Don't know if it's meant to be that way, but the "!!" convention ensures
that the value is ALWAYS either a one or a zero.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin@;list.valvesoftware.com] On Behalf Of Cortex
Sent: Thursday, October 17, 2002 10:24 AM
To: [EMAIL PRO
ARGH! Rats... I follow instructions and what do I get??? Public
humiliation!
Never mind...
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of David Flor
Sent: Monday, October 14, 2002 5:09 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] help
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of
[EMAIL PROTECTED]
Sent: Monday, October 14, 2002 3:01 PM
To: [EMAIL PROTECTED]
Subject: hlcoders digest, Vol 1 #719 - 1 msg
Send hlcoders mailing list submissions to
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You changed the server IP addresses without waiting for DNS propagation?
That's pretty daring...
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of sol.greyfox
Sent: Sunday, October 06, 2002 5:32 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Re: WON is r
ndex(),
g_engfuncs.pfnGetInfoKeyBuffer( edict() ), "model", szModel );
...but what does that have to do with "developer 0"?
For the record, I set a breakpoint inside the client-side rendering code
and, sure enough, "model/player.mdl" is the entity being rendered. Is
this
Something weird...
"The Opera" has a third person mode that I emulate, so to speak. I am
planning of releasing a patch in the coming days, but I noticed
something rather odd.
When I ran in third person, I noticed that the player model always
appears as the "player.mdl" reference model, irrespect
When you run DIAGONALLY, do you exceed 250 as well?
I've seen this before because the "max speed" is only across the AXIS.
That is, if yoy have a max speed of 250, that means 250 across the "x"
AND 250 across the "Y", which linearly is over 350 units.
You can cap the movement velocity by using s
What he means is increasing the storage size so that it can be passed
allong client to server without any difficulty.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Mazor
Sent: Monday, May 13, 2002 3:54 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] m
Windows takes up the other Gb? :)
- Original Message -
From: "Tom" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, May 12, 2002 11:51 PM
Subject: Re: [hlcoders] Re: triApi speed problems
> is it supost to use 3GB or are you just a sloppy programmer :)
>
>
Tnx & Rgds...
David Flor
Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Roachfood -
the-coming.com
Sent: Sunday, May 12, 2002 11:25 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] R
Plus, you can be reasonably sure that this list is read by the game
coders directly. Sometimes, you're never quite sure who's reading
support sites and troubleshooting pages.
--
Tnx & Rgds...
David "Nighthawk" Flor ( [EMAIL PROTECTED] )
Lead Programmer, The Persistence Engine
Huh? You want to "delete" animations?!?
I believe most of the references to "pev->sequence" are done through a
LookupSequence or LookupActivity function call, which means it looks for
the "ACT_..." verb and not the index of the animation itself. Therefore,
by modifying the ".qc" file and recompil
Depending on what you call "semi-transparent"...
"Semi-transparent" TGA images don't seem to work as such in software
mode. For isntance, if you create an alpha chanel in Photoshop that's a
gradient, so that the image fades out gracefully to the background, it
will work in GL but not in software
e "DRCAPI_..." values used? There's a reference to
"CallDirectorProc", but can't find it...
-----Original Message-
From: David Flor [mailto:[EMAIL PROTECTED]]
Sent: Thursday, May 02, 2002 12:17 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] HLTV 1109 quick fix
In looking at this, I'm guessing that "DRC_EVENT" somehow maps to
"DRC_CMD_EVENT". Is there some way, through this or through some other
means, to send custom messages to all spectators? I'd like to be able to
do more than simply state two players and try to figure things out.
Also, I see that yo
used26)(void);
void(*unused27)(void);
} exefuncs_t;
I had thought that the dedicated server code from the existing SDK would
work with *109, but I overlooked this. I think this should be the only
change you need. Let us know if it works.
> -Original Message-
> From: Da
oming
days, the custom built Dedicated Server "opera_dedicated.exe" crashes.
Is it the case that changes to DLL handling make the HLDS source no
longer work? If so, when can we expect source that does work?
Tnx & Rgds...
David Flor
___
T
"Exactly, but seeing as how we're programmers..."
That's the problem: not everyone on this list is a "nice" programmer.
Don't you think that the cheat developers weren't the first ones to
register to this list?
___
To unsubscribe, edit your list prefer
didn't see all of the latest Microsoft cracks on CNN, do you think
that company would be so active in trying to fix them?
-z80x86
- Original Message -
From: "David Flor" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, April 27, 2002 3:12 PM
Subject:
And now that the cheat code references have been posted on this thread
for all the world to see, I'm sure we can thank you for the wonderful
gaming experiences we will now have...
Christ, people; if you've found an exploit, don't post it or links to
cheat sources on a PUBLIC LIST!!!
"Common sens
"Also Counter-Strike is the only MOD with anti-cheat protection built
into it."
Depends what your definition of "protection"... "The Opera" prefers the
term of "humiliation".
Tnx & Rgds...
David "Nighthawk" Flor ( [EMAIL PROTECTED] )
Lead Programmer, The Persistence Engine - http://www.persisten
For the life of me I can't find the document that describes how to
create the 2D overview images for HLTV. Somebody out there have it
handy?
Thanks!
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.va
I was able to compile it "no problem" under Redhat 6.x, but now that
that installation tanked and I'm forced on to Redhat 7.2, I have compile
issues. Wish I knew the intricacies of Linux; took me an hour to get
things like FTP or the HL Dedicated Server running...
gcc -Dstricmp=strcasecmp -D_str
I've known of people that felt particularly daring and attempted to use
WINE, but that adds a level of dependency that might not be available on
every Linux server you install on. For my game servers, I don't even
bother installing WINE.
For my own mod, which uses INI files for configuration opti
Um... No. You're assigning the POINTERS there, not the objects
themselves; the result would be both pointers pointing to the same
object in memory and the second object not being referenced by anything
(memory leak, actually).
What you meant is...
*O2 = *O1;
This is relatively safe to use, but
Don't see why you would need a function like that; I believe if you pass
an origin outside the view cone to "WorldToScreen", the X/Y/Z
coordinates it returns are outside the drawing area anyway (the "Z"
value would define the depth, negative values I believe are behind the
player).
-Original
You know, it never dawned on me that that could be the cause of some of
the hit detection issues in my mod.
OK, so refresh my memory: how do I define the transformations on the
SERVER?
Tnx & Rgds...
David "Nighthawk" Flor ( [EMAIL PROTECTED] )
Lead Programmer, The Persistence Engine - http://ww
percents this should
slow the updates to the client enuff so that the over flow is gotten
around.
As I was planing to use percentages on the
client for display reasons anyways this should sort both things out at
once.
- Original Message -
equire; inherently,
that means the data would only be sent 1/16th of the time (my math might be
wrong; it's early, OK?).
Am I
making sense here?
Tnx & Rgds... David Flor ( [EMAIL PROTECTED] ) Planning Group International 305-253-0100
-Original Message-From:
[EMAIL PROT
No, it's not readily possible because the model isn't physically there;
i's added in during the render process and not part of the "world". The
weapon's hit boxes are not processed by the engine.
Tnx & Rgds...
David "Nighthawk" Flor ( [EMAIL PROTECTED] )
Lead Programmer, "The Opera" - http://oper
Well, you know, there's not a whole lot to writing your own GUI
interface and create your very own map editor... ;)
Tnx & Rgds...
David "Nighthawk" Flor ( [EMAIL PROTECTED] )
Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/
"When Alexander saw the breadth of his domain he wept for t
A while back people at Valve hinted at doing just that: releasing the
VGUI library source code. Would be nice...
Tnx & Rgds...
David "Nighthawk" Flor ( [EMAIL PROTECTED] )
Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/
"When Alexander saw the breadth of his domain he wept for ther
In that example, it's actually more correct to do it the ANSI way, but I
guess that's up to interpretation.
What error did it give you? Was "i" already defined in the function?
I've never had the problem of syntax errors when compiling my Linux
version. I'm not sure what compiler version I'm us
ant to temporarily comment out #3, you remove the last "/" from
#2 so that it looks like:
2: /**
...and it's commented out; you don't have to touch #4. Sure beats having
to add/remove whole lines of remark tags.
Tnx & Rgds...
David Flor ( [EMAIL PROTECTED] )
Planning Group
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