Re: [hlcoders] GoldSource client dll unloaded when debugging

2014-12-18 Thread Dominik Tugend
nheer wrote: > Apparently the client.dll is loaded and unloaded once before being loaded for > use. No idea why, but it explains a lot. > > > > > > > > > Van: Dominik Tugend > Verzonden: ‎donderdag‎ ‎18‎ ‎december‎ ‎2014 ‎13‎:‎18 > Aan: hlcoders@list.valv

Re: [hlcoders] GoldSource client dll unloaded when debugging

2014-12-18 Thread Dominik Tugend
Maybe someone else can see the root of the problem from that StackTrace, I can't. In general I'd recommend you the Debugging Tools for Windows (i.e. WinDbg): http://msdn.microsoft.com/en-us/library/windows/hardware/ff551063.aspx Check the "As a standalone tool set" entry there. Also please post m

Re: [hlcoders] Half-Life 1 crashing on resolution change

2014-10-12 Thread Dominik Tugend
I am not sure, but I think the preferred way nowadays for Half-Life 1 is to report through GitHub: https://github.com/ValveSoftware/halflife/issues Please be sure to read https://github.com/ValveSoftware/halflife#reporting-issues first. On 10/11/14 22:11, James Marchant wrote: > Hello. Half-Life

Re: [hlcoders] Half-Life SDK updated

2013-08-31 Thread Dominik Tugend
Thanks for the update! Glad to see DRC_CMD_CAMPATH and DRC_CMD_WAYPOINTS in CHudSpectator::DirectorMessage in cl_dll/hud_spectator.cpp . Thus I hope more mods will support CAMPATHs soon :) On 31.08.2013 00:10, Alfred Reynolds wrote: We have released an update to the Half-Life 1 SDK, you can

Re: [hlcoders] Retrieve Demo Time

2013-05-13 Thread Dominik Tugend
firstRun = false; CreateInterfaceFn demoPlayerCreateInterface = Sys_GetFactory((CSysModule *)hModule); if(0 != demoPlayerCreateInterface) { int returnCode = 0; g_DemoPlayer = (IDemoPlayer001 *)demoPlayerCreateInterface("demoplayer001", &returnCode)

Re: [hlcoders] Retrieve Demo Time

2013-05-11 Thread Dominik Tugend
I should mention I mean the Half-Life 1 engine, not the Source engine, in Source gpGLobals->curtime would work for demos. On 08.05.2013 13:57, Dominik Tugend wrote: I think that retrieving the viewdemo demo time is not possible with the interfaces of the Half-Life SDK. As far as I underst

Re: [hlcoders] Retrieve Demo Time

2013-05-08 Thread Dominik Tugend
ct the actual demo time, at least for viewdemo. I think the demoplayer001 interface exposed through demoplayer(.dll)!CreateInterface might have an answer, however its not in the SDK? On 05.05.2013 21:49, Dominik Tugend wrote: Hello, is there a function to retrieve the current demo time (when vi

[hlcoders] Retrieve Demo Time

2013-05-05 Thread Dominik Tugend
Hello, is there a function to retrieve the current demo time (when viewdemo is used for example)? With kind regards Dominik ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-

[hlcoders] Havoc Physic Engie ("No-Charge" version)

2008-06-02 Thread Dominik Tugend
http://tryhavok.intel.com/ Wonder if we'll see it in HL1 mods, heh. Don't know if NVIDIA's PhysX will do similar steps. Source of information: (German) http://www.heise.de/newsticker/Havok-gibt-Physik-Engine-frei--/meldung/108828 ___ To unsubscrib

Re: [hlcoders] Spam

2008-04-12 Thread Dominik Tugend
Message - From: "Tony "omega" Sergi" <[EMAIL PROTECTED]> To: "Discussion of Half-Life Programming" Sent: Sunday, April 13, 2008 1:07 AM Subject: Re: [hlcoders] Spam > and what is this spam that you are referring to? > -Tony > > On Sat, Apr 12,

[hlcoders] Spam

2008-04-12 Thread Dominik Tugend
http://www.list.org/mailman-admin/node10.html I think anonymous_list should be realy considered (sadly it can't be set by the list user himself as far as I know), even if it has some downsides. I am not sure, but spambots might havrest this list and use complete mailheaders to imposter people f

Re: [hlcoders] VGUI Hud (HL 1 SDK)

2008-04-07 Thread Dominik Tugend
n't figure > out how to scale/re-size the image loaded. Other than that, it's working > just fine. :) > > Things like.. > > m_pFightTimer->setSize( 50, 50 ); > > Don't seem to do anything. > > -Original Message- > From: [EMAIL PROTECTED] >

Re: [hlcoders] VGUI Hud (HL 1 SDK)

2008-04-06 Thread Dominik Tugend
d I go about placing it on the screen? > Thanks again. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Dominik > Tugend > Sent: Sunday, April 06, 2008 6:22 AM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoder

Re: [hlcoders] VGUI Hud (HL 1 SDK)

2008-04-06 Thread Dominik Tugend
I am very sorry for not rading your text properly enough, you ment without VGUI : ( May be you can find s.th. usefull here: http://articles.thewavelength.net/section/7/ http://articles.thewavelength.net/326/ http://articles.thewavelength.net/537/ - Original Message - From: "Drak" <[EMA

Re: [hlcoders] VGUI Hud (HL 1 SDK)

2008-04-06 Thread Dominik Tugend
you could try to place the drawing of your OpenGL gui in the HUD_Redraw client dll export (hlsdk\multiplayer\cl_dll\cdll_int.cpp) or s.th. like that). - Original Message - From: "Dominik Tugend" <[EMAIL PROTECTED]> To: "Discussion of Half-Life Programming" Sent:

Re: [hlcoders] VGUI Hud (HL 1 SDK)

2008-04-06 Thread Dominik Tugend
Dear Drak, Yes, you can use VGUI1 in HL1 third party mods. Several of Valve's native mods use a VGUI2 GoldSrc version (a earlier stage / branch of that one used in the Source engine), you could use that theoretically too, however the interfaces are not public. In some of those mods (i.e. Count

[hlcoders] (HL1) DemoPlayer Plugin bugs

2008-02-23 Thread Dominik Tugend
This is a multi-part message in MIME format. -- The following text applies to the H-L 1 engine! If s.o. by accident can forward this mail to Martin O. (since I guess he coded the DemoPlayer plugin), that would be great. There are several bugs with the demoplayer and I understand what "Back Catalo

Re: [hlcoders] Half-life 1 Engine source

2007-12-18 Thread Dominik Tugend
Well I doubt they are gonna do a release of the current version that runs on steam, since this might give some interesting things away about the interfacing with the Steam service, although several parts of that are obviously known to some people anyways already. I'd guess we'd all be suprised abo

Re: [hlcoders] SDK Update heads up?

2007-09-14 Thread Dominik Tugend
- Original Message - From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]> To: Sent: Friday, September 14, 2007 4:34 PM Subject: Re: [hlcoders] SDK Update heads up? [] The point is your game doesn't have to always compete graphically with the best commercial product that's already o

[hlcoders] HL1 timing problems related to cl_clockreset (get obvious when using viewdemo+startmovie)

2007-08-20 Thread Dominik Tugend
you took reading this (even if you can't help :) With kind regards Dominik Tugend ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] GoldSrc VGUI2 headers / libs (Screen overlays)

2007-07-02 Thread Dominik Tugend
K :] With kind regards Dominik Tugend - Original Message - From: "Tony "omega" Sergi" <[EMAIL PROTECTED]> To: Sent: Monday, July 02, 2007 9:18 AM Subject: Re: [hlcoders] GoldSrc VGUI2 headers / libs (Screen overlays) -- [ Picked text/plain from multipart/altern

[hlcoders] GoldSrc VGUI2 headers / libs (Screen overlays)

2007-07-01 Thread Dominik Tugend
libs/headers (although those are similar to the ones GoldSrc VGUI2 has). That would save much time, having such headers/libs, when trying to create screen overlays (VGUI1 seems to be optional and limited to a special surface panel / viewport). Thanks for reading. With kind regards Dominik Tugend

Re: [hlcoders] FW: [hlds_apps] New engine API for CVAR queries

2005-08-12 Thread Dominik Tugend
Hello, thank you very much for this update, because this allows some interesting and usefull extensions to plugins for league servers to ensure that cvar values are in range of the values that are allowed (instead of forcing values what could be circumvented). But I wonder if cvars like "rcon_pas

Re: [hlcoders] useful anti-cheat tool alternatives?

2005-01-02 Thread Dominik Tugend
I think this is the right list! Since engine-knowledge etc. is a must 4 AntiCheat tools (it would be strange to only catch signatures of known cheats when you have an modable engine)! But I think VALVe won't do much, because it is pretty obvious that they can't support or don't have the will to sup

[hlcoders] Fw: regarding Smoke FPS in CS 1.6 / s.o. who is into the particle engine?

2004-12-30 Thread Dominik Tugend
Because this message is rather long I will try an cunclusion here: Basical(l)y I am asking if there will be an fix for the CS 1.6 smoke FPS drops that occur on older ATI cards (uses the HL1 particle enginge). - Original Message - From: "Dominik Tugend" <[EMAIL PROTECTED]> T

[hlcoders] Are you Steam guys at VALVE sure?

2004-11-19 Thread Dominik Tugend
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] HKEY_CLASSES_ROOT\steam open this Link to run Counter-Strike 1.6 (if installed). I mean these functionalties can be great to support your users with links in the steam news and so on (like you did t

Re: [hlcoders] @hullu

2004-09-26 Thread Dominik Tugend
I've tried forward your message to him (If you mean the one that also worked on Cheating-Death @UnitedAdmins). - Original Message - From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Sunday, September 26, 2004 2:01 PM Subject: [hlcoders] @hullu Please can some

[hlcoders] DemoPlayer.dll

2004-09-07 Thread Dominik Tugend
Hm, I thought over making a new DemoPlayer/Playback (4 common mods) experience with some whistles and bells and so on. I thought I had the following chances: a) Make an editor 4 the .dem format (would be very static) b) Replace the built in demoplayer c) hook the client.dll (would run risk someone

Re: [hlcoders] Re: CS1.6 running slow

2004-09-03 Thread Dominik Tugend
I have an Similar Problem with CS 1.6 (most problems on aztec - Barnye promised an update ony, but he is very busy :/). I have an AMD XP 1700+, GeForce4 TI4200, 512 MB Ram, Windows ME. (Yes VSYNC and such crap is off) But I think the smoke FPS drops on some older ATI Cards (I.e. ATI Radeon mobility

Fw: [hlcoders] Half-Life:Source?

2004-08-31 Thread Dominik Tugend
I think that is complelty wrong, look at the pic that I took (was already linked in the first post): http://img31.exs.cx/img31/6120/highqual.jpg I can 100% asure you that I haven taken this in OpenGL Hardware Accelerated Mode! You can easily see, that there are different versions of the rusty metal

[hlcoders] Half-Life Source - Realy bad typing error - sry!

2004-08-28 Thread Dominik Tugend
I wrote: "(the PHL is just crap):" I ment: "(the PHL one [HL1 ScreenShot] has a crappy quality) I am very sorry if someone felt offended by my original typing. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http:/

[hlcoders] Half-Life:Source?

2004-08-28 Thread Dominik Tugend
Planet Half-Life keeps saying this would be an offical shot? http://www.planethalflife.com/screenshot.asp?src=/images/screensnew/valve_20040827_2.jpg For comparision, a HighQuality HL1 shot (the PHL is just crap): http://img31.exs.cx/img31/6120/highqual.jpg So I have 2 Questions: A) What happend t

Re: [hlcoders] ServerSide HitBox Drawing (won't work the way it should)

2004-03-15 Thread Dominik Tugend
; > tmp[1] = (j & 2) ? pbbox[i].bbmin[1] : > pbbox[i].bbmax[1]; > tmp[2] = (j & 4) ? pbbox[i].bbmin[2] : > pbbox[i].bbmax[2]; > > VectorTransform( tmp, > (*g_pBoneTransform)[pbbox[i].bone], p[j] ); > } > > //Only draw every other hitbox > if( i % 2 == 0 ) > D

Re: [hlcoders] ServerSide HitBox Drawing (won't work the way it should)

2004-03-12 Thread Dominik Tugend
I thank you both a lot (Marco Leise and Matt Boone) for your answers! These helped me and gave me many new ideas. Also may be I have found s.th. now, so that I can access the data that is needed (because I am programming an MetaMod ServerPlugin and not programming on the ClientSide (of course ther

Re: [hlcoders] ServerSide HitBox Drawing (won't work the way it should)

2004-03-12 Thread Dominik Tugend
ingle client, and only draw every second one. That > gives you a good general shape of the player and an indication if your > server hitboxes actually are where you think they are. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf

[hlcoders] ServerSide HitBox Drawing (won't work the way it should)

2004-03-12 Thread Dominik Tugend
Hello! (At first sry 4 my bad English) I am trying to code a serverside Metamod fun plugin, it has already many standard stuff (can manipulate entities at runtime, show info about what you are aiming at (iHitGroup and so on), makeing players glow, spawn and prechache entities at runtime (a little