 9:49 PM, Adrian Finol <[EMAIL PROTECTED]>
wrote:
> TF2 players are only solid to enemies. The way
TF2 players are only solid to enemies. The way we do all the soft
collision behavior on the client is by modifying their user commands.
Basically we figure out if you're near a non-solid team mate and modify
your forwardmove and sidemoves accordingly. Doing it this way is why it
feels smooth and p
Look for CreateCrossbowBolt inside c_stickybolt.cpp on the client
project, that's where the client side bolt is created.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gus
Sent: Thursday, December 28, 2006 8:42 AM
To: hlcoders@list.valvesoftware.com
Subje
he spawnpoints to use info_player_counterterrorist too but I
doubt that affected it.
On 5/24/06, Garry Newman <[EMAIL PROTECTED]> wrote:
> Yeah kinda. I'm based off HL2, and mounting CS:S using the
> filesystem->mount and addsearchpath (to tail) commands.
>
> I'
I just tried to reproduce this by following these steps and I couldn't
get it to happen.
This is what I did so let me know if I missed something:
I changed HL2DM's GameInfo.txt to also mount the cstrike folder so I
could load cs_office and all its resources. I loaded HL2DM on msdev and
built that
You can always return false in C_BaseCombatWeapon::ShouldDraw if is not
being carried by the local player.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Teddy
Sent: Saturday, November 26, 2005 6:28 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlc
There are a few examples of client-side only entities in the SDK.
Check c_gib.cpp for C_Gib or c_baseanimating for C_ClientRagdoll.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Marcus Matèrn
Sent: Tuesday, September 20, 2005 9:14 AM
To: hlcoders@list.v
Pose Parameters can be used to blend between frames or animations.
Most of the NPCs in Half-Life 2 use pose parameters to blend between 8
different run or walk animations (One for each direction). And in the
case of the AR2 it just blends between two keyframes (one open and one
closed).
-Orig
Creating the beam with the FBEAM_FADEOUT flag should do what you want.
By the way, you can find all the valid beam flags in
game_shared\beam_flags.h.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick
Sent: Monday, June 20, 2005 7:33 AM
To: hlcod
Your Gamerules should have this method defined and returning the same
key you used to encrypt the files:
virtual const unsigned char *GetEncryptionKey() { return NULL; }
We only use this for the weapon script files. Also the code looks for a
script file with the extension '.ctx' and if not found
You forgot to preface your email with "ProTip:"
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Lance Vorgin
Sent: Friday, March 04, 2005 10:59 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HL2MP Speed hack
Dude put all anticheat related
Yes, the ragdoll is released as soon as the effect is done.
Check C_EntityDissolve::ClientThink( void ) in c_entitydissolve.cpp.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
Gonzalez
Sent: Wednesday, March 02, 2005 7:05 AM
To: hlcoders@list.
What does GetClassname() return?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Tuesday, February 22, 2005 4:43 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Assert error
This is a multi-part message in MIME format.
--
[ Pick
CHudZoom in cl_dll\hl2_hud\hud_zoom.cpp is what you're looking for.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Nelson
Sent: Saturday, January 22, 2005 3:01 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Valve's Zoom Function
Ok when
Random number? Where is that number coming from? We need more info to
help you fix this problem.
What happens if you do this:
int pitch = GetOuter()->LookupPoseParameter( "aim_pitch" );
if ( pitch < 0 )
return;
SetOuterPoseParameter( pitch, -90 );
Does your player mo
Actually, it looks like he's not loading the HL2DM models but the HL2
ones. In HL2DM Humans and Combine share the same animations.
Make sure you are loading from the right *_animations.mdl animation
files. Both set of models should have the same animation and activity
names.
Other than that Major
Something like that...
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yahn Bernier
Sent: Thursday, January 06, 2005 9:00 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Blame Yahn for this one?
I think Adrian was trying to get the HL2 tele
Did you check GAME_SHARED\physics_main_shared.cpp ?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael
Hobson
Sent: Friday, December 17, 2004 10:29 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Is Per-Entity Gravity Possible ?
Yahn:
Thank you for
The most expensive thing NPCs do network wise is animation. They don't
do client side animations, so their animation cycle is always being
transmitted to each client. Another thing is, animation layers are also
networked and they are a bit expensive.
We mostly use layers during choreo scenes (seve
We are planning on releasing the HL2DM source code but don't have a date
for it right now.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kyle Keating
Sent: Wednesday, December 15, 2004 8:35 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] should I wait f
Did you add the ammo type? Search for CAmmoDef *GetAmmoDef() and you'll see how
HL2 adds ammo types.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Xas
Sent: Tuesday, December 14, 2004 12:17 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] M_iPrimaryAmmo
Is your gamerules initializing relationships correctly?
Check CHalfLife2::InitDefaultAIRelationships in hl2_gamerules.cpp to see
how HL2 does it.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gerald
Sent: Saturday, December 04, 2004 4:21 PM
To: [EMAIL P
Hah!
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian
"Satertek" Irelan
Sent: Thursday, October 21, 2004 3:30 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] HL2 Dev CPU Requirements
You have to have a widescreen LCD monitor like all the guys at Val
But did you know the name of the variable? I think not!
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
"botman" Broome
Sent: Saturday, September 25, 2004 4:29 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Shield
Adrian Finol wrote:
Having a shield is a state. When you pickup a "weapon_shield" it removes
that entity and then sets the picker's m_bOwnsShield (part of CSPlayer)
to true.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Freecode
Sent: Saturday, September 25, 2004 2:02 PM
To
Agreed!
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Pavol Marko
Sent: Wednesday, September 01, 2004 10:52 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] RE: Incoming Msg
omg anyone ban this one please :)
It's annoying...
- Original Message
Shhh, Alfred's sleeping.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
"botman" Broome
Sent: Friday, June 04, 2004 3:52 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Quiet
Hello?... Hello? Is anyone there?... (tumbleweed rolls by)...
It sh
Now that's funny.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of tei
Sent: Wednesday, May 19, 2004 8:15 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] :-)
the virus come from here:
(map)
http://telejano.berlios.de/option/tomasz1.gif
(city itself)
h
Try this:
//returns true if the player is in the same PVS
bool CheckPVS(int iPlayerIndex)
{
cl_entity_t *pLocalPlayer = gEngfuncs.GetLocalPlayer();
cl_entity_t *pPlayer;
pPlayer = gEngfuncs.GetEntityByIndex( iPlayerIndex );
if( pPlayer == NULL || pLocalPlayer == N
tl;dr
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of StealthMode
Sent: Thursday, May 13, 2004 10:51 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] ^_^ mew-mew (-:
It would be real easy for Valves IT people to block this lamers ip on
the incoming mail
weah!
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Saturday, March 13, 2004 2:52 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] pwd?
This is a multi-part message in MIME format.
--
is that your website?
--
[ details.zip of type a
coders] Wee! ;)))
Adrian Finol wrote:
> We have replaced Alfred with a monkey, it might take a while to get used
> to it, so don't freak out!
Does the monkey fling his poo like Alfred does? :)
--
Jeffrey "botman" Broome
___
To unsubsc
We have replaced Alfred with a monkey, it might take a while to get used
to it, so don't freak out!
Thanks!
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Friday, March 05, 2004 1:38 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] We
n A. Stumm [mailto:[EMAIL PROTECTED]
Sent: Saturday, August 23, 2003 3:27 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] PM_PreventMegaBunnyJumping()
On Sat, 23 Aug 2003, Adrian Finol wrote:
> The 1.7 and 0.65 are just two numbers we chose after testing and tweaking
> t
The 1.7 and 0.65 are just two numbers we chose after testing and tweaking
the code around.
If you read the code, BUNNYJUMP_MAX_SPEED_FACTOR is used as a cap on how
fast you can go. We still let you bunny hop, but instead of going uncapped
like before (reaching speeds of mach 3!) we now slow you
Just ran out of coffee, Anyone seen Alfred lately?
-Original Message-
From: Erik Johnson [mailto:[EMAIL PROTECTED]
Sent: Friday, July 18, 2003 2:37 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] (no subject)
For now, we're going to keep Alfred around at Valve.
-Original Message
If what you want is set default keys when a config file is not found, the
values are in the kb_def.lst file under /gfx.
-Original Message-
From: Kyle [mailto:[EMAIL PROTECTED]
Sent: Saturday, April 12, 2003 12:37 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] default.cfg
Yes, when con
If they are always looking to the right maybe you still have controllers in
your model? I've seen that behavior before and it was caused by that.
About the animations that don't play properly, what happens? There is
hardcoded numbers for animations that are full body (no gait sequence). You
migh
You shouldn't need to do anything code wise. Does your model has a
controller called mouth? That should be all you need to get voice comm to do
what you want.
-Original Message-
From: Mazor [mailto:[EMAIL PROTECTED]
Sent: Wednesday, February 26, 2003 2:19 PM
To: [EMAIL PROTECTED]
Subject:
You can turn this off by setting the ati_npatch cvar to 0.
Just enter "ati_npatch 0" in the console.
-Adrian
-Original Message-
From: Vyacheslav Djura [mailto:[EMAIL PROTECTED]]
Sent: Monday, January 13, 2003 9:34 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] ATI RADEON [7200] card pro
There will be after we release the next patch. You can assign rendermodes
to textures, like additive. You can also mask out colors in a texture.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]
Sent: Monday, December 23, 2002 10:57 AM
To: [EMAIL PROTECTED]
Subject: [h
gEngfuncs.pEfxAPI->R_DecalRemoveAll ( int i );
The name is missleading, since it doesn't remove all decals but one. So you
want to do something like this:
for ( int i = 0; i < (int)CVAR_GET_FLOAT( "r_decals" ); i++ )
gEngfuncs.pEfxAPI->R_DecalRemoveAll ( i );
If you don't have the l
(when your have compiled in Debug mode), such as:
ASSERT FAILED:
> -Original Message-
> From: Adrian Finol [mailto:[EMAIL PROTECTED]]
> Sent: Thursday, June 06, 2002 6:27 PM
> To: '[EMAIL PROTECTED]'
> Subject: RE: [hlcoders] Confusing bit of code in
That code sets the COND_ENEMY_OCCLUDE flag if the enemy is NOT visible.
Hence the !FVisible. If it's visible, then it removes the flag.
Assert is a debug function, it will break (stop) the debugger if the
condition passed is not met.
-Original Message-
From: geoff c [mailto:[EMAIL PROT
It's not safe to try to draw anything to the HUD outside the HUD Draw code.
If you try to call it from someplace else, the screen might not be set in
the proper way to render them. DrawPlayer is further down the pipeline and
is not set to draw in ortho projection mode. Hence it will rendered i
Whats the debugger saying when you crash?, put a breakpoint there and see
what doesn't look right in the watch window.
-Original Message-
From: Nate Lovallo
To: [EMAIL PROTECTED]
Sent: 5/3/2002 7:18 PM
Subject: [hlcoders] Crashing Me...why?
This is a multi-part message in MIME format.
-
The prediciton code will call it every frame. Thats why your PrimaryAttack
function kerps getting called. You should check if runfuncs is true wich
gets set only for one frame when the update comes. That way you can be sure
that it will only be done once.
Thats why events only get fired once, s
You can also check if the currententity is the viewmodel on the model
rendering code and just return when it goes to draw it.
-Original Message-
From: Sebastian Steinlechner
To: [EMAIL PROTECTED]
Sent: 4/30/2002 4:03 AM
Subject: Re: [hlcoders] Scope Sprites
Actually, there IS a drawback
I tried changing the skin from HUD_DrawNormalTriangles and the engine got
the skin info correctly when it was going to render the model. So it should
work fine if called from the client.dll. It seems the skin value is not
getting propagated for the View model from the server to the client.
This
You can always check the sequence number on the client, in the model
rendering code for that player. If it's set to your animation you can just
tag that player as swinging the sword and do your magic trail thingy =).
-Original Message-
From: Georges Giroux [mailto:[EMAIL PROTECTED]]
Sent
This was done for the HLDM weapons, you can always remove that bit of code
for your own mod use.
-Original Message-
From: Commando [mailto:[EMAIL PROTECTED]]
Sent: Monday, March 25, 2002 12:29 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Problems with 2.2 SDK Weapon Bodies
I just found
Most of the tech will indeed be avaliable for people to use since most
changes where done in the engine. Stuff like the use of masked textures on
models and stuff like that.
I've been working on moving the whole particle system into a separate .dll
so that can be distributed and mod authors ca
Woah, I sent this a day ago.
-Original Message-
From: Adrian Finol [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, March 20, 2002 12:39 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] iuser4 variable ??
The value on the server will stay correct cause it's not sent ove
The value on the server will stay correct cause it's not sent over the
wire. You need to add your var to the delta.lst file so you can send it
correctly to the client.
Check your delta.lst file, you'll see that the other 3 iusers are already
there.
-Original Message-
From: Cortex [mail
It only seems to happen on software, I'll take a look at it.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]
Sent: Monday, March 04, 2002 5:19 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Egon gun - Yellow beam or Blue beam?
--
[ Picked text/plain from multipa
Egon is the Ghostbusters-Like gun, It shoots Blue beams. The Gauss is the
one that can penetrate walls ( the one that charges up ), it shoots a Yellow
beam when not charged and a White beam when it has been charged.
-Original Message-
From: Philip Plante [mailto:[EMAIL PROTECTED]]
Sent:
Here we go, just put this on hl_weapons.cpp.
// For storing predicted sequence and gaitsequence and origin/angles data
static int g_rseq = 0, g_gaitseq = 0;
static vec3_t g_clorg, g_clang;
/*
==
Game_GetSequence
==
*/
void Game_GetSequence
Straight from the comment in the code:
Returns the keyname to which a binding string is bound. E.g., if
TAB is bound to +use then searching for +use will return "TAB"
- Adrian
-Original Message-
From: _Phantom_ [mailto:[EMAIL PROTECTED]]
Sent: Thursday, February 07, 2002 12:14 AM
To:
Actually, last time I checked the Polyfighter guys had maps 4 times as big
as the current limits.
- Adrian
-Original Message-
From: Tom [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, January 29, 2002 2:12 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Making WorldCraft's editing area bigg
ROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Adrian Finol
Sent: Wednesday, January 23, 2002 11:31 PM
To: Ken Birdwell; ''[EMAIL PROTECTED]' '
Subject: RE: [hlcoders] Models and sequences
One thing to remember is that any transformation applied to the model
client side
One thing to remember is that any transformation applied to the model
client side has to be duplicated on the server in order to mantain hit
detection in order.
We had this problem with CS, where the client was doing all the blendings (
9 to be exact ) while the server had no idea about what wa
Actually, I just noticed, you're sending the TE to pev->origin. Thats whats
crashing you. Should be only pev.
- Adrian
-Original Message-
From: Adrian Finol [mailto:[EMAIL PROTECTED]]
Sent: Saturday, January 05, 2002 12:40 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [h
M
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Items.cpp (MyTouch)
Lad you know what your talking about.. I sure in the heck don't ;)
-Ron
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Adrian Finol
Sent: Saturday, January 05, 2002 7:53 AM
To:
#define TE_BOX 31
// coord, coord, coord boxmins
// coord, coord, coord boxmaxs
// short life in 0.1 s
// 3 bytes r, g, b
Use that TempEnt on the server.
- Adrian
-Original Message-
From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]]
Sent: Satur
It doesn't matter. I want the world position, but either way it does it
all
I have to do is either add or subtract the entity's origin.
>From: Adrian Finol <[EMAIL PROTECTED]>
>Reply-To: [EMAIL PROTECTED]
>To: 'Patrick Phillips ' <[EMAIL PROTECTED]>,
>&
Do you want to get the World position for that bone, or just the relative
position for the bone?.
-Original Message-
From: Patrick Phillips
To: [EMAIL PROTECTED]
Sent: 12/20/01 3:19 AM
Subject: [hlcoders] GetBonePosition
People on the Wavelength forums seem to have a hard time replying
Actually, It would be better if you used g_engfuncs.pfnSetClientMaxspeed.
Setting it to something really low, 1 would do just fine:
g_engfuncs.pfnSetClientMaxspeed( ENT( player->pev ), 1 );
The reason I dont recomend using EnableControl, is cause some player gets
halted too ( not only moveme
Last time we have you for a sleep over!, I'm telling mom!.
-Original Message-
From: Ken Birdwell
To: '[EMAIL PROTECTED]'
Sent: 12/5/01 6:39 PM
Subject: RE: [hlcoders] [OT] question to valve, curious
"no" sounds kind of nasty, like we're refusing and keeping it to
ourselves. The answer
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