else can correct a tutorial that's wrong or incomplete).
It's just going to take time for the community to get up to speed and
gain critical mass. Once the learning curve has been overcome, you
should see more and more tutorials showing up on VERC, Wavelength, and
other places.
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John bKT Bellone wrote:
Does thunderbird do something similar to gmail in conversations? I
haven't found it yet (I haven't really been looking though).
Try...
View-Sort By-Threaded
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gameServerFactory(). I'll try it tonight and see how it goes.
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Marcelo Bezerra wrote:
I guess the new standard is serverplugin_myname
At least it is what the sdk suggest (the sample is serverplugin_empty).
I would agree. The above is much less ambiguous than xxx_sp. What is
sp ? Server Plugin? Single Player? Super Powered? :)
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.
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Manip wrote:
Any way to get a player's alive/dead status?
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to get 'origin' AND 'angles' for each player on a
server via a plugin?
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. Things that aren't as
important or don't move as quickly can be replicated less often and
still have a fairly accurate client simulation of what's happening on
the server.
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gateway or router take a small amount of time to forward
the packet along. If you have a lot of stops in between, even with a
high speed network connection and a fast server, you may have high latency.
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john smith wrote:
Is there a way to get the vector the player is looking at in a plugin?
Convert the edict rotation to a vector?
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HoundDawg wrote:
Couldn't the proposed wiki support this?
Yes. Show me the wiki! :)
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, sophisticated
animation/blending/facial expression systems, and a large community to
begin with sets the foundation for some very interesting possibilities.
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://collective.valve-erc.com/index.php
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variables of a MOD that you don't have the source code to (not
without creating pointers to PrivateData space and overwriting random
locations in memory).
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hacking.
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in your web browser...
http://www.steampowered.com/index.php?area=news
...refresh every 5 seconds. You'll know when it's released before
everyone else will.
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your baby! :)
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. For
the love of all that's holy, PLEASE STOP the looping, looping, looping,
looping, looping, looping, looping, looping, looping, looping. It's
slowly driving me insane. :) Thanks.
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seen it...
http://games.slashdot.org/games/04/11/20/1746246.shtml?tid=204tid=206
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definitely surpassed that in all areas. Actually, it has blown
EVERYTHING else away!
Valve, I'd just like to say, You guys and gals TOTALLY ROCK!
Excellent game. Well worth the money spent on it and well worth the
time waiting for it.
I can't wait for Half-Life3! :)
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or contribute to a site that supports stolen
code and I encourage everyone else here on this list to do the same.
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or two, you can
remove it (if you need to).
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botman Broome
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).
If you don't own CS:Source (like me), you don't have the HL2 SDK. :(
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[EMAIL PROTECTED] wrote:
Hmmm... If Source was written from-scratch...
Does this mean Source was begun in '99?
Possibly. If there is a header file that has some content that hasn't
changed since 1999, then yes, the copyright extends back to the time
that is was first created.
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any
sooner than that? :)
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to
next to nothing.
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Brian Satertek Irelan wrote:
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! ;)
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to the
client--although the client executes the code also. I considered doing
an event or something but I'm not sure what I'd put there anyway.
Try looking at the head bob stuff in the client (as that effects the
view offset). It's in the view.cpp file of the cl_dll folder.
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Ruari O'Sullivan wrote:
so, Valve...
...when's the SDK?
Alfred already said...
It should be soon (weeks, not months), we are working on it right now.
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of stairs in Half-Life).
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someone's leg after it had been blown off their
body and whack them over their head with it! :)
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McCormack, Chris wrote:
The spec for the rcon protocol was posted by alfred a while back to
this list. Google for it.
No need to google it, here's the thread you want...
http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/msg07640.html
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Alfred Reynolds wrote:
It will be true (just as soon as I write it). Details will be sent to
the list when something is available.
Now that Half-Life2 is done, poor Alfred is the only one at Valve who
still has work to do! :)
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or the recipient's machine's time).
Notice how I sent this message from the future! ;)
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...
http://list.valvesoftware.com/mailman/private/hlcoders/2004-October/009269.html
...shows the email dated as Tue Oct 12 11:56:01 2004
So, it's probably different for different folks.
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Brian Irelan wrote:
CS is never final. And its not $50, its free. (With HL2)
Oh God! You mean Valve is going to be updating Counter-Strike for the
next 100 years? ;)
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because you think something should be possible, doesn't mean that
it will be. Also, there might be things that are possible in the HL1
SDK (i.e. exploits) that aren't possible in the HL2 SDK. It's usually
best to know what you can do before you start trying to do it.
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and closer to being released.
The Valve guys work pretty hard to get rid of exploits as soon as they
can, especially if those exploits allow people to play online when they
haven't purchased the game (i.e. keygens and such).
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Freecode wrote:
so would anyone have the shield offset?
No. You'll have to find it yourself.
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if the 'skin' changes when picking up the shield?
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for the other). The CS
models use 9 way blending which isn't supported by the existing code in
the SDK. You can do a google.com search for half-life 9 way blending
to find some links.
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Adrian Finol wrote:
Having a shield is a state. When you pickup a weapon_shield it removes
that entity and then sets the picker's m_bOwnsShield (part of CSPlayer)
to true.
It's that what I said? ;)
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?)
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pev-origin directly, which is a BAD thing)?
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Stephen Micheals wrote:
Everyone just ignore these virus mails there filtered out
automatically so talking about them is pointless.
It's not pointless, it's FUN! :)
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Josh wrote:
I might be asking in the wrong place, redirect me if I'm wrong. I was
wondering where CS bugs could be reported or if they even could.
Counter-Strike bugs should probably be reported in the Steam forum...
http://www.steampowered.com/forums/
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Alfred wrote:
--
[ Converted text/html to text/plain ]
--
[ Details.hta of type application/octet-stream deleted ]
--
INCOMING Everyone get their heads down!!! :)
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Andrew Foss wrote:
Didn't random texture tiling get broken outside of software in the won
days, anyway?
Ah, yes. That sounds correct. Random texture tiling is only supported
in the software rendering mode (it don't work in OpenGL or D3D).
Good point.
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to the server.
Players would advance/decend in a ladder fashion so that the good
players would shuffle to the top of the ladder (to play against each
other) and the poorer players would shuffle to the bottom.
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Dominik Tugend wrote:
So I have 2 Questions:
A) What happend to random texture tiling?
B) What happend to the lightning?
The HL:Source one is probably a screenshot taken early in the porting phase.
Wait until the game is released before complaining about things. ;)
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a LARGE chunk of cash due
to the only available source of the game being Steam).
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even been a 'Gold' announcement yet).
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Nick LaPlante wrote:
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[ Picked text/plain from multipart/alternative ]
jackdarippa459
Well, at least it's not from alfred. :)
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.
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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, 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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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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(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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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 ]
--
[ Your_complaint.vbs of type application/octet-stream deleted ]
--
Maybe somebody should kick Alfred off of this list! :)
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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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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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'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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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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[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!!!
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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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Josh wrote:
See the php file attached, may help some.
snip
End of hlcoders Digest
--
[ server_info.php of type application/octet-stream deleted ]
--
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content from your replies. :)
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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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and 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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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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, 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 from there on out.
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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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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:
--
You have won!!!
password: 16347
--
[ Text.zip of type application/octet-stream deleted ]
OMG!!! YAY!!! What did I win :)
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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:
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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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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, 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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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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://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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list
archived on their website.
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when you do. :)
I too have learned to keep my mouth shut about such things.
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them a virus, someone else did using my e-mail address as the
sender.
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pfnCreateNamedEntity().
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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 other's position.
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effect how things are done and require plugins to be
modified to work properly.
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with the say
command in ClientCommand() found in the client.cpp file...
if ( FStrEq(pcmd, say ) )
{
Host_Say( pEntity, 0 );
}
Host_Say() will propagate the text message to all clients. Other MODs
may do this differently (server voting, etc. might not work the same way).
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don't call ClientCommand().
I'm not sure what hooks the console say command into the SDK
Host_Say() function.
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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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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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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 ARE on the SDK
list. :)
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