Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-07-27 Thread Jeffrey \"botman\" Broome
. 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! :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, ple

Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-07-24 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome

Re: [hlcoders] Mod Idea.

2004-07-22 Thread Jeffrey \"botman\" Broome
which I believe was also from Gabe). -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] huge debug problem

2004-07-16 Thread Jeffrey \"botman\" Broome
-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. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archiv

Re: [hlcoders] Creating a weapon that is thrown to do damage, but stays useable

2004-07-02 Thread Jeffrey \"botman\" Broome
g and small, or landed and large). -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Creating a weapon that is thrown to do damage, but stays useable

2004-07-02 Thread Jeffrey \"botman\" Broome
RestingOnTheGround" state (with RestingThink and RestingTouch). These would do the same stuff a current weapon Touch function does (gives the weapon to the toucher). -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences,

Re: [hlcoders] Quiet!!!!

2004-06-04 Thread Jeffrey \"botman\" Broome
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!!! :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferenc

[hlcoders] Quiet!!!!

2004-06-04 Thread Jeffrey \"botman\" Broome
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. :) -- Jeffrey "botman" Broome __

Re: [hlcoders] UserMsg 57..... ?

2004-05-26 Thread Jeffrey \"botman\" Broome
like you were flaming anyone. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] UserMsg 57..... ?

2004-05-26 Thread Jeffrey \"botman\" Broome
, 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. -- Jeffrey "botman" Broome _

Re: [hlcoders] Hidden message

2004-05-24 Thread Jeffrey \"botman\" Broome
Alfred wrote: -- [ Converted text/html to text/plain ] -- [ Your_complaint.vbs of type application/octet-stream deleted ] -- Maybe somebody should kick Alfred off of this list! :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list p

[hlcoders] Havok physics in multiplayer HL2?

2004-05-17 Thread Jeffrey \"botman\" Broome
#x27;s implementation of Havok)? -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Counter-Strike is multiplayer? (was ^_^ mew-mew)

2004-05-14 Thread Jeffrey \"botman\" Broome
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). -- Jef

Re: [hlcoders] ^_^ mew-mew (-:

2004-05-14 Thread Jeffrey \"botman\" Broome
eprimanded *AND THEN* fired. Thanks for clearing that up. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] ^_^ mew-mew (-:

2004-05-13 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome ___

Re: [hlcoders] ^_^ mew-mew (-:

2004-05-12 Thread Jeffrey \"botman\" Broome
[EMAIL PROTECTED] wrote: -- Argh, i don't like the plaintext :) pass: 77157 The monkey got out of his cage while all the Valve peoples are at E3!!! -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view th

Re: [hlcoders] server protocol

2004-05-12 Thread Jeffrey \"botman\" Broome
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 -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list pref

Re: [hlcoders] .mdl format

2004-05-12 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your

Re: [hlcoders] RE: hlcoders digest, Vol 1 #1315 - 5 msgs

2004-05-03 Thread Jeffrey \"botman\" Broome
Josh wrote: See the php file attached, may help some. End of hlcoders Digest -- [ server_info.php of type application/octet-stream deleted ] -- Attachments aren't allowed here and next time please remove unnecessary content from your replies. :) -- Jeffrey "botm

Re: [hlcoders] server protocol

2004-05-03 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archiv

Re: [hlcoders] Removing entities

2004-04-29 Thread Jeffrey \"botman\" Broome
that prevent players from getting certain weapons (AdminMOD and AMX both probably have this). -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Removing entities

2004-04-29 Thread Jeffrey \"botman\" Broome
7; about no shields in Counter-Strike. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Removing entities

2004-04-29 Thread Jeffrey \"botman\" Broome
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? -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list arc

Re: [hlcoders] Mapping question ...

2004-04-27 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome ___ To unsubscribe,

Re: [hlcoders] Mapping question ...

2004-04-27 Thread Jeffrey \"botman\" Broome
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.) -- Jeffrey

Re: [hlcoders] Bots vs Bots

2004-04-27 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome ___

Re: [hlcoders] Mapping question ...

2004-04-26 Thread Jeffrey \"botman\" Broome
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 -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the lis

Re: [hlcoders] Securing .mdl files with a bit-mask?

2004-04-26 Thread Jeffrey \"botman\" Broome
? 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

Re: [hlcoders] Planet Half Life ftp site change

2004-04-14 Thread Jeffrey \"botman\" Broome
Phil wrote: And that I won't be forced to get it off fileplanet! Nah, I bet you a dollar that they use BitTorrent. ;) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, ple

Re: [hlcoders] Map questions

2004-04-07 Thread Jeffrey \"botman\" Broome
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). -- Jeffrey "botman" Broome ___ To unsubscr

Re: [hlcoders] ^_^ meay-meay!

2004-03-22 Thread Jeffrey \"botman\" Broome
[EMAIL PROTECTED] wrote: -- You have won!!! password: 16347 -- [ Text.zip of type application/octet-stream deleted ] OMG!!! YAY!!! What did I win :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or vie

Re: [hlcoders] Mod crash

2004-03-15 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the li

Re: [hlcoders] pwd?

2004-03-13 Thread Jeffrey \"botman\" Broome
Adrian Finol wrote: weah! That damn monkey got out of his cage again. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Weeeeee! ;)))

2004-03-06 Thread Jeffrey \"botman\" Broome
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? :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list

Re: [hlcoders] [OT] Map Source?

2004-03-02 Thread Jeffrey \"botman\" Broome
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 -- Jeffrey "botman" Broome __

Re: [hlcoders] The account

2004-03-01 Thread Jeffrey \"botman\" Broome
[EMAIL PROTECTED] wrote: -- Subj -- [ ebbebecde.zip of type application/octet-stream deleted ] -- Testing removing .zip files from the hlcoders list? :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or vie

Re: [hlcoders] CS Cheats - Aimbot in 1.6. - i think theres a steam

2004-02-24 Thread Jeffrey \"botman\" Broome
#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. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferen

Re: [hlcoders] CS Cheats - Aimbot in 1.6.

2004-02-23 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey

Re: [hlcoders] CS Cheats - Aimbot in 1.6.

2004-02-23 Thread Jeffrey \"botman\" Broome
, etc.), but in the end, if someone is dedicated enough to want to change how the client behaves, this can't be completely stopped. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, ple

Re: [hlcoders] Fixing a STEAM bug in Ricochet

2004-02-22 Thread Jeffrey \"botman\" Broome
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 -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list pref

Re: [hlcoders] Need Valve's confirmation

2004-02-20 Thread Jeffrey \"botman\" Broome
own on you when you do. :) I too have learned to keep my mouth shut about such things. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Need Valve's confirmation

2004-02-20 Thread Jeffrey \"botman\" Broome
longer has the "hlcoders" list archived on their website. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] ID eti... thanks

2004-02-19 Thread Jeffrey \"botman\" Broome
nd explain to them that *I* did not send them a virus, someone else did using my e-mail address as the sender. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: SV: [hlcoders] RemoveEntity: New Question

2004-02-17 Thread Jeffrey \"botman\" Broome
st return NULL for the edict passed back from pfnCreateNamedEntity(). -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] STEAM Update and messing up bots (Again)

2004-02-13 Thread Jeffrey \"botman\" Broome
done this, but occasionally performances changes in the MOD code effect how things are done and require plugins to be modified to work properly. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] AddToFullPack(...) question...

2004-02-13 Thread Jeffrey \"botman\" Broome
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

Re: [hlcoders] Server say (chat) messages

2004-02-09 Thread Jeffrey \"botman\" Broome
e commands don't call ClientCommand(). I'm not sure what hooks the console "say" command into the SDK Host_Say() function. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or vi

Re: [hlcoders] Server say (chat) messages

2004-02-09 Thread Jeffrey \"botman\" Broome
server voting, etc. might not work the same way). -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] [Fwd: [quark] Off Topic : i found an LEGAL Half-Life 2 model importer for 3ds max r6 !!]

2004-01-15 Thread Jeffrey \"botman\" Broome
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!!! -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list a

Re: [hlcoders] Steam problem

2004-01-15 Thread Jeffrey \"botman\" Broome
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? -- Jeffrey "

Re: [hlcoders] VIS issues

2004-01-09 Thread Jeffrey \"botman\" Broome
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

Re: [hlcoders] SDK

2004-01-09 Thread Jeffrey \"botman\" Broome
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

Re: [hlcoders] Animated Textures

2004-01-06 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman&qu

Re: [hlcoders] registered user msgs

2004-01-02 Thread Jeffrey \"botman\" Broome
7; plugin (from engine_api_post.cpp RegUserMsg() function). -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Host_Error under Steam

2003-12-16 Thread Jeffrey \"botman\" Broome
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

Re: [hlcoders] Early function in client dll

2003-12-16 Thread Jeffrey \"botman\" Broome
DWORD fdwReason, LPVOID lpvReserved) { if (fdwReason == DLL_PROCESS_ATTACH) { // allocate stuff here } else if (fdwReason == DLL_PROCESS_DETACH) { // de-allocate stuff here } return TRUE; } -- Jeffrey "botman" Broome ___

Re: [hlcoders] Software companies

2003-12-15 Thread Jeffrey \"botman\" Broome
, and too much time on his hands... http://www.powerlabs.org/cdexplode.htm :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Req: liblist.gam fix & mp.dll

2003-12-01 Thread Jeffrey \"botman\" Broome
ammit!"... hl.exe -dll MyMod\dlls\h4x0r.dll -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Re: hlcoders digest, Vol 1 #1171 - 7 msgs

2003-11-19 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or vie

Re: [hlcoders] Player Revival on Linux

2003-11-18 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome ___ To unsu

Re: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

2003-11-16 Thread Jeffrey \"botman\" Broome
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! ;) -- Jeffrey

Re: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

2003-11-16 Thread Jeffrey \"botman\" Broome
*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! :) -- Jeffr

Re: [hlcoders] No EXPORT?

2003-11-15 Thread Jeffrey \"botman\" Broome
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

Re: [hlcoders] Server Events

2003-11-14 Thread Jeffrey \"botman\" Broome
that other people will have it if they need it. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] pvPrivateData Question

2003-11-14 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome ___

Re: [hlcoders] pvPrivateData Question

2003-11-13 Thread Jeffrey \"botman\" Broome
27;s' in the fprintf(). -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] pvPrivateData Question

2003-11-13 Thread Jeffrey \"botman\" Broome
*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 (

Re: [hlcoders] pvPrivateData Question

2003-11-13 Thread Jeffrey \"botman\" Broome
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. :) -

Re: [hlcoders] pvPrivateData Question

2003-11-13 Thread Jeffrey \"botman\" Broome
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. :) -- Jeffrey "botman" Broome __

[hlcoders] [Fwd: [hlds_apps] Engine interface changes]

2003-11-10 Thread Jeffrey \"botman\" Broome
void (*ConstructTutorMessageDecayBuffer)(int *buffer, int bufferLength); void (*ResetTutorMessageDecayData)( void ); } enginefuncs_t; ___ hlds_apps mailing list [EMAIL PROTECTED] http://list.valvesoftware.c

Re: [hlcoders] objective system

2003-10-31 Thread Jeffrey \"botman\" Broome
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. :) -- Jeffrey "botman"

Re: [hlcoders] objective system

2003-10-30 Thread Jeffrey \"botman\" Broome
#x27;s just more CPU efficient to only call a function when something has changed, not during every frame. :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] objective system

2003-10-30 Thread Jeffrey \"botman\" Broome
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). -- Jeffrey "botman" Broome ___ To unsubscribe,

Re: [hlcoders] thewavelength.net

2003-10-29 Thread Jeffrey \"botman\" Broome
-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 -- Jeffrey "botman" Broome ___

Re: [hlcoders] HL1 / HL 2 / Steam suggestion.

2003-10-29 Thread Jeffrey \"botman\" Broome
to the local machine. When you are done using that machine, delete the files. The simplest solutions are often times the best. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] thewavelength.net

2003-10-28 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome _

Re: [hlcoders] SV_ReadClientMessage: unknown command char (255)

2003-10-21 Thread Jeffrey \"botman\" Broome
limit on the number of sounds that can be precached)??? Try removing a big chunk of them and see if the error goes away. :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] voice and text comm.

2003-10-20 Thread Jeffrey \"botman\" Broome
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). -- Jeffrey "botman" Broome ___ To unsubscribe,

Re: [hlcoders] Custom filters for the serverbrowser?

2003-10-20 Thread Jeffrey \"botman\" Broome
ls, just create your own server browser that can filter based on any CVAR the server can report back to browser. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.

Re: [hlcoders] if its worth it... where to begin !

2003-10-13 Thread Jeffrey \"botman\" Broome
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. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list prefer

Re: [hlcoders] Open Letter To Hacker Community

2003-10-10 Thread Jeffrey \"botman\" Broome
stion! ;) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

<    1   2   3   4   5