RE: [hlcoders] Re: Yaw restriction (vALVE help possibly?)

2003-01-24 Thread Jim Hunter, M.D.
> > I need to figure out a way to restrict the players' yaw > movement to a > > certain cone. I slaved over my keyboard for hours trying to A better place to do this is in CL_CreateMove - then you limit the view angles before any other code uses it. Note that there are a lot of places in input.cp

RE: [hlcoders] Rescale clipping problems "solution"

2003-01-22 Thread Jim Hunter, M.D.
> how succesful did this "hack" work for you Jim? It works perfectly for me. Since it doesn't appear to affect the monsters, I assume that monster movement doesn't use the bsp tree used for player hulls. Anyone know for sure? Jim ___ To unsubscribe, e

RE: [hlcoders] Rescale clipping problems "solution"

2003-01-22 Thread Jim Hunter, M.D.
> P.S. I seem to remember some bug in this code where the '=' > operator for > Vectors to float pointers wasn't overloaded so it wouldn't actually > initialize the return values properly. Yes, as I mentioned in the previous thread, correcting that bug is what led to the clipping offset problem. J

[hlcoders] Rescale clipping problems "solution"

2003-01-21 Thread Jim Hunter
This is a followup to my previous posts on the clipping problems introduced by rescaling. I apologize for not replying to that thread, but I've deleted the original message. I wanted to post this to share the "solution" (more of a hack) that I found in case anyone else is interested. It appears

[hlcoders] GetHullBounds and clipping errors

2003-01-12 Thread Jim Hunter, M.D.
Resent: First time sent from wrong account. Apologies if 2 copies arrive. This is in followup to my previous post about scaling and clipping problems. I've done some further testing, and when the hull sizes set in GetHullBounds (and HUD_GetHullBounds) are set to the original default sizes (-16,

RE: [hlcoders] Collision problem after rescaling

2003-01-08 Thread Jim Hunter, M.D.
> Might need to use/change the SetObjectCollisionBox function > for all of the > monsters. > In this function, the pev->absmin and pev->absmax values are > set. They're > the collision hulls for entities. I thought of that and checked the values for pev->absmin and pev->absmax in SetObjectCollisio

RE: [hlcoders] Collision problem after rescaling

2003-01-08 Thread Jim Hunter, M.D.
> www.nofadz.com/blackened/hltuts/rescale.html > > I wrote that a long time ago, it covers pretty much all of your > problems, bowever there are some extra stuff I had to do > later to fix a > few other issues; but I can't quite remember what I had to do. Actually, I did everything in that tutoria

[hlcoders] Collision problem after rescaling

2003-01-08 Thread Jim Hunter, M.D.
After scaling down to 1/4 size, I'm having problems with the player model not colliding with the world properly. Actually, the player model would collide with the world correctly, but would not collide with monsters correctly (the player would stop a short distance away from the monsters' (Barney'

RE: [hlcoders] pev->sequence, pev->gaitsequence

2002-12-27 Thread Jim Hunter, M.D.
> so the bone parenting stuff is what effects it in the model? > I.e for the > legs you need the tops of the legs to be children of the > right bone in order > for sequence and gaitsequence to work correctly (or something to that > effect)? No, it depends only on the *order* of the bones, not thei

Re: [hlcoders] strcpy( m_pPlayer->m_szAnimExtention, "

2002-11-20 Thread Jim Hunter
> We only have 2 player models, (Team based mod) both have exactly the same > anims (and the same problems). > > Somehow, I don't know why, but surely this must be a model compiling problem > ? I'm assuming you checked to make sure the name of the animation in the qc file or compiled into the mod

Re: [hlcoders] usercmd_s::impact_position

2002-10-21 Thread Jim Hunter
On 21 Oct 2002 at 17:30, Leon Hartwig wrote: > Not used by anything. Thanks for the confirmation! Jim ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] usercmd_s::impact_position

2002-10-21 Thread Jim Hunter
Does anyone know for certain whether the impact_position member of usercmd_s is currently used by anything? Or is it safe to appropriate it for my own nefarious purposes? Thanks in advance. Jim ___ To unsubscribe, edit your list preferences, or view t

Re: [hlcoders] Dual usage of a bone controller

2002-10-16 Thread Jim Hunter
On 16 Oct 2002 at 15:16, Peter Immarco wrote: > The character the graphics artist is designing will have a neck bone > that allows the characters head to both: > > 1) Rotate left to right like the standard HL human model does > 2) But also move the head up and down along the Y axis. Think of > s

Re: [hlcoders] Moving large amounts of data from client to server

2002-06-27 Thread Jim Hunter
I hesitate to even suggest this, since my ignorance of networking is truly astronomical. But this just occurred to me, so I throw it out for what it's worth. How difficult would it be to establish a separate TCP connection from client to server (over a different port, I guess)? Then you could s

Re: [hlcoders] Particle System

2002-06-27 Thread Jim Hunter
> Sure, having the ability to create a *variable* number of particles is a > plus by using a linked list over an array. Why have 20,000 dormant > classes/structures taking up memory when you don't have to? How about > allocating new particles? Are you supposed to scan through the entire array > ea

Re: [hlcoders] Moving large amounts of data from client to server

2002-06-27 Thread Jim Hunter
Resending this since I sent it from the wrong account before and it bounced. > > B) Instead of sending an updatedata command for each field, encode > > the data into a big long char stream and send it over. First of all, > > there are problems with sending encoded chars, specifically the pro

Re: RE: [hlcoders] Particle System

2002-06-26 Thread Jim Hunter
> any know of the post I am speaking of or the individuals I can speak to > regarding the > post? The only thread I remember recently was in May - the thread name was triAPI speed problems. Here's the link: http://list.valvesoftware.com/mailman/private/hlcoders/2002-May/003350.html Note that s

Re: [hlcoders] precache question

2002-06-25 Thread Jim Hunter
>first entity with MOSNTER_BARNEY classname, executes precaching - >loads barney.mdl into memory. Then engine found another >MONSTER_BARNEY. Does it checks if such model was already loaded and >then loads model if it wasn't loaded? Or loads it again and >again??? It only loads

Re: RE: [hlcoders] The big new SDK? (for Valve)

2002-06-14 Thread Jim Hunter
> Eric distinctly said there would be an sdk release "around" the same time > as the 1.1.1.0 patch, which by my estimation is, err, now... I believe that statement was made before they decided to make another (unanticipated) release so soon, so it applies to the next patch (1.1.1.1) Jim _

Re: [hlcoders] Re: Contents of hlcoders digest...

2002-06-13 Thread Jim Hunter
> > From: "SACKFRISCH Clan" <[EMAIL PROTECTED]> > Date: 2002/06/13 Thu PM 03:45:30 EDT > To: <[EMAIL PROTECTED]> > Subject: [hlcoders] Re: Contents of hlcoders digest... > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives

Re: [hlcoders] Policy change in the user forum?

2002-06-12 Thread Jim Hunter
> You have to be subscribed to a list (and verify this by logging in) in order > to view archives. This change was made in response to list members > complaining about receiving spam due to their e-mail addresses being openly > visible on the web via the archives. It did have the unfortunate sid

RE: [hlcoders] Player physics

2002-06-12 Thread Jim Hunter
>Does anyone have an idea how I would make a player turn on a dime? >I don't want there to be any acceleration, I just want the player to >instantly move in the direction he's facing Acceleration is handled in PM_Accelerate (in pm_shared.c) IIRC. You just need to take the forward, side and up m

RE: RE: [hlcoders] A method for creating new user variables

2002-06-11 Thread Jim Hunter
ctually it would be 16 bytes * server_updates_per_second, though. Running a quick test shows about 10 updates per second (don't know if this varies much), or 160 bytes/second. Your point is, however, still valid. > #define MIN_PERSENT_TO_SEND_FULL 0.75 I surrender already! LOL! Th

Re: Re: [hlcoders] A method for creating new user variables

2002-06-11 Thread Jim Hunter
> come across 64bit pointers. On the other hand, it is not > guaranteed that an int will be 32bit large. So your code is living > on some assumptions not necessarily true. Good point - I hadn't thought of that. > WRITE_ function. Sending byte by byte has the advantage that you > don't have to c

Re: RE: [hlcoders] A method for creating new user variables

2002-06-11 Thread Jim Hunter
the entire structure with each update. (Of course, not much is gained if every member of the structure is likely to have changed since the last update). Thanks for the feedback. Jim Jim Hunter [EMAIL PROTECTED] ___ To unsubscribe,

[hlcoders] A method for creating new user variables

2002-06-10 Thread Jim Hunter
If you feel it was inappropriate to post this here, please let me know and accept my apologies. I also apologize for the length of this post. I am looking for comments and constructive criticism on the code I've written. Since most of the user variables in entvars_t, playermove_s and other stru

Re: [hlcoders] Speed bug

2002-05-16 Thread Jim Hunter
Here's where the bug is: in PM_Accelerate, the calculation of currentspeed is wrong, which causes addspeed to be too high, leading to a velocity after acceleration greater than maxspeed. This only happens when the direction of your movement commands differs from the direction you're actually mov

Re: [hlcoders] Half-life demo tools

2002-05-14 Thread Jim Hunter
> Nothing is impossible. Yeah, right. Cracking any code is possible, given enough time, but if they used public-key cryptography, it can be so difficult as to be practically impossible. ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] modifying usercmd_s

2002-05-13 Thread Jim Hunter
> I know I could do this with messages, but it seems to me that this would be > a cheaper (bandwith), and more logical, method. You could also "reuse" the impulse byte. (cheaper, but not logical) ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] Client-side prediction

2002-05-03 Thread Jim Hunter
I'm feeling a bit schizophrenic, so I'm going to answer some of my own questions. Please let me know if my answers are wrong. > I know the local player is run through PM_Move. Are the > non-local players predicted too? It appears to me this does NOT happen. The entity_state_s struct for non-l

RE: [hlcoders] Client-side prediction

2002-05-03 Thread Jim Hunter
Hello, Ralph, and thanks for responding. Did you ever get my e-mail off list the last time? > > (1) Are all players predicted? > > So far as I can tell. PM_Move runs on the server and the player's > client. This is the "physics" prediction, there may be other predicted > things that work differ

[hlcoders] Client-side prediction

2002-05-02 Thread Jim Hunter
Can anyone direct me to information regarding client-side prediction? What I need to know is: (1) Are all players predicted? (2) Is there a limit to the number of frames that can be predicted? How many? I'm assuming that ALL data about each predicted frame is stored, so there would have to

Re: RE: [hlcoders] Keeping up with origins client side

2002-05-02 Thread Jim Hunter
> The team icon seems to "Walk back and forth" in the Y plane (or whatever > the forward/back direction is) in tandem with the player. So this movement is always oriented in the same way relative to the player? That is, if you have a side view you're seeing it jump back and forth, then if the p

Re: [hlcoders] Keeping up with origins client side

2002-05-02 Thread Jim Hunter
Where is your code to render them? I would think if you had your team sprite function called from CStudioModelRenderer::StudioDrawPlayer the origins would be dead on. Jim - Original Message - From: "Dynerman David M" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, May 01, 2

Re: [hlcoders] Anti-cheat code in mods

2002-04-28 Thread Jim Hunter
> You obviously arent very bright, and you still try to take credit for > other's work. AAAHAHAHAHA!! That's good! A cheater bitching about someone cheating him!!! *dries eyes* ___ To unsubscribe, edit your list preferences, or view the list archiv

Re: [hlcoders] Anti-cheat code in mods

2002-04-28 Thread Jim Hunter
> Don't you think that the cheat developers weren't the first ones to > register to this list? And your point is that people who want to cheat don't know how to use google to find new cheats? Or was it that there are no other means by which cheat developers find out about new cheats? For crying

Re: [hlcoders] QWERTY -> AZERTY

2002-04-16 Thread Jim Hunter
I don't think you'll be able to do what you want to do without modifying the engine or writing an external piece of software that intercepts keyboard input before it goes to Half-Life, which might be possible by intercepting the keyboard messages from Windows to the game engine, but I'm not knowle

Re: [hlcoders] radios

2002-04-05 Thread Jim Hunter
> is there any way of coding a radio for single player? so like the player > presses a button and it'll play a certain sound on the map? like 1 map > would just play a static sound and another map would play a sound of some > one giving u orders or some thing? A. They did it in Opposing Force

[hlcoders] Windowed mode driving me nuts! [OT?]

2002-03-24 Thread Jim Hunter
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm having problems getting Half-Life to behave properly in windowed mode. When I Alt-Tab away from Half-life, or when I hit a breakpoint, the game window loses focus but is still in the foreground.

Re: [hlcoders] [OT] Compiling the SDk

2002-03-21 Thread Jim Hunter
> LINK : fatal error LNK2023: bad dll or entry point > 'msobj10.dll'!'?FCreateReader@IDebugSSectionReader@@SA_NPAEIPAPAV1@K@Z' Error executing link.exe. That's a weird one. I'm probably out of my depth here, but I'm going to go out on a limb. I think that file (msobj10.dll) is corrupted; you n

Re: [hlcoders] [OT] Compiling the SDk

2002-03-21 Thread Jim Hunter
> what compilers can be used with the SDK, I > would use VC++ but for some reason, it doesn't compile (errors etc.) While I personally find BCB easier to use than VC++ for most stuff (personal bias), if you have VC++, I would recommend using it for Half-Life, since that's what the code was writ

Re: [hlcoders] [OT] VC++ question

2002-03-20 Thread Jim Hunter
> If you are accidentally stepping into code that you don't have the source for > (like standard C functions or engine code) you can use the > "step-out-of-function" button (the arrow pointing out of the 2 braces) Yes, IF you're in a function. If you're in the engine code, this usually doesn't w

[hlcoders] [OT] VC++ question

2002-03-19 Thread Jim Hunter
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is there any way in VC++ 6 to "break on available source"? What I'm ineffectively trying to say is, when you're stepping through the source code and you reach a section of code for which the source

Re: [hlcoders] Changing orientation of player model

2002-03-19 Thread Jim Hunter
> How can you do that? So far as I can tell there is nothing called "pev" > accesable from within pm_shared.c. The correct variable to change is > pmove->angles. Absolutely correct. That was a misstatement. I did not access the entvars structure in pm_shared - AFAIK, you can't. I'm not 100% s

Re: [hlcoders] Changing orientation of player model

2002-03-18 Thread Jim Hunter
> Do you want to rotate the player model but NOT the player's view? No, I want the model to be facing in the same direction as the view, so that if the view angles were, for example, pitch +90, yaw 0, roll 0, the model should be facing straight down (along the negative z axis) with the body ext

Re: [hlcoders] Extending weapon_data_t

2002-03-17 Thread Jim Hunter
> I'm trying to add some information that I want to encode and send over to > the client by storing it in the weapon_data_t structure. Can't you use the user fields that already exist in weapon_data_t? ___ To unsubscribe, edit your list preferences,

Re: [hlcoders] Changing orientation of player model

2002-03-17 Thread Jim Hunter
> I think you could use pPlayer->pev->punchangle ( .x for upside and down, .y for horizontal) If I'm not mistaken, punchangle is only an offset to the view angle, so it won't change the orientation of the player model in space. Thanks for the suggestion, though. I've finally found (after a coup

[hlcoders] Changing orientation of player model

2002-03-16 Thread Jim Hunter
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is it possible to change the orientation of the player model other than rotation around the z axis (yaw)? For example, is it possible to have the player model rendered upside down? Horizontal? --

[OT] Re: [hlcoders] Building SDK 2.2 with the Borland or MinGW C++ compilers...

2002-03-12 Thread Jim Hunter
I've found BCB much easier to use than MSVC, especially for creating a user interface, but in fairness I've only been using MSVC for a month or two (The only reason I'm using MSVC at all is to compile Half-Life). The only tutorials I've seen were in the documentation that came with BCB (in th

Re: RE: [hlcoders] RGB colors

2002-03-11 Thread Jim Hunter
There must be something I'm missing... Why would you want to use a float to store RGB values?? Is there some advantage to doing it this way? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesof

[hlcoders] PM_PlayerTrace and PM_TraceModel

2002-03-08 Thread Jim Hunter
What is the difference between PM_PlayerTrace and PM_Trace Model? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] PM_CalcRoll

2002-03-06 Thread Jim Hunter
> I think it is used in some mods, like DMC, but not HL itself. Guess that means I should play something besides "plain old" HLdeathmatch, huh? :) Thanks for the info Jim ___ To unsubscribe, edit your list preferences, or view the list archives, plea

[hlcoders] PM_CalcRoll

2002-03-06 Thread Jim Hunter
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Anyone know where in the game this function's effect is seen? It appears to me that this function rolls the view based on the player's sideways speed, but if the parameters rollangle and rollspeed a

Re: [hlcoders] Argh!

2002-02-24 Thread Jim Hunter
x27;s being on the same > list > > -Jim > > > - Original Message - > From: "Jim Hunter" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Sunday, February 24, 2002 8:06 PM > Subject: Re: [hlcoders] Argh! > > > > Is it possible th

Re: [hlcoders] Argh!

2002-02-24 Thread Jim Hunter
Is it possible that your header is being included by another file before this cpp file (for example another header?) Jim -Original Message- From: Yacketta, Ronald <[EMAIL PROTECTED]> To: [EMAIL PROTECTED] <[EMAIL PROTECTED]> Date: Sunday, February 24, 2002 2:54 PM Subject: RE: [hlcoders]