[hlcoders] OB ClientCommand()

2008-03-21 Thread Greg Scott
So, porting our mod over to the OB engine, we ran into a curious issue. As far as I or my partner can figure out, it seems that SDKPlayer:: and BasePlayer:: ClientCommand() are no longer being called at all in the Scratch SDK at least(haven't tested HL2MP sdk). Has anyone else run into this probl

Re: [hlcoders] Souce Control

2008-01-23 Thread Greg Scott
e: [hlcoders] Souce Control > > Okay, SVN across the board... That's good. > > As for the box, Are we talking like something on a cable modem in a few > cases? > > Is there a particular SVN client that's better than others? > > -Grash > > --- Greg Scott

Re: [hlcoders] Souce Control

2008-01-21 Thread Greg Scott
-- [ Picked text/plain from multipart/alternative ] We use a SVN as well, with our project lead hosting the SVN on a secure box. The bandwidth isn't always amazing, but it gets the job done well. On Jan 22, 2008 12:47 AM, Adam Maras (memzero) <[EMAIL PROTECTED]> wrote: > We're on SVN as well. Al

Re: [hlcoders] Player Class System

2008-01-21 Thread Greg Scott
-- [ Picked text/plain from multipart/alternative ] Well, for something simply cosmetic, simply have the user choose through a VGUI menu or whatever, then store their choice in a simple var in the player class, then on spawn, set their model based upon what the # is, example: void CSDKPlayer::Prec

[hlcoders] Custom Traces, Conents?

2008-01-07 Thread Greg Scott
-- [ Picked text/plain from multipart/alternative ] So, trying to create a custom trace which will only collide with a specific entity type. Upon my previous forray, I got as far as figuring out that if I could somehow give the entity a custom contents flag, I could then eventually create a collis

Re: [hlcoders] Scratch Vrs HL2DM SDK

2007-11-11 Thread Greg Scott
ff which player classes, > lag compensation and prediction. I would advise HL2MP to newer coders. > As for the Ep2 SDK, it isn't out yet, only the tools for making maps and > models. > > > On Nov 11, 2007 1:30 PM, Greg Scott <[EMAIL PROTECTED]> wrote: > > So, going

[hlcoders] Scratch Vrs HL2DM SDK

2007-11-11 Thread Greg Scott
So, going to port the mod I'm working on over to the Ep2 SDK, however, I'm wondering which I should go for, the Scratch, or the HL2DM SDK? Could anyone lay out what the upsides and downsides are to them? From what I've seen it *seems* like the HL2DM SDK is supported better, but I could be wrong. -

Re: [hlcoders] SDK Update heads up?

2007-09-20 Thread Greg Scott
-- [ Picked text/plain from multipart/alternative ] Guys, as was said, Please keep the arguing about exploits/who is an exploiter/what have you off the email list. We don't need our inboxes filled with a 40 email long argument. Email each other personally or take it to a forum somewhere please.

Re: [hlcoders] Large player models

2007-07-06 Thread Greg Scott
-- [ Picked text/plain from multipart/alternative ] Technicly you only need to modify the gamemovement class, you'll need to set it up so that if the player is the larger type that they use a different collision hull (do this in the getplayermins/maxs functions, then make sure all the calls go to t

Re: [hlcoders] Any reason my Custom HudElements Compile fine but dont show ingame?

2007-06-30 Thread Greg Scott
-- [ Picked text/plain from multipart/alternative ] Did you create the hud element in the script files as well or only in the code? On 6/30/07, Josh Marshall <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Hey, > > Ive implemented code that draws the players

Re: [hlcoders] Redirect server command output

2007-06-29 Thread Greg Scott
-- [ Picked text/plain from multipart/alternative ] Did you try stepping through it in debug mode to make sure it's passing all the checks correctly? On 6/29/07, Tony Paloma <[EMAIL PROTECTED]> wrote: > > This is a multipart message in MIME format. > -- > [ Picked text/plain from multipart/alterna

Re: [hlcoders] Source Engine Hitbox Interpolation

2007-06-17 Thread Greg Scott
tp://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking > > /ProZak > > > On 17/06/07, Greg Scott <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Hey guys, I'm sure everyone's heard the tons of complaints abo

[hlcoders] Source Engine Hitbox Interpolation

2007-06-16 Thread Greg Scott
-- [ Picked text/plain from multipart/alternative ] Hey guys, I'm sure everyone's heard the tons of complaints about hit registry in CS:S and every other Source mod. Well, as part of a team putting together a source mod, where some of our players will be moving up to 300+ units/sec, I figured I'd

Re: [hlcoders] speed/jump

2007-05-28 Thread Greg Scott
-- [ Picked text/plain from multipart/alternative ] The speed is limited by a couple things, the sv_maxspeed variable for one, and the code defined player's speed. GameMovement.cpp/.h and your mod's sdk_gamemovement.cpp/.h (replace sdk_ with your mod's name if you changed it.) contain the movement

Re: [hlcoders] Flaregun.cpp > Projectile Spread.

2007-05-27 Thread Greg Scott
The FlareGun fires a physics prop; specifically > "models/weapons/flare.mdl". > > So... I don't see how GetBulletSpread is meant to help me? :\ > > > Greg Scott wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > The hitsc

Re: [hlcoders] coin collecing system

2007-05-26 Thread Greg Scott
-- [ Picked text/plain from multipart/alternative ] The Entities wouldn't be too hard, and a smaller poly-count would certainly help, as well as a division system. Basicly, make either the coin entity choose the model/number of coins given, or make a different ent for each level of coin division,

Re: [hlcoders] Flaregun.cpp > Projectile Spread.

2007-05-26 Thread Greg Scott
-- [ Picked text/plain from multipart/alternative ] The hitscan weapons use this function: virtual const Vector& GetBulletSpread( void ) { static Vector cone = PISTOL_CONE; return cone; } In combination with the FireBulletsInfo_t object to create the spread (The fire b

Re: [hlcoders] coin collecing system

2007-05-26 Thread Greg Scott
-- [ Picked text/plain from multipart/alternative ] Well, you'll need a couple things. First, a network var in the player class and hud element to hold the # of coins for a player and to show the # respectively. Then you'll need to create the coin entity (similar to creating a normal mapper point

Re: [hlcoders] dynamically increasing weapon ammo

2007-05-20 Thread Greg Scott
-- [ Picked text/plain from multipart/alternative ] Yup, IIRC, weapons only store the ammo currently in the clip, in m_iClip1 and m_iClip2, the player stores the ammount of ammo/etc. that they have in reserve. Here's a little code ripped from some stuff in Intelligent Design, try modifying this ho

Re: [hlcoders] Detecting alias commands from the server

2007-05-05 Thread Greg Scott
-- [ Picked text/plain from multipart/alternative ] The alias works basicly as a macro, so basicly when the user executes the alias '357', it sense 'use weapon_357' 'phys_swap' 'use weapon_357', the wait command and binding wouldn't be sent to the server at all, as they're client side only. On 5/

Re: [hlcoders] Players?

2007-04-12 Thread Greg Scott
-- [ Picked text/plain from multipart/alternative ] Yup, the CBasePlayer Class (Or your descended class if you're using custom classes) is the class that refers to a player entity. If you want to access their client side only information it gets more complicated than that, but in short, the CBaseP

Re: [hlcoders] CSS plugin - weapon_hegrenade trail

2007-02-18 Thread Greg Scott
-- [ Picked text/plain from multipart/alternative ] What duke said is correct, the Weapon_Grenade is removed, and something like CBaseGrenade(Or a variant thereof) is spawned with the physics, timer, owner, and team information. On 2/18/07, LDuke <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/p

Re: [hlcoders] FW: [hlds_apps] Half-Life 1/2 master servers

2007-02-09 Thread Greg Scott
-- [ Picked text/plain from multipart/alternative ] Question on as this applying to Mods:: Does steam take care of the master server tracking for mods from the steam browser, or is there a code section that will need to be changed? did a quick serch through code for the old IP and came up with noth

Re: [hlcoders] Custom Hull Box Problems?

2007-01-21 Thread Greg Scott
r::PostThink() resets this every frame, so you'll > need to do the same. > > On 1/22/07, Greg Scott <[EMAIL PROTECTED]> wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > Been trying to make a custom hullbox/view for a player class, using a &

Re: [hlcoders] Custom Hull Box Problems?

2007-01-21 Thread Greg Scott
vObsHullMin > > Vector( 10, 10, 10 ), // m_vObsHullMax > > > Vector( 0, 0, 14 ) // m_vDeadViewHeight > > ); > > inside of "gamerules.cpp" > > > If you want to add a new custom hull definition, you'll also need to > make the appropriate cha

[hlcoders] Re: Custom Hull Box Problems?

2007-01-21 Thread Greg Scott
r a double send there. :X On 1/21/07, Greg Scott <[EMAIL PROTECTED]> wrote: > > Been trying to make a custom hullbox/view for a player class, using a > custom CMoveData class; I went changing the Hullbox data and view data by > using GetPlayerViewOffset() and > GetPlayerMin

[hlcoders] Custom Hull Box Problems?

2007-01-21 Thread Greg Scott
-- [ Picked text/plain from multipart/alternative ] Been trying to make a custom hullbox/view for a player class, using a custom CMoveData class; I went changing the Hullbox data and view data by using GetPlayerViewOffset() and GetPlayerMins(bool/void)/GetPlayerMaxs(bool/void). Everything works,