.
Yay! Go Valve!
Anybody who says Valve doesn't care about or support the Half-Life
community can go shove a snark up their ass! :)
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arved" of network replication. Of course, if this were true, you
wouldn't see this problem at all with the last player on a 2 player
server and you would see it 100% of the time with the last player on a
32 player server.
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which I
believe was also from Gabe).
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-us/vccore98/html/_core_c_run.2d.time_debug_libraries.asp
...then you will have source code in your traceback and can see where
you are going wrong.
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g and small, or landed and large).
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RestingOnTheGround" state (with RestingThink and RestingTouch). These
would do the same stuff a current weapon Touch function does (gives the
weapon to the toucher).
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Adrian Finol wrote:
Shhh, Alfred's sleeping.
He's ALWAYS sleeping. Tell him to get his lazy ass up and fix the
memory leaks in the dedicated server!!! :)
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Hello?... Hello? Is anyone there?... (tumbleweed rolls by)...
It shore has been quiet on this here e-mail list lately.
Oh well, if you're the last one to leave, don't forget to turn the
lights out. :)
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like you were flaming anyone.
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, then I
would tend to believe that the non-Valve MOD code is at fault (and not
the engine or the network).
I realize this doesn't help track down what the problem is, but it would
help to identify who or what is at fault.
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Alfred wrote:
--
[ Converted text/html to text/plain ]
--
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Maybe somebody should kick Alfred off of this list! :)
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#x27;s implementation of Havok)?
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ing for lots of deathmatch fun tossing shit at other people
with the manipulator gun. I guess somebody will have to cruft together
a quick deathmatch MOD with HL2 weapons (unless Valve is already
secretly doing this. I guess we'll have to just wait and see).
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eprimanded *AND THEN* fired. Thanks for
clearing that up.
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Adrian Finol wrote:
tl;dr
For those not hip to Pinky's jive...
http://www.urbandictionary.com/define.php?term=tl%3Bdr
...but yeah, everyone at Valve should be fired because someone posted
crap to a e-mail listserver.
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[EMAIL PROTECTED] wrote:
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Argh, i don't like the plaintext :)
pass: 77157
The monkey got out of his cage while all the Valve peoples are at E3!!!
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mr skull wrote:
the sdk is coming in may 12 or 13?
U, Magic 8 ball says...
"Don't count on it" :)
http://www.mattelgames.com/magic8/flash_index.asp
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pp and see 'studiomdl' for
a model compiler app.
You might want to take a look at Milkshape...
http://www.swissquake.ch/chumbalum-soft/
...if you haven't already done so.
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Josh wrote:
See the php file attached, may help some.
End of hlcoders Digest
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content from your replies. :)
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David Fencik wrote:
How do you know that the hl1 engine is written in C?
This has been stated many times before by the developers at Valve.
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that
prevent players from getting certain weapons (AdminMOD and AMX both
probably have this).
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7; about no shields in Counter-Strike.
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fixed. I see this as a setback to anyone
trying to create a mod.
What entities specifically can't you remove if you are creating your own
MOD?
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Jeffrey "botman" Broome wrote:
Doooh, just check the source code. It's "mp_allowmonsters".
That should have been "Doooh, I just checked..."
I typ too fas.
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K. Mike Bradley wrote:
Also ... sv_allowmonsters 1 is not a command and is ignored on server.cfg.
Doooh, just check the source code. It's "mp_allowmonsters".
P.S. This will only work in Half-Life deathmatch (not CS, TFC, DoD, etc.)
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rescues all the hostages. That would be ace.
http://forums.nuclearbox.com/
...see the dozens of threads in the "CS Talk" section about "Bot X vs.
Bot Y" competitions. It's been done to death.
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re" instead.
Also, Why did we not allow monsters in CS maps? (I assume it uses deathmatch
code).
See this...
http://planethalflife.com/botman/monster.shtml
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?
If you load if yourself, you'll have to render it yourself, you'll have
to do collision testing yourself and you'll have to remember to free it
up when the map changes.
There's no way to load models yourself and then have the Half-Life
engine handle them
Phil wrote:
And that I won't be forced to get it off fileplanet!
Nah, I bet you a dollar that they use BitTorrent. ;)
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e the same texture in multiple .bsp files). It's
pretty much a 'wash' if you only use the texture in a single .bsp file
though (memory-wise and disk-wise it's the same amount of space).
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[EMAIL PROTECTED] wrote:
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You have won!!!
password: 16347
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OMG!!! YAY!!! What did I win :)
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should put breakpoints (or text file log statements) into your code
in all of the functions that you've changed and walk through it one
function at a time.
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Adrian Finol wrote:
weah!
That damn monkey got out of his cage again.
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Adrian Finol wrote:
We have replaced Alfred with a monkey, it might take a while to get used
to it, so don't freak out!
Does the monkey fling his poo like Alfred does? :)
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out there,
please let me know if this is possible.
If you can't get the .map or .rmf source, you could always try Zipster's
BSPTwoMap tool...
http://collective.valve-erc.com/index.php?news=1072935576-17869900
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[EMAIL PROTECTED] wrote:
--
Subj
--
[ ebbebecde.zip of type application/octet-stream deleted ]
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Testing removing .zip files from the hlcoders list? :)
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#x27;s no need to make anyone else aware of any
cheat or hack except Valve. The more people you report this to, the
more it will get used by cheaters.
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y the operating system behaves (unbeknownst to
the game). Clients can alter the way the video drivers display
information (wireframe mode and such).
The problem is that the Windows OS and Windows drivers are NOT secure
and can not be trusted.
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, etc.), but
in the end, if someone is dedicated enough to want to change how the
client behaves, this can't be completely stopped.
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http://countermap.counter-strike.net/Nemesis/index.php?p=26
...also see Mem's and wunderboy's GCF file format document...
http://www.wunderboy.org/3d_games/utils/gcfformat.php
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own on you when you do. :)
I too have learned to keep my mouth shut about such things.
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longer has the "hlcoders" list
archived on their website.
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nd explain to them that *I* did
not send them a virus, someone else did using my e-mail address as the
sender.
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st return NULL for the edict passed back from pfnCreateNamedEntity().
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done this, but occasionally performances changes
in the MOD code effect how things are done and require plugins to be
modified to work properly.
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the position more
rapidly for a more accurate representation of where that player actually
is in the world. As other players get VERY close to the client, you may
want to update their position every frame so that people who are very
close together, get very accurate representations of each
e commands don't call ClientCommand().
I'm not sure what hooks the console "say" command into the SDK
Host_Say() function.
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server voting, etc. might not work the same way).
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Mike Frysinger wrote:
i dunno, unless you can prove where/how he obtained the files it's pretty
legal ;)
Oh GOD! Let the flamewars begin!!!
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Matt wrote:
If i load qbasic and try to run steam it wont run, then if i close qbasic
run steam, quit it, then run qbasic again it wont go into fullscreen mode..?
Wow! How did I wind up on the "Steam Support" e-mail list?
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Jeffrey "
the second node. That's just
the way the visibility algorithm works.
See Michael Abrash's chapter on "Quake's Visible-Surface Determination"
(chapter 64) to understand why this works the way it does...
http://public.planetmirror.com/pu
Codiac wrote:
cool! apparently that is coming out "soon" ;)
I heard it was coming out "when it's done".
Which one is it? "Soon", or "When it's done"? Inquiring minds want to
know.
P.S. If you are reading this message, I think you already A
MOD authors.
Animated texture limits (like limited to 10 frames, etc.) is hard
coded in the Half-Life rendering engine.
The only way to get around this would be to render the texture yourself
using Triangle API to render polygons.
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7; plugin
(from engine_api_post.cpp RegUserMsg() function).
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to decipher anything from them either.
Your best bet is to start commenting out HUGH chunks of code and
eliminating features one-by-one until the problem goes away and then you
know what area to concentrate your investigations in. Other than that,
your up the proverbial creek withou
DWORD fdwReason, LPVOID
lpvReserved)
{
if (fdwReason == DLL_PROCESS_ATTACH)
{
// allocate stuff here
}
else if (fdwReason == DLL_PROCESS_DETACH)
{
// de-allocate stuff here
}
return TRUE;
}
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, and too much time on his hands...
http://www.powerlabs.org/cdexplode.htm
:)
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ammit!"...
hl.exe -dll MyMod\dlls\h4x0r.dll
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shaun packer wrote:
i have hl server for windows i need help
Yes, you do need help. You need to learn to cut out irrelevant text
when you reply to an e-mail.
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int some_variable;
float some_other_variable;
#else
long some_variable_only_needed_in_win32;
#endif
...which will make the size of the classes different in the Win32
version and the Linux version.
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To unsu
valid
sequenceCommandLine_s*nextCommandLine;// Next command
(linked list)
};
...and what the hell is a "client_textmessage_t"???
Save yourself some time and just zip up all the source code in the
entire Half-Life build directory and post that to this e-mail list! ;)
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Jeffrey
*firstCommand;// Linked list of
commands in entry
sequenceEntry_s*nextEntry;// Next loaded entry
qbooleanisGlobal;// Is entry retained over
level transitions?
};
Ha!
Now you have to explain what a "sequenceCommandLine_s" structure is! :)
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Jeffr
r *NAME_FOR_FUNCTION(unsigned long function);
...and add namefunc.cpp to your project.
Note that the save games created by the engine won't work with this code
(you'll have to create new save games for single player) and any saved
games created with this code won't load when the
that other people will have it if they need it.
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t (at least the
source code version of the download does). You can log all the data
that gets sent back and forth between the engine and the MOD DLL code.
Take a look at that plugin, it should have everything you need.
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27;s' in the fprintf().
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*pBuffer++ = '\n';
}
*pBuffer = 0;
}
void Dump(void *pvPrivateData)
{
char *pData;
char print_buffer[80];
FILE *fp;
pData = pvPrivateData;
fp = fopen("output.txt", "a");
fprintf(fp, "Dumping bytes...\n\n");
for (
tter than going from 0 to sizeof() and logging
the output?
That's about the best way. Dump memory, do something that causes a
change to the entity. Dump memory again.
Exit, run diff on log1.txt and log2.txt and find the bytes that changed.
:)
-
the best method to use to access MOD
specific private data. Realize that this data can/will change with each
release of a MOD, so don't be surprised if stuff moves around (the
offset changes) with each release of a MOD. :)
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void (*ConstructTutorMessageDecayBuffer)(int *buffer, int
bufferLength);
void (*ResetTutorMessageDecayData)( void );
} enginefuncs_t;
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release the
capture key before any movement keys would be enabled.
But that's just me. I'm crazy like that, wanting to make behaviors in a
game be similar to what they are in real life. You can (and will)
obviously implement the feature however you want to. :)
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Jeffrey "botman"
#x27;s just more CPU efficient to only call a function when something has
changed, not during every frame. :)
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ill be
sent when the key is released.
Start the timer when "+capture" is received and keep it running. Stop
the timer when "-capture" is received (or when the timer reaches zero).
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-16.
Since this isn't really Half-Life coding related, please take this
off-list before it becomes an HTML vs. XML or I.E. vs. Mozilla vs. Opera
flamewar.
E-mail Bulk directly if you have a problem with thewavelength.net
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to the local machine. When
you are done using that machine, delete the files.
The simplest solutions are often times the best.
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Jonathas Costa wrote:
I'm having problems acessing the http://articles.thewavelength.net
Not exactly a problem, just it's being loaded as XML.
Anyone else? Or it's my M$ Internet Exploder?
Works fine for me.
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_
limit on the number of sounds that can be precached)??? Try
removing a big chunk of them and see if the error goes away. :)
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players from being
able to hear dead people.
In the text chat function, just ignore "say" or "team_say" commands from
dead people (or just let them talk to other dead people).
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ls, just create your own server browser that can filter
based on any CVAR the server can report back to browser.
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hey tried and all of the things that
they tried that failed, could help someone else from making those same
mistakes.
I think both types of "guides" would be helpful.
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stion! ;)
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