Good luck! I think more mods should have AI in MP/Co-op, so let us
know if you find a good solution :)
--
Jeff Fearn
"Postmodernism: Once more without feeling." -- Geoffrey Nunberg
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on a single machine. They have no networking whatsoever - just a
> table stored in the engine that is accessed by the client and the server
> code on the same machine.
>
> Jay
JayStelly.Bravery++;
--
Jeff Fearn
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nces, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> - Benjamin Davison
> --
>
> ___
> To unsubscribe, edit your list preferences, or
Hi.
On 3/15/06, Adam Donovan <[EMAIL PROTECTED]> wrote:
> [ Converted text/html to text/plain ]
>
> well just woke up today to play with some things I was doing with the sdk to
> find that all my mod files will not run in hammer. I even tried making a new
> mod from scratch to test things and I go
bug I get in release mode, even after full rebuilds. Any more
> suggestions?
Try this:
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vccore/html/_core_turn_on_generation_of_debug_information_for_the_release_build.asp
--
Jeff Fearn
"Postmodernism: Once more without feeling." -- Geoffrey Nunberg
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visit:
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_
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > >
> > > >
> > > > --
> > > >
Damn noobs!
/me runs like hell
On 7/8/06, Eric Smith <[EMAIL PROTECTED]> wrote:
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Jeff
g I have found that changing pev->body on the server does not update the
local data, so the incorrect model body is displayed. How do I make it so
that weapon->pev->body gets updated on the client?
I was thinking it may be in delta.lst, but which entity?
DarthBobo
___
I am still having trouble getting the hit boxes to work on players using
hull 3. The models clip correctly but they are hard to shoot, bullets etc go
right through them, or hit them in an unexpected location. Like shooting
them in the groin results in a head shot!. Below is code we use:
#define V
gaitsequence is
active,
> you'll have problems.
>
> -Original Message-
> From: Jeff Fearn [mailto:[EMAIL PROTECTED]]
> Sent: Monday, January 14, 2002 8:45 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Hull3?
>
>
> I am still having trouble getting the hit boxes
re drawn is the
> location the server is using for traceline collisions. If these are
> radically different from where they appear when the gaitsequence is
active,
> you'll have problems.
>
> -Original Message-
> From: Jeff Fearn [mailto:[EMAIL PROTECTED]]
> Sent
if you need to edit them use the "-h" option in studiomdl and it'll print
> them out. Cut and paste the hitbox descriptions back into your QC file
and
> adjust their sizes as needed.
I have forwarded this on to our modeller, will advise of results.
Thanks again for your help.
Da
Lets try sending this again :}
> > ah, I follow you, and the SetObjectCollisionBox() takes the boxes values
> > from pev->mins and pev->maxs (in CBaseEntity at least, which is what
> > CBasePlayer uses).
> > So, if the models hull box is correct (ie it's colliding with world
object
> > correctly)
> I'm still not exactly sure what the problem is you're having, so here's
some
> basics:
When using large models for player models the hitboxes are located as per a
normal sized player, not in the loactions specified for the large model.
Large non-player models perform correctly in all regards, i
> 4) For all hitbox calculations, the SERVER uses the model referenced by
the
> players server side pev->model variable, and nothing else.
On the server it says pev->model os models/player/garg/garg.mdl, which is
correct and pev->modelindex = 244
> 5) For display, the client uses a number of dif
> > > 5) For display, the client uses a number of different methods to
> override
> > > the model is shows for any given player, most commonly through
something
> > > like: "m_pRenderModel =
> > IEngineStudio.SetupPlayerModel( m_nPlayerIndex );".
> > > As a test, you should elimiate these override
Ok, now that we are actually using our MP models correctly, thanks again
Ken, there appears to be a serious misunderstanding of how MP models need to
be configured (damn modellers! ;) To quote Modelling for Half-Life.doc
"Multiplayer animations
When the server in a multiplayer game updates the cl
dir /b *.bsp > maplist.txt
Jeff "DarthBobo" Fearn
- Original Message -
From: "Dustin Hannon" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, January 22, 2002 9:43 AM
Subject: [hlcoders] dos command
anyone know the dos command to make a text file list of files from a folder?
> > It's bugging me, what where the names of those methods to emulate
> > constructors and destructors? Which classes should they be used for?
Which
> > classes should they not be used for?
>
> Constructors and Destructors should not be used for anything that inherits
> from the CBaseEntity class
> I don't believe this can be done. In order to extend the limits, one
would
> have to modify not only Worldcraft, but the compile tools and the engine
BSP
> reading code as well. As I understand it, spatial locations in BSP files
are
> stored as a 16-bit integer for each coordinate. The number
) leader
> trying to convince aload of people that they way they made the maps like
4x
> as big wasnt my shrinking players on its forums. Im not sure he realised
why
> there is the limit which is currently in place
>
>
> - Original Message -
> From: "Jeff Fe
I could not remember the URL I got it from, so I uploaded it to
ftp://ftp.edgefiles.com/edgegaming.com/swarm/DarthBobo/vpp.zip ... always
good to have a mirror I suppose :}
DarthBobo.
- Original Message -
From: "Philip Plante" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, Fe
Does anyone know the file layout for worldcrafts rmf format? Also does
anyone know the differences between the file layouts for wc2 map files and
wc3 map files?
Thanks, DarthBobo.
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> Worldcraft uses MFC's CObject serialization system to read and write RMF
> files. The RMF file holds runtime class type information so that the
objects
> can be automatically constructed as the file is read. After each runtime
> class block are the raw data members of each object. There's no met
Hey Valve guys, is there any chance of Valve letting me (or anyone) port WC
to Linux? Can be open or closed source, I'd prefer open. Maybe something
like how ID have allowed GTK-Radiant to be done. I'd be prepared to sign any
NDA's etc as required.
Jeff 'DarthBobo' Fearn
[EMAIL PROTECTED]
__
Hi all, I have a modified my zoom tute, on bigguys site ages ago, to be
fully client side and sdk2.2 friendly. Please take a look and give me some
feedback on style, layout etc.
http://swarm.edgegaming.com/team/darthbobo/tutes/zoom.php3
Gots to update my personal site, it is way outta date ;}
Th
> can't i just export a makefile from windows? or will this not work when it
> comes to
> compiling for a linux machine?
Sorry for the _long_ delay in replying, but my motherboard shat itself ...
it took a month for me to scrape up the cash, but at leats I got to go from
a 650MHz to a 1.7GHz CPU
> Cortex wrote:
> > A good tool to use in this case could be "Call stack". Sometimes I had
> > similar problems and thanks to the Call Stack, I've found what pointer
> > pointed to null :)
>
> That works when you pass a null pointer as an argument to the code that
> crashes. In my case, no code of
> > I've been working on patches to modify the Full and Standard SDK 2.2 to
compile
> > cleanly with Borland, MinGW and Microsoft Visual C++.
>
> While you're at it, why not include gcc 2.95.3 in your list? :)
This is easy, it's just fully defining the function pointers, moving some
variable defi
> 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=strca
I am trying to get the origin of brush based entities, specifically a
func_bomb_target. pev->origin is all 0, pev->absmin and absmax. VecBModelOrigin
returns -1, -1, -1.
I am trying to support CS de type maps, as they fit my mod well. I already have
HLDM working properly :}
I am using LINK_ENTIT
> It sounds like the func_breakable you are spawning is setting the size of the
> entity and thus messing up the VecBModelOrigin() calculations.
>
> Do you have UTIL_SetSize(), UTIL_SetOrigin() or something similar in your
> func_breakable code somewhere?
>
> The min and max values for the brush m
> All of the Spawn() functions for brush models that I looked at had this...
>
> SET_MODEL( ENT(pev), STRING(pev->model) );
>
> ...setting the model of the entity to the *modelindex value for the brush
> model.
>
> Perhaps you need to do the same thing and set the pev->model up properly before
> t
> > Now I am getting an access error, strange thing is the only thing in the
> > stack window is SW! 043442f7(). I don't get this when using swarm or hldm
> > maps...I think that stack windows is hiding something.
> >
> > Jeff.
>
> Perhaps there is an entity in the Counter-Strike maps that also ex
Hi ho, I am having problems getting a func_breakable ceated in game to collide. I
want to break it of course :} The model is visible, just can't figure out why it
is not colliding.
Every thing with // Test has been added as a test and has been enable or diabled
in every combination I could thnk o
> The "CSwarmCSDE" entity is solely being used to create a func_breakable entity
> (pointed to by "breakable" in this example) and then removes itself. The
> "CSwarmCSDE" entity is NOT the one that is supposed to be breakable. I'm not
> sure why Jeff is doing things this way (rather than just sp
> this may sound silly, but why not just link the func_breakable to the bomb
> site in the first place?
Mainly because there may be some settings in this entity that may cause strange
behaviour, this makes sure I have to deliberately set everything. It's just a way
of keeping things as clean as p
> I see two potential problems with the way you're spawning the entity. First,
> you're using GetClassPtr() to create an instance of the CBreakable class. Most
> other places in the SDK where an entity is created use the
> CREATE_NAMED_ENTITY() macro to instantiate the class.
This is wrong, the
As we seem to be sharing fixes for strange behavior, I thought I'd share my latest
... "experience" with you.
I have been having a problem where the incorrect animation would be displayed for
a player, seemingly at random. So instead of running a player would swim, or it
would say sequence 77 not
> However, KeyValue still isn't being called and the
> GetClassPtr function is still being skipped over. So
> it was a map problem masquerading as a code problem.
> Oh that tricky MSVC!!! :)
>
> I suppose I'll just let it go on doing that, although
> I suspect when the keyvalue data actually becom
Below is a debug log of some memory leaks I get when debugging my client dll on
occassions. Not really sure what happens to make it come up, it seems rather
random. Any ideas on how to track it down/fix it?
I closed the game by typing quit in the console.
Loaded symbols for 'C:\SIERRA\Half-Life\
> question: Does "{2492} normal block at 0x054A6FD8, 264
> bytes long.
> Data: < A7 say_team mov> 10 41 37 05 73 61 79 5F 74
> 65 61 6D 20 6D 6F
> 76" come up every time you say something to your team?
> These look like part of the networking protocol, is it
> possible that you're misdeclaring th
I was wondering if it would be possible to increase the size of buttons in
usercmd_t, from an unsigned short to an int?
I believe I can't do it as it is part of the engine :{
If this is the case is there any chance of getting the SDK updated at some
stage?
I want to add some melee attacks, and
> But doesn't that assume you set the model yourself with the "SET_MODEL"
> command, and precache it?
>
> What I'm trying to avoid is precaching ALL of our player models, which
> would mean:
> 1) Only server-defined player models could be used. This isn't an issue
> because I restrict the models
I am having a strange problem with player models. The problem is that if the idle
sequence selected for the gait sequence is in position 0 then the model is always
bent forward, facing toward the ground at about 45%. Idle animations in other
positions do not have this problem. Also if I switch the
:)
> I am having a strange problem with player models. The problem is that if the
idle
> sequence selected for the gait sequence is in position 0 then the model is
always
> bent forward, facing toward the ground at about 45%. Idle animations in other
> positions do not have this problem. Also if
> Hey guys I made a cool tfc server-side and was wondering if anybody could host
it for me?
> I just need a 15 player server max and at LEAST a T1 connection, let me know if
you can
> help me out in anyways, thanks alot.
I need a PIV 2Ghz with 4GB ram and a T3 ... oh yeah and a shovel to start hi
I was just wondering if anyone knew what Wxdebug.cpp was for? Obviously debugging,
but for what, and is it of any use to mod makers?
Also stats.cpp.
Thanks, Jeff.
-
Jeffrey Fearn
[EMAIL PROTECTED]
Programmer & Software Engineer
---
> > The Palladium is public by Microsoft however MS employees decided it would
> > be fun to release other details such as the "trusted code" part which
> means
> > microsoft checks anythign and everything before its runtime, this infact
> > won't be practical and...
>
> Sounds like Steam to me :
> Is it possible to block players through something like "playerclip" and
> allow monsters to pass through?
>
> Currently Half-Life has:
> A standard clip brush which blocks players and monsters.
> A monsterclip entity-brush which blocks monsters but allows players to pass
> through.
>
> I can't se
Hi, I was trying to stop mail delivery while I am away on holidays, but I keep
getting connection refused messages when trying to access
http://list.valvesoftware.com/mailman/listinfo/hlcoders or
http://list.valvesoftware.com/mailman/options/hlcoders/jfearn%40labf.org
Thanks, Jeff.
__
On Wed, 20 Oct 2004 19:34:26 -0700, Alfred Reynolds
<[EMAIL PROTECTED]> wrote:
> I just want to do a quick straw poll of how many people on this list
> DON'T have access to MSVC.NET or above for their MOD development (we
> hope to only release MSVC.NET project files with the SDK)?
>
> - Alfred
I h
> Jeff,
>
> The Academic version of VS.NET is reasonably priced - if you're not
> developing for commercial purposes, its quite a good buy.
>
> Michael
Your assumption is that I qualify for the Academic version, I do not.
You don't have to be a student to be pov :(
Jeff.
___
> > You have to have a widescreen LCD monitor like all the guys at Valve.
>
> ...and you have to drive a Ferrari, like all the guys at Valve! ;)
>
> --
> Jeffrey "botman" Broome
I bet you're kicking yourself you took that job at at Gearbox and
didn't hold out for a job offer from Valve! Must be h
Another way is to use the players class as a reference into an array
of weapons. This way you can have 31 weapons for each class. If you
don't have player classes then you can use the player class variable
as a weapon class and achieve a similar effect.
I implimented this for my Swarm mod a fair w
On Tue, 25 Jan 2005 22:26:37 -0600, jeff broome <[EMAIL PROTECTED]> wrote:
> On Wed, 26 Jan 2005 03:56:14 +, Serapth Blah <[EMAIL PROTECTED]> wrote:
> > Hello all,
>
>
>
> > What negatives do you see?
> >
> > Thanks,
> > Mike
>
> If you are new to this list, you should first check out some of
On Thu, 27 Jan 2005 00:02:52 +, Serapth Blah <[EMAIL PROTECTED]> wrote:
> >What would be cool is if you integrate these two things. i.e. have a
> >tool in VC that hooks into one of these wikis and lets you
> >retrieve/submit information.
> >
> >One approach would be to use XML and a Schema, thi
On Sun, 30 Jan 2005 21:39:54 -0800, Alfred Reynolds
<[EMAIL PROTECTED]> wrote:
> There needs to be a HL2DM release for it to export these new interfaces
> (so far only CS:S has had such a release). Hopefully sometime in
> February.
>
> Your plugin code needs to be able to handle an out of date (or
On Wed, 23 Feb 2005 10:38:50 -0800, Alfred Reynolds
<[EMAIL PROTECTED]> wrote:
> I manually unsubscribed him. *sigh*.
Keep his name, you'll probably see it on this years Darwin Awards!
Jeff
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On Thu, 31 Mar 2005 17:32:27 -0800, Daniel Jennings <[EMAIL PROTECTED]> wrote:
> char message = "Here is your striing";
try:
char message[] = "Here is your striing";
Jeff
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Hi all, I have suddenly started getting MSVCR70.dll missing error when
my mod crashes in a debug session. Now obviously I'm trying to debug
wtf it is crashing so this is annoying as after this message VC stops
the debugging session so I can't find out why it's crashing.
HL1, VC6 + SP5, Win2K Full
On 5/15/05, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> Just download the dlls'
>
> You can find them in the zhlt package -
> http://downloads.ammahks.com/zhlt/zhlt321.zip (place
> them in the system32 folder)
>
> I dont know why its asking for them, mayb vs6
> downloaded a service pack in the
On 5/18/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> You would probably not have difficulty detecting a speed hack that was a
> LARGE increase from the server's max speed (i.e. 2X speed, 4X speed,
> etc), but trying to determine if someone is going 10% to 20% faster over
> a small amount
On 5/19/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> r00t 3:16 wrote:
> > Does anyone know (please do not post it if you do know) how the speed hack
> > actually works?
> > It seems they are somehow changing a variable in memory ? Or are they
> > tricking the server somehow ?
>
> Usually
On 5/19/05, LDuke <[EMAIL PROTECTED]> wrote:
> Sometimes a player will lag out for a couple seconds and then when his
> posistion is updated he "jumps" to his actual location. It seems like
> that would appear to be a speed hack if you weren't checking an
> "average" speed for a long enough period
Hi, I occasionally get the dreaded SZ_GetSpace fatal error, crash and
burn thing. I was wondering if there was anyway to debug this as it
seems the engine catches this and exits, so I can't find out whats
causing it in gdb.
Jeff
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On 5/23/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
> Adding -zone 8192 to the command line can sometimes help this. From looking
> at the Quake code it appears the SZ_GetSpace error occurs when the engine
> overruns static buffers used to build network messages. Too many or poorly
> written pl
On 5/23/05, Andrew (British_Bomber) <[EMAIL PROTECTED]> wrote:
> > If the client says its game time A and I'm here, then, it's game time
> > B and I'm there, how is that in anyway difficult to calculate
> > distance/time? This is only a problem if the client doesn't send or
> > the server doesn't u
On 5/24/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> uh, That isn't advised
> You will probably screw up your box if you do that.
It won't break anything.
> There are alot of better ways to secure the box then to just change the root
> login.
True, but it's a good first step.
>
> r00t 3:16
>
On 5/24/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> If he is worried about someone cracking his password use a better password.
Which is exactly what he asked how to do.
--snip--
Jeff
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On 5/25/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> lol,
>
> He asked how to change the username not the password...
> If he meant the password then as root
> type "passwd" on the command without the quotes.
bwahahahahahah that's so funny, my mind couldn't cope and made me read
password lol
hehe
On 5/25/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Jeff Fearn wrote:
> > On 5/23/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
> >
> >>Adding -zone 8192 to the command line can sometimes help this. From looking
> >>at the Quake code it
On 6/3/05, Mike Dussault <[EMAIL PROTECTED]> wrote:
> http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html
Am I correct that a player does not actually state their position in
the world but simply gives impulses (buttons), and therefore it's the
number of impulses per second that a
On 6/3/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Jeff Fearn wrote:
> >
> > Am I correct that a player does not actually state their position in
> > the world but simply gives impulses (buttons), and therefore it's the
> > number of impulse
On 6/4/05, Teddy <[EMAIL PROTECTED]> wrote:
> I don't think you can speed hack by increasing your cl_cmdrate.
Of course not, simple maths would lead anyone to that conclusion.
Client sends X packets a second with Y commands per packet. If you
double cl_cmdrate you get X*2 packets each containing Y
On 6/6/05, Teddy <[EMAIL PROTECTED]> wrote:
> Have a dig around in CBasePlayer::PhysicsSimulate() to see how it runs
> the player commands (#2779 of /dlls/player.cpp). It only runs the
> physics once per frame. Increasing the number of commands per packet
> won't change this...
A: The engine is wh
t a second.
I think you are wrong, Botman said this earlier:
On 6/3/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Jeff Fearn wrote:
> >
> > Am I correct that a player does not actually state their position in
> > the world but simply gives impulses (buttons), an
On 6/7/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
> LOl, it is the same thing. The movement command is based on time, that is
> why velocity not position is passed. Keep in mind velocity is a measurement
> of distance over time. If you advance time it thinks you traveled farther.
I don't thin
On 6/7/05, McCormack, Chris <[EMAIL PROTECTED]> wrote:
> Ask someone at Valve :)
Good idea, I hear there is another email list where some of the guys
for Valve join in the discussion, I'll go post there ;)
Jeff
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On 6/8/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Jeffrey "botman" Broome wrote:
> >
> > Use the source Luke...
> >
> > src\game_shared\usercmd.h (see the "CUserCmd& operator =" function)
> > src\game_shared\usercmd.cpp (see the WriteUserCmd & ReadUserCmd functions)
> >
> > UserCmd is w
On 6/8/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
> Based on the quake code here is what the move command passes:
>
> BYTE 3 (means move)
> FLOAT time (Used to calculate lag, ping, and movement)
> ANGLE viewangle X
> ANGLE viewangle Y
> ANGLE viewangle Z
>
> // The next three are the velocity
On 6/8/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
> To have a concept of future time you have to synced clocks. The engine does
> have a svc_time event the server can send, this event is not adequate to
> compensate for network lag (and does not need to be). You would not be
> guaranteed the c
On 6/9/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Jeff Fearn wrote:
> >
> > Clearly I am missing some fundamental understanding of how the lag
> > compensation works because I don't get how you come to this conclusion
> > from this scenario. Can
On 6/9/05, LDuke <[EMAIL PROTECTED]> wrote:
> Imagine that the client lags out for 5 seconds, then an update gets
> through. From the tick before the update to the tick after the update,
> the client moves 5 seconds * maxspeed. At a max speed of 320, that's
> 1600 units in less than a tenth of a se
On 6/10/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Jeff Fearn wrote:
> >
> > I can see how exploiting lag compensation could allow you to speed up
> > by a factor or two, but the hacks I have seen have been measured in
> > magnitudes.
> >
>
On 7/14/05, Ben Davison <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> I wish there was an easy way to install that XML parser, I'm a god damn
> linux nub.
I'm loosing track of who is who here ... are you using Fedora?
Googling for '"XML Parser" rpm' first lin
On 7/14/05, Ben Davison <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> If I could kiss you I would ;)
Ben had better be short for Benita! ;)
Jeff
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There is save/restore functionality in the SDK, you could just add a
couple of extra fields for when and how the player got the item to the
base item entity, add a new item list for non-current items to the
player, add that list to the player data description and then use the
existing save/restore
green 0, 255, 0
red 255, 0 ,0
% = 50
((max(x,y) - min(x,y)) * %) + min(x,y);
for(int i = 0; i < 3; i++)
{
new_color[i] = ((max(g[i], r[i]) - min(g[i], r[i])) * 0.5) +
min(g[i], r[i]);
}
Jeff
On 7/21/05, Kamran <[EMAIL PROTECTED]> wrote:
> There's no way to calculate the color between two ot
Probably, but why use KeyValues to store game data?
Jeff
On 7/21/05, Kamran <[EMAIL PROTECTED]> wrote:
> But would it allow me to save a KeyValues object?
>
> Jeff Fearn wrote:
>
> >There is save/restore functionality in the SDK, you could just add a
> >couple of
>From the FAQ:
# Will mods be able to set maxplayers > 32?
Our plan is to allow a mod to go above this on a per-mod basis.
No promises yet on that :)
Did this ever happen? If so what is the absolute max and how is it set?
Jeff
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On 7/24/05, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> Cs:s is 64 players max.
> It's all defined in shareddefs.h
Ahhh 255 ... should be workable ... hehe
Thanks, guys :)
Jeff
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On 8/1/05, Michael A. Hobson <[EMAIL PROTECTED]> wrote:
> Dear All,
>
> First of all I AM NOT A LAWYER.
>
> Do not make legal decisions based upon my opinions.
>
> Hire a real lawyer for legal opinions.
Same here! :)
> You are not a lawyer either and you can get people into big trouble by
> advis
Again the note that no one here is a lawyer, so either get a lawyer or
simply don't use software written by arseholes who give mixed
messages.
On 8/3/05, Predatory Kangaroo <[EMAIL PROTECTED]> wrote:
> you must not have gained any of the knowledge you need for
> this from the GPLed MySQL - if you
On 8/3/05, Damien <[EMAIL PROTECTED]> wrote:
> Now what I think :
> I'm developping a plugin for CS:S (and other mods soon) and it will use
> mysql. I will distribute the source code if people ask me...
Aside from the MySQL "Limited GPL" stupidity, if you hold that MySQL's
interpretation is correc
On 8/3/05, Predatory Kangaroo <[EMAIL PROTECTED]> wrote:
...snip... GPL discussion
I disagree with those articles definition of what is legally
enforcable as a derivative product. By that kind of definition
anything that uses the MS header files is a derivative of Windows,
clearly insanity!
The
l use, you have to pay for a license.
>
> Isn't commercial when you charge people money to play or download the
> plug-in/mod and the writer/development team profits off of it.
>
> So as long as the mod is freely available,
>
> - voogru.
>
> -Original Message-
> F
nyway :)
SteamApp.cfg:
SteamAppId=70
SteamAppVersionId=0
SteamInstallPath="D:\Steam"
[EMAIL PROTECTED]
BinaryLogEnable = disable
Steam.dll & msvcr70.dll in half-life directory
Jeff
On 5/15/05, Jeff Fearn <[EMAIL PROTECTED]> wrote:
> On
On 8/8/05, Damien <[EMAIL PROTECTED]> wrote:
> >> But are there dedicated functions in the engine to do multithreading, or
> >> should I include myself the thread libraries (win and linux) ?
> >
> > AFAIK, there isn't anything in the Half-Life or Half-Life engine that is
> > threaded (and the engin
Still can't catch exceptions when running HL1 mod in VS .NET 2003 ...
anyone have any idea what may be causing such a thing?
Jeff
On 8/7/05, Jeff Fearn <[EMAIL PROTECTED]> wrote:
> Hi everybody! I have just upgraded to VS .NET 2003, yes I am cutting
> edge ;) And I still can not
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