RE: [hlcoders] DoD pPlayer->v.playerclass

2004-01-07 Thread Cale 'Mazor' Dunlap
You'd have to have the array which holds the classnames. Those numbers are just indexes, which index arrays of const char* or char* which contain the names of the classes. At least, that's what I'm guessing they do, it's the same way in TFC. -Cale -Original Message- From: [EMAIL PROTECTED

RE: [hlcoders] Checking if a player is ducked (simple?)

2004-01-06 Thread Cale 'Mazor' Dunlap
:42 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Checking if a player is ducked (simple?) Cale 'Mazor' Dunlap wrote: > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > I just need to know the PROPER way to check if a

[hlcoders] Checking if a player is ducked (simple?)

2004-01-06 Thread Cale 'Mazor' Dunlap
layer has actually REACHED the duck position, FL_DUCKING is if they're in the process, and I think PFLAG_DUCKING is too. Is there some combination of these flags that would tell me? -Cale 'Mazor' -- ___ To unsubscribe, edit your list

[hlcoders] Smooth Transition in Swaying Of Screen

2003-12-23 Thread Cale 'Mazor' Dunlap
iguring out the math for this. My guess would be that I'd have to find the change between the desired sway and the current sway then take a fixed rate of change, multiply that by the frametime and then add(?) that into the current sway value? Sound right to anyone? -Cale 'Mazor'

RE: [hlcoders] Bayonet Kill Sprite & Logging

2003-12-20 Thread Cale 'Mazor' Dunlap
_forks, but the actual thrown fork is "proj_fork", so i wan't to make it so if you stab, it does the same as if you throw a fork and kill.) -omega -- Blackened Interactive - http://www.blackened-interactive.com FLF:Defiance - http://www.frontline2.com Wavelength - http://www.thewavelen

[hlcoders] Bayonet Kill Sprite & Logging

2003-12-19 Thread Cale 'Mazor' Dunlap
to do it than creating a whole new entity. any ideas? Cale 'Mazor' Dunlap Programmer Firearms Half-Life http://www.firearmsmod.com/ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] pfnMessageBegin...

2003-12-04 Thread Cale 'Mazor' Dunlap
[EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Cale 'Mazor' Dunlap > Sent: Thursday, December 04, 2003 12:17 AM > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] pfnMessageBegin... > > Our biggest message is 9 bytes and its sent once per client > per con

RE: [hlcoders] pfnMessageBegin...

2003-12-04 Thread Cale 'Mazor' Dunlap
age- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Cale 'Mazor' Dunlap > Sent: Wednesday, December 03, 2003 11:09 PM > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] pfnMessageBegin... > > Ok, it isn't the temp ent messages. It l

RE: [hlcoders] pfnMessageBegin...

2003-12-04 Thread Cale 'Mazor' Dunlap
ntity, "svc_temp_entity", CL_Parse_TempEntity }, // 23 Its temp ents, y'all have too many. > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Cale 'Mazor' Dunlap > Sent: Wednesday, December 03, 2003 9:48 PM >

RE: [hlcoders] pfnMessageBegin...

2003-12-03 Thread Cale 'Mazor' Dunlap
... { svc_temp_entity, "svc_temp_entity", CL_Parse_TempEntity }, // 23 Its temp ents, y'all have too many. > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Cale 'Mazor' Dunlap > Sent: Wednesday, December 03, 2003 9

[hlcoders] pfnMessageBegin...

2003-12-03 Thread Cale 'Mazor' Dunlap
bug is at critical priority right now and needs to be fixed ASAP, an answer very soon would be appreciated. -Cale 'Mazor' Dunlap Programmer Firearms Half-Life http://www.firearmsmod.com/ -- ___ To unsubscribe, edit your list

RE: [hlcoders] Registry values for installs and other things

2003-12-03 Thread Cale 'Mazor' Dunlap
\Valve\DOD\InstallPath -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Cale 'Mazor' Dunlap Sent: Tuesday, December 02, 2003 10:17 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Registry values for installs and other things This is a multi-part messa

[hlcoders] Registry values for installs and other things

2003-12-02 Thread Cale 'Mazor' Dunlap
into the proper folders for Steam from WON. I've gotten it to work with the HL retail version, but I'm not sure if it'll work for the platinum pack, CS, or DoD retail boxes. Could someone please tell me? -Cale 'Mazor' Dunlap Programmer Firearms Half-L

[hlcoders] HTML in MOTD

2003-12-02 Thread Cale 'Mazor' Dunlap
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is there anything that us mod makers need to do to get the HTML interpreter capability for our MOTD's? Also. whats the news on a new SDK? -Cale -- ___ To

RE: [hlcoders] Mimicking the TE_SMOKE effect

2003-11-16 Thread Cale 'Mazor' Dunlap
-Cale -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Cale 'Mazor' Dunlap Sent: Sunday, November 16, 2003 1:10 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Mimicking the TE_SMOKE effect This is a multi-part message in MIME format. -- [ Picked text/plain

[hlcoders] Mimicking the TE_SMOKE effect

2003-11-16 Thread Cale 'Mazor' Dunlap
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm trying to get a good smoke effect going, but I'd like to change the color of the smoke. I know there isn't a way to do it using the R_Sprite_Smoke TE because it doesn't really have anything for para

RE: [hlcoders] where to find docs about customizing Steam and Counter-Strike

2003-11-11 Thread Cale 'Mazor' Dunlap
http://articles.thewavelength.net/index.php?site=article&id=395 That's a tutorial that Omega did on how to change the BG for steam. As for the icons... I'd assume its just a matter of altering the images, or creating new ones. I can't remember off hand where they're located, but they're in the St

RE: [hlcoders] Model load failed functionality

2003-11-07 Thread Cale 'Mazor' Dunlap
I agree completely, go for it. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega" Sergi Sent: Thursday, November 06, 2003 3:48 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Model load failed functionality Sounds good to me. Its sometimes quit

RE: [hlcoders] Open Letter To Hacker Community

2003-10-10 Thread Cale 'Mazor' Dunlap
I still go by the 'true' definition of a hacker. The name has lost the respect it deserves and I try to keep it alive. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Manip Sent: Friday, October 10, 2003 3:12 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders

[hlcoders] Steam UI Customization

2003-10-04 Thread Cale 'Mazor' Dunlap
e any information? Being able to explore the cache files for other games would be very useful. -Cale 'Mazor' Dunlap Firearms Lead Programmer -- ___ To unsubscribe, edit your list preferences, or view the list archives, ple

RE: [hlcoders] Fog In Steam

2003-10-03 Thread Cale 'Mazor' Dunlap
y works in opengl anyway) -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Cale 'Mazor' Dunlap Sent: October 4, 2003 1:13 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Fog In Steam This is a multi-part me

[hlcoders] Fog In Steam

2003-10-03 Thread Cale 'Mazor' Dunlap
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Does fog still work in Steam? Or did the engine call get changed or something. The fog in Firearms works when using the old engine and old launcher, but not with steam. Any ideas? -Cale 'Mazor&#x

RE: [hlcoders] RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?

2003-10-03 Thread Cale 'Mazor' Dunlap
Even if you got the code, it wouldn't do you any good if you're not a coder. Even if you could just compile it, it's not like you could run it. I really don't see the big deal, but maybe I'm missing something. Putting identity codes in applications is what I'm planning on doing for a project I'm wo

RE: [hlcoders] Steam SDK?

2003-09-29 Thread Cale 'Mazor' Dunlap
Thanx, I'll give it a shot. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of botman Sent: Monday, September 29, 2003 10:56 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Steam SDK? > Oooo, how do I go about getting this 'NDA'? > > -Cale Have you tried e

RE: [hlcoders] Steam SDK?

2003-09-29 Thread Cale 'Mazor' Dunlap
Oooo, how do I go about getting this 'NDA'? -Cale -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Philip Sent: Monday, September 29, 2003 8:59 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Steam SDK? As I recall, you can get in contact with Valve and

RE: [hlcoders] To Valve: Suggestion for the new steam console

2003-09-24 Thread Cale 'Mazor' Dunlap
I second that... I spent a good like 10 seconds trying to change my name but it ended up like 'name e"Mazor"' in the console, friggin annoying, I couldn't figure out what was goin on, then I realized it was autocomplete, so I had to slow my typing down, lol. -Cale -O

RE: [hlcoders] Re: Re: hl1 engine suggestions

2003-09-20 Thread Cale 'Mazor' Dunlap
I didn't know you could do the 'detail texture' thing. That's cool. But with scrolling textures and stuff, that's pretty much already taken care of, albeit a little tougher. Its done using individual images, so it all depends on the framerate set by the graphics artist. I would like to use things

RE: [hlcoders] Re: hl1 engine suggestions

2003-09-20 Thread Cale 'Mazor' Dunlap
That was my source :D The last paragraph says it all. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ken Birdwell Sent: Friday, September 19, 2003 5:29 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Re: hl1 engine suggestions The definitive statement

RE: [hlcoders] Re: hl1 engine suggestions

2003-09-19 Thread Cale 'Mazor' Dunlap
Not Quake 1 graphics engines, which HL1 was based on. No shaders... yes Quake 2, but they only used parts of the netcode of the Q2 engine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of tei Sent: Friday, September 19, 2003 4:57 PM To: [EMAIL PROTECTED] Su

RE: [hlcoders] hl1 engine suggestions

2003-09-19 Thread Cale 'Mazor' Dunlap
You do that then you have HL2 :) HL1 was based on a Quake 1 graphics engine, and part of a Quake 2 engine for net code. Which means: no shaders, no video's as textures, no neato video console... and why would anybody need an avatar? It's a game, not a chat system. I have many more things to say,

RE: [hlcoders] HWND of console? (steam bug?)

2003-09-19 Thread Cale 'Mazor' Dunlap
Oh, and here I thought you were talking about the 'Pre-Steam' HL... alright, makes sense. As far as the steam console screen, I have no idea. I know they DO use VGUI libraries in Steam, I could be wrong, but I did find a few in the steam folders. So, maybe you're right with the VGUI thing. -O

RE: [hlcoders] HWND of console?

2003-09-19 Thread Cale 'Mazor' Dunlap
I wouldn't think that the console would be a VGUI type window, VGUI wasn't released until like, HL 1.1.0.8 or something around there. The console has been in HL forever, and hasn't changed (that I've noticed). I'd go with omega's first suggestion that's it a buffer of strings rendered to the screen

[hlcoders] Finding Redundant Code & Unused Variables

2003-09-17 Thread Cale 'Mazor' Dunlap
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] This doesn't really relate to HL at all, but is there something I can use to locate redundant code and unused variables quickly? -Cale -- ___ To unsubscri

RE: [hlcoders] Displaying enemy name on hud

2003-09-17 Thread Cale 'Mazor' Dunlap
If it crashes, it probably due to a null pointer, I'd first do a check to see if there's actually a pointer represented by checking pEntity by using: if( pEntity ) { // do your crap here } Second, try using pev->netname instead of targetname, make sure you convert it to a string using: STR

RE: [hlcoders] Entity's think functions stopping?!

2003-09-17 Thread Cale 'Mazor' Dunlap
-- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Cale 'Mazor' Dunlap Sent: September 17, 2003 4:14 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Entity's think functions stopping?! Alright, I tried the SetThink call in the think itself, nothing happened... same result.

RE: [hlcoders] Entity's think functions stopping?!

2003-09-17 Thread Cale 'Mazor' Dunlap
Alright, I tried the SetThink call in the think itself, nothing happened... same result. What is happening is the objects think for a bit, but then when the game itself loads, they stop thinking. They think once, then quit. It seems to always been right after the map finishes loading. -Cale

RE: [hlcoders] Entity's think functions stopping?!

2003-09-17 Thread Cale 'Mazor' Dunlap
I've tried both exporting and not exporting the function, same result each time. I haven't tried the SetThink call in the think function however, I'll give it a shot. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Rockefeller Sent: Wednesday, September 1

RE: [hlcoders] Entity's think functions stopping?!

2003-09-16 Thread Cale 'Mazor' Dunlap
ject: Re: [hlcoders] Entity's think functions stopping?! I've never had this problem. Is "pev->nextthink = gpGlobals->time + 1.0" called at the end?... Perhaps you have a return some place higher up in the function? Sniper - Original Message - From: "Cale 'Ma

[hlcoders] Entity's think functions stopping?!

2003-09-16 Thread Cale 'Mazor' Dunlap
once if its supposed to think again in 1 second?! Its driving me crazy. -Cale 'Mazor' Dunlap Firearms Programmer -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] New Protocols?

2003-09-16 Thread Cale 'Mazor' Dunlap
t was done at the engine level? Another thing someone brought to my attention, Steam ID's in Firearms saying '-1', any way to rectify this, or do we need to wait until an engine call to the steam stuff becomes available? -Cale 'Mazor' Dunlap --

RE: [hlcoders] Steam/Mod/Coding concerns- attn: Valve

2003-09-15 Thread Cale 'Mazor' Dunlap
Can you just debug against the HL executable like the 'old' days? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Daniel Koppes Sent: Monday, September 15, 2003 1:02 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Steam/Mod/Coding concerns- attn: Valve

RE: [hlcoders] Linux: Undefined object PM_Move

2003-09-01 Thread Cale 'Mazor' Dunlap
C++. A guess off the top of my head anyhow. At 05:39 PM 9/1/2003 -0500, you wrote: >This is a multi-part message in MIME format. >-- >[ Picked text/plain from multipart/alternative ] >Hey guys, another Firearms problem (thank god this is scheduled to be >our last release). I'm try

[hlcoders] Linux: Undefined object PM_Move

2003-09-01 Thread Cale 'Mazor' Dunlap
erver kills and says it cannot get the API from fa_i386.so. The reason being: 'Undeclared object PM_Move' (or something like that, don't remember the exact wording). Any ideas why? The compile environment is: Red Hat 7.2 EGCS 1.1.2 GCC 2.91.66 Any ideas? -Cale 'Mazor' D

RE: [hlcoders] Creating and removing entities

2003-08-24 Thread Cale 'Mazor' Dunlap
pEnt->pev->team = 1; *no crash* // TODO: Other entity stuff } Even though you might not get the desired affect you wanted to obtain originally, it won't crash, but it WILL execute if there is an entity to execute that line onto. Little something I learned after doing the same th

RE: [hlcoders] weapon prediction bug

2003-08-14 Thread Cale 'Mazor' Dunlap
We had problems like that in FA... I haven't really found a fix... the engine is full of stuff like that, things randomly not firing, or randomly firing too fast. I can't explain it... -Mazor -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of T

RE: [hlcoders] Class C LAN error crap on an internet game

2003-07-19 Thread Cale 'Mazor' Dunlap
the new DLLs for the engines >that it might be doing something to our dedicated servers. Please >someone from Valve or the DoD team respond to this, or anybody that has >experience working with this updated rendering DLLs. > >-Cale 'Mazor' Dunlap >Firearms Programme

[hlcoders] Class C LAN error crap on an internet game

2003-07-19 Thread Cale 'Mazor' Dunlap
gain). I figured since we have the new DLLs for the engines that it might be doing something to our dedicated servers. Please someone from Valve or the DoD team respond to this, or anybody that has experience working with this updated rendering DLLs. -Cale 'Mazor' Dunlap Firear

RE: [hlcoders] Emiters and Attachments

2003-07-17 Thread Cale 'Mazor' Dunlap
never found a solution, so I just hardcoded the offset values. I'm sure there is a solution, but I never had time to find one, I figured I'd just offer that small amount of insight to help you out. I hope that helps at least point you in the right direction. -Cale 'Mazor' Dunlap

RE: [hlcoders] VGUI

2003-06-23 Thread Cale 'Mazor' Dunlap
ateur, so forgive the bad code and some missing pieces, but if you're good, you'll catch the missing stuff. I wanted to redo it sometime, but haven't gotten around to it. If you wanna see the source code for the HUD from Nuke, let me know, I'll email it to you.

RE: [hlcoders] HLTV Scoreboard

2003-03-18 Thread Mazor
eems to do okay. -omega Frontline Force - http://www.frontlineforce.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mazor Sent: March 16, 2003 11:41 PM To: [EMAIL PROTECTED] Subject: [hlcoders] HLTV Scoreboard This is a multi-part message in MIME forma

[hlcoders] Yet another svc_bad error message... this one is weird

2003-03-09 Thread Mazor
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] What the H-E-double hockey sticks does this mean: Host_Error: PF_precache_model_l: 'models/w_ammobox.mdl' overflow That ONLY happens when the map runs in multiplayer mode. not in single player, JUST m

RE: [hlcoders] Mouth movement for voice

2003-02-26 Thread Mazor
ect: RE: [hlcoders] Mouth movement for voice You shouldn't need to do anything code wise. Does your model has a controller called mouth? That should be all you need to get voice comm to do what you want. -----Original Message- From: Mazor [mailto:[EMAIL PROTECTED] Sent: Wednesday, Februa

RE: [hlcoders] Mouth movement for voice

2003-02-26 Thread Mazor
Then how did CS manage to do it? If I'm not mistaken, if you hooked the engine audio, wouldn't you be hooking EVERYTHING? I just want the mouths to move when someone uses voice communication. -Cale -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of botman S

RE: [hlcoders] Mouth movement for voice

2003-02-26 Thread Mazor
Well, I meant 'I can figure out how to move the mouth without sound'. I have no idea how to hook the audio stream... that's what I needed help with. -Mazor -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of botman Sent: Wednesday, February 2

[hlcoders] Mouth movement for voice

2003-02-25 Thread Mazor
looked all over on the client side (and server) for anything that tells how loud the player is speaking and I could not find a thing. any help? -Cale 'Mazor' Dunlap Firearms Programmer http://www.firearmsmod.com/ -- ___ To unsubscribe, edit

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

2003-01-23 Thread Mazor
wn at an angle >= 270, because when they move past the 360 degree point, their angles get reset to zero, which meets the flMin condition, so the game throws the player back to the minimum, when they should be at a max. Both of these methods work when the angle of view is less than 270 and greate

RE: [hlcoders] Adding fog to my mods...

2003-01-15 Thread Mazor
way it should have was OpenGL fog using TriAPI, so that's the only build in fog call that remains. -Mazor http://www.firearmsmod.com/ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Daniel Koppes Sent: Wednesday, January 15, 2003 5:48 AM To: [

RE: [hlcoders] VAC

2002-12-02 Thread Mazor
ere along those same lines. -Cale 'Mazor' Firearms Programmer http://www.firearmsmod.com/ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Mark Gornall Sent: Monday, December 02, 2002 9:58 AM To: '[EMAIL PROTECTED]' Subject: [hlcoders]

[hlcoders] RE: [hlcoders] Re: [hlcoders] Valve´s programmers need more sleep?

2002-11-07 Thread Mazor
If I remember right from elementary school... Anything times zero is zero -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin@;list.valvesoftware.com] On Behalf Of Pat Magnan Sent: Thursday, November 07, 2002 4:30 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Re: [hlcoder

[hlcoders] RE: [hlcoders] Valve´s programmers need more sleep?

2002-11-07 Thread Mazor
HAHA *changes the line in the Firearms code to read: pev->view_ofs = 0; * THANK YOU! -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin@;list.valvesoftware.com] On Behalf Of Oskar 'Zoot' Lindgren Sent: Thursday, November 07, 2002 3:37 PM To: [EMAIL PROTECTED] Subject: [hlc

[hlcoders] Hooking D3D functions in HL

2002-11-05 Thread Mazor
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I wanted to make use of fog for Firearms, but the engine only lets OpenGL use the fog... is there a way I could hook D3D fog functions to create a fog effect for D3D driven devices? -Mazor FA

RE: [hlcoders] SDK 2.3 spectator modes

2002-10-18 Thread Mazor
You had to do that with sdk 2.3? I thought they would have already had that in there... Alright, I'll see what I can do. -Mazor www.firearmsmod.com -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin@;list.valvesoftware.com] On Behalf Of Mark Gornall Sent: Friday, Oc

RE: [hlcoders] SDK 2.3 spectator modes

2002-10-17 Thread Mazor
Lol Damn straight... Mine works now too. THANK YOU! -Mazor www.firearmsmod.com -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin@;list.valvesoftware.com] On Behalf Of Pat Magnan Sent: Thursday, October 17, 2002 2:19 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] SDK 2.3

RE: [hlcoders] SDK 2.3 spectator modes

2002-10-17 Thread Mazor
7;re broke! =O -Mazor www.firearmsmod.com -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin@;list.valvesoftware.com] On Behalf Of Mark Gornall Sent: Thursday, October 17, 2002 3:57 AM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] SDK 2.3 spectator modes Add t

RE: [hlcoders] little bug in the SDK 2.3 ?

2002-10-17 Thread Mazor
Maybe they like to use it because it requires less keystrokes? Lol, the wanna be all "Look at us, we're bad, we can use '!!' instead of '== 0', W!!!" Actually I have no clue... =/ -Mazor -Original Message- From: [EMAIL PROTECTED] [mailto:hlc

RE: [hlcoders] SDK 2.3 spectator modes

2002-10-17 Thread Mazor
Sonofa. I forgot about that... Whenever I looked at the size of the iuser1 value (2), I for some reason thought it went past 3... But then now as you mentioned it, 2 bits only maxes to 3 in decimal... A RETARDED ME -Mazor www.firearmsmod.com -Original Message- From

[hlcoders] SDK 2.3 spectator modes

2002-10-16 Thread Mazor
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] How do I get the spectator modes to work? The only ones I can get to work on the old ones from before... chase cam, locked chase, free look -Mazor ___ To

[hlcoders] VGUI Menu Order Problems

2002-10-10 Thread Mazor
HAHAHAHAHAH YOU CAN'T GET RID OF ME", then you click ok, and it goes away. Then you gotta bring the team menu back up to pick your team pain in the ass. -Mazor FA Programmer ___ To unsubscribe, edit your list preferences, or view the li

RE: [hlcoders] Zone Entities

2002-06-16 Thread Mazor
Then wouldn't the flag end up flip flopping every frame? One frame on, one frame off, one frame on, one frame off it would cause a headache when trying to examine it... wouldn't it? -Mazor -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf

[hlcoders] Zone Entities

2002-06-16 Thread Mazor
flag when he's exited the entity's bounds. any ideas how? -Mazor ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] Water Surface Points?

2002-06-15 Thread Mazor
That didn't help one bit... I don't think you know exactly what I'm tryin to do. I wanna get the location on the surface of the water where the trace entered it. Tom is sorta on the right track, but it seems wrather difficult to do. There isn't an easier way to do it? -

[hlcoders] Water Effects?

2002-05-29 Thread Mazor
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Anybody know how I would find the position of the top of a water surface for creating splash effects? -Mazor http://nuke.shiftify.com/ ___ To unsubscribe

RE: [hlcoders] No TriAPI fog in D3D?!

2002-05-14 Thread Mazor
So Direct3D. Fog. Nono? I'm trying to find out if its possible to do, like it was before.... -Mazor -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Daniel Koppes Sent: Tuesday, May 14, 2002 12:53 PM To: [EMAIL PROTECTED] Subjec

RE: [hlcoders] No TriAPI fog in D3D?!

2002-05-13 Thread Mazor
Do you guys not understand my Q? I'm trying to code fog, so it works with people who don't have good OGL support on their cards. Is there a workaround for this? Better?! -Mazor -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Chris 'Ta

[hlcoders] No TriAPI fog in D3D?!

2002-05-13 Thread Mazor
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I noticed they fixed the fog effect in HL1109, but it no longer works in D3D is there a workaround for this, or is it perminantly like that? -Mazor

RE: [hlcoders] modifying usercmd_s

2002-05-13 Thread Mazor
Not sure if this would work, but what about a type-cast? Example: int iValue = (int)usValue; -Mazor -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Daniel Koppes Sent: Monday, May 13, 2002 2:47 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders

RE: [hlcoders] VALVe: Bug in the game filter screen

2002-05-10 Thread Mazor
*jumps into the convo quickly* *slaps John* *jups out of the convo just as quickly* =D -Mazor -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of John Newfield Sent: Friday, May 10, 2002 3:22 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] VALVe: Bug in

RE: [hlcoders] deleting animation

2002-05-05 Thread Mazor
Wouldn't you want to edit the player model's QC file after you decompile it? You have to remove the sequence out of the QC script file so it doesn't get put into the model on compile. -Cale 'Mazor' Co-Leader/Programmer Nuke! Hodification http://nuke.valvepit.com [EMAIL