RE: [hlcoders] little bug in the SDK 2.3 ?

2002-10-17 Thread David Flor
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

RE: [hlcoders] help

2002-10-14 Thread David Flor
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

[hlcoders] help

2002-10-14 Thread David Flor
-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 [EMAIL PROTECTED] To subscri

RE: [hlcoders] Re: WON is really down?

2002-10-06 Thread David Flor
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

RE: [hlcoders] Third person player / Developer mode

2002-05-17 Thread David Flor
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

[hlcoders] Third person player / Developer mode

2002-05-17 Thread David Flor
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

RE: [hlcoders] Speed bug

2002-05-16 Thread David Flor
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

RE: [hlcoders] modifying usercmd_s

2002-05-13 Thread David Flor
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

RE: [hlcoders] Re: triApi speed problems

2002-05-13 Thread David Flor
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 :) > >

RE: [hlcoders] Re: triApi speed problems

2002-05-12 Thread David Flor
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

RE: [hlcoders] VALVe: Bug in the game filter screen

2002-05-10 Thread David Flor
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

RE: [hlcoders] deleting animation

2002-05-05 Thread David Flor
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

RE: [hlcoders] Semi-transparent TGAs in VGUI?

2002-05-05 Thread David Flor
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

RE: [hlcoders] HLTV 1109 quick fix

2002-05-01 Thread David Flor
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

RE: [hlcoders] HLTV 1109 quick fix

2002-05-01 Thread David Flor
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

RE: [hlcoders] HLDS

2002-04-30 Thread David Flor
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

[hlcoders] HLDS

2002-04-30 Thread David Flor
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

RE: [hlcoders] Anti-cheat code in mods

2002-04-28 Thread David Flor
"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

RE: [hlcoders] Anti-cheat code in mods

2002-04-28 Thread David Flor
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:

RE: [hlcoders] Anti-cheat code in mods

2002-04-27 Thread David Flor
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

RE: [hlcoders] Does the new anticheating system work?

2002-04-25 Thread David Flor
"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

[hlcoders] HLTV overviews

2002-03-14 Thread David Flor
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

[hlcoders] Linux is the bane of my existence...

2002-03-12 Thread David Flor
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

RE: [hlcoders] LOL

2002-02-25 Thread David Flor
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

RE: [hlcoders] Dum C++ pointer question

2002-02-25 Thread David Flor
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

RE: [hlcoders] TriAPI WorldToScreen() Function

2002-02-12 Thread David Flor
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

RE: [hlcoders] Models and sequences

2002-01-24 Thread David Flor
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

RE: [hlcoders] Overflow problem

2001-11-28 Thread David Flor
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 -

RE: [hlcoders] Overflow problem

2001-11-28 Thread David Flor
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

RE: [hlcoders] Hitting a weapon p model

2001-11-19 Thread David Flor
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

RE: [hlcoders] Valve: WorldCraft Bug

2001-11-16 Thread David Flor
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

RE: [hlcoders] Valve: WorldCraft Bug

2001-11-16 Thread David Flor
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

RE: [hlcoders] syntax and ansi compliance

2001-11-15 Thread David Flor
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

RE: [hlcoders] #if 0 #endif -- isn't a /* */ 'better form'?

2001-11-15 Thread David Flor
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