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
: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
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'
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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'
_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
--
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FLF:Defiance - http://www.frontline2.com
Wavelength - http://www.thewavelen
to do it than creating a
whole new entity. any ideas?
Cale 'Mazor' Dunlap
Programmer
Firearms Half-Life
http://www.firearmsmod.com/
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[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
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
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
>
...
{ 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
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/
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\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
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
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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
-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
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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
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
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
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
e any information?
Being able to explore the cache files for other games would be very
useful.
-Cale 'Mazor' Dunlap
Firearms Lead Programmer
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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
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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
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
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
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
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
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
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
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
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,
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
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
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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
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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
--
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.
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
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
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
once if its supposed to think again in
1 second?! Its driving me crazy.
-Cale 'Mazor' Dunlap
Firearms Programmer
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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
--
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
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
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
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
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
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
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
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
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.
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
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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
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
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
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
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/
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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
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: [
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]
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
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
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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
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
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
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
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
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
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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
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
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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
flag when he's
exited the entity's bounds. any ideas how?
-Mazor
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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?
-
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Anybody know how I would find the position of the top of a water surface
for creating splash effects?
-Mazor
http://nuke.shiftify.com/
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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
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
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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
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
*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
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
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