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
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
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
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
firstRun = false;
CreateInterfaceFn demoPlayerCreateInterface =
Sys_GetFactory((CSysModule *)hModule);
if(0 != demoPlayerCreateInterface)
{
int returnCode = 0;
g_DemoPlayer = (IDemoPlayer001
*)demoPlayerCreateInterface("demoplayer001", &returnCode)
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
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
Hello,
is there a function to retrieve the current demo time (when viewdemo is
used for example)?
With kind regards
Dominik
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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
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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,
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
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]
>
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
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
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:
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
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
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
- 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
you took reading this (even if you can't help :)
With kind regards
Dominik Tugend
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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
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
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
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
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
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
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
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
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
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
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.
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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
;
> 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
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
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
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
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