Re: [hlcoders] Vtex.exe source?

2005-04-29 Thread Michael Hobson
Amckern: At 11:05 PM 4/28/2005, amckern wrote: yes, in the utils folder --- r00t 3:16 [EMAIL PROTECTED] wrote: Is the vtex.exe source included with the sdk? r00t 3:16 CQC Gaming www.cqc-gaming.com I looked all over the place and I don't see it. {OLD}Sneaky_Bastard! email: [EMAIL PROTECTED]

Re: [hlcoders] MOTD, STEAMID

2005-03-31 Thread Michael Hobson
Soham: At 07:55 AM 3/31/2005, Soham Roy wrote: there is but is not legal On Thu, 31 Mar 2005 01:24:01 -0500, Shane Robinett [EMAIL PROTECTED] wrote: Any chance that there is a built in function that doesn't require modding where in the MOTD we can pass STEAMID as a variable? Re:

RE: [hlcoders] Server Plug-in Loading Order

2005-02-19 Thread Michael Hobson
Alfred, Thank you for the quick reply. At 05:40 PM 2/19/2005, you wrote: They are loaded just after the DllInit() call to the game server dll. What are you doing that requires a particular ordering of load? So the Game DLL's - DLLInit() is called, passing in the engine interfaces and what have

Re: [hlcoders] Server Plug-in Loading Order

2005-02-19 Thread Michael Hobson
Dave, Make your own damned threads to plug *your* mod on, please. Trying to hijack *my* thread is just plain rude. At 07:49 PM 2/19/2005, you wrote: What sort of low level hacks are you considering? You may want to look into what Pavol Marko did for SourceMod, a general manager for creating

Re: [hlcoders] RE: Because forks are fun!

2005-02-18 Thread Michael Hobson
At 09:28 PM 2/18/2005, Imperio59 wrote: In theory, Source isn't even related to Quake, since it is a new engine built from the ground up by Valve. It is not even related to HL1, besides the actual look and feel and class design that mimics HL1's, but is totally different under the hood ;)

RE: [hlcoders] Is Per-Entity Gravity Possible ?

2004-12-18 Thread Michael Hobson
:[EMAIL PROTECTED] On Behalf Of Michael Hobson Sent: Friday, December 17, 2004 10:29 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Is Per-Entity Gravity Possible ? Yahn: Thank you for the speedy response. At 08:58 AM 12/17/2004, Yahn wrote: Correct, you'd have to convert gravity to a vector, which

[hlcoders] Is Per-Entity Gravity Possible ?

2004-12-17 Thread Michael Hobson
Yahn or Alex: Do we have sufficient low-level access to Havok in order to allow per-entity gravity magnitude and direction vectors ? {OLD}Sneaky_Bastard! email: [EMAIL PROTECTED] Michael A. Hobson icq:#2186709 yahoo: warrior_mike2001 IRC: Gamesurge channel #wavelength

RE: [hlcoders] Is Per-Entity Gravity Possible ?

2004-12-17 Thread Michael Hobson
has a gravity like (-1, = 5, 64)) -Message d'origine- De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Michael = Hobson Envoy=E9 : vendredi 17 d=E9cembre 2004 09:51 =C0 : [EMAIL PROTECTED] Objet : [hlcoders] Is Per-Entity Gravity Possible ? Yahn or Alex: Do we have sufficient low

RE: [hlcoders] Is Per-Entity Gravity Possible ?

2004-12-17 Thread Michael Hobson
gravity in low level include, it seems = that it have not been generalized (in sense that I can easily decide that my world has a gravity like (-1, = 5, 64)) -Message d'origine- De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Michael = Hobson Envoy=E9 : vendredi 17

RE: [hlcoders] Netcode and Vehicles

2004-12-14 Thread Michael Hobson
-- [ Picked text/plain from multipart/alternative ] Jay, Are the these constants from VPHYSICS/VEHICLE.H : #define VEHICLE_MAX_AXLE_COUNT 4 #define VEHICLE_MAX_GEAR_COUNT 6 #define VEHICLE_MAX_WHEEL_COUNT (2*VEHICLE_MAX_AXLE_COUNT) hardcoded into the Engine DLL ?

Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread Michael Hobson
Covert: At 04:21 AM 12/5/2004, you wrote: already a HL2 wiki here http://www.hl2world.com/wiki/index.php/Main_Page Hl2World provides support to the stolen HL 2 codebase: http://www.hl2world.com/wiki/index.php/Creating_your_first_Faceposer_scene Don't promote that site on Valve's list FFS.

Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread Michael Hobson
Bob Aman: At 10:24 AM 12/5/2004, you wrote: (btw, plz don't tell me there is already hl2world, as they support the stolen build and I wouldn't consider them a good part of the community, their contribution is negative) I didn't look very hard, but I didn't see any evidence to back that

[hlcoders] re: false claim of real-time radiosity support in Source Engine

2004-11-29 Thread Michael Hobson
At 02:42 AM 11/29/2004, Michael Shimmins wrote: How on earth can you make such a claim? You think just because it isn't implemented in HL2 that the Source Engine isn't capable of it? Who's to say HL2 exposed 100% of the functionality of the Source Engine. Why not wait until we see what can be

Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts

2004-10-29 Thread Michael Hobson
-- [ Picked text/plain from multipart/alternative ] At 10:29 AM 10/29/2004, you wrote: I thought Valve did the whole Source engine from scratch. You shouldn't believe every rumor you hear. Wouldn't that mean that there is no technology licensed from Id? It would, if it were true.

Re: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread Michael Hobson
-- [ Picked text/plain from multipart/alternative ] At 10:18 AM 10/21/2004, Bruce Bahamut Andrews wrote: Because he wants to use some of the advanced technological improvements that .NET has... Because MSVC .NET handles templates and other things in *ANSI-Compliant* fashion and MSVC 6 does not,

Re: [hlcoders] Looking for plugin coders

2004-09-29 Thread Michael Hobson
Shane: You say plugins, but you fail to state exactly with what application programs these plugins are supposed to work operate. How is anyone supposed to know whether contacting you is a complete waste of time due to lack of lack of familiarity and/or not owning the application in question and

Re: [hlcoders] Resizing Models

2004-09-29 Thread Michael Hobson
Marco: At 04:32 PM 9/29/2004, you wrote: And the entity bounding box is hard coded where and why? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Entity

Re: [hlcoders] SDK 2.3 builds on Linux

2004-09-25 Thread Michael Hobson
HJ, Thank you very much. Perhaps Valve could use this is a basis for the SDK 2.4 changes and just add whatever other bits they intended (VGUI 2 ?). At 09:21 AM 9/25/2004, you wrote: While this is not an official Valve release, the good folks over at MetaMod have been faithfully 'keeping the

Re: [hlcoders] Shield

2004-09-25 Thread Michael Hobson
Freecode: The only reason anyone would be asking for an offset #, is if they were trying to patch the binary. This suggests that you are attempting to write another C/S Shield cheat. You absolutely will *not* get any help writing cheats on this list. This list is for mod developers, not cheat

[hlcoders] Valve HL SMD Exporter ported to 3DS Max 6

2004-09-10 Thread Michael Hobson
For those of you who may not know about it: Half-Life Studio Model Exporter 3.0 for 3DS Studio Max 6 - Valve's SMD Exporter for Max 4.2 was ported to Max SDK 6 (with several issues fixed) and given a new user interface by a

Re: [hlcoders] Mod Idea.

2004-07-22 Thread Michael Hobson
Well, We were told many months ago on this list that there would be an update to the Half-Life 1 SDK (from 2.3 to 2.4 ?) when CS:CZ was released. That is long past, but still no SDK 2.4 At 12:30 PM 7/22/2004 -0500, you wrote: K. Mike Bradley wrote: Yes what is the ETA on the SDK? I think Gabe's